Add slider to adjust the influence of weights relative to geometry distortion.
This allows subtle influences to be applied - without drastic changes in behavior.
There are several ways to end up with an object with skin modifier, but no
skin data on the geometry. So we need an operator to add it by hands.
Also tweaked a bit UI of this modifier.
Nothing much to say here, basic tool to make normals point toward a target,
or to make them point 'outward' as if object was a spheroid (useful for game bushes etc.).
Also, forgot a big thank you to Campbell for the extensive review work he has done on this project!
- Add falloff types & curves (matching warp-modifier)
- Add uniform scale option,
important when adding hooks to non-uniform scaled objects,
especially for use with lattice objects which can't avoid uneven scaling.
This uses relative transformation set when the hook is assigned,
when measuring the distances.
Not much to add, modifier uses same code as operator basically, only key difference
is that modifier will never create data layers itself, you have to use dedicated operator
for that.
Now the bevel tool, modifier, and internal operator have a material
slot # parameter that the user can set. If left at default of -1,
behavior is as current -- bevel face material is taken from the
closest original face (this may be ambiguous). If material slot
is >= 0, it gives the material slot index number for the material
to use.
This commit introduces the ability to make the Build Modifier operate in reverse,
essentially allowing it to be used as a "deconstruction" effect.
(See D219 for more details about use cases for this)
- When existing faces are available use their UV values
- When no faces are connected to an edge - generate UV's
Also add option to stretch U/V to bounds.
Quads: Beauty, Fixed, Fixed Alternate, Shortest Diagonal
Ngons: Beauty, Scanfill
* Shortest Diagonal is the default method in the modifier (popular
elsewhere), but beauty is the default in Ctrl+T).
* Remove the need for output slot and beauty operator to be called
after Clt+T
Patch with collaborations and reviewed by Campbell Barton
Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
* VERTEX_WEIGHT modifiers had quite a messy UI, improved the grouping of options a bit, so it is easier to scan through.
* Do not use abbreviations like "Rem" or "Dist" in the UI...
* Also small change for BEVEL modifier UI for more efficient space usage.
The previous fix limited overlap, but is sometimes
too conservative, and artists want way to turn off
the limiting, so added 'Allow Overlap' option to
modifier.
modes, so we can show degrees rather than radians. Still refers to the same
DNA variable to keep backwards compatibility.
Patch #33807 by Gottfried Hofmann.
Now modifier takes a segments parameter.
Bevel edge weights will multiply the overall amount.
For vertex-only, you can give a vertex group name,
and the weights in that will multiply the overall amount.
(Did not add those when I created that module, because I did not thought we would actually need them in usual UI code, but turned out I was wrong).
Also made some optimizations in those py gettext funcs, when i18n is disabled at build time, no need to do pyobject -> cstring -> pyobject conversions!.
This means the deformation on the input to the modifier can be re-applied ontop of the mesh cache.
In practice this is most useful for using corrective shape-keys with mesh-cache.
Also:
* Fixes a (op prop) bug which prevented, once you had baked and freed ocean once, to bake again.
* Fixed infinite values of acumulated foam when baking with foam_fade values above 1.0, now simply clipping accumulated foam value to 1.0, as already done for the "instantaneaous" foam value returned by BKE_ocean_jminus_to_foam().
* Added missing RNA descriptions.
* Made foam_fade unanimatable!
* Added in UI some missing properties that are imho useful: random seed, size (kindof 'surface scaling'), and foam_fade (baking only).
* Removed custom lerp() func from bke's ocean.c, BLI's interpf does exactly the same thing (the first two args are just in reversed order). Note: this could most certainly be done in other parts of the code, bpy's mathutils for e.g. has its own linear interpolation code for vectors and matrices :/).
* Did some general code cleanup (mostly line length and no C++ -> C comments)...