[Bf-committers] Deformations code

joeedh joeeagar at prodigy.net
Sat Feb 5 02:22:59 CET 2005


joeedh wrote:

> Hi.  What with the progress I've made on my new mesh structure, I've
> realized that I'm going to have to figure out how exactly to code the
> displist and deformation stuff.
>
> What I think we need to do, is to create an intermediatary mesh
> structure specifically for deformations, that all the object types
> (nurbs, mesh, new mesh, metaballs) can convert to.  This intermediatary
> mesh structure is what would recieve deformations.
>
> I admit that I don't know what I'm talking about here, but I feel that
> it's important to bring this up now since the animation system is about
> to be worked on, and because it isn't likely that I'll be involved very
> much in implementing that project.  Still, designing the code to support
> both the old and new mesh types is something that needs to be taken into
> account.
>
> Oh, and here's a few things I intend for the new mesh to be able to do:
> * Full armature support
> * Full hooks support
> * Vertex painting/coloring support (I'm thinking of supporting multiple
> vertex color maps).
> * All other deformations support.
>
> joeedh
> P.S.: I have done a serious amount of work on the new mesh type, too,
> over 1000 lines of code so far.
>
>
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>
I'm getting closer and closer to a stable, basic version that can be 
submitted to tuhopuu (within the next few weeks) and I believe that this 
really needs to be addressed soon.

Already I've implemented all three selection modes, with face select 
having backbuffered select.  I've done undo, and the file saving code, 
plus a few tools.  The point is, I've written over 1400+ lines of code 
for this project, and I've made quite a lot of progress (once again: 
going through ton's rewrite of the editmesh code was extreamly 
informative and helped a lot in going about this project).

joeedh


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