2002-10-12 11:37:38 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL/BL DUAL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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2005-07-24 11:36:05 +00:00
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* of the License, or (at your option) any later version.
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2002-10-12 11:37:38 +00:00
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software Foundation,
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* Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*
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* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
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* All rights reserved.
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*
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2005-07-24 11:36:05 +00:00
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* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
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2002-10-12 11:37:38 +00:00
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*
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* ***** END GPL/BL DUAL LICENSE BLOCK *****
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* support for animation modes - Reevan McKay
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*/
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2004-11-07 20:11:42 +00:00
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#include <stdlib.h>
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2005-07-27 10:37:20 +00:00
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#include <string.h>
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2004-11-07 20:11:42 +00:00
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2005-07-24 11:36:05 +00:00
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#include "MEM_guardedalloc.h"
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2002-10-12 11:37:38 +00:00
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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#include "DNA_constraint_types.h"
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2002-10-12 11:37:38 +00:00
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#include "DNA_object_types.h"
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#include "DNA_scene_types.h"
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#include "DNA_screen_types.h"
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#include "DNA_view3d_types.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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#include "BKE_constraint.h"
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2005-07-24 11:36:05 +00:00
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#include "BKE_depsgraph.h"
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2002-10-12 11:37:38 +00:00
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#include "BKE_displist.h"
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2005-07-24 11:36:05 +00:00
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#include "BKE_global.h"
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#include "BKE_object.h"
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2005-07-26 19:51:15 +00:00
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#include "BKE_utildefines.h"
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2002-10-12 11:37:38 +00:00
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2005-07-27 10:37:20 +00:00
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#include "BIF_editarmature.h"
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#include "BIF_editaction.h"
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2005-07-24 11:36:05 +00:00
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#include "BIF_editconstraint.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_gl.h"
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#include "BIF_graphics.h"
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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#include "BIF_interface.h"
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2005-07-24 11:36:05 +00:00
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#include "BIF_poseobject.h"
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2002-10-12 11:37:38 +00:00
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#include "BIF_space.h"
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#include "BIF_toolbox.h"
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#include "BIF_screen.h"
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#include "BDR_editobject.h"
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#include "BSE_edit.h"
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#include "mydevice.h"
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#include "blendef.h"
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void enter_posemode(void)
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{
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Base *base;
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Object *ob;
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bArmature *arm;
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if(G.scene->id.lib) return;
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base= BASACT;
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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if(base==NULL) return;
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2002-10-12 11:37:38 +00:00
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ob= base->object;
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if (ob->id.lib){
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error ("Can't pose libdata");
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return;
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}
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switch (ob->type){
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case OB_ARMATURE:
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arm= get_armature(ob);
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
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if( arm==NULL ) return;
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2004-11-07 20:11:42 +00:00
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ob->flag |= OB_POSEMODE;
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base->flag= ob->flag;
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2004-10-01 07:51:12 +00:00
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allqueue(REDRAWHEADERS, 0);
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allqueue(REDRAWBUTSALL, 0);
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2004-10-06 21:48:29 +00:00
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allqueue(REDRAWOOPS, 0);
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2002-10-12 11:37:38 +00:00
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allqueue(REDRAWVIEW3D, 0);
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break;
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default:
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return;
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}
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if (G.obedit) exit_editmode(1);
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G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT | G_WEIGHTPAINT);
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}
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Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
void set_pose_keys (Object *ob)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
|
|
|
|
bPoseChannel *chan;
|
|
|
|
|
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
if (ob->pose){
|
|
|
|
|
for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
|
|
|
|
|
Bone *bone= chan->bone;
|
|
|
|
|
if(bone && (bone->flag & BONE_SELECTED)) {
|
|
|
|
|
chan->flag |= POSE_KEY;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
chan->flag &= ~POSE_KEY;
|
2002-10-12 11:37:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2005-07-23 18:52:31 +00:00
|
|
|
void exit_posemode(void)
|
2002-10-12 11:37:38 +00:00
|
|
|
{
|
2005-07-23 18:52:31 +00:00
|
|
|
Object *ob= OBACT;
|
2004-11-07 20:11:42 +00:00
|
|
|
Base *base= BASACT;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-07-23 18:52:31 +00:00
|
|
|
if(ob==NULL) return;
|
|
|
|
|
|
2004-11-07 20:11:42 +00:00
|
|
|
ob->flag &= ~OB_POSEMODE;
|
|
|
|
|
base->flag= ob->flag;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
2005-07-23 18:52:31 +00:00
|
|
|
countall();
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWOOPS, 0);
|
|
|
|
|
allqueue(REDRAWHEADERS, 0);
|
|
|
|
|
allqueue(REDRAWBUTSALL, 0);
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
scrarea_queue_headredraw(curarea);
|
|
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
void pose_select_constraint_target(void)
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
{
|
2005-07-23 18:52:31 +00:00
|
|
|
Object *ob= OBACT;
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
bPoseChannel *pchan;
|
2005-07-27 10:37:20 +00:00
|
|
|
bConstraint *con;
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
|
2005-07-24 11:36:05 +00:00
|
|
|
/* paranoia checks */
|
2005-07-23 18:52:31 +00:00
|
|
|
if(!ob && !ob->pose) return;
|
2005-07-24 11:36:05 +00:00
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
2005-07-23 18:52:31 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
for(con= pchan->constraints.first; con; con= con->next) {
|
|
|
|
|
char *subtarget;
|
|
|
|
|
Object *target= get_constraint_target(con, &subtarget);
|
|
|
|
|
|
|
|
|
|
if(ob==target) {
|
|
|
|
|
if(subtarget) {
|
|
|
|
|
bPoseChannel *pchanc= get_pose_channel(ob->pose, subtarget);
|
|
|
|
|
pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
|
|
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
|
|
|
|
allqueue (REDRAWOOPS, 0);
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Select constraint target");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* context: active channel */
|
|
|
|
|
void pose_special_editmenu(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
short nr;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
2005-08-13 19:41:45 +00:00
|
|
|
nr= pupmenu("Specials%t|Select Constraint Target%x1|Flip Left-Right Names%x2");
|
2005-07-27 10:37:20 +00:00
|
|
|
if(nr==1) {
|
|
|
|
|
pose_select_constraint_target();
|
|
|
|
|
}
|
|
|
|
|
else if(nr==2) {
|
|
|
|
|
pose_flip_names();
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
/* context: active object, active channel, optional selected channel */
|
2005-07-24 11:36:05 +00:00
|
|
|
void pose_add_IK(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPoseChannel *pchanact, *pchansel;
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
short nr;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
/* find active */
|
|
|
|
|
for(pchanact= ob->pose->chanbase.first; pchanact; pchanact= pchanact->next)
|
|
|
|
|
if(pchanact->bone->flag & BONE_ACTIVE) break;
|
|
|
|
|
if(pchanact==NULL) return;
|
|
|
|
|
|
|
|
|
|
/* find selected */
|
|
|
|
|
for(pchansel= ob->pose->chanbase.first; pchansel; pchansel= pchansel->next) {
|
|
|
|
|
if(pchansel!=pchanact)
|
|
|
|
|
if(pchansel->bone->flag & BONE_SELECTED) break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(con= pchanact->constraints.first; con; con= con->next) {
|
|
|
|
|
if(con->type==CONSTRAINT_TYPE_KINEMATIC) break;
|
|
|
|
|
}
|
|
|
|
|
if(con) {
|
|
|
|
|
error("Pose Channel already has IK");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(pchansel)
|
|
|
|
|
nr= pupmenu("Add IK Constraint%t|To new Empty Object%x1|To selected Bone%x2");
|
|
|
|
|
else
|
|
|
|
|
nr= pupmenu("Add IK Constraint%t|To new Empty Object%x1");
|
|
|
|
|
|
|
|
|
|
if(nr<1) return;
|
|
|
|
|
|
|
|
|
|
/* prevent weird chains... */
|
|
|
|
|
if(nr==2) {
|
|
|
|
|
bPoseChannel *pchan= pchanact;
|
|
|
|
|
while(pchan) {
|
|
|
|
|
if(pchan==pchansel) break;
|
|
|
|
|
if(pchan->bone->flag & BONE_IK_TOPARENT)
|
|
|
|
|
pchan= pchan->parent;
|
|
|
|
|
else pchan= NULL;
|
|
|
|
|
}
|
|
|
|
|
if(pchan) {
|
|
|
|
|
error("IK target should not be in the IK chain itself");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
con = add_new_constraint(CONSTRAINT_TYPE_KINEMATIC);
|
|
|
|
|
BLI_addtail(&pchanact->constraints, con);
|
|
|
|
|
pchanact->constflag |= PCHAN_HAS_IK; // for draw, but also for detecting while pose solving
|
|
|
|
|
|
|
|
|
|
/* add new empty as target */
|
|
|
|
|
if(nr==1) {
|
2005-07-27 10:37:20 +00:00
|
|
|
Base *base= BASACT, *newbase;
|
2005-07-24 11:36:05 +00:00
|
|
|
Object *obt;
|
|
|
|
|
|
|
|
|
|
obt= add_object(OB_EMPTY);
|
2005-07-27 10:37:20 +00:00
|
|
|
/* set layers OK */
|
|
|
|
|
newbase= BASACT;
|
|
|
|
|
newbase->lay= base->lay;
|
|
|
|
|
obt->lay= newbase->lay;
|
|
|
|
|
|
2005-07-24 11:36:05 +00:00
|
|
|
/* transform cent to global coords for loc */
|
|
|
|
|
VecMat4MulVecfl(obt->loc, ob->obmat, pchanact->pose_tail);
|
|
|
|
|
|
|
|
|
|
set_constraint_target(con, obt, NULL);
|
|
|
|
|
|
|
|
|
|
/* restore, add_object sets active */
|
|
|
|
|
BASACT= base;
|
|
|
|
|
base->flag |= SELECT;
|
|
|
|
|
}
|
|
|
|
|
else if(nr==2) {
|
|
|
|
|
set_constraint_target(con, ob, pchansel->name);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ob->pose->flag |= POSE_RECALC; // sort pose channels
|
|
|
|
|
DAG_scene_sort(G.scene); // sort order of objects
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
allqueue (REDRAWOOPS, 0);
|
|
|
|
|
|
2005-07-24 11:36:05 +00:00
|
|
|
BIF_undo_push("Add IK constraint");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* context: all selected channels */
|
|
|
|
|
void pose_clear_IK(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
bConstraint *next;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
if(okee("Remove IK constraint(s)")==0) return;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
|
|
|
|
|
for(con= pchan->constraints.first; con; con= next) {
|
|
|
|
|
next= con->next;
|
|
|
|
|
if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
|
|
|
|
|
BLI_remlink(&pchan->constraints, con);
|
|
|
|
|
free_constraint_data(con);
|
|
|
|
|
MEM_freeN(con);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
pchan->constflag &= ~PCHAN_HAS_IK;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
allqueue (REDRAWOOPS, 0);
|
2005-07-24 11:36:05 +00:00
|
|
|
|
|
|
|
|
BIF_undo_push("Remove IK constraint(s)");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void pose_clear_constraints(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
if(okee("Remove Constraints")==0) return;
|
|
|
|
|
|
|
|
|
|
/* find active */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
free_constraints(&pchan->constraints);
|
|
|
|
|
pchan->constflag= 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
allqueue (REDRAWOOPS, 0);
|
2005-07-24 11:36:05 +00:00
|
|
|
|
|
|
|
|
BIF_undo_push("Remove Constraint(s)");
|
|
|
|
|
|
|
|
|
|
}
|
Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
2005-07-03 17:35:38 +00:00
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
|
2005-07-26 19:51:15 +00:00
|
|
|
void pose_copy_menu(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPoseChannel *pchan, *pchanact;
|
|
|
|
|
short nr;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
/* find active */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone->flag & BONE_ACTIVE) break;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if(pchan==NULL) return;
|
|
|
|
|
pchanact= pchan;
|
|
|
|
|
|
|
|
|
|
nr= pupmenu("Copy Pose Attributes %t|Location%x1|Rotation%x2|Size%x3|Constraints");
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone->flag & BONE_SELECTED) {
|
|
|
|
|
if(pchan!=pchanact) {
|
|
|
|
|
if(nr==1) {
|
|
|
|
|
VECCOPY(pchan->loc, pchanact->loc);
|
|
|
|
|
}
|
|
|
|
|
else if(nr==2) {
|
|
|
|
|
QUATCOPY(pchan->quat, pchanact->quat);
|
|
|
|
|
}
|
|
|
|
|
else if(nr==3) {
|
|
|
|
|
VECCOPY(pchan->size, pchanact->size);
|
|
|
|
|
}
|
|
|
|
|
else if(nr==4) {
|
|
|
|
|
free_constraints(&pchan->constraints);
|
|
|
|
|
copy_constraints(&pchan->constraints, &pchanact->constraints);
|
|
|
|
|
pchan->constflag = pchanact->constflag;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWBUTSOBJECT, 0);
|
2005-07-27 10:37:20 +00:00
|
|
|
allqueue (REDRAWOOPS, 0);
|
2005-07-26 19:51:15 +00:00
|
|
|
|
|
|
|
|
BIF_undo_push("Copy Pose Attributes");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
2005-07-27 10:37:20 +00:00
|
|
|
/* ******************** copy/paste pose ********************** */
|
|
|
|
|
|
|
|
|
|
static bPose *g_posebuf=NULL;
|
|
|
|
|
|
|
|
|
|
void free_posebuf(void)
|
|
|
|
|
{
|
|
|
|
|
if (g_posebuf) {
|
|
|
|
|
// was copied without constraints
|
|
|
|
|
BLI_freelistN (&g_posebuf->chanbase);
|
|
|
|
|
MEM_freeN (g_posebuf);
|
|
|
|
|
}
|
|
|
|
|
g_posebuf=NULL;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void copy_posebuf (void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
|
|
|
|
|
if (!ob || !ob->pose){
|
|
|
|
|
error ("No Pose");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
free_posebuf();
|
|
|
|
|
|
|
|
|
|
set_pose_keys(ob); // sets chan->flag to POSE_KEY if bone selected
|
|
|
|
|
copy_pose(&g_posebuf, ob->pose, 0);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void paste_posebuf (int flip)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPoseChannel *chan, *pchan;
|
|
|
|
|
float eul[4];
|
|
|
|
|
int newchan = 0;
|
|
|
|
|
char name[32];
|
|
|
|
|
|
|
|
|
|
if (!ob || !ob->pose)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (!g_posebuf){
|
|
|
|
|
error ("Copy buffer is empty");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Safely merge all of the channels in this pose into
|
|
|
|
|
any existing pose */
|
|
|
|
|
for (chan=g_posebuf->chanbase.first; chan; chan=chan->next){
|
|
|
|
|
if (chan->flag & POSE_KEY) {
|
|
|
|
|
BLI_strncpy(name, chan->name, sizeof(name));
|
|
|
|
|
if (flip)
|
2005-08-13 19:41:45 +00:00
|
|
|
bone_flip_name (name);
|
2005-07-27 10:37:20 +00:00
|
|
|
|
|
|
|
|
/* only copy when channel exists, poses are not meant to add random channels to anymore */
|
|
|
|
|
pchan= get_pose_channel(ob->pose, name);
|
|
|
|
|
|
|
|
|
|
if(pchan) {
|
|
|
|
|
/* only loc rot size */
|
|
|
|
|
/* only copies transform info for the pose */
|
|
|
|
|
VECCOPY(pchan->loc, chan->loc);
|
|
|
|
|
VECCOPY(pchan->size, chan->size);
|
|
|
|
|
QUATCOPY(pchan->quat, chan->quat);
|
|
|
|
|
pchan->flag= chan->flag;
|
|
|
|
|
|
|
|
|
|
if (flip){
|
|
|
|
|
pchan->loc[0]*= -1;
|
|
|
|
|
|
|
|
|
|
QuatToEul(pchan->quat, eul);
|
|
|
|
|
eul[1]*= -1;
|
|
|
|
|
eul[2]*= -1;
|
|
|
|
|
EulToQuat(eul, pchan->quat);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (G.flags & G_RECORDKEYS){
|
|
|
|
|
/* Set keys on pose */
|
|
|
|
|
if (chan->flag & POSE_ROT){
|
|
|
|
|
set_action_key(ob->action, pchan, AC_QUAT_X, newchan);
|
|
|
|
|
set_action_key(ob->action, pchan, AC_QUAT_Y, newchan);
|
|
|
|
|
set_action_key(ob->action, pchan, AC_QUAT_Z, newchan);
|
|
|
|
|
set_action_key(ob->action, pchan, AC_QUAT_W, newchan);
|
|
|
|
|
}
|
|
|
|
|
if (chan->flag & POSE_SIZE){
|
|
|
|
|
set_action_key(ob->action, pchan, AC_SIZE_X, newchan);
|
|
|
|
|
set_action_key(ob->action, pchan, AC_SIZE_Y, newchan);
|
|
|
|
|
set_action_key(ob->action, pchan, AC_SIZE_Z, newchan);
|
|
|
|
|
}
|
|
|
|
|
if (chan->flag & POSE_LOC){
|
|
|
|
|
set_action_key(ob->action, pchan, AC_LOC_X, newchan);
|
|
|
|
|
set_action_key(ob->action, pchan, AC_LOC_Y, newchan);
|
|
|
|
|
set_action_key(ob->action, pchan, AC_LOC_Z, newchan);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Update event for pose and deformation children */
|
|
|
|
|
ob->pose->ctime= -123456.0f;
|
|
|
|
|
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
|
|
|
|
|
|
|
|
|
|
if (G.flags & G_RECORDKEYS) {
|
|
|
|
|
remake_action_ipos(ob->action);
|
|
|
|
|
allqueue (REDRAWIPO, 0);
|
|
|
|
|
allqueue (REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue (REDRAWACTION, 0);
|
|
|
|
|
allqueue(REDRAWNLA, 0);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* need to trick depgraph, action is not allowed to execute on pose */
|
|
|
|
|
where_is_pose(ob);
|
|
|
|
|
ob->recalc= 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Paste Action Pose");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
/* context active object */
|
|
|
|
|
void pose_flip_names(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
char newname[32];
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==G.obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
BLI_strncpy(newname, pchan->name, sizeof(newname));
|
2005-08-13 19:41:45 +00:00
|
|
|
bone_flip_name(newname);
|
2005-07-27 10:37:20 +00:00
|
|
|
armature_bone_rename(ob->data, pchan->name, newname);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
|
allqueue(REDRAWBUTSOBJECT, 0);
|
|
|
|
|
allqueue (REDRAWACTION, 0);
|
|
|
|
|
allqueue(REDRAWOOPS, 0);
|
|
|
|
|
BIF_undo_push("Flip names");
|
|
|
|
|
|
2005-07-27 18:48:08 +00:00
|
|
|
}
|