Aloys wrote:"Bounds type: proxy" is a bit of a confusing name IMO. 'proxy' usually means that you use something else instead of the current object at hand; which is not happening here. Either 'triangle mesh' or 'actual object geometry' would be clearer. Or is that what the 'Explicit' setting is for? Or is that all temporary?
About the Page/Scene system. I haven't worked much with this system yet, but it seems that in the 3D view you cannot display objects from different scenes at the same time. In which case that is a deal-breaker. Even though objects are exported on different pages, we need to be able to work them together in the 3D view at times. Layers can be used to handle visibility. Maybe page assignation could be handled in the Plasma Modifiers panel.
Lontahv wrote:The modifiers were put in the Constraints category because the Blender Modifiers category does not appear for non-visible objects like empties and cameras.
Ok, no hurry here. Do you have any idea yet how you will handle non-drawable collider meshes? Spelling out every single one in Alcscript is probably the biggest cause of alcscript bloat acurrently.. :/ (that's one third of my alcscripts in there).Lontahv wrote:the physics bounds options were taken directly from the names of the Plasma flags. In the future "explicit" may be merged with "proxy" for the sake of convenience. If this change occurs it will probably be connected with a major addition to the physics code, most likely when the convex-hull type is added.
Okey dokey.Tachzusamm wrote:It's display is generated (automatically, AFAIK) by the Blender Python API, based on special custom properties.
You can simply ignore it.
Aloys wrote:Ok, no hurry here. Do you have any idea yet how you will handle non-drawable collider meshes? Spelling out every single one in Alcscript is probably the biggest cause of alcscript bloat acurrently.. :/ (that's one third of my alcscripts in there).
Branan wrote:A short list of features supported in this release:
- Automatic vertex light baking
- Alpha vertex paint
- Multiple material layers
- Spawn points
- Wireframe materials
- Sphere and Proxy physicals
long longestTimeWithoutPlayingMoula = (new Date()) - (new Date(2014, 9, 26));
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