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前の投稿 - 次の投稿 | 親投稿 - 子投稿.1 | 投稿日時 2014/5/30 10:31
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
引用:
MorphTarget modifierというものらしいです。
原文は長文なので・・・割愛。

以下は抜粋です。
You can see some basic demonstration be me below
basic demonstration
basic demonstration(from last year)

これは公式wikiのリンクです。
MorphTarget_ShapeBlender_Modifier

これはBlenderArtists.orgのリンクです。
Old forum link
New forum link

これを見て、いつかこうなるのかな?と思った人もいるかと思うので・・・Blender Foundationの創始者のTon氏のこれに関するメーリングリストでの発言を(無断ですが・・)引用しておきます。

引用:
It's always cool to see people work on physics, solvers and engines. Blender unfortunately isn't very flexible here, you can't just plugin another solver so easily. We tried it with Itasc, but thats not very succesful either (and I doubt there's more than a handful people using it).

Same is for BEPU engine. It looks nice... but I don't see any real breakthrough or benefit for Blender. Especially not to add it alongside our current armature IK system.

Instead, I would suggest to work on Blender in ways that expands our functionality in compatible and design-compliant ways. Same goes for physics in Blender, which is heavily relying on Bullet for example. To just add another physics engine might not be the best way forward I'm afraid.

On our roadmap there's node systems planned for constraints/modifiers/particles, but I am not sure yet how rigging would fit in. We also want to unfify physics, and/or make solvers "pluggable". This might well take a half year to a full year to mature. Lukas Toenne and Antonis Ryakiotakis are coordinating this and will be working on this. I'm sure they will welcome people who know phsyics well to help out.

I also have to admit that the quality of examples on your webpage are not very encouraging. And: reading things about XNA (Microsoft) and C# is quite scary.

投票数:5 平均点:10.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/2 8:57
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Ton氏が前回の発言について、新たに発言しているので載せておきます。

引用:
To be clear: "The Blender Foundation" is not involved in development. I was speaking on my own behalf, based on experience I have as tool designer, developer and producer of animation film.

Personally I have nothing against a full body IK solver for Blender. In fact, my first IK experiments in 90ies was 'full body' based. It just has proven to be not very useful in practice. I only hear animators to confirm that it's not good for articulated animation. For ragdoll physics or massive anims (with bodies falling from cliffs or so) it might be more useful though.

Would it be possible to present this proposal as a full-body solver, fitting with current armature IK and constraints? (Drop the "BEPU" name from the feature too, to make it less confusing).

There's an official animators mailing list where you can get feedback from the module team who handles (character) animation. (bf-animsys). That's the place where decision usually get made, and if the core module team agrees on things you won't hear me complain :)

個人的な公式見解というところでしょうかねぇ・・。
投票数:1 平均点:0.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/2 9:42
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
気になったもの:
SHA-1: aec8f4f77722284def1936711fb5f40b4ddee656
* Fix uninitialized var in recent change to cursor drawing

SHA-1: 2a9efa4e5185275d6d16c8348decd6d6b52afab6
* Bake-API: Support for batch baking
 When "Selected to Active" is not on, we bake all the selected objects.
 This is the same behaviour we have for Blender Internal.
 Dev note: I moved most of the validation tests to outside the bake()
 routine so the function can be called in loop.
投票数:4 平均点:7.50
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/5 10:27
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
3日程ネットから遠ざかっていたが更新が少ないので少し驚いた・・・。

Crash関係:
SHA-1: dc2daf7a6786110a77cebc5ad8ea7a118d156d61
* Fix T40482: Cycles matlib file crashes
 it's possible that runtime optimizer would call get_attribute
 with NULL renderstate. As per documentation, it's valid to
 return false in that cases and in worst case we'll just miss
 some possible optimization.
 Supporting such cases would require some bigger changes to
 Cycles since attributes are only set to up for the kernel
 after shader compilation.

SHA-1: 86f42ee33137897ec08ddde0fdcd2d1087ea78dc
* OSX 10.10: fix for Blender crashing on fsmenu due icloud in the favorite list but pointer is NULL when not activated
 This does not break other OSX versions, just add a check for pathString

投票数:1 平均点:0.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/9 8:13
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
四日ぶりにネットに接続した・・・。

Crash関係:
SHA-1: 8392e83e134c4a3d29289e88376425b30c11ac42
* Fix T40514: Cycles world MIS segfault

SHA-1: 07fa016d9777a27b79f2003fb6d9db28db349e40
* Fix T40282: Renaming node sockets in Cycles nodes causes crash.
 Cycles expects to find all node sockets with their correct names, but
 this can be changed via the API (see bug report discussion).
 Solution for now is to let cycles accept this case gracefully instead
 of crashing. The shader will simply use the internal default values for
 inputs and any connections will be ignored.
 Would be nice to report the error somewhere, but cycles doesn't have a
 proper logging system for this purpose yet.

SHA-1: 0b0bac846c0e24c6013271fbc11fae1d5424172c
* Fix T40508: Calculating normals crashes

気になったもの:
SHA-1: b707b07c5b9f9c952ceab5135aab77ca58eb7d49
* Fix mempool bottleneck alloc & freeing a single item
 Would continuously reinitialize the first chunk of the mempool, now check for at least 2 blocks.

SHA-1: c6ea6e368b90b69b9e97aeb557b7bde6dce8f44c
* BMesh: avoid recursion for BM_mesh_edgenet, runs out stack memory on large nets

投票数:1 平均点:0.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/11 8:28
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
気になったもの:
SHA-1: 74e32efbc8e292927db9b5e8118a63782ce96010
* Fix wrong memory write in partial render update with Save Buffers enabled
 No idea why this issue hasn't been spotted before. Took several hours to
 figure out where exactly wrong memory access happens..
 P.S. I really want to switch ImBuf->rect from int* to unsigned char*...
投票数:1 平均点:0.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/13 8:08
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: ce460c61791c7735c64d62061bcdcd0bc207320e
* Fix crash running in background mode

気になったもの:
2.71のSplashは宇宙世紀みたいな感じだね・・・。
SHA-1: 169c95b8cc43e32f52a6ce92edc44db0ef3b5a81
* Splash screen update for 2.71

SHA-1: 9ef7486a38d3ab299ed3ff2f9084e1e9f2d1edf9
* We're entering 2.71rc state now
 Meaning we do subversion bump and hopefully only splash
 screen separates us from the final release. Unless some
 bad regression is being discovered..

んー・・・微妙にBoneアニメーションが遅くなったように感じる・・・。
気のせいかなぁ・・・。
投票数:2 平均点:5.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/16 8:18
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Cycles関係でいろいろと修正がありました。
新しいカーネルも追加されています。
Crash関係:
SHA-1: 781de742eb116e8c3103f34b2f9fd5ccb2f812d6
* Fix T40610. This is a critical bug caused by own bugfix that does not
allow editing any object type without bounding boxes.
 This should be included in the final release!

気になったもの:
SHA-1: 5861e528d64906325632a490b1682f696abd3ebc
* New Editmesh Tool: Extend Vertex, (Alt+D) D512
 Helps to easily add details to existing edges.
 Similar to the rip tool it depends on cursor location to choose the edge to extend along.

投票数:2 平均点:5.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/17 10:37
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
最近ナイフツールの話が出ていたので・・・幾つか修正があったので気になる人はデイリービルド版を・・・。

気になったもの:
SHA-1: 8c16f4c7d0b334b70ec3b01ac1d81d280e9759b1
* BGE: New Property sensor evaluation types
 This patch adds "Less Than" and "Greater Than" evaluation types to the property sensor.
 The Wiki Docs modifications http://wiki.blender.org/index.php/User:Lordloki/Doc:2.6/Manual/Game_Engine/Logic/Sensors/Property
 Also, I have attached a screenshot and a blend to check.

SHA-1: 6d4f06299f5ec2b6779b044f1180926416a2f5cb
管理人さんの投稿にあったやつです。
* Fix T40606: Blender 2.71RC1 for Windows uses too old blender.mo file in Japanese
 Update submodules to v2.71-rc1, it got lost on re-tag leading to wrong addons
 and translations used in RC1.

SHA-1: f325ddb0d7f876587f12464fab51810f118ee06d
* Fix Python fails to execute text-blocks including non-mbcs chars (T35176, D595)

投票数:2 平均点:10.00
前の投稿 - 次の投稿 | 親投稿 - 子投稿なし | 投稿日時 2014/6/18 8:19
完全無欠猫  長老 居住地: 兵庫  投稿数: 750
Crash関係:
SHA-1: 10c74ec0344ada0e2022d2d17913fcb82dfb2690
* Fix T40638: Crash in Particle System, Connect Hair


投票数:2 平均点:0.00

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