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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2005-08-20 09:55:11 +00:00
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* ***** BEGIN GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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2005-08-20 09:55:11 +00:00
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* ***** END GPL LICENSE BLOCK *****
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2002-10-12 11:37:38 +00:00
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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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Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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2005-10-20 14:58:46 +00:00
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#include "DNA_modifier_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
|
|
|
#include "BKE_constraint.h"
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
#include "BKE_deform.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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2005-09-11 13:02:55 +00:00
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#include "BKE_DerivedMesh.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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2005-10-20 14:58:46 +00:00
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#include "BKE_modifier.h"
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2005-07-24 11:36:05 +00:00
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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"
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
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|
#include "BIF_editdeform.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"
|
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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New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
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#include "BIF_meshtools.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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2005-10-10 17:42:48 +00:00
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#include "BSE_editipo.h"
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
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#include "BSE_trans_types.h"
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2002-10-12 11:37:38 +00:00
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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;
|
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(base==NULL) return;
|
2002-10-12 11:37:38 +00:00
|
|
|
|
|
|
|
|
ob= base->object;
|
|
|
|
|
|
|
|
|
|
if (ob->id.lib){
|
|
|
|
|
error ("Can't pose libdata");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
switch (ob->type){
|
|
|
|
|
case OB_ARMATURE:
|
|
|
|
|
arm= get_armature(ob);
|
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( arm==NULL ) return;
|
2004-11-07 20:11:42 +00:00
|
|
|
|
|
|
|
|
ob->flag |= OB_POSEMODE;
|
|
|
|
|
base->flag= ob->flag;
|
|
|
|
|
|
2004-10-01 07:51:12 +00:00
|
|
|
allqueue(REDRAWHEADERS, 0);
|
|
|
|
|
allqueue(REDRAWBUTSALL, 0);
|
2004-10-06 21:48:29 +00:00
|
|
|
allqueue(REDRAWOOPS, 0);
|
2002-10-12 11:37:38 +00:00
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
break;
|
|
|
|
|
default:
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (G.obedit) exit_editmode(1);
|
|
|
|
|
G.f &= ~(G_VERTEXPAINT | G_FACESELECT | G_TEXTUREPAINT | G_WEIGHTPAINT);
|
|
|
|
|
}
|
|
|
|
|
|
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
|
|
|
|
2005-08-24 20:18:03 +00:00
|
|
|
/* called by buttons to find a bone to display/edit values for */
|
|
|
|
|
bPoseChannel *get_active_posechannel (Object *ob)
|
|
|
|
|
{
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
/* find active */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone && (pchan->bone->flag & BONE_ACTIVE))
|
|
|
|
|
return pchan;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return NULL;
|
|
|
|
|
}
|
|
|
|
|
|
2005-08-29 17:02:24 +00:00
|
|
|
int pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
|
|
|
|
|
{
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
Bone *bone;
|
|
|
|
|
|
|
|
|
|
for(con= pchan->constraints.first; con; con= con->next) {
|
|
|
|
|
if(con->type==CONSTRAINT_TYPE_KINEMATIC) return 1;
|
|
|
|
|
}
|
|
|
|
|
for(bone= pchan->bone->childbase.first; bone; bone= bone->next) {
|
|
|
|
|
pchan= get_pose_channel(ob->pose, bone->name);
|
|
|
|
|
if(pchan && pose_channel_in_IK_chain(ob, pchan))
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
2005-08-24 20:18:03 +00:00
|
|
|
|
2005-10-23 10:08:19 +00:00
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
/* for the object with pose/action: create path curves for selected bones */
|
|
|
|
|
void pose_calculate_path(Object *ob)
|
|
|
|
|
{
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
Base *base;
|
|
|
|
|
float *fp;
|
|
|
|
|
int cfra;
|
|
|
|
|
|
|
|
|
|
if(ob==NULL || ob->pose==NULL)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if(EFRA<=SFRA) return;
|
|
|
|
|
|
|
|
|
|
DAG_object_update_flags(G.scene, ob, screen_view3d_layers());
|
|
|
|
|
|
|
|
|
|
/* malloc the path blocks */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) {
|
|
|
|
|
pchan->pathlen= EFRA-SFRA;
|
|
|
|
|
if(pchan->path)
|
|
|
|
|
MEM_freeN(pchan->path);
|
|
|
|
|
pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
cfra= CFRA;
|
|
|
|
|
for(CFRA=SFRA; CFRA<EFRA; CFRA++) {
|
|
|
|
|
|
|
|
|
|
/* do all updates */
|
|
|
|
|
for(base= FIRSTBASE; base; base= base->next) {
|
|
|
|
|
if(base->object->recalc) {
|
|
|
|
|
int temp= base->object->recalc;
|
|
|
|
|
object_handle_update(base->object);
|
|
|
|
|
base->object->recalc= temp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone && (pchan->bone->flag & BONE_SELECTED)) {
|
|
|
|
|
if(pchan->path) {
|
|
|
|
|
fp= pchan->path+3*(CFRA-SFRA);
|
|
|
|
|
VECCOPY(fp, pchan->pose_tail);
|
|
|
|
|
Mat4MulVecfl(ob->obmat, fp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
CFRA= cfra;
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0); /* recalc tags are still there */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/* for the object with pose/action: clear all path curves */
|
|
|
|
|
void pose_clear_paths(Object *ob)
|
|
|
|
|
{
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
if(ob==NULL || ob->pose==NULL)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* free the path blocks */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->path) {
|
|
|
|
|
MEM_freeN(pchan->path);
|
|
|
|
|
pchan->path= NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
|
2005-10-23 10:08:19 +00:00
|
|
|
nr= pupmenu("Specials%t|Select Constraint Target%x1|Flip Left-Right Names%x2|Calculate Paths%x3|Clear All Paths%x4");
|
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
|
|
|
}
|
2005-10-23 10:08:19 +00:00
|
|
|
else if(nr==3) {
|
|
|
|
|
pose_calculate_path(ob);
|
|
|
|
|
}
|
|
|
|
|
else if(nr==4) {
|
|
|
|
|
pose_clear_paths(ob);
|
|
|
|
|
}
|
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;
|
Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...
Here's how IK works now;
- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)
Other changes & notes;
- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").
On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
|
|
|
pchan= pchan->parent;
|
2005-07-24 11:36:05 +00:00
|
|
|
}
|
|
|
|
|
if(pchan) {
|
Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...
Here's how IK works now;
- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)
Other changes & notes;
- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").
On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
|
|
|
error("IK root cannot be linked to IK tip");
|
2005-07-24 11:36:05 +00:00
|
|
|
return;
|
|
|
|
|
}
|
Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...
Here's how IK works now;
- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
T-bones).
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
Root.
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)
Other changes & notes;
- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").
On todo next; Visualizing & review of Bone DoF limits and stiffness
2005-08-28 12:23:06 +00:00
|
|
|
pchan= pchansel;
|
|
|
|
|
while(pchan) {
|
|
|
|
|
if(pchan==pchanact) break;
|
|
|
|
|
pchan= pchan->parent;
|
|
|
|
|
}
|
|
|
|
|
if(pchan) {
|
|
|
|
|
error("IK tip cannot be linked to IK root");
|
|
|
|
|
return;
|
|
|
|
|
}
|
2005-07-24 11:36:05 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
|
}
|
|
|
|
|
|
2005-08-27 17:04:29 +00:00
|
|
|
/* active flag */
|
|
|
|
|
con->flag |= CONSTRAINT_ACTIVE;
|
|
|
|
|
for(con= con->prev; con; con= con->prev)
|
|
|
|
|
con->flag &= ~CONSTRAINT_ACTIVE;
|
|
|
|
|
|
|
|
|
|
|
2005-07-24 11:36:05 +00:00
|
|
|
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];
|
|
|
|
|
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)
|
2005-08-15 14:02:03 +00:00
|
|
|
bone_flip_name (name, 0); // 0 = don't strip off number extensions
|
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){
|
2005-10-10 17:42:48 +00:00
|
|
|
ID *id= &ob->id;
|
2005-07-27 10:37:20 +00:00
|
|
|
/* Set keys on pose */
|
|
|
|
|
if (chan->flag & POSE_ROT){
|
2005-10-22 18:47:38 +00:00
|
|
|
insertkey(id, ID_PO, chan->name, NULL, AC_QUAT_X);
|
|
|
|
|
insertkey(id, ID_PO, chan->name, NULL, AC_QUAT_Y);
|
|
|
|
|
insertkey(id, ID_PO, chan->name, NULL, AC_QUAT_Z);
|
|
|
|
|
insertkey(id, ID_PO, chan->name, NULL, AC_QUAT_W);
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
|
|
|
|
if (chan->flag & POSE_SIZE){
|
2005-10-22 18:47:38 +00:00
|
|
|
insertkey(id, ID_PO, chan->name, NULL, AC_SIZE_X);
|
|
|
|
|
insertkey(id, ID_PO, chan->name, NULL, AC_SIZE_Y);
|
|
|
|
|
insertkey(id, ID_PO, chan->name, NULL, AC_SIZE_Z);
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
|
|
|
|
if (chan->flag & POSE_LOC){
|
2005-10-22 18:47:38 +00:00
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_X);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Y);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Z);
|
2005-07-27 10:37:20 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Update event for pose and deformation children */
|
|
|
|
|
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");
|
|
|
|
|
}
|
|
|
|
|
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
/* ********************************************** */
|
|
|
|
|
|
2005-09-11 13:02:55 +00:00
|
|
|
struct vgroup_map {
|
|
|
|
|
float head[3], tail[3];
|
|
|
|
|
Bone *bone;
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
bDeformGroup *dg, *dgflip;
|
2005-09-11 13:02:55 +00:00
|
|
|
Object *meshobj;
|
|
|
|
|
};
|
|
|
|
|
|
|
|
|
|
static void pose_adds_vgroups__mapFunc(void *userData, int index, float *co, float *no_f, short *no_s)
|
|
|
|
|
{
|
|
|
|
|
struct vgroup_map *map= userData;
|
|
|
|
|
float vec[3], fac;
|
|
|
|
|
|
|
|
|
|
VECCOPY(vec, co);
|
|
|
|
|
Mat4MulVecfl(map->meshobj->obmat, vec);
|
|
|
|
|
|
|
|
|
|
/* get the distance-factor from the vertex to bone */
|
|
|
|
|
fac= distfactor_to_bone (vec, map->head, map->tail, map->bone->rad_head, map->bone->rad_tail, map->bone->dist);
|
|
|
|
|
|
|
|
|
|
/* add to vgroup. this call also makes me->dverts */
|
|
|
|
|
if(fac!=0.0f)
|
|
|
|
|
add_vert_to_defgroup (map->meshobj, map->dg, index, fac, WEIGHT_REPLACE);
|
|
|
|
|
else
|
|
|
|
|
remove_vert_defgroup (map->meshobj, map->dg, index);
|
|
|
|
|
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
if(map->dgflip) {
|
|
|
|
|
int j= mesh_get_x_mirror_vert(map->meshobj, index);
|
|
|
|
|
if(j>=0) {
|
|
|
|
|
if(fac!=0.0f)
|
|
|
|
|
add_vert_to_defgroup (map->meshobj, map->dgflip, j, fac, WEIGHT_REPLACE);
|
|
|
|
|
else
|
|
|
|
|
remove_vert_defgroup (map->meshobj, map->dgflip, j);
|
|
|
|
|
}
|
|
|
|
|
}
|
2005-09-11 13:02:55 +00:00
|
|
|
}
|
|
|
|
|
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
/* context weightpaint and deformer in posemode */
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
void pose_adds_vgroups(Object *meshobj)
|
|
|
|
|
{
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
extern VPaint Gwp; /* from vpaint */
|
2005-09-11 13:02:55 +00:00
|
|
|
struct vgroup_map map;
|
|
|
|
|
DerivedMesh *dm;
|
2005-10-20 14:58:46 +00:00
|
|
|
Object *poseobj= modifiers_isDeformedByArmature(meshobj);
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
Bone *bone;
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
bDeformGroup *dg, *curdef;
|
2005-09-11 13:02:55 +00:00
|
|
|
int DMneedsFree;
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
|
|
|
|
|
if(poseobj==NULL || (poseobj->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
2005-09-11 13:02:55 +00:00
|
|
|
dm = mesh_get_derived_final(meshobj, &DMneedsFree);
|
|
|
|
|
|
|
|
|
|
map.meshobj= meshobj;
|
|
|
|
|
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
for(pchan= poseobj->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
bone= pchan->bone;
|
|
|
|
|
if(bone->flag & (BONE_SELECTED)) {
|
|
|
|
|
|
|
|
|
|
/* check if mesh has vgroups */
|
|
|
|
|
dg= get_named_vertexgroup(meshobj, bone->name);
|
|
|
|
|
if(dg==NULL)
|
|
|
|
|
dg= add_defgroup_name(meshobj, bone->name);
|
|
|
|
|
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
/* flipped bone */
|
|
|
|
|
if(Gwp.flag & VP_MIRROR_X) {
|
|
|
|
|
char name[32];
|
|
|
|
|
|
|
|
|
|
BLI_strncpy(name, dg->name, 32);
|
|
|
|
|
bone_flip_name(name, 0); // 0 = don't strip off number extensions
|
|
|
|
|
|
|
|
|
|
for (curdef = meshobj->defbase.first; curdef; curdef=curdef->next)
|
|
|
|
|
if (!strcmp(curdef->name, name))
|
|
|
|
|
break;
|
|
|
|
|
map.dgflip= curdef;
|
|
|
|
|
}
|
|
|
|
|
else map.dgflip= NULL;
|
|
|
|
|
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
/* get the root of the bone in global coords */
|
2005-09-11 13:02:55 +00:00
|
|
|
VECCOPY(map.head, bone->arm_head);
|
|
|
|
|
Mat4MulVecfl(poseobj->obmat, map.head);
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
|
|
|
|
|
/* get the tip of the bone in global coords */
|
2005-09-11 13:02:55 +00:00
|
|
|
VECCOPY(map.tail, bone->arm_tail);
|
|
|
|
|
Mat4MulVecfl(poseobj->obmat, map.tail);
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
|
2005-09-11 13:02:55 +00:00
|
|
|
/* use the optimal vertices instead of mverts */
|
|
|
|
|
map.dg= dg;
|
|
|
|
|
map.bone= bone;
|
|
|
|
|
if(dm->foreachMappedVert)
|
|
|
|
|
dm->foreachMappedVert(dm, pose_adds_vgroups__mapFunc, (void*) &map);
|
|
|
|
|
else {
|
|
|
|
|
Mesh *me= meshobj->data;
|
|
|
|
|
int i;
|
|
|
|
|
for(i=0; i<me->totvert; i++)
|
|
|
|
|
pose_adds_vgroups__mapFunc(&map, i, (me->mvert+i)->co, NULL, NULL);
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
}
|
2005-09-11 13:02:55 +00:00
|
|
|
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2005-09-11 13:02:55 +00:00
|
|
|
if (DMneedsFree) dm->release(dm);
|
|
|
|
|
|
Armature "Envelope" editing.
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
2005-08-19 12:35:15 +00:00
|
|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(G.scene, meshobj, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
}
|
2005-07-27 10:37:20 +00:00
|
|
|
|
|
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
/* 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));
|
2005-08-15 14:02:03 +00:00
|
|
|
bone_flip_name(newname, 1); // 1 = do strip off number extensions
|
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
|
|
|
}
|
New: X-axis mirror weightpainting.
- Set the button in Paint Panel, Edit buttons context
- It assumes the mesh to be near-perfectly mirrored. Current threshold is
set to 0.0001 (maximum difference allowed).
In order to evaluate proper mirroring, a new option will be added in
Mesh editmode later.
- When the flipped group doesn't exist yet, it creates the group
- Of course this doesn't work for mirror modifier!
New: Select/activate flipped bone or vertex group
- Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone.
Is especially to see while painting if the mirror copying works OK.
New: "Apply Envelope to VertexGroup" uses X-mirror option too.
Todo; check on mirror vertex painting, and mirror Mesh editmode....
The implementation is based on a 8x8x8 Octree, where vertex locations are
stored. Vertices on the threshold boundary of an Octree node are filled in
the neighbour nodes as well, ensuring that the lookup works with threshold.
The current size of the Octree gives good speedup, even for 128k vertices
it only needs 256 lookup cycles per checked vertex.
Same code could be used for the bevel tool for example.
src/meshtools.c:
int mesh_octree_table(Object *ob, float *co, char mode)
- mode 's' or 'e' is "start octree" or "end octree"
- mode 'u' is "use", it then returns an index nr of the found vertex.
(return -1 if not found)
2005-10-22 14:05:25 +00:00
|
|
|
|
|
|
|
|
/* context active object, or weightpainted object with armature in posemode */
|
|
|
|
|
void pose_activate_flipped_bone(void)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
|
|
|
|
|
if(ob==NULL) return;
|
|
|
|
|
|
|
|
|
|
if(G.f & G_WEIGHTPAINT) {
|
|
|
|
|
ob= modifiers_isDeformedByArmature(ob);
|
|
|
|
|
}
|
|
|
|
|
if(ob && (ob->flag & OB_POSEMODE)) {
|
|
|
|
|
bPoseChannel *pchan, *pchanf;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone->flag & BONE_ACTIVE) {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if(pchan) {
|
|
|
|
|
char name[32];
|
|
|
|
|
|
|
|
|
|
BLI_strncpy(name, pchan->name, 32);
|
|
|
|
|
bone_flip_name(name, 1); // 0 = do not strip off number extensions
|
|
|
|
|
|
|
|
|
|
pchanf= get_pose_channel(ob->pose, name);
|
|
|
|
|
if(pchanf && pchanf!=pchan) {
|
|
|
|
|
pchan->bone->flag &= ~(BONE_SELECTED|BONE_ACTIVE);
|
|
|
|
|
pchanf->bone->flag |= (BONE_SELECTED|BONE_ACTIVE);
|
|
|
|
|
|
|
|
|
|
/* in weightpaint we select the associated vertex group too */
|
|
|
|
|
if(G.f & G_WEIGHTPAINT) {
|
|
|
|
|
vertexgroup_select_by_name(OBACT, name);
|
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|
|
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DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA);
|
|
|
|
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}
|
|
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|
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select_actionchannel_by_name(ob->action, name, 1);
|
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|
|
allqueue(REDRAWVIEW3D, 0);
|
|
|
|
|
allqueue(REDRAWACTION, 0);
|
|
|
|
|
allqueue(REDRAWIPO, 0); /* To force action/constraint ipo update */
|
|
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|
|
allqueue(REDRAWBUTSEDIT, 0);
|
|
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|
|
allqueue(REDRAWBUTSOBJECT, 0);
|
|
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|
|
allqueue(REDRAWOOPS, 0);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
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|