Commit Graph

236 Commits

Author SHA1 Message Date
f721ce13fb == Action Constraint ==
Now the Action Constraint can be applied to Objects as well as Bones!
2007-10-22 02:43:07 +00:00
565316909e Bugfix:
Object constraints with a driven influence ipo were not being evaluated
properly. The code for adding the depsgraph relation and updating without
time changes was simply missing.
2007-10-15 10:36:30 +00:00
2062aa6838 * Fix for NLA with Map Old/Map New
NLA wasn't getting the correct strip start/end times when Map 
Old/Map New was being used. This fixes it and makes the animation
get scaled properly.
2007-10-08 09:24:29 +00:00
2d429e1d54 == Armature Animation Fixes ==
This commit fixes several bugs related to animating armatures. I've also tidied up the formatting in a few files along the way, and also commented the flags for this pose->flag.

What's new/fixed:
* Undo will no longer destroy entire un-keyframed poses. Now it behaves as expected, and only reverses the most recent change.
* On some files, POSE_DO_UNLOCK somehow got set on files and never cleared. The symptom of this was a file in which you suddenly could no longer pose an armature at all without using auto-keyframing. A check to prevent this from happening again has been added (it will also fix old files too)

Notes:
- Now, all PoseChannels get tagged with BONE_UNKEYED after they have been transformed. This flag prevents IPO data being flushed over these new values, even after undo. 
- These tags only get removed on frame-changes or inserting new keyframes.
2007-09-25 05:04:34 +00:00
52f551678b == Action Editor - Copy and Paste Tools ==
Now it is possible to do Copy+Paste in the Action Editor, like in the IPO Editor. There are two new buttons in the Action Editor header for this, using the familiar icons.

* To copy...
Select the keyframes you wish to copy, and the channels that they occur in (except for ShapeKey mode, where it is not possible to select channels). Click copy button.
* To paste... 
Place the current frame where you want the first of the keyframes from the buffer is to be pasted. Select all channels you wish the keyframes to be pasted into. Click paste button. 

Currently, keyframes are only pasted into 'compatible' curves (i.e.  LocX keyframes can only go to LocX, and so on). This may change after user feedback, if this is found to be too restrictive.

== Code Changes ==
I've made a few changes which allow this code to be nicer. 
* renamed insert_vert_ipo to insert_vert_icu, as that represents its actual purpose better (and changed all occurrences I could find)
* created a new function, insert_bezt_icu, which does the actual inserting of provided BezTriple data to a given IpoCurve 
* recoded insert_vert_icu to use this new function, and also the IPO-Editor keyframe pasting (i.e.  pasting in Editmode)
2007-09-17 11:41:12 +00:00
3a51aed18d Bugfix #6923:
NLA was calculating extensions of strips in the wrong order. This was not an issue in many cases, although it is highlighted in the following case:

[strip 1 - 'hold' is on] ----------------------------
                               [strip 2        ]

Logically, the end of strip 1 would hold on until the start of strip 2. However, the start of strip 2 was extended to the end of strip 1 instead.
2007-09-09 11:54:12 +00:00
c4114780d4 Little code cleanup.
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway.

I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
2007-08-05 09:21:29 +00:00
b903864aa5 removing duplicate constants 2007-07-19 12:29:28 +00:00
af55d208f4 == Constraints System ==
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.

=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.

=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme. 
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.

=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already. 
* Tidy up UI buttons of constraints
2007-07-15 03:35:37 +00:00
f5da767487 bugfix #6672
Object with object-action:
Crash after unlinking an Ipo, and then inserting new key positions in 3d
window.
2007-05-09 16:38:04 +00:00
c8c8a92ab6 In very rare cases, an offset-bone could not exist, whilst the action
channel does. Then it crashes...

This commit adds a NULL test, but now trying to solve how this case
can happen.
2007-05-09 11:16:32 +00:00
ac8116c4b2 Bugfix #6549
Proxy for Armature: the proxy synchronize was missing local loc/rot/size
vectors, so local constraints did not work.
2007-04-12 08:19:28 +00:00
048c7879fa =Forward cycling fix=
Commit of patch #5385, to make forward cycling more
user-controllable.  Previously it only worked on one axis,
which was auto-detected from movement.  This allows forward
cycling to work in more situations, such as stair
stepping.
2007-01-19 10:05:17 +00:00
ae7fcb58bc Armature Proxy bugfix: synchronizing the pose went wrong when the proxy
had new dependencies added internally (like constraints), changing the
evaluation order for pose channels. My optimized code didn't like it, so
now it falls back to a reliable slower method.

Bug showed as totally messed up characters for proxies...

Also: increased range for 3D Window properties clip-start/end, this is
still a bad construct though...
2006-12-13 08:50:11 +00:00
35c83ca356 Removed unused 'action specific' marker stuff I committed earlier. In
the meantime, only the 'scene' marker set will be supported.
2006-11-28 04:58:57 +00:00
a3c1c543f6 == Action Editor ==
A Plumiferos wishlist item: Markers working in the Action Editor too.

* The user can choose between displaying the scene markers (i.e. the
markers shown in the timeline) or the markers specific to each action,
by using the next list box on the action editor header. This is specific
to each instance of the action editor.

* The display of the markers currently still needs improvement. At the
moment, the triangle icons + text are drawn below all the last row of
keyframes. As such, I've made it draw yellow vertical lines which
span the height of the action editor, to also indicate markers.
Comments on this and also help getting the triangle thingies to 'float'
above the bottom scroll bar are warmly appreciated.

* There are a few minor update issues with editing a marker in the
timeline and the markers in the action editor which will be fixed soon.

* There are also a few hotkeys to still add.

Enjoy!
2006-11-15 10:41:28 +00:00
feb210f08e Experimental feature, especially for the animation department:
THE OBJECT PROXY

Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.

This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.

Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
2006-11-11 16:45:17 +00:00
6dd4f6020e Patch #4848, Joshua Leung
NLA Strip "Mute" option, to temporally disable a strip. Option only in
Properties panel still, should be in menus and hotkey.
2006-11-01 15:33:45 +00:00
cfe1756571 Bugfix #5037
Clear transform (ALT+G/R/S) in Pose sometimes didnt work, for example when
armature is being controlled by other armature. Caused by double depsgraph
flushing.
2006-10-31 20:48:10 +00:00
da8e2749bc Small fix in calculating correct cycle offset for cycling ActionStrips.
This float precision is usually headaches :)
2006-10-31 18:24:27 +00:00
35d6c6e695 Two wonderful new NLA & Armature editing features!
- FORWARD CYCLING & MATCHING

Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.

Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).

Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend

Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.

To be further tested:
- Blending cycles
- matching rotation for the bones as well.

- ACTION MODIFIERS (motion deformors)

The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.

The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend

Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).

Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
  Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
  (in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
  the negative Y direction, you have to set in Object Buttons, "Anim settings"
  Panel, the correct Track option. (Note; option will probably move to the
  Modifier later).

This is a good reason to make such paths automatic (on a command). Is on the
todo list.

Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
  and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
  a character walks over moves). Moving the Curve in Edit Mode will change the
  actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
  support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...

This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.

Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
2ac16224d1 Bugreport #3891
Object Layer Ipos didn't work when the Ipo was moved an Object Action.
Can't get this to work though... this option has been added with a lot
of exception handling already, and for action/nla it's very nasty to
blend/mix/add layer bit values. So; better not support that.

As feedback for users, I've added a notice popup when you try to move
layer-ipos to an action.
2006-06-03 10:08:16 +00:00
e5b39b69d1 So! Finally time to work on finishing render pipeline project.
This commit brings back:

- Field Render
- MBlur Render (old style)
- Border render with or without cropping

Note: Field Render is not supported in Compositor yet. Blurring or filter
will destroy field information.
Both MotionBlur as Field render are done before Compositing happens.

Fixes:

- The "Save Buffers" option only worked on single frame renders, not for
  Anim render.
- Found an un-initalized variable in Render initialize... this might have
  caused the unknown random crashes with render.

Code restructure:

Cleaned up names and calls throughout the pipeline, more clearly telling
what goes on in functions.
This is visible in the updated first image of the Wiki doc:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
2006-05-27 13:35:03 +00:00
bee09fc6ce Patch #3994
Added simplified fix as proposed by Stephan Kassemeyer to allow scaled
Armatures to still have a working 'stride bone'. Only works for uniform
scaled armatures though.

In general, for properly working armatures, I'd recommend to never scale
it at all, and certainly not non-uniform scaling. It will give issues with
constraints, IK and drivers all over...
2006-05-14 10:02:24 +00:00
2c42d342d9 Bugfix #3720
Using stride-bone in an NLA, on a path without speed Ipo, didn't correct
the case when an action starts on a non-zero value.
Patch provided by Roland Hess. Thanks!
2006-04-10 10:31:11 +00:00
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
febd2a8f28 orange bugfix: "Make local Action" did not set the Ipos in channels to
local (or make copy if used by other actions), causing in loss of ipo's.
2006-01-05 16:12:02 +00:00
bd26fe8f94 Orange: Another issue with Armature layers; in NLA, the strips with a
locked length should not skip hidden channels.
2006-01-03 22:09:25 +00:00
dabd52f89d Orange: some better support for new bone layers: action window now draws
nicer... it was still counting all bones for defining visible area, so
many times channels got displayed out of view.
2005-12-21 19:58:44 +00:00
fae20e494e orange: animation baking code. also a patch to autokey, to only key the keys made. 2005-12-18 20:14:22 +00:00
6d9cda7aaa Orange:
Enabled Striding in NLA to also use FollowPath Constraint. Until now it
only worked when Object was parented to a Curve.
Interesting feature now is that it checks for all FollowPath Constraints,
and it chooses to stride over the first Path found with influence > 0.5.

Note: to make swithing to other paths work, map the time curve for these
paths to match the switch. This is not very NLA friendly... but let the
dudes in studio test it first. :)

Todo for later once; ensure proper blending...
2005-12-17 19:02:39 +00:00
80e59705e1 Orange: Another NLA goodie. The NLA code didn't evaluate any strips when
the current frame was outside of strips. This gives potential errors with
playback that skips frames, or for a renderfarm. And, while editing the
poses got 'stuck' if you changed to different frames.

Now if no strips are found on 'current frame', always the first strip to
right is used, or the last strip to the left.
2005-12-17 14:58:31 +00:00
e506a34bf8 Orange:
For some ancient reason, the stride option only worked on a single strip,
and extended always. This made it nearly impossible to integrate it well
with other actions in NLA.
This commit changes it as follows;

- As any strip, the striding-strip also stops at the end of a strip
- This allows to put multiple different actions on a single path, and if
  all of these have the striding option set, the actions will each do their
  own individual stride.
- To match the different actions, a new "Action Offset" button was added
  in the NLA Panel, which allows to internally cycle the action.
- Of course, blend-in and blend-out works nicely too.

Here's a quick AVI test with 2 actions. There's some slipping of the feet
between actions still, because of the stridebone blending. I might look
at that later, for now you can correct it with a simple Ipo on Armature too

http://www.blender.org/bf/0007_0151.avi
2005-12-17 10:08:57 +00:00
2fd72143f6 Wednesday merger of Orange branch and bf-blender 2005-12-14 14:24:23 +00:00
564ca3cede Commit with fix for ActionStrip "Hold" missed two crucial features;
- if repeat is set on exact integer values, it jumped to first position
- code was missing the action start offset
2005-12-14 14:10:04 +00:00
9983c5f172 Orange: added proper stringcopy for creating/finding pose and action-
channels. This for python api development here... :)
2005-12-14 13:47:40 +00:00
4f235db6e6 Tuesday merger of Orange branch with bf-blender 2005-12-13 20:32:39 +00:00
d1cc4b7a15 Orange reported fix: Stride bone offset was blending with any strip, even
when strips had no stride set... causing using multiple strips not to work
for stride.
2005-12-13 20:16:10 +00:00
f27350174a Bug #3562
Strips with a repeat fraction (like 3.51) should also "hold" on the
fraction of .51 when indicated so.
Patch provided by Roland Hess, but cleaned up (exisiting) mess a bit too.
2005-12-12 21:56:32 +00:00
d7bee8c117 Big commit with work on Groups & Libraries:
-> Any Group Duplicate now can get local timing and local NLA override. This
   enables to control the entire animation system of the Group.

Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
   to override NLA/action of any Grouped Object.

For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.

Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.

Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.

-> Recoded entire duplicator system

The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.

By centralizing the code for duplicating, more options can be easier added.
Features to note:

- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too

Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.

-> Library System

- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.

-> Fixes

- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
  causing unnecessary slowdown on reading.

Might have missed stuff... :)
2005-12-11 13:23:30 +00:00
6c619b235c Another bugreport, this time Basse: in NLA a position could sometimes be
set whilst the actual time was 1 frame after the strip. Appeared to be
a rounding error that didnt show in OSX.

Previously I added a threshold, to make sure strips are included when the
current frame is exactly on the end. That threshold now is smaller, and
I also made the fmod() to be done only on repeating strips.
2005-11-22 17:58:10 +00:00
b310216a47 Patch provided by Stephan Kassemeyer.
This fixes an error in the striding system, which was by default correcting
path position backwards in time, which could give errors when a stride bone
moves in the beginning of a path faster than the path moves. (Can you
follow that? cool!)

The patch checks for this case, it corrects by default forwards in time,
unless we're at the end of a path. As bonus this fix will also ensure the
character stays on the path closer.
2005-11-20 12:41:00 +00:00
b474f95c84 Revision of NLA stride option.
Previously, using the "Stride Bone" tried to get that Bone motionless on
the path by correcting the internal time of the Action. This however caused
too many problems, especially with irregular walks.

The new system also tries to keep the Stride Bone motionless, but this by
moving the entire armature, and not changing the timing of the Action.
Give much nicer results. :)

To make editing Strides easier, I've added a new option in the NLA
panel to disable the path. This way you can quickly switch to editing the
action itself (keying the stride bone) and viewing the result.
2005-11-15 22:39:20 +00:00
8906e4ec98 Three new features:
1) Stride Bone

For walkcycles, you could already set an NLA strip to cycle over a path
based on a preset distance value. This cycling happens based on a linear
interpolation, with constant speed.
Not all cycles have a constant speed however, like hopping or jumping.
To ensure a perfect slipping-less foot contact, you now can set a Bone
in an Armature to define the stride. This "Stride Bone" then becomes a
sort-of ruler, a conveyor belt, on which the character walks. When using
the NLA "Use Path" option, it then tries to keep the Stride Bone entirely
motionless on the path, by cancelling out its motion (for the entire
Armature). This means that the animation keys for a Stride Bone have to be
exactly negative of the desired path. Only, at choice, the X,Y or Z Ipo
curve is used for this stride.

Examples:

http://www.blender.org/bf/0001_0040.avi
The top armature shows the actual Action, the bottom armature has been
parented to a Path, using the Stride Bone feature.

http://www.blender.org/bf/0001_0080.avi
Here the Stride Bone has a number of children, creating a ruler to be
used as reference while animating.

Test .blend:
http://www.blender.org/bf/motionblender1.blend

Notes:
- Note that action keys for Bones work local, based on the Bone's
  orientation as set in EditMode. Therefore, an Y translation always
  goes in the Bone's direction.
- To be able to get a "solvable" stride, the animation curve has
  to be inverse evaluated, using a Newton Raphson root solver. That
  means you can only create stride curves that keep moving forward, and
  cannot return halfway.
- Set the Stride Bone in the Editing Buttons, Bone Panel. You can set
  change the name or set the axis in the NLA Window, Strip Properties Panel.
- Files in this commit will move to the blender.org release section.

2) Armature Ghosting

In EditButtons, Armature Panel, you can set an armature to draw ghosts.
The number value denotes the amount of frames that have to be drawn extra
(for the active action!) around the current frame.
Ghosts only evaluate its own Pose, executing it's Actions, Constraints and
IK. No external dependencies are re-evaluated for it.

3) NLA/Action time control

If you click in the NLA window on the action (linked to Object), it makes
sure the Timing as drawn in the Action editor is not corrected for NLA.
If you also set the Object to "Action", this timing will be executed on the
Object as well (not NLA time).
(It's a bit confusing... will make a good doc & maybe review UI!)
2005-11-01 12:44:30 +00:00
e964954679 Fix for HOME key in Action Window. Didn't check for mapped NLA time yet. 2005-10-30 21:48:25 +00:00
ea8b08c2cc Two new IK features.
1) Target-less IK

If you add an IK constraint without a target set (no object or bone target),
it now can be grabbed and moved with IK, using its own Bone tip or root as
target itself. This way you can use IK for posing, without having the IK
executed while it animates or while a Pose is being solved for real IK.

After grabbing "Target-less IK", it applies the resulted motion in the
pose-channels, which then can be used to insert keypositions.

The Target-less IK bone can still be rotated without IK, also its chain
can be edited as usual.

UI: The CTRL+I menu gives this as an option too. In the 3D window it is
drawn with orangish color.

Note that IK is not resistant to non-uniform scaling yet.

2) Auto-IK

When the option "Automatic IK" is set, in Edit Buttons Armature Panel,
it creates automatic temporal Target-less IK for the Bone you grab or
translate.

The rules are:

- it only works when a single Bone is selected
- if the Bone is a root bone (no parent), it adds IK to the end of the
  chain(s)
- otherwise it adds the IK to the active Bone
- the temporal IK chain only consists of connected Bones.

This method is still a bit experimental. Maybe it should become a special
grabbing option (like SHIFT+G in Pose Mode). It also only works OK for rigs
that fit for it well... when a rig already is fully setup with IK it can't
do much good. :)
2005-10-30 13:50:42 +00:00
3635bde6f4 Orange's buglist!
- Action Editor: hotkeys V and H for handles were invisible, added menus
- NLA strips: when current frame is exactly on the strip end, it didn't
  include that action... needs a rounding correction for it.
- Action/NLA: deleting keys in Action, which results in only 1 key left,
  resulted in zero sized strip length. Now the strips are defaulted to be
  1 frame in size minimal.
- NLA editor: ALT+C "Convert to strip" didn't increment Action user count
- 3D Window: CTRL+P make parent to Bone still gave the insane menu with all
  bone names. With unified PoseMode select it can just parent to the
  active Bone. Note; this now requires the Armature to be in PoseMode to
  work.
- Rotation Constraint; the new options to only map to X,Y,Z rotation, did
  set the not mapped rotation axes to zero. These should remain unchanged.
- AutoKey optionn for Actions; should not insert action keys on ESC

And added a fix myself:

- When SHIFT+selecting a Bone in PoseMode, and the Armature was not selected
  or active yet, it doesn't extend-select/deselect the Bone anymore.
  This case is only useful when you try to add IK or Constraint, so the
  shift+selection should only activate the clicked Bone.
2005-10-29 10:15:36 +00:00
595447a85e Here's another milestone: Shape Keys now can be inserted in Actions and NLA
It works like for moving Object Ipos to the Action, press the Action icon
in the header of the IpoWindow, to the left of the mode selection menu.
It then creates an Action (if not existed) and moves the Shape Ipo to the
Action, using custom channel "Shape".

Main code change was that evaluating Ipo Curves for Relative Shapes had to
be recoded, but that's pretty minor and even much cleaner. (added "curval"
in the KeyBlock struct).
That this feature can work is thanks to the full modifier/derivedmesh
recode Daniel did, can't give him enough credits! :)

Also; small fixes in Outliner, for clicking on the Ipo icon (sets the Ipo
window to show that Ipo).
2005-10-28 08:11:15 +00:00
129097a097 Bugfix #3231
Constraint Ipos didnt work when the bone/channel had no Action Ipo...
just had to move a line of code. :)
2005-10-25 19:40:13 +00:00
de655553ab New: Option to show the paths of Bones over time.
In PoseMode, press Wkey or use the Pose pulldown menu. It calculates the
positions of all selected Bone end points, over the time as indicated with
the Scene start/end frame. This then is drawn as a path, with little black
dots on every frame, and a white dot on every 10 frames.

Paths are not saved in files, and not calculated automatic yet on changes.

To make this relative fast, but also reliable, I had to add a new method
in the Dependency graph system, to find exactly (and only) these parents
of an Object that influence its position. This is needed because the path
should show the actual global coordinates of the entire animation system.
2005-10-23 10:08:19 +00:00