Wednesday, June 29, 2005

Blender Development Goodies 2

I've been having a go at the transform code again the past days, unifying the code, simplifying, fixing some bugs, fun stuff.

Part of the unifying busines is merging options for the manipulator into normal transform. I also sneaked in View space constraint and user defined (through objects) spaces.


User defined spaces are saved as part of the scene, they are linked to the object, so if you rotate the object used, the constraint space follows. The system also support spaces not linked to objects (like a user specified edge or whatnot), but it's not currently accessible in the UI.

The code to deal with the space switching depending on the option is a bit yuck since it is part of the manipulator code and does some handling that normal transform doesn't need, so I'll have to clean that eventually.

Anyhow, 'til next time,


Anonymous Anonymous said...

Awesome! Looks very very good indeed. Does that custom space (perhaps confusing terminology - I kept thinking of window space) also allow for adding things like edges?

6:29 AM  
Blogger theeth said...

Eventually yes, that's what I meant by: "The system also support spaces not linked to objects (like a user specified edge or whatnot)"

4:06 PM  
Blogger jiri said...

Nice! No doubt, that transform refactoring was very useful :-).

1:29 AM  
Anonymous Anonymous said...

Is this custom space stuff implemented or will it be in the future? I mean, is it part of the actual Blender development or is it just a plugin or what?

4:31 PM  
Anonymous Anonymous said...

Good day,

You certainly are knowledgeable of the inner workings of 3d animation and in particular blender so I please ask your attention on this subject, on which you already pronounced yourself, to clarify one more very important point:

Thanks in advance for your time.

12:05 AM  

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