Blender / Svn Trunk (nov. 05, 2007) - MeshDeform Modifier - GraphicAll.org
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    Blender / Svn Trunk (nov. 05, 2007) - MeshDeform Modifier
    BuilderOogsnoepje
    OS
    DateNov-4-07
    TypeBF

    Description
    Brecht van Lommel: 
    

    IK
    ==
    Solving is now done independent of scale, by scaling the chain to have a
    size of about 1.0. This solves some issues with small or big chains, and
    also makes the IK stretch setting independent of scale. The latter breaks
    backwards compatibility somewhat, but is an improvement over what it did
    before.
    

    Hinge Bone Transform
    ====================
    This changes the way hinge bones are transformed when their parent bones
    are also selected. Before it just disabled transform for these, now they
    are rotated and scaled as well, but without influencing the transform
    center, which gives behaviour as if they were regular bones.
    

    Mesh Deform Modifier
    ====================
    The MeshDeform modifier can deform a mesh with another 'cage' mesh.
    It is similar to a lattice modifier, but instead of being restricted
    to the regular grid layout of a lattice, the cage mesh can be modeled
    to fit the mesh better.
    http://www.blender.org/development/current-projects/changes-since-244/modifiers/
    
    Implementation Notes:
    
    • OpenNL has been refactored a bit to allow least squares matrices to be built without passing the matrix row by row, but instead with random access. MDef doesn't need this actually, but it's using this version of OpenNL so I'm just committing it now.
    • Mean value weights for polygons have been added to arithb.c, a type of barycentric coordinates for polygons with >= 3 vertices. This might be useful for other parts of blender too.

    Ton Roosendaal:
    

    New driver option for the poor suffering riggers:
    "Rotation Difference" This option, for Bones, allows the angle between two Bones to be the driver for another Ipo channel. This angle now is hardcoded based on the Bone-space orientation (without parenting rotation). Thanks to nathan for poking and test!

    A different approach for the new driver option: it now uses pose-space
    instead of bone-space. This makes it visual easier to use. For the todo:
    a large array of buttons for users to pick what kind of 'space' is used?
    

    DownloadBuild!!



    Blender Foundation's Chaos and Evolution Training DVD by David Revoy

    Comments
    venomgfx
    thanks!

    btw, is there a reason to call this build "Experimental", it looks like today's SVN, or it does have a patch or so?

    if it's BF, edit your build or drop a comment and we will change it
    igor
    Try #2...first one got lost in posting.

    Ok, so we now have this great modifier.

    Since it already does proximity tests and weighting, would it be possible to branch it out to another modifier that does attribute transfer ala Houdini or GATOR from Softimage?
    *comment from the builder
    Oogsnoepje
    venomgfx: Whoops, you're right. I accidentally clicked Experimental instead of BF. Sorry for that. (I got used to it because of the QDune builds I guess :).

    igor: I'm not sure if he's reading this page, but I'm sure he'll read it at the bf_commiters mailing list*. Sounds like an awesome idea..

    * http://lists.blender.org/mailman/listinfo/bf-committers
    sebastian_k
    Hey!
    i just want to thank you, whoever it did, for fixing the alpha-texture-problem that i was mentioning at the blender conference. a big hug! thank you! i just tried this build today and by accident i checked the system&OpenGL section and then i saw it! i don't know how long this has been in SVN, but anyway, thank you (Ton? Eskil?), who ever you are!
    sebastian_k
    Hey!
    i just want to thank you, whoever it did, for fixing the alpha-texture-problem that i was mentioning at the blender conference. a big hug! thank you! i just tried this build today and by accident i checked the system&OpenGL section and then i saw it! i don't know how long this has been in SVN, but anyway, thank you (Ton? Eskil?), who ever you are!

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