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	<id>https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ARef%2FRelease_Notes%2F2.40%2FModelling%2FModifiers</id>
	<title>Dev:Ref/Release Notes/2.40/Modelling/Modifiers - 版の履歴</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.blender.jp/index.php?action=history&amp;feed=atom&amp;title=Dev%3ARef%2FRelease_Notes%2F2.40%2FModelling%2FModifiers"/>
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	<updated>2026-07-27T14:03:07Z</updated>
	<subtitle>このウィキのこのページに関する変更履歴</subtitle>
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	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Modelling/Modifiers&amp;diff=151555&amp;oldid=prev</id>
		<title>Yamyam: 1版 をインポートしました</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Modelling/Modifiers&amp;diff=151555&amp;oldid=prev"/>
		<updated>2018-06-28T21:17:11Z</updated>

		<summary type="html">&lt;p&gt;1版 をインポートしました&lt;/p&gt;
&lt;table class=&quot;diff diff-contentalign-left&quot; data-mw=&quot;interface&quot;&gt;
				&lt;tr class=&quot;diff-title&quot; lang=&quot;ja&quot;&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;1&quot; style=&quot;background-color: #fff; color: #222; text-align: center;&quot;&gt;2018年6月28日 (木) 21:17時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-notice&quot; lang=&quot;ja&quot;&gt;&lt;div class=&quot;mw-diff-empty&quot;&gt;(相違点なし)&lt;/div&gt;
&lt;/td&gt;&lt;/tr&gt;&lt;/table&gt;</summary>
		<author><name>Yamyam</name></author>
		
	</entry>
	<entry>
		<id>https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Modelling/Modifiers&amp;diff=151554&amp;oldid=prev</id>
		<title>wiki&gt;Blendify: Created page with &quot;==Modifier stack==   New feature: Modifier stack    - add modifier stack UI code (lives in object panel)  ==Mirror Modifer==  ==TexMesh works with subsurf==   New feature: TexMes...&quot;</title>
		<link rel="alternate" type="text/html" href="https://wiki.blender.jp/index.php?title=Dev:Ref/Release_Notes/2.40/Modelling/Modifiers&amp;diff=151554&amp;oldid=prev"/>
		<updated>2016-05-12T15:25:08Z</updated>

		<summary type="html">&lt;p&gt;Created page with &amp;quot;==Modifier stack==   New feature: Modifier stack    - add modifier stack UI code (lives in object panel)  ==Mirror Modifer==  ==TexMesh works with subsurf==   New feature: TexMes...&amp;quot;&lt;/p&gt;
&lt;p&gt;&lt;b&gt;新規ページ&lt;/b&gt;&lt;/p&gt;&lt;div&gt;==Modifier stack==&lt;br /&gt;
  New feature: Modifier stack&lt;br /&gt;
   - add modifier stack UI code (lives in object panel)&lt;br /&gt;
&lt;br /&gt;
==Mirror Modifer==&lt;br /&gt;
&lt;br /&gt;
==TexMesh works with subsurf==&lt;br /&gt;
  New feature: TexMesh (texcomesh) works with subsurf now&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Incremental Subsurf in Object Mode==&lt;br /&gt;
  &lt;br /&gt;
  The previous release introduced incremental subsurf calculation during&lt;br /&gt;
  editmode but it was not turned on during object mode. In general it&lt;br /&gt;
  does not make sense to have it always enabled during object mode because&lt;br /&gt;
  it requires caching a fair amount of information about the mesh which&lt;br /&gt;
  is a waste of memory unless the mesh is often recalculated.&lt;br /&gt;
  &lt;br /&gt;
  However, for mesh's that have subsurfed armatures for example, or that&lt;br /&gt;
  have other modifiers so that the mesh is essentially changing on every&lt;br /&gt;
  frame, it makes a lot of sense to keep the subsurf'd object around and&lt;br /&gt;
  that is what the new incremental subsurf modifier toggle is for. The&lt;br /&gt;
  intent is that the user will enable this option for (a) a mesh that is&lt;br /&gt;
  currently under active editing or (b) a mesh that is heavily updated&lt;br /&gt;
  in the scene, such as a character.&lt;br /&gt;
  &lt;br /&gt;
  I will try to write more about this feature for release, because it&lt;br /&gt;
  has advantages and disadvantages that are not immediately obvious (the&lt;br /&gt;
  first user reaction will be to turn it on for ever object, which is&lt;br /&gt;
  probably not correct).&lt;br /&gt;
&lt;br /&gt;
  So, modifiers in editmode are back (which means auto-mirror&lt;br /&gt;
  in edit mode works now) although still not finished. Currently&lt;br /&gt;
  no cage is computed, the cage is always the base mesh (in&lt;br /&gt;
  other words, Optimal edge style editing is off), and the final&lt;br /&gt;
  mesh currently includes all modifiers that work in edit mode&lt;br /&gt;
  (including lattice and curve). At some point there will be toggles&lt;br /&gt;
  for which modifiers affect the final/cage editmode derivedmesh's.&lt;br /&gt;
  &lt;br /&gt;
  Also, very nice new feature is that incremental subsurf in object&lt;br /&gt;
  mode returns a ccgderivedmesh object instead of copying to a new&lt;br /&gt;
  displistmesh. This can make a *huge* speed difference, and is very&lt;br /&gt;
  nice for working with deformed armatures (esp. with only small&lt;br /&gt;
  per frame changes).&lt;br /&gt;
&lt;br /&gt;
==Wave modifier==&lt;br /&gt;
   - added wave modifier &amp;amp; removed old wave effect&lt;br /&gt;
&lt;br /&gt;
==decimate modifier==&lt;br /&gt;
   - added decimate modifier &amp;amp; removed old decimate interface&lt;br /&gt;
&lt;br /&gt;
==modifier panel==&lt;br /&gt;
   - modifier UI update (aka, find the modifier buttons!!)&lt;br /&gt;
   - moved back to editing buttons, where life is now cramped... switched&lt;br /&gt;
     to constraint style foldout panes, still a WIP. In particular not&lt;br /&gt;
     sure what buttons should be in header (and if current toggles stay&lt;br /&gt;
     in header if they should also be in an expanded pane). Also need&lt;br /&gt;
     new icons for move up/move down (and drag and drop would of course&lt;br /&gt;
     be nice). Finally current plane is to make it so modifiers will&lt;br /&gt;
     expand out in modifier pane for horizontal orientations instead of&lt;br /&gt;
     just going down down down to goblin town.&lt;br /&gt;
&lt;br /&gt;
   - added support for vector icons, from user API side is just like using&lt;br /&gt;
     a regular icon... on icon side is defined by a function in resources.c&lt;br /&gt;
     instead of using the blenderbuttons png file. vector icons are much&lt;br /&gt;
     easier to add and scale properly. intent is that vector icons would&lt;br /&gt;
     be drawn in window coordinates which lets icon developers make the&lt;br /&gt;
     most beautiful icons, but this requires some tweaking of the interface&lt;br /&gt;
     drawing that I am not going to do atm.&lt;br /&gt;
&lt;br /&gt;
==acopy button==&lt;br /&gt;
added copy button to modifier stack UI&lt;br /&gt;
&lt;br /&gt;
==subsurf and mirror as cage==&lt;br /&gt;
  It is now possible to have a mesh with mirror/subsurf modifiers where you&lt;br /&gt;
  can edit with both as cage. Selecting the mirror'd part works, but of course&lt;br /&gt;
  transform is flipped so it is a bit weird. Not the cleanest code in the&lt;br /&gt;
  world and I can't say I am really happy with the architecture but it works for&lt;br /&gt;
  now and supports the existing feature set.&lt;br /&gt;
&lt;br /&gt;
==added modifiers to outliner==&lt;br /&gt;
  modifiers added to outliner&lt;br /&gt;
   needs icon&lt;br /&gt;
&lt;br /&gt;
==added armature hook and softbody modifiers==&lt;br /&gt;
   - added armature, hook, and softbody modifiers,&lt;br /&gt;
  added conversion of old hooks to modifiers.&lt;br /&gt;
  &lt;br /&gt;
  Old hooks used a quirky weighting system during&lt;br /&gt;
  deformation which can't be extended to modifiers. On the upside,&lt;br /&gt;
  I doubt anyone relied on the old quirky system and the new system&lt;br /&gt;
  makes much more sense. (Although the way falloff works is still&lt;br /&gt;
  quite stupid I think).&lt;br /&gt;
&lt;br /&gt;
   - switch to using softbody modifier, controls enabling but does not have&lt;br /&gt;
     variables, these are still in same place. enable button automatically&lt;br /&gt;
     makes/enables modifier.&lt;br /&gt;
   - update modifier interface to enforce modifiers with the require-original-&lt;br /&gt;
     data flag to not move beyond deforming modifiers.&lt;br /&gt;
   - enforce only one softbody modifier allowed&lt;br /&gt;
  &lt;br /&gt;
  NOTE: Once again, no modifier stack for lattice yet means softbody for&lt;br /&gt;
  lattice does not work atm.&lt;br /&gt;
&lt;br /&gt;
   - added interface option to convert a virtual modifier into a real modifier&lt;br /&gt;
   - added option to parent to lattice object or lattice with deform&lt;br /&gt;
&lt;br /&gt;
   - added recalc ob, recalc data options to ctrl-alt-shift-t timer&lt;br /&gt;
&lt;br /&gt;
   - changed modifier panel to not allow manual addition of hook or&lt;br /&gt;
     softbody modifiers&lt;br /&gt;
   - changed apply modifier to apply to existing mesh (fixes bug with&lt;br /&gt;
     materials) and to warn about loss of tface/mcol/keys/dvert/sticky&lt;br /&gt;
     for all modifier types&lt;br /&gt;
   - changed modifier UI to not display disclosure triangle for virtual&lt;br /&gt;
     modifiers&lt;br /&gt;
   - changed softbody ui to allow enable/disable&lt;br /&gt;
&lt;br /&gt;
   - readded Subsurf &amp;quot;optimal&amp;quot; edge drawing/rendering&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
   - added hook &amp;quot;cursor center&amp;quot; feature (sets hook center to cursor position),&lt;br /&gt;
     gives better control over falloff&lt;br /&gt;
   - added modifier UI access to hook &amp;quot;select&amp;quot; and &amp;quot;reassign&amp;quot; features&lt;br /&gt;
&lt;br /&gt;
   - enable modifiers for curve/font/surf types... a little hacked in&lt;br /&gt;
     but should work ok. Means new features! Wave effect for curve/font/surf&lt;br /&gt;
     and armature deform as well.&lt;br /&gt;
   - new feature, added circle select support for FACESELECT&lt;br /&gt;
&lt;br /&gt;
==boolean mesh modifier==&lt;br /&gt;
     doesn't work with layered modifiers yet (just uses base mesh), although may&lt;br /&gt;
     god have mercy on your soul if you want to run boolean on a&lt;br /&gt;
     subsurf anyway&lt;br /&gt;
&lt;br /&gt;
==TODO==&lt;br /&gt;
  todo: add drawFacesTex for ccgderivedmesh&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
  There is a display bug that already existed but is more obvious with&lt;br /&gt;
  new modifiers where parts of the pane get drawn in a different area&lt;br /&gt;
  after toggling editmode. It has to do with drawing parts of the interface&lt;br /&gt;
  using GL instead of 100% buttons. I try to keep my grubby little toes&lt;br /&gt;
  out of the interface code so this can wait for Ton to return.&lt;br /&gt;
&lt;br /&gt;
  After the window coordinate stuff is sorted out with vector icons&lt;br /&gt;
  it probably makes sense to move all non-photorealistic icons in blenderbuttons&lt;br /&gt;
  to vector form just so scaling goes better.&lt;br /&gt;
&lt;br /&gt;
     Deform weights are still stored in a pretty expensive and unnecessary&lt;br /&gt;
     way, probably use about twice as much memory as needed, and do&lt;br /&gt;
     way too many memory allocs.&lt;br /&gt;
&lt;br /&gt;
  There is a still a bug in that selection is using the wrong&lt;br /&gt;
  mesh to draw.&lt;br /&gt;
&lt;br /&gt;
    NOTE: Although you can turn SB on for curve/font objects at the&lt;br /&gt;
  moment it doesn't really work because they call deform in&lt;br /&gt;
  multiple steps and this confuses SB. Not sure how to deal with&lt;br /&gt;
  atm.&lt;br /&gt;
&lt;br /&gt;
  Still todo: TFace edge drawing is still not always correct in face&lt;br /&gt;
  mode, in particular with a mirror modifier when mesh has edges (and&lt;br /&gt;
  no preceeding subsurf). Have not yet decided how to deal with this.&lt;br /&gt;
  Best solution is probably to do switch to meshes all having MEdge's,&lt;br /&gt;
  in which case I can get rid of TFace edge flags (and need to recalc&lt;br /&gt;
  modifiers on tface selection change).&lt;br /&gt;
  &lt;br /&gt;
  Still are some inconsistencies in FACESELECT mode edge drawing to&lt;br /&gt;
  be ironed out.&lt;br /&gt;
&lt;br /&gt;
   - disabled incremental subsurf support (during object mode) for the&lt;br /&gt;
     time being, misses features for texture/color drawing and I don't&lt;br /&gt;
     have time to finish at the moment. can return once UV/colors are&lt;br /&gt;
     incorporated into subdivision.&lt;br /&gt;
&lt;br /&gt;
  This exposes a bug in boolean, apparently the output is somehow&lt;br /&gt;
  random (hash on alloc'd pointer value perhaps) which is sortof&lt;br /&gt;
  lame.&lt;br /&gt;
  &lt;br /&gt;
  It also makes more apparent the desire for some level of control&lt;br /&gt;
  over dep graph evaluation during editmode (at the moment dep&lt;br /&gt;
  graph is reevaluated for a mesh object in editmode, but since&lt;br /&gt;
  mesh changes are on editmesh other objects don't really see&lt;br /&gt;
  any change, so it is a wasted recalc).&lt;br /&gt;
&lt;br /&gt;
  Also by the way I wrote down some notes on how curve code&lt;br /&gt;
  works, nothing spiffy but it is at:&lt;br /&gt;
&lt;br /&gt;
  http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes&lt;br /&gt;
&lt;br /&gt;
==bug fixes==&lt;br /&gt;
   - more nurbs fixes... as it turns out, rendering of cyclic UV didn't&lt;br /&gt;
     really work at all. Fortunately no one actually *USES* nurbs so&lt;br /&gt;
     no one noticed. This is bug from NaN days (strubi, I am looking at&lt;br /&gt;
     you here) which I guess says a lot (or a little) about NURBS usage.&lt;br /&gt;
     And as usual, the correct code is shorter.&lt;br /&gt;
&lt;br /&gt;
==other==&lt;/div&gt;</summary>
		<author><name>wiki&gt;Blendify</name></author>
		
	</entry>
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