2009-01-05 15:19:31 +00:00
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/**
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* $Id$
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*
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* ***** BEGIN GPL LICENSE BLOCK *****
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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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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* Contributor(s): Ton Roosendaal, Blender Foundation '05, full recode.
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*
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* ***** END GPL LICENSE BLOCK *****
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* support for animation modes - Reevan McKay
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*/
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#include <stdlib.h>
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#include <stddef.h>
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#include <string.h>
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#include "MEM_guardedalloc.h"
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#include "BLI_arithb.h"
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#include "BLI_blenlib.h"
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#include "BLI_dynstr.h"
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2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
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#include "DNA_anim_types.h"
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2009-01-05 15:19:31 +00:00
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#include "DNA_action_types.h"
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#include "DNA_armature_types.h"
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#include "DNA_constraint_types.h"
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#include "DNA_curve_types.h"
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#include "DNA_mesh_types.h"
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#include "DNA_meshdata_types.h"
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#include "DNA_modifier_types.h"
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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 "DNA_userdef_types.h"
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#include "BKE_action.h"
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#include "BKE_armature.h"
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#include "BKE_blender.h"
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2009-01-10 14:19:14 +00:00
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#include "BKE_context.h"
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2009-01-05 15:19:31 +00:00
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#include "BKE_constraint.h"
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#include "BKE_deform.h"
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#include "BKE_depsgraph.h"
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#include "BKE_displist.h"
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2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
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#include "BKE_fcurve.h"
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2009-01-05 15:19:31 +00:00
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#include "BKE_global.h"
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#include "BKE_modifier.h"
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#include "BKE_object.h"
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#include "BKE_utildefines.h"
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#include "BIF_transform.h" /* for autokey TFM_TRANSLATION, etc */
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#include "BIF_gl.h"
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#include "ED_armature.h"
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2009-01-10 14:19:14 +00:00
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#include "ED_anim_api.h"
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2009-01-05 15:19:31 +00:00
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#include "ED_keyframing.h"
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#include "ED_object.h"
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2009-01-10 14:19:14 +00:00
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#include "ED_mesh.h"
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2009-01-05 15:19:31 +00:00
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#include "ED_view3d.h"
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#include "armature_intern.h"
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/* ************* XXX *************** */
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static int movetolayer_short_buts() {return 1;}
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static int okee() {return 0;}
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static int pupmenu() {return 0;}
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static void waitcursor() {};
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static void error() {};
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static void BIF_undo_push() {}
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static void countall() {}
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static void add_constraint() {}
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static void select_actionchannel_by_name() {}
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static void autokeyframe_pose_cb_func() {}
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/* ************* XXX *************** */
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void set_pose_keys (Object *ob)
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{
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bArmature *arm= ob->data;
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bPoseChannel *chan;
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if (ob->pose){
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for (chan=ob->pose->chanbase.first; chan; chan=chan->next){
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Bone *bone= chan->bone;
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if(bone && (bone->flag & BONE_SELECTED) && (arm->layer & bone->layer)) {
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chan->flag |= POSE_KEY;
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}
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else {
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chan->flag &= ~POSE_KEY;
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}
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}
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}
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}
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2009-01-05 19:32:04 +00:00
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void ED_armature_enter_posemode(Base *base)
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2009-01-05 15:19:31 +00:00
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{
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2009-01-05 19:32:04 +00:00
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Object *ob= base->object;
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2009-01-05 15:19:31 +00:00
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2009-01-05 19:32:04 +00:00
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if (ob->id.lib){
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error ("Can't pose libdata");
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return;
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}
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2009-01-05 15:19:31 +00:00
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2009-01-05 19:32:04 +00:00
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switch (ob->type){
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case OB_ARMATURE:
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ob->flag |= OB_POSEMODE;
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base->flag= ob->flag;
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break;
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default:
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return;
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}
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// XXX
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G.f &= ~(G_VERTEXPAINT | G_TEXTUREPAINT | G_WEIGHTPAINT | G_SCULPTMODE);
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}
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2009-01-05 15:19:31 +00:00
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2009-01-05 19:32:04 +00:00
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void ED_armature_exit_posemode(Base *base)
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{
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if(base) {
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Object *ob= base->object;
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ob->flag &= ~OB_POSEMODE;
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base->flag= ob->flag;
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}
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2009-01-05 15:19:31 +00:00
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}
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/* if a selected or active bone is protected, throw error (oonly if warn==1) and return 1 */
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/* only_selected==1 : the active bone is allowed to be protected */
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static short pose_has_protected_selected(Object *ob, short only_selected, short warn)
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{
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/* check protection */
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if (ob->proxy) {
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bPoseChannel *pchan;
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bArmature *arm= ob->data;
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if (pchan->bone && (pchan->bone->layer & arm->layer)) {
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if (pchan->bone->layer & arm->layer_protected) {
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if (only_selected && (pchan->bone->flag & BONE_ACTIVE));
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else if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED))
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break;
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}
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}
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}
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if (pchan) {
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if (warn) error("Cannot change Proxy protected bones");
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return 1;
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}
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}
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return 0;
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}
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/* only for real IK, not for auto-IK */
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2009-01-05 19:32:04 +00:00
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int ED_pose_channel_in_IK_chain(Object *ob, bPoseChannel *pchan)
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2009-01-05 15:19:31 +00:00
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{
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bConstraint *con;
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Bone *bone;
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/* No need to check if constraint is active (has influence),
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* since all constraints with CONSTRAINT_IK_AUTO are active */
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for(con= pchan->constraints.first; con; con= con->next) {
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if(con->type==CONSTRAINT_TYPE_KINEMATIC) {
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bKinematicConstraint *data= con->data;
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if((data->flag & CONSTRAINT_IK_AUTO)==0)
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return 1;
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}
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}
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for(bone= pchan->bone->childbase.first; bone; bone= bone->next) {
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pchan= get_pose_channel(ob->pose, bone->name);
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2009-01-05 19:32:04 +00:00
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if(pchan && ED_pose_channel_in_IK_chain(ob, pchan))
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2009-01-05 15:19:31 +00:00
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return 1;
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}
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return 0;
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}
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/* ********************************************** */
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/* For the object with pose/action: create path curves for selected bones
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* This recalculates the WHOLE path within the pchan->pathsf and pchan->pathef range
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*/
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2009-01-10 14:19:14 +00:00
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void pose_calculate_path(bContext *C, Scene *scene, Object *ob)
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2009-01-05 15:19:31 +00:00
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{
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bArmature *arm;
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bPoseChannel *pchan;
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Base *base;
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float *fp;
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int cfra;
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int sfra, efra;
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if (ob==NULL || ob->pose==NULL)
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return;
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arm= ob->data;
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/* version patch for older files here (do_versions patch too complicated) */
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if ((arm->pathsf == 0) || (arm->pathef == 0)) {
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arm->pathsf = SFRA;
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arm->pathef = EFRA;
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}
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if (arm->pathsize == 0) {
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arm->pathsize = 1;
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}
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/* set frame values */
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cfra= CFRA;
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sfra = arm->pathsf;
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efra = arm->pathef;
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if (efra <= sfra) {
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error("Can't calculate paths when pathlen <= 0");
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return;
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}
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waitcursor(1);
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/* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
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if ((ob->recalc & OB_RECALC)==0) {
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ob->recalc |= OB_RECALC;
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2009-01-10 14:19:14 +00:00
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ED_anim_object_flush_update(C, ob);
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2009-01-05 15:19:31 +00:00
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}
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else
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2009-01-10 14:19:14 +00:00
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ED_anim_object_flush_update(C, ob);
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2009-01-05 15:19:31 +00:00
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/* malloc the path blocks */
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if ((pchan->bone) && (pchan->bone->flag & BONE_SELECTED)) {
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|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
pchan->pathlen= efra-sfra+1;
|
|
|
|
|
pchan->pathsf= sfra;
|
|
|
|
|
pchan->pathef= efra+1;
|
|
|
|
|
if (pchan->path)
|
|
|
|
|
MEM_freeN(pchan->path);
|
|
|
|
|
pchan->path= MEM_callocN(3*pchan->pathlen*sizeof(float), "pchan path");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
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(scene, 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 (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (pchan->path) {
|
|
|
|
|
fp= pchan->path+3*(CFRA-sfra);
|
|
|
|
|
|
|
|
|
|
if (arm->pathflag & ARM_PATH_HEADS) {
|
|
|
|
|
VECCOPY(fp, pchan->pose_head);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
VECCOPY(fp, pchan->pose_tail);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Mat4MulVecfl(ob->obmat, fp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
waitcursor(0);
|
|
|
|
|
|
|
|
|
|
CFRA= cfra;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* For the object with pose/action: update paths for those that have got them
|
|
|
|
|
* This should selectively update paths that exist...
|
|
|
|
|
*/
|
2009-01-10 14:19:14 +00:00
|
|
|
void pose_recalculate_paths(bContext *C, Scene *scene, Object *ob)
|
2009-01-05 15:19:31 +00:00
|
|
|
{
|
|
|
|
|
bArmature *arm;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
Base *base;
|
|
|
|
|
float *fp;
|
|
|
|
|
int cfra;
|
|
|
|
|
int sfra, efra;
|
|
|
|
|
|
|
|
|
|
if (ob==NULL || ob->pose==NULL)
|
|
|
|
|
return;
|
|
|
|
|
arm= ob->data;
|
|
|
|
|
|
|
|
|
|
/* set frame values */
|
|
|
|
|
cfra = CFRA;
|
|
|
|
|
sfra = efra = cfra;
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
|
|
|
|
|
if (pchan->path) {
|
|
|
|
|
/* if the pathsf and pathef aren't initialised, abort! */
|
|
|
|
|
if (ELEM(0, pchan->pathsf, pchan->pathef))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* try to increase area to do (only as much as needed) */
|
|
|
|
|
sfra= MIN2(sfra, pchan->pathsf);
|
|
|
|
|
efra= MAX2(efra, pchan->pathef);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (efra <= sfra) return;
|
|
|
|
|
|
|
|
|
|
waitcursor(1);
|
|
|
|
|
|
|
|
|
|
/* hack: for unsaved files, set OB_RECALC so that paths can get calculated */
|
|
|
|
|
if ((ob->recalc & OB_RECALC)==0) {
|
|
|
|
|
ob->recalc |= OB_RECALC;
|
2009-01-10 14:19:14 +00:00
|
|
|
ED_anim_object_flush_update(C, ob);
|
2009-01-05 15:19:31 +00:00
|
|
|
}
|
|
|
|
|
else
|
2009-01-10 14:19:14 +00:00
|
|
|
ED_anim_object_flush_update(C, ob);
|
2009-01-05 15:19:31 +00:00
|
|
|
|
|
|
|
|
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(scene, base->object);
|
|
|
|
|
base->object->recalc= temp;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if ((pchan->bone) && (arm->layer & pchan->bone->layer)) {
|
|
|
|
|
if (pchan->path) {
|
|
|
|
|
/* only update if:
|
|
|
|
|
* - in range of this pchan's existing path
|
|
|
|
|
* - ... insert evil filtering/optimising conditions here...
|
|
|
|
|
*/
|
|
|
|
|
if (IN_RANGE(CFRA, pchan->pathsf, pchan->pathef)) {
|
|
|
|
|
fp= pchan->path+3*(CFRA-sfra);
|
|
|
|
|
|
|
|
|
|
if (arm->pathflag & ARM_PATH_HEADS) {
|
|
|
|
|
VECCOPY(fp, pchan->pose_head);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
VECCOPY(fp, pchan->pose_tail);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
Mat4MulVecfl(ob->obmat, fp);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
waitcursor(0);
|
|
|
|
|
|
|
|
|
|
CFRA= cfra;
|
|
|
|
|
ob->pose->flag &= ~POSE_RECALCPATHS;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* for the object with pose/action: clear path curves for selected bones only */
|
|
|
|
|
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->bone) && (pchan->bone->flag & BONE_SELECTED)) {
|
|
|
|
|
if (pchan->path) {
|
|
|
|
|
MEM_freeN(pchan->path);
|
|
|
|
|
pchan->path= NULL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void pose_select_constraint_target(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if (!ob && !ob->pose) return;
|
|
|
|
|
if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
for (con= pchan->constraints.first; con; con= con->next) {
|
|
|
|
|
bConstraintTypeInfo *cti= constraint_get_typeinfo(con);
|
|
|
|
|
ListBase targets = {NULL, NULL};
|
|
|
|
|
bConstraintTarget *ct;
|
|
|
|
|
|
|
|
|
|
if (cti && cti->get_constraint_targets) {
|
|
|
|
|
cti->get_constraint_targets(con, &targets);
|
|
|
|
|
|
|
|
|
|
for (ct= targets.first; ct; ct= ct->next) {
|
|
|
|
|
if ((ct->tar == ob) && (ct->subtarget[0])) {
|
|
|
|
|
bPoseChannel *pchanc= get_pose_channel(ob->pose, ct->subtarget);
|
|
|
|
|
if(pchanc)
|
|
|
|
|
pchanc->bone->flag |= BONE_SELECTED|BONE_TIPSEL|BONE_ROOTSEL;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (cti->flush_constraint_targets)
|
|
|
|
|
cti->flush_constraint_targets(con, &targets, 1);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Select constraint target");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void pose_select_hierarchy(Scene *scene, short direction, short add_to_sel)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
Bone *curbone, *pabone, *chbone;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if (!ob && !ob->pose) return;
|
|
|
|
|
if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
curbone= pchan->bone;
|
|
|
|
|
|
|
|
|
|
if (arm->layer & curbone->layer) {
|
|
|
|
|
if (curbone->flag & (BONE_ACTIVE)) {
|
|
|
|
|
if (direction == BONE_SELECT_PARENT) {
|
|
|
|
|
|
|
|
|
|
if (pchan->parent == NULL) continue;
|
|
|
|
|
else pabone= pchan->parent->bone;
|
|
|
|
|
|
|
|
|
|
if ((arm->layer & pabone->layer) && !(pabone->flag & BONE_HIDDEN_P)) {
|
|
|
|
|
|
|
|
|
|
if (!add_to_sel) curbone->flag &= ~BONE_SELECTED;
|
|
|
|
|
curbone->flag &= ~BONE_ACTIVE;
|
|
|
|
|
pabone->flag |= (BONE_ACTIVE|BONE_SELECTED);
|
|
|
|
|
|
2009-01-07 09:41:32 +00:00
|
|
|
// XXX this is evil... this sort of stuff is to be handled in one go as a result of a notifier
|
2009-01-05 15:19:31 +00:00
|
|
|
select_actionchannel_by_name (ob->action, pchan->name, 0);
|
|
|
|
|
select_actionchannel_by_name (ob->action, pchan->parent->name, 1);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
} else { // BONE_SELECT_CHILD
|
|
|
|
|
|
|
|
|
|
if (pchan->child == NULL) continue;
|
|
|
|
|
else chbone = pchan->child->bone;
|
|
|
|
|
|
|
|
|
|
if ((arm->layer & chbone->layer) && !(chbone->flag & BONE_HIDDEN_P)) {
|
|
|
|
|
|
|
|
|
|
if (!add_to_sel) curbone->flag &= ~BONE_SELECTED;
|
|
|
|
|
curbone->flag &= ~BONE_ACTIVE;
|
|
|
|
|
chbone->flag |= (BONE_ACTIVE|BONE_SELECTED);
|
|
|
|
|
|
2009-01-07 09:41:32 +00:00
|
|
|
// XXX this is evil... this sort of stuff is to be handled in one go as a result of a notifier
|
2009-01-05 15:19:31 +00:00
|
|
|
select_actionchannel_by_name (ob->action, pchan->name, 0);
|
|
|
|
|
select_actionchannel_by_name (ob->action, pchan->child->name, 1);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (direction==BONE_SELECT_PARENT)
|
|
|
|
|
BIF_undo_push("Select pose bone parent");
|
|
|
|
|
if (direction==BONE_SELECT_CHILD)
|
|
|
|
|
BIF_undo_push("Select pose bone child");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void pose_add_IK(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
add_constraint(1); /* 1 means only IK */
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* context: all selected channels */
|
|
|
|
|
void pose_clear_IK(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
bConstraint *next;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
if(pose_has_protected_selected(ob, 0, 1))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if(okee("Remove IK constraint(s)")==0) return;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
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|PCHAN_HAS_TARGET);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Remove IK constraint(s)");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void pose_clear_constraints(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
if(pose_has_protected_selected(ob, 0, 1))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if(okee("Remove Constraints")==0) return;
|
|
|
|
|
|
|
|
|
|
/* find active */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
free_constraints(&pchan->constraints);
|
|
|
|
|
pchan->constflag= 0;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Remove Constraint(s)");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void pose_copy_menu(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
bPoseChannel *pchan, *pchanact;
|
|
|
|
|
short nr=0;
|
|
|
|
|
int i=0;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if (ELEM(NULL, ob, ob->pose)) return;
|
|
|
|
|
if ((ob==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;
|
|
|
|
|
|
|
|
|
|
/* if proxy-protected bones selected, some things (such as locks + displays) shouldn't be changable,
|
|
|
|
|
* but for constraints (just add local constraints)
|
|
|
|
|
*/
|
|
|
|
|
if (pose_has_protected_selected(ob, 1, 0)) {
|
|
|
|
|
i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */
|
|
|
|
|
if (i < 25)
|
|
|
|
|
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|Constraints...%x5");
|
|
|
|
|
else
|
|
|
|
|
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4");
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
i= BLI_countlist(&(pchanact->constraints)); /* if there are 24 or less, allow for the user to select constraints */
|
|
|
|
|
if (i < 25)
|
|
|
|
|
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|Constraints...%x5|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
|
|
|
|
|
else
|
|
|
|
|
nr= pupmenu("Copy Pose Attributes %t|Local Location%x1|Local Rotation%x2|Local Size%x3|%l|Visual Location %x9|Visual Rotation%x10|Visual Size%x11|%l|Constraints (All)%x4|%l|Transform Locks%x6|IK Limits%x7|Bone Shape%x8");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (nr <= 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
if (nr != 5) {
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if ( (arm->layer & pchan->bone->layer) &&
|
|
|
|
|
(pchan->bone->flag & BONE_SELECTED) &&
|
|
|
|
|
(pchan != pchanact) )
|
|
|
|
|
{
|
|
|
|
|
switch (nr) {
|
|
|
|
|
case 1: /* Local Location */
|
|
|
|
|
VECCOPY(pchan->loc, pchanact->loc);
|
|
|
|
|
break;
|
|
|
|
|
case 2: /* Local Rotation */
|
|
|
|
|
QUATCOPY(pchan->quat, pchanact->quat);
|
|
|
|
|
break;
|
|
|
|
|
case 3: /* Local Size */
|
|
|
|
|
VECCOPY(pchan->size, pchanact->size);
|
|
|
|
|
break;
|
|
|
|
|
case 4: /* All Constraints */
|
|
|
|
|
{
|
|
|
|
|
ListBase tmp_constraints = {NULL, NULL};
|
|
|
|
|
|
|
|
|
|
/* copy constraints to tmpbase and apply 'local' tags before
|
|
|
|
|
* appending to list of constraints for this channel
|
|
|
|
|
*/
|
|
|
|
|
copy_constraints(&tmp_constraints, &pchanact->constraints);
|
|
|
|
|
if ((ob->proxy) && (pchan->bone->layer & arm->layer_protected)) {
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
|
|
|
|
|
/* add proxy-local tags */
|
|
|
|
|
for (con= tmp_constraints.first; con; con= con->next)
|
|
|
|
|
con->flag |= CONSTRAINT_PROXY_LOCAL;
|
|
|
|
|
}
|
|
|
|
|
addlisttolist(&pchan->constraints, &tmp_constraints);
|
|
|
|
|
|
|
|
|
|
/* update flags (need to add here, not just copy) */
|
|
|
|
|
pchan->constflag |= pchanact->constflag;
|
|
|
|
|
|
|
|
|
|
if (ob->pose)
|
|
|
|
|
ob->pose->flag |= POSE_RECALC;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 6: /* Transform Locks */
|
|
|
|
|
pchan->protectflag = pchanact->protectflag;
|
|
|
|
|
break;
|
|
|
|
|
case 7: /* IK (DOF) settings */
|
|
|
|
|
{
|
|
|
|
|
pchan->ikflag = pchanact->ikflag;
|
|
|
|
|
VECCOPY(pchan->limitmin, pchanact->limitmin);
|
|
|
|
|
VECCOPY(pchan->limitmax, pchanact->limitmax);
|
|
|
|
|
VECCOPY(pchan->stiffness, pchanact->stiffness);
|
|
|
|
|
pchan->ikstretch= pchanact->ikstretch;
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 8: /* Custom Bone Shape */
|
|
|
|
|
pchan->custom = pchanact->custom;
|
|
|
|
|
break;
|
|
|
|
|
case 9: /* Visual Location */
|
|
|
|
|
armature_loc_pose_to_bone(pchan, pchanact->pose_mat[3], pchan->loc);
|
|
|
|
|
break;
|
|
|
|
|
case 10: /* Visual Rotation */
|
|
|
|
|
{
|
|
|
|
|
float delta_mat[4][4], quat[4];
|
|
|
|
|
|
|
|
|
|
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
|
|
|
|
|
Mat4ToQuat(delta_mat, quat);
|
|
|
|
|
QUATCOPY(pchan->quat, quat);
|
|
|
|
|
}
|
|
|
|
|
break;
|
|
|
|
|
case 11: /* Visual Size */
|
|
|
|
|
{
|
|
|
|
|
float delta_mat[4][4], size[4];
|
|
|
|
|
|
|
|
|
|
armature_mat_pose_to_bone(pchan, pchanact->pose_mat, delta_mat);
|
|
|
|
|
Mat4ToSize(delta_mat, size);
|
|
|
|
|
VECCOPY(pchan->size, size);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
else { /* constraints, optional (note: max we can have is 24 constraints) */
|
|
|
|
|
bConstraint *con, *con_back;
|
|
|
|
|
int const_toggle[24];
|
|
|
|
|
ListBase const_copy = {NULL, NULL};
|
|
|
|
|
|
|
|
|
|
BLI_duplicatelist(&const_copy, &(pchanact->constraints));
|
|
|
|
|
|
|
|
|
|
/* build the puplist of constraints */
|
|
|
|
|
for (con = pchanact->constraints.first, i=0; con; con=con->next, i++){
|
|
|
|
|
const_toggle[i]= 1;
|
|
|
|
|
// add_numbut(i, TOG|INT, con->name, 0, 0, &(const_toggle[i]), "");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// if (!do_clever_numbuts("Select Constraints", i, REDRAW)) {
|
|
|
|
|
// BLI_freelistN(&const_copy);
|
|
|
|
|
// return;
|
|
|
|
|
// }
|
|
|
|
|
|
|
|
|
|
/* now build a new listbase from the options selected */
|
|
|
|
|
for (i=0, con=const_copy.first; con; i++) {
|
|
|
|
|
/* if not selected, free/remove it from the list */
|
|
|
|
|
if (!const_toggle[i]) {
|
|
|
|
|
con_back= con->next;
|
|
|
|
|
BLI_freelinkN(&const_copy, con);
|
|
|
|
|
con= con_back;
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
con= con->next;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Copy the temo listbase to the selected posebones */
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if ( (arm->layer & pchan->bone->layer) &&
|
|
|
|
|
(pchan->bone->flag & BONE_SELECTED) &&
|
|
|
|
|
(pchan!=pchanact) )
|
|
|
|
|
{
|
|
|
|
|
ListBase tmp_constraints = {NULL, NULL};
|
|
|
|
|
|
|
|
|
|
/* copy constraints to tmpbase and apply 'local' tags before
|
|
|
|
|
* appending to list of constraints for this channel
|
|
|
|
|
*/
|
|
|
|
|
copy_constraints(&tmp_constraints, &const_copy);
|
|
|
|
|
if ((ob->proxy) && (pchan->bone->layer & arm->layer_protected)) {
|
|
|
|
|
bConstraint *con;
|
|
|
|
|
|
|
|
|
|
/* add proxy-local tags */
|
|
|
|
|
for (con= tmp_constraints.first; con; con= con->next)
|
|
|
|
|
con->flag |= CONSTRAINT_PROXY_LOCAL;
|
|
|
|
|
}
|
|
|
|
|
addlisttolist(&pchan->constraints, &tmp_constraints);
|
|
|
|
|
|
|
|
|
|
/* update flags (need to add here, not just copy) */
|
|
|
|
|
pchan->constflag |= pchanact->constflag;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
BLI_freelistN(&const_copy);
|
|
|
|
|
update_pose_constraint_flags(ob->pose); /* we could work out the flags but its simpler to do this */
|
|
|
|
|
|
|
|
|
|
if (ob->pose)
|
|
|
|
|
ob->pose->flag |= POSE_RECALC;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA); // and all its relations
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Copy Pose Attributes");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ******************** 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 (Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
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 (Scene *scene, 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;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
// disabled until protected bones in proxies follow the rules everywhere else!
|
|
|
|
|
if(pose_has_protected_selected(ob, 1, 1))
|
|
|
|
|
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)
|
|
|
|
|
bone_flip_name (name, 0); // 0 = don't strip off number extensions
|
|
|
|
|
|
|
|
|
|
/* 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);
|
|
|
|
|
}
|
|
|
|
|
|
2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
|
|
|
#if 0 // XXX old animation system
|
2009-01-05 15:19:31 +00:00
|
|
|
if (autokeyframe_cfra_can_key(ob)) {
|
|
|
|
|
ID *id= &ob->id;
|
|
|
|
|
|
|
|
|
|
/* Set keys on pose */
|
|
|
|
|
if (chan->flag & POSE_ROT) {
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_X, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Y, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_Z, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_QUAT_W, 0);
|
|
|
|
|
}
|
|
|
|
|
if (chan->flag & POSE_SIZE) {
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_X, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Y, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_SIZE_Z, 0);
|
|
|
|
|
}
|
|
|
|
|
if (chan->flag & POSE_LOC) {
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_X, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Y, 0);
|
|
|
|
|
insertkey(id, ID_PO, pchan->name, NULL, AC_LOC_Z, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* clear any unkeyed tags */
|
|
|
|
|
if (chan->bone)
|
|
|
|
|
chan->bone->flag &= ~BONE_UNKEYED;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* add unkeyed tags */
|
|
|
|
|
if (chan->bone)
|
|
|
|
|
chan->bone->flag |= BONE_UNKEYED;
|
|
|
|
|
}
|
2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
|
|
|
#endif // XXX old animation system
|
2009-01-05 15:19:31 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Update event for pose and deformation children */
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
|
|
|
|
|
|
if (IS_AUTOKEY_ON) {
|
|
|
|
|
// XXX remake_action_ipos(ob->action);
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
/* need to trick depgraph, action is not allowed to execute on pose */
|
|
|
|
|
where_is_pose(scene, ob);
|
|
|
|
|
ob->recalc= 0;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Paste Action Pose");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
/* context weightpaint and deformer in posemode */
|
|
|
|
|
void pose_adds_vgroups(Scene *scene, Object *meshobj, int heatweights)
|
|
|
|
|
{
|
|
|
|
|
// XXX extern VPaint Gwp; /* from vpaint */
|
|
|
|
|
Object *poseobj= modifiers_isDeformedByArmature(meshobj);
|
|
|
|
|
|
|
|
|
|
if(poseobj==NULL || (poseobj->flag & OB_POSEMODE)==0) {
|
|
|
|
|
error("The active object must have a deforming armature in pose mode");
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
// XXX add_verts_to_dgroups(meshobj, poseobj, heatweights, (Gwp.flag & VP_MIRROR_X));
|
|
|
|
|
|
|
|
|
|
if(heatweights)
|
|
|
|
|
BIF_undo_push("Apply Bone Heat Weights to Vertex Groups");
|
|
|
|
|
else
|
|
|
|
|
BIF_undo_push("Apply Bone Envelopes to Vertex Groups");
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
// and all its relations
|
|
|
|
|
DAG_object_flush_update(scene, meshobj, OB_RECALC_DATA);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
/* adds a new pose-group */
|
|
|
|
|
void pose_add_posegroup (Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPose *pose= (ob) ? ob->pose : NULL;
|
|
|
|
|
bActionGroup *grp;
|
|
|
|
|
|
|
|
|
|
if (ELEM(NULL, ob, ob->pose))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
grp= MEM_callocN(sizeof(bActionGroup), "PoseGroup");
|
|
|
|
|
strcpy(grp->name, "Group");
|
|
|
|
|
BLI_addtail(&pose->agroups, grp);
|
|
|
|
|
BLI_uniquename(&pose->agroups, grp, "Group", offsetof(bActionGroup, name), 32);
|
|
|
|
|
|
|
|
|
|
pose->active_group= BLI_countlist(&pose->agroups);
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Add Bone Group");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Remove the active bone-group */
|
|
|
|
|
void pose_remove_posegroup (Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bPose *pose= (ob) ? ob->pose : NULL;
|
|
|
|
|
bActionGroup *grp = NULL;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
/* sanity checks */
|
|
|
|
|
if (ELEM(NULL, ob, pose))
|
|
|
|
|
return;
|
|
|
|
|
if (pose->active_group <= 0)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* get group to remove */
|
|
|
|
|
grp= BLI_findlink(&pose->agroups, pose->active_group-1);
|
|
|
|
|
if (grp) {
|
|
|
|
|
/* adjust group references (the trouble of using indices!):
|
|
|
|
|
* - firstly, make sure nothing references it
|
|
|
|
|
* - also, make sure that those after this item get corrected
|
|
|
|
|
*/
|
|
|
|
|
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (pchan->agrp_index == pose->active_group)
|
|
|
|
|
pchan->agrp_index= 0;
|
|
|
|
|
else if (pchan->agrp_index > pose->active_group)
|
|
|
|
|
pchan->agrp_index--;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* now, remove it from the pose */
|
|
|
|
|
BLI_freelinkN(&pose->agroups, grp);
|
|
|
|
|
pose->active_group= 0;
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Remove Bone Group");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
char *build_posegroups_menustr (bPose *pose, short for_pupmenu)
|
|
|
|
|
{
|
|
|
|
|
DynStr *pupds= BLI_dynstr_new();
|
|
|
|
|
bActionGroup *grp;
|
|
|
|
|
char *str;
|
|
|
|
|
char buf[16];
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
/* add title first (and the "none" entry) */
|
|
|
|
|
BLI_dynstr_append(pupds, "Bone Group%t|");
|
|
|
|
|
if (for_pupmenu)
|
|
|
|
|
BLI_dynstr_append(pupds, "Add New%x0|");
|
|
|
|
|
else
|
|
|
|
|
BLI_dynstr_append(pupds, "BG: [None]%x0|");
|
|
|
|
|
|
|
|
|
|
/* loop through groups, adding them */
|
|
|
|
|
for (grp= pose->agroups.first, i=1; grp; grp=grp->next, i++) {
|
|
|
|
|
if (for_pupmenu == 0)
|
|
|
|
|
BLI_dynstr_append(pupds, "BG: ");
|
|
|
|
|
BLI_dynstr_append(pupds, grp->name);
|
|
|
|
|
|
|
|
|
|
sprintf(buf, "%%x%d", i);
|
|
|
|
|
BLI_dynstr_append(pupds, buf);
|
|
|
|
|
|
|
|
|
|
if (grp->next)
|
|
|
|
|
BLI_dynstr_append(pupds, "|");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* convert to normal MEM_malloc'd string */
|
|
|
|
|
str= BLI_dynstr_get_cstring(pupds);
|
|
|
|
|
BLI_dynstr_free(pupds);
|
|
|
|
|
|
|
|
|
|
return str;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Assign selected pchans to the bone group that the user selects */
|
|
|
|
|
void pose_assign_to_posegroup (Scene *scene, short active)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= (ob) ? ob->data : NULL;
|
|
|
|
|
bPose *pose= (ob) ? ob->pose : NULL;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
char *menustr;
|
|
|
|
|
int nr;
|
|
|
|
|
short done= 0;
|
|
|
|
|
|
|
|
|
|
/* sanity checks */
|
|
|
|
|
if (ELEM3(NULL, ob, pose, arm))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* get group to affect */
|
|
|
|
|
if ((active==0) || (pose->active_group <= 0)) {
|
|
|
|
|
menustr= build_posegroups_menustr(pose, 1);
|
|
|
|
|
nr= 0; // XXX pupmenu_col(menustr, 20);
|
|
|
|
|
MEM_freeN(menustr);
|
|
|
|
|
|
|
|
|
|
if (nr < 0)
|
|
|
|
|
return;
|
|
|
|
|
else if (nr == 0) {
|
|
|
|
|
/* add new - note: this does an undo push and sets active group */
|
|
|
|
|
pose_add_posegroup(scene);
|
|
|
|
|
}
|
|
|
|
|
else
|
|
|
|
|
pose->active_group= nr;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* add selected bones to group then */
|
|
|
|
|
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
|
|
|
|
|
pchan->agrp_index= pose->active_group;
|
|
|
|
|
done= 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (done)
|
|
|
|
|
BIF_undo_push("Add Bones To Group");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Remove selected pchans from their bone groups */
|
|
|
|
|
void pose_remove_from_posegroups (Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= (ob) ? ob->data : NULL;
|
|
|
|
|
bPose *pose= (ob) ? ob->pose : NULL;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
short done= 0;
|
|
|
|
|
|
|
|
|
|
/* sanity checks */
|
|
|
|
|
if (ELEM3(NULL, ob, pose, arm))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* remove selected bones from their groups */
|
|
|
|
|
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
|
|
|
|
|
if (pchan->agrp_index) {
|
|
|
|
|
pchan->agrp_index= 0;
|
|
|
|
|
done= 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (done)
|
|
|
|
|
BIF_undo_push("Remove Bones From Groups");
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Ctrl-G in 3D-View while in PoseMode */
|
|
|
|
|
void pgroup_operation_with_menu (Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= (ob) ? ob->data : NULL;
|
|
|
|
|
bPose *pose= (ob) ? ob->pose : NULL;
|
|
|
|
|
bPoseChannel *pchan= NULL;
|
|
|
|
|
int mode;
|
|
|
|
|
|
|
|
|
|
/* sanity checks */
|
|
|
|
|
if (ELEM3(NULL, ob, pose, arm))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* check that something is selected */
|
|
|
|
|
for (pchan= pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if ((pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer))
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
if (pchan == NULL)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* get mode of action */
|
|
|
|
|
if (pchan)
|
|
|
|
|
mode= pupmenu("Bone Groups%t|Add Selected to Active Group%x1|Add Selected to Group%x2|%|Remove Selected From Groups%x3|Remove Active Group%x4");
|
|
|
|
|
else
|
|
|
|
|
mode= pupmenu("Bone Groups%t|Add New Group%x5|Remove Active Group%x4");
|
|
|
|
|
|
|
|
|
|
/* handle mode */
|
|
|
|
|
switch (mode) {
|
|
|
|
|
case 1:
|
|
|
|
|
pose_assign_to_posegroup(scene, 1);
|
|
|
|
|
break;
|
|
|
|
|
case 2:
|
|
|
|
|
pose_assign_to_posegroup(scene, 0);
|
|
|
|
|
break;
|
|
|
|
|
case 5:
|
|
|
|
|
pose_add_posegroup(scene);
|
|
|
|
|
break;
|
|
|
|
|
case 3:
|
|
|
|
|
pose_remove_from_posegroups(scene);
|
|
|
|
|
break;
|
|
|
|
|
case 4:
|
|
|
|
|
pose_remove_posegroup(scene);
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
static short pose_select_same_group (Object *ob)
|
|
|
|
|
{
|
|
|
|
|
bPose *pose= (ob)? ob->pose : NULL;
|
|
|
|
|
bArmature *arm= (ob)? ob->data : NULL;
|
|
|
|
|
bPoseChannel *pchan, *chan;
|
|
|
|
|
short changed= 0;
|
|
|
|
|
|
|
|
|
|
if (ELEM3(NULL, ob, pose, arm))
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
/* loop in loop... bad and slow! */
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
|
|
|
|
|
/* only if group matches (and is not selected or current bone) */
|
|
|
|
|
for (chan= ob->pose->chanbase.first; chan; chan= chan->next) {
|
|
|
|
|
if (arm->layer & chan->bone->layer) {
|
|
|
|
|
if (pchan->agrp_index == chan->agrp_index) {
|
|
|
|
|
chan->bone->flag |= BONE_SELECTED;
|
|
|
|
|
changed= 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return changed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
static short pose_select_same_layer (Object *ob)
|
|
|
|
|
{
|
|
|
|
|
bPose *pose= (ob)? ob->pose : NULL;
|
|
|
|
|
bArmature *arm= (ob)? ob->data : NULL;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
short layers= 0, changed= 0;
|
|
|
|
|
|
|
|
|
|
if (ELEM3(NULL, ob, pose, arm))
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
/* figure out what bones are selected */
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
layers |= pchan->bone->layer;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (layers == 0)
|
|
|
|
|
return 0;
|
|
|
|
|
|
|
|
|
|
/* select bones that are on same layers as layers flag */
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (layers & pchan->bone->layer) {
|
|
|
|
|
pchan->bone->flag |= BONE_SELECTED;
|
|
|
|
|
changed= 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
return changed;
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
void pose_select_grouped (Scene *scene, short nr)
|
|
|
|
|
{
|
|
|
|
|
short changed = 0;
|
|
|
|
|
|
|
|
|
|
if (nr == 1) changed= pose_select_same_group(OBACT);
|
|
|
|
|
else if (nr == 2) changed= pose_select_same_layer(OBACT);
|
|
|
|
|
|
|
|
|
|
if (changed) {
|
|
|
|
|
countall();
|
|
|
|
|
BIF_undo_push("Select Grouped");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* Shift-G in 3D-View while in PoseMode */
|
|
|
|
|
void pose_select_grouped_menu (Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
short nr;
|
|
|
|
|
|
|
|
|
|
/* here we go */
|
|
|
|
|
nr= pupmenu("Select Grouped%t|In Same Group%x1|In Same Layer%x2");
|
|
|
|
|
pose_select_grouped(scene, nr);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* ********************************************** */
|
|
|
|
|
|
|
|
|
|
/* context active object */
|
|
|
|
|
void pose_flip_names(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
char newname[32];
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
if(pose_has_protected_selected(ob, 0, 1))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
BLI_strncpy(newname, pchan->name, sizeof(newname));
|
|
|
|
|
bone_flip_name(newname, 1); // 1 = do strip off number extensions
|
|
|
|
|
armature_bone_rename(ob, pchan->name, newname);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Flip names");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* context active object */
|
|
|
|
|
void pose_autoside_names(Scene *scene, short axis)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
char newname[32];
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if (ELEM(NULL, ob, ob->pose)) return;
|
|
|
|
|
if (ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
if (pose_has_protected_selected(ob, 0, 1))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(arm->layer & pchan->bone->layer) {
|
|
|
|
|
if(pchan->bone->flag & (BONE_ACTIVE|BONE_SELECTED)) {
|
|
|
|
|
BLI_strncpy(newname, pchan->name, sizeof(newname));
|
|
|
|
|
bone_autoside_name(newname, 1, axis, pchan->bone->head[axis], pchan->bone->tail[axis]);
|
|
|
|
|
armature_bone_rename(ob, pchan->name, newname);
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Flip names");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* context active object, or weightpainted object with armature in posemode */
|
|
|
|
|
void pose_activate_flipped_bone(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
|
|
|
|
|
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(arm->layer & pchan->bone->layer) {
|
|
|
|
|
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);
|
|
|
|
|
DAG_object_flush_update(scene, OBACT, OB_RECALC_DATA);
|
|
|
|
|
}
|
|
|
|
|
|
2009-01-07 09:41:32 +00:00
|
|
|
// XXX this is evil... this sort of stuff is to be handled in one go as a result of a notifier
|
2009-01-05 15:19:31 +00:00
|
|
|
select_actionchannel_by_name(ob->action, name, 1);
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* This function pops up the move-to-layer popup widgets when the user
|
|
|
|
|
* presses either SHIFT-MKEY or MKEY in PoseMode OR EditMode (for Armatures)
|
|
|
|
|
*/
|
|
|
|
|
void pose_movetolayer(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
bArmature *arm;
|
|
|
|
|
short lay= 0;
|
|
|
|
|
short shift= 0; // XXX
|
|
|
|
|
|
|
|
|
|
if (ob==NULL) return;
|
|
|
|
|
arm= ob->data;
|
|
|
|
|
|
|
|
|
|
if (shift) {
|
|
|
|
|
/* armature layers */
|
|
|
|
|
lay= arm->layer;
|
|
|
|
|
if ( movetolayer_short_buts(&lay, "Armature Layers")==0 ) return;
|
|
|
|
|
if (lay==0) return;
|
|
|
|
|
arm->layer= lay;
|
|
|
|
|
if(ob->pose)
|
|
|
|
|
ob->pose->proxy_layer= lay;
|
|
|
|
|
|
|
|
|
|
}
|
|
|
|
|
else if (obedit) {
|
|
|
|
|
/* the check for editbone layer moving needs to occur before posemode one to work */
|
|
|
|
|
EditBone *ebo;
|
|
|
|
|
EditBone *flipBone;
|
|
|
|
|
|
|
|
|
|
for (ebo= arm->edbo->first; ebo; ebo= ebo->next) {
|
|
|
|
|
if (arm->layer & ebo->layer) {
|
|
|
|
|
if (ebo->flag & BONE_SELECTED)
|
|
|
|
|
lay |= ebo->layer;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (lay==0) return;
|
|
|
|
|
|
|
|
|
|
if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
|
|
|
|
|
if (lay==0) return;
|
|
|
|
|
|
|
|
|
|
for (ebo= arm->edbo->first; ebo; ebo= ebo->next) {
|
|
|
|
|
if (arm->layer & ebo->layer) {
|
|
|
|
|
if (ebo->flag & BONE_SELECTED) {
|
|
|
|
|
ebo->layer= lay;
|
|
|
|
|
if (arm->flag & ARM_MIRROR_EDIT) {
|
|
|
|
|
flipBone = armature_bone_get_mirrored(arm->edbo, ebo);
|
|
|
|
|
if (flipBone)
|
|
|
|
|
flipBone->layer = lay;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Move Bone Layer");
|
|
|
|
|
}
|
|
|
|
|
else if (ob->flag & OB_POSEMODE) {
|
|
|
|
|
/* pose-channel layers */
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
if (pose_has_protected_selected(ob, 0, 1))
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (pchan->bone->flag & BONE_SELECTED)
|
|
|
|
|
lay |= pchan->bone->layer;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
if (lay==0) return;
|
|
|
|
|
|
|
|
|
|
if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
|
|
|
|
|
if (lay==0) return;
|
|
|
|
|
|
|
|
|
|
for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if (arm->layer & pchan->bone->layer) {
|
|
|
|
|
if (pchan->bone->flag & BONE_SELECTED)
|
|
|
|
|
pchan->bone->layer= lay;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
BIF_undo_push("Move Bone Layer");
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
2009-01-17 14:56:12 +00:00
|
|
|
#if 0
|
|
|
|
|
// XXX old sys
|
2009-01-05 15:19:31 +00:00
|
|
|
/* for use with pose_relax only */
|
|
|
|
|
static int pose_relax_icu(struct IpoCurve *icu, float framef, float *val, float *frame_prev, float *frame_next)
|
|
|
|
|
{
|
|
|
|
|
if (!icu) {
|
|
|
|
|
return 0;
|
|
|
|
|
}
|
|
|
|
|
else {
|
|
|
|
|
BezTriple *bezt = icu->bezt;
|
|
|
|
|
|
|
|
|
|
BezTriple *bezt_prev=NULL, *bezt_next=NULL;
|
|
|
|
|
float w1, w2, wtot;
|
|
|
|
|
int i;
|
|
|
|
|
|
|
|
|
|
for (i=0; i < icu->totvert; i++, bezt++) {
|
|
|
|
|
if (bezt->vec[1][0] < framef - 0.5) {
|
|
|
|
|
bezt_prev = bezt;
|
|
|
|
|
} else {
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bezt_prev==NULL) return 0;
|
|
|
|
|
|
|
|
|
|
/* advance to the next, dont need to advance i */
|
|
|
|
|
bezt = bezt_prev+1;
|
|
|
|
|
|
|
|
|
|
for (; i < icu->totvert; i++, bezt++) {
|
|
|
|
|
if (bezt->vec[1][0] > framef + 0.5) {
|
|
|
|
|
bezt_next = bezt;
|
|
|
|
|
break;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (bezt_next==NULL) return 0;
|
|
|
|
|
|
|
|
|
|
if (val) {
|
|
|
|
|
w1 = framef - bezt_prev->vec[1][0];
|
|
|
|
|
w2 = bezt_next->vec[1][0] - framef;
|
|
|
|
|
wtot = w1 + w2;
|
|
|
|
|
w1=w1/wtot;
|
|
|
|
|
w2=w2/wtot;
|
|
|
|
|
#if 0
|
|
|
|
|
val = (bezt_prev->vec[1][1] * w2) + (bezt_next->vec[1][1] * w1);
|
|
|
|
|
#else
|
|
|
|
|
/* apply the value with a hard coded 6th */
|
|
|
|
|
*val = (((bezt_prev->vec[1][1] * w2) + (bezt_next->vec[1][1] * w1)) + (*val * 5.0f)) / 6.0f;
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if (frame_prev) *frame_prev = bezt_prev->vec[1][0];
|
|
|
|
|
if (frame_next) *frame_next = bezt_next->vec[1][0];
|
|
|
|
|
|
|
|
|
|
return 1;
|
|
|
|
|
}
|
|
|
|
|
}
|
2009-01-17 14:56:12 +00:00
|
|
|
#endif
|
2009-01-05 15:19:31 +00:00
|
|
|
|
|
|
|
|
void pose_relax(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *ob = OBACT;
|
|
|
|
|
bPose *pose;
|
|
|
|
|
bAction *act;
|
|
|
|
|
bArmature *arm;
|
|
|
|
|
|
2009-01-17 14:56:12 +00:00
|
|
|
// IpoCurve *icu_w, *icu_x, *icu_y, *icu_z;
|
2009-01-05 15:19:31 +00:00
|
|
|
|
|
|
|
|
bPoseChannel *pchan;
|
2009-01-17 14:56:12 +00:00
|
|
|
// bActionChannel *achan;
|
|
|
|
|
// float framef = F_CFRA;
|
|
|
|
|
// float frame_prev, frame_next;
|
|
|
|
|
// float quat_prev[4], quat_next[4], quat_interp[4], quat_orig[4];
|
2009-01-05 15:19:31 +00:00
|
|
|
|
|
|
|
|
int do_scale = 0;
|
|
|
|
|
int do_loc = 0;
|
|
|
|
|
int do_quat = 0;
|
|
|
|
|
int flag = 0;
|
2009-01-17 14:56:12 +00:00
|
|
|
// int do_x, do_y, do_z;
|
2009-01-05 15:19:31 +00:00
|
|
|
|
|
|
|
|
if (!ob) return;
|
|
|
|
|
|
|
|
|
|
pose = ob->pose;
|
|
|
|
|
act = ob->action;
|
|
|
|
|
arm = (bArmature *)ob->data;
|
|
|
|
|
|
|
|
|
|
if (!pose || !act || !arm) return;
|
|
|
|
|
|
|
|
|
|
for (pchan=pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
|
|
|
|
|
pchan->bone->flag &= ~BONE_TRANSFORM;
|
|
|
|
|
|
|
|
|
|
if (pchan->bone->layer & arm->layer) {
|
|
|
|
|
if (pchan->bone->flag & BONE_SELECTED) {
|
|
|
|
|
/* do we have an ipo curve? */
|
2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
|
|
|
#if 0 // XXX old animation system
|
2009-01-05 15:19:31 +00:00
|
|
|
achan= get_action_channel(act, pchan->name);
|
|
|
|
|
|
|
|
|
|
if (achan && achan->ipo) {
|
|
|
|
|
/*calc_ipo(achan->ipo, ctime);*/
|
|
|
|
|
|
|
|
|
|
do_x = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_X), framef, &pchan->loc[0], NULL, NULL);
|
|
|
|
|
do_y = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_Y), framef, &pchan->loc[1], NULL, NULL);
|
|
|
|
|
do_z = pose_relax_icu(find_ipocurve(achan->ipo, AC_LOC_Z), framef, &pchan->loc[2], NULL, NULL);
|
|
|
|
|
do_loc += do_x + do_y + do_z;
|
|
|
|
|
|
|
|
|
|
do_x = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_X), framef, &pchan->size[0], NULL, NULL);
|
|
|
|
|
do_y = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_Y), framef, &pchan->size[1], NULL, NULL);
|
|
|
|
|
do_z = pose_relax_icu(find_ipocurve(achan->ipo, AC_SIZE_Z), framef, &pchan->size[2], NULL, NULL);
|
|
|
|
|
do_scale += do_x + do_y + do_z;
|
|
|
|
|
|
|
|
|
|
if( ((icu_w = find_ipocurve(achan->ipo, AC_QUAT_W))) &&
|
|
|
|
|
((icu_x = find_ipocurve(achan->ipo, AC_QUAT_X))) &&
|
|
|
|
|
((icu_y = find_ipocurve(achan->ipo, AC_QUAT_Y))) &&
|
|
|
|
|
((icu_z = find_ipocurve(achan->ipo, AC_QUAT_Z))) )
|
|
|
|
|
{
|
|
|
|
|
/* use the quatw keyframe as a basis for others */
|
|
|
|
|
if (pose_relax_icu(icu_w, framef, NULL, &frame_prev, &frame_next)) {
|
|
|
|
|
/* get 2 quats */
|
|
|
|
|
quat_prev[0] = eval_icu(icu_w, frame_prev);
|
|
|
|
|
quat_prev[1] = eval_icu(icu_x, frame_prev);
|
|
|
|
|
quat_prev[2] = eval_icu(icu_y, frame_prev);
|
|
|
|
|
quat_prev[3] = eval_icu(icu_z, frame_prev);
|
|
|
|
|
|
|
|
|
|
quat_next[0] = eval_icu(icu_w, frame_next);
|
|
|
|
|
quat_next[1] = eval_icu(icu_x, frame_next);
|
|
|
|
|
quat_next[2] = eval_icu(icu_y, frame_next);
|
|
|
|
|
quat_next[3] = eval_icu(icu_z, frame_next);
|
|
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
|
/* apply the setting, completely smooth */
|
|
|
|
|
QuatInterpol(pchan->quat, quat_prev, quat_next, (framef-frame_prev) / (frame_next-frame_prev) );
|
|
|
|
|
#else
|
|
|
|
|
/* tricky interpolation */
|
|
|
|
|
QuatInterpol(quat_interp, quat_prev, quat_next, (framef-frame_prev) / (frame_next-frame_prev) );
|
|
|
|
|
QUATCOPY(quat_orig, pchan->quat);
|
|
|
|
|
QuatInterpol(pchan->quat, quat_orig, quat_interp, 1.0f/6.0f);
|
|
|
|
|
/* done */
|
|
|
|
|
#endif
|
|
|
|
|
do_quat++;
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* apply BONE_TRANSFORM tag so that autokeying will pick it up */
|
|
|
|
|
pchan->bone->flag |= BONE_TRANSFORM;
|
|
|
|
|
}
|
2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
|
|
|
|
|
|
|
|
#endif // XXX old animation system
|
2009-01-05 15:19:31 +00:00
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
ob->pose->flag |= (POSE_LOCKED|POSE_DO_UNLOCK);
|
|
|
|
|
|
|
|
|
|
/* do auto-keying */
|
|
|
|
|
if (do_loc) flag |= TFM_TRANSLATION;
|
|
|
|
|
if (do_scale) flag |= TFM_RESIZE;
|
|
|
|
|
if (do_quat) flag |= TFM_ROTATION;
|
|
|
|
|
autokeyframe_pose_cb_func(ob, flag, 0);
|
|
|
|
|
|
|
|
|
|
/* clear BONE_TRANSFORM flags */
|
|
|
|
|
for (pchan=pose->chanbase.first; pchan; pchan= pchan->next)
|
|
|
|
|
pchan->bone->flag &= ~ BONE_TRANSFORM;
|
|
|
|
|
|
|
|
|
|
/* do depsgraph flush */
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
|
BIF_undo_push("Relax Pose");
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* for use in insertkey, ensure rotation goes other way around */
|
|
|
|
|
void pose_flipquats(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
Object *ob = OBACT;
|
|
|
|
|
bArmature *arm= ob->data;
|
|
|
|
|
bPoseChannel *pchan;
|
|
|
|
|
|
|
|
|
|
if(ob->pose==NULL)
|
|
|
|
|
return;
|
|
|
|
|
|
|
|
|
|
/* find sel bones */
|
|
|
|
|
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
|
|
|
|
|
if(pchan->bone && (pchan->bone->flag & BONE_SELECTED) && (pchan->bone->layer & arm->layer)) {
|
|
|
|
|
/* quaternions have 720 degree range */
|
|
|
|
|
pchan->quat[0]= -pchan->quat[0];
|
|
|
|
|
pchan->quat[1]= -pchan->quat[1];
|
|
|
|
|
pchan->quat[2]= -pchan->quat[2];
|
|
|
|
|
pchan->quat[3]= -pchan->quat[3];
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* do autokey */
|
|
|
|
|
autokeyframe_pose_cb_func(ob, TFM_ROTATION, 0);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
/* context: active channel */
|
|
|
|
|
void pose_special_editmenu(Scene *scene)
|
|
|
|
|
{
|
|
|
|
|
#if 0
|
|
|
|
|
Object *obedit= scene->obedit; // XXX context
|
|
|
|
|
Object *ob= OBACT;
|
|
|
|
|
short nr;
|
|
|
|
|
|
|
|
|
|
/* paranoia checks */
|
|
|
|
|
if(!ob && !ob->pose) return;
|
|
|
|
|
if(ob==obedit || (ob->flag & OB_POSEMODE)==0) return;
|
|
|
|
|
|
|
|
|
|
nr= pupmenu("Specials%t|Select Constraint Target%x1|Flip Left-Right Names%x2|Calculate Paths%x3|Clear Paths%x4|Clear User Transform %x5|Relax Pose %x6|%l|AutoName Left-Right%x7|AutoName Front-Back%x8|AutoName Top-Bottom%x9");
|
|
|
|
|
if(nr==1) {
|
|
|
|
|
pose_select_constraint_target(scene);
|
|
|
|
|
}
|
|
|
|
|
else if(nr==2) {
|
|
|
|
|
pose_flip_names();
|
|
|
|
|
}
|
|
|
|
|
else if(nr==3) {
|
2009-01-10 14:19:14 +00:00
|
|
|
pose_calculate_path(C, ob);
|
2009-01-05 15:19:31 +00:00
|
|
|
}
|
|
|
|
|
else if(nr==4) {
|
|
|
|
|
pose_clear_paths(ob);
|
|
|
|
|
}
|
|
|
|
|
else if(nr==5) {
|
|
|
|
|
rest_pose(ob->pose);
|
|
|
|
|
DAG_object_flush_update(scene, ob, OB_RECALC_DATA);
|
|
|
|
|
BIF_undo_push("Clear User Transform Pose");
|
|
|
|
|
}
|
|
|
|
|
else if(nr==6) {
|
|
|
|
|
pose_relax();
|
|
|
|
|
}
|
|
|
|
|
else if(ELEM3(nr, 7, 8, 9)) {
|
|
|
|
|
pose_autoside_names(nr-7);
|
|
|
|
|
}
|
|
|
|
|
#endif
|
|
|
|
|
}
|
|
|
|
|
|