On Wed, Jul 20, 2011 at 3:37 PM, Scott Giese scott.gi...@comcast.net wrote:
Hi Gang,
FYI. I submitted 3 patches for your review. I'm new to the list and I
wanted to give back to the Blender community.
28030 SCONS Build: Build Date reflects
I've needed to try and figure this one out too so here's my two cents and
some random matrices.
Since Blender uses column major order matrices these printouts are actually
visually transposed to normal math, actual matrix columns are shown
horizontally in the inner brackets and rows are vertical.
Hello all. I'm currently writing an add-on to ease the export of renders
and environment maps to the Source game engine, and I'm finding my
options when it comes to envmaps extremely limited. I'd like to add the
following functions:
bpy.types.EnvironmentMap.save( filename, layout=(
In recent time I worked with node-materials quite often and anything
seamed to be fine. But then I came across the very simple task that
needs the actual normals of the object surface in worldspace (z-up,
x-right, y-backside). But there is no input for such normals. All I have
found are the
The dilation I am seeing in Blender is imo not good. I thought I'd propose
an alternative (if there's support)?
Here's a close-up of the dilation blender does --
http://jbit.net/~sparky/blender_dial/bakezoom_BI_dial.png
Here's a close-up of the dilation I was able to do outside of blender using
I have created/finished the straighten uvedit tool mentioned at
http://wiki.blender.org/index.php/Dev:2.5/Source/Development/Todo/Simple_Todos
Please check out Patch [#28045] Straighten tool from Simple Todos
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My reasoning for assuming this was a bug:
1. Previously working scripts (2.49) broke.
2. m1 *= m2 is equivalent to m1 = m1 * m2, where m1 represents the Base
matrix and m2 represents the Influencing matrix. This is more intuitive to
me.
There is no equivalent shorthand for m1 = m2 * m1.