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Bump required Blender version to 2.93
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greisane committed Nov 4, 2021
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10 changes: 5 additions & 5 deletions README.md
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Expand Up @@ -6,7 +6,7 @@ A collection of Blender tools I've written for myself over the years. I use thes

# Installation

Blender 2.92 or later required.
Blender 2.93 or later required.

1. Download the [latest release](https://github.com/greisane/gret/releases/latest).

Expand Down Expand Up @@ -48,9 +48,9 @@ Boolean merges one or more objects, with options to fix the resulting normals. D

## Mesh: Retarget

Given two versions of the same mesh, allows retargeting meshes or skeletons originally fit for the first version to fit the second version instead.
Given two versions of the same mesh, allows retargeting meshes or bones originally fit for the first version to fit the second version instead.

Ideal to transfer shape keys from characters to clothing, or to make a character's skeleton follow the changes after modifying body proportions.
Ideal to transfer shape keys from characters to clothing, or to make a character's skeleton follow changes after modifying body proportions.

![Demo](../readme/retargetmesh-demo.gif?raw=true)

Expand All @@ -74,9 +74,9 @@ Procedurally generates vertex colors from various sources. Sources can be vertex

## Mesh: Vertex Group Bleed

The Smooth operator with "Expand" tends to either clip values or smear them way too much, which is not always what you want. Bleed provides finer control and guarantees that new weights will never be lower than the input weights. Works in your favor when you want to create a clean weight gradient radiating from an edge loop, or to soften skinning without weakening the overall deformation.
The Smooth operator with "Expand" tends to either clip values or smear them way too much. Bleed provides finer control and guarantees that new weights will never be lower than the input weights.

Can sort of think of it like pathfinding, running the operator twice with the same parameters won't change the results.
Works in your favor when you want to create a clean weight gradient radiating from an edge loop, or to soften skinning without weakening the overall deformation.

## Mesh: Vertex Group Smooth Loops

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4 changes: 2 additions & 2 deletions __init__.py
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Expand Up @@ -2,8 +2,8 @@
'name': "gret",
'author': "greisane",
'description': "",
'version': (0, 0, 2),
'blender': (2, 92, 0),
'version': (0, 1, 1),
'blender': (2, 93, 0),
'location': "3D View > Tools",
'category': "Object"
}
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8 changes: 5 additions & 3 deletions mesh/merge.py
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@@ -1,10 +1,10 @@
from itertools import chain
from math import inf, sqrt, cos, pi, radians
from math import inf, cos, pi, radians
from mathutils import Vector
import bmesh
import bpy

from ..math import get_direction_safe, SMALL_NUMBER
from ..math import get_direction_safe
from ..helpers import get_context
from .helpers import new_vgroup, TempModifier, bmesh_vertex_group_bleed

Expand Down Expand Up @@ -102,6 +102,7 @@ def poll(cls, context):
def draw(self, context):
layout = self.layout
layout.use_property_split = True

layout.prop(self, 'weld_distance')
layout.prop(self, 'weld_only_loops')

Expand Down Expand Up @@ -174,7 +175,8 @@ def execute(self, context):
bool_mod.operand_type = 'COLLECTION'
bool_mod.collection = bool_collection
bool_mod.solver = 'EXACT'
bool_mod.use_hole_tolerant = False
if bpy.app.version >= (2, 93):
bool_mod.use_hole_tolerant = False
bpy.data.collections.remove(bool_collection)

# Write to cache
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