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The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is
set to 0).
These settings help reducing the processing spent on Physics during the game.
Previously they were only accessible from python but not working because of a bug.
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.
Python API:
import PhysicsConstraints
PhysicsConstraints.setDeactivationLinearTreshold(float)
PhysicsConstraints.setDeactivationAngularTreshold(float)
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.
"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.
See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.
Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
This commit restores the group colours support for F-Curves and F-Curve Groups
in the DopeSheet and Graph Editors. Currently the relevant settings for groups
are only exposed via RNA, but a followup commit will add support for
automatically setting these colours. By default, DopeSheet and Graph Editors are
set to display these colours if/when they are available.
This functionality used to be in 2.48, and is a useful mechanism for visually
distinguishing between channels for different controls when animating (if group
colours are used on the rigs too).
Restored single triangle for special menus, which still isn't perfect but
probably makes more sense.
Added drawflag bit flags to button, which is currently used to declare, that
button need to have up/down arrows. This is needed because it's tricky to
distinguish if button should have such arrows. For example, ID search buttons
is a simple block button which doesn't directly mean it'll have pop-up menu
and not all buttons which cases pop-up menu to display need to have such
arrows.
So currently only ID selector button is forcing up/down arrows to be displayed,
all the rest buttons now behaves in the same way as it used to be before.
The up/down triangle icon for menus was not drawing when a menu had
an icon; even though space was reserved there. Note: this can only
work now with removing the ugly "down triangle" icon from buttons like
next to the Material list box (button pops up menu with tools).
Looks nicer this way anyway.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
Implementation based in part off the paper "B-Mesh: A Fast Modeling
System for Base Meshes of 3D Articulated Shapes" (Zhongping Ji,
Ligang Liu, Yigang Wang)
Note that to avoid confusion with Blender's BMesh data structure,
this tool is renamed as the Skin modifier.
The B-Mesh paper is current available here:
http://www.math.zju.edu.cn/ligangliu/CAGD/Projects/BMesh/
The main missing features in this code compared to the paper are:
* No mesh evolution. The paper suggests iteratively subsurfing the
skin output and adapting the output to better conform with the
spheres of influence surrounding each vertex.
* No mesh fairing. The paper suggests re-aligning output edges to
follow principal mesh curvatures.
* No auxiliary balls. These would serve to influence mesh
evolution, which as noted above is not implemented.
The code also adds some features not present in the paper:
* Loops in the input edge graph.
* Concave surfaces around branch nodes. The paper does not discuss
how to handle non-convex regions; this code adds a number of
cleanup operations to handle many (though not all) of these
cases.
For an detailed user-level description of new features see the following blogpost:
http://code.blender.org/index.php/2012/05/node-editing-tweaks/
TL;DR:
* Frame node gets more usable bounding-box behavior
* Node resizing has helpful mouse cursor indicators and works on all borders
* Node selection/active colors are themeable independently
* Customizable background colors for nodes (useful for frames visual
distinction).
Averages input samples to make the brush stroke smoother. Only mouse
location is averaged right now, not pressure/tilt/etc.
The DNA is in struct Paint.num_input_samples, RNA is
Paint.input_samples. In combination with PaintStroke usage this change
applies to sculpt, vpaint, and wpaint.
The range of useful values varies quite a bit depending on input
device; mouse needs higher values to match tablet pen, so set max
samples pretty high (64).
Release note section:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Sculpting#Input_Stroke_Averaging
* Code cleanup
* Fixed wrong label for Inverse Select in the Select menu
* Some layout tweaks for space saving and avoid abbreviations in the UI.
* "Image Offset" and "Image Crop" buttons were there twice, once in the Strip Input panel and once in the Effect Strip panel, show it in the Strip Input panel only now.
* Commented the third input fields ("input_3"), only used by the deprecated plugin system according to an RNA comment.
Implemented general transformation tool Rotation for motion tracking data.
Mainly used to rotate pattern of markers.
To achieve most of usability, added configurable pivot point which is in fact
was median point before, but now can be chosen from boundbox center, median point
or individual centers. Individual centers means transformation would be performed
around marker's position, which is useful for rotation and scale.
Also implemented alternative scaling transformation -- hit S, S leads to
scaling of pattern area only.
TODO:
- clamping in some cases isn't working well, but that's easier to be resolved
after moving search are to marker.
- Update startup.blend so clip editor in Motion Tracking screen would be set to
Individual Centers by default.
The remesh modifier doesn't currently get any data from original
faces, so even if the input mesh was entirely smooth none of the
output faces would be. Solved by adding a new
dna-flag/rna-bool/UI-checkbox to smooth shade the output.
Requested by Daniel Salazar.
This commit adds the ability to normalize patterns by their
average value while tracking, to make them invariant to global
illumination changes.
To see this in action, check out the "Lobby" scene from Hollywood
VFX. If you track the markers that are shadowed by the actress,
previously they would not track. With the scale adaption on, the
tracker would shrink the area to compensate for the changed
illumination, losing the track. With "Normalize" turned on, the
patch is correctly tracked and scale is maintained.
A remaining problem is that only the Ceres cost function is
updated to handle the normalization. The brute translation search
does not take this into account. Perhaps "Prepass" (see below)
should get disabled if normalization is enabled until I fix the
prepass to normalize as well.
There are a few other changes:
- Cleanups in tracking RNA comments.
- Bail out of the sampling loop early if the mask is zero; this
saves expensive samples of the image derivatives.
- Rename the wordy "Translation initialization" to "Prepass" at
Sebastian's suggestion.
- Fix a bug where the mask was ignored when sampling in the cost
functor.
This replaces the old style tracker configuration panel with the
new planar tracking panel. From a users perspective, this means:
- The old "tracking algorithm" picker is gone. There is only 1
algorithm now. We may revisit this later, but I would much
prefer to have only 1 algorithm. So far no optimization work
has been done so the speed is not there yet.
- There is now a dropdown to select the motion model. Choices:
* Translation
* Translation, rotation
* Translation, scale
* Translation, rotation, scale
* Affine (Not implemented yet)
* Perspective
The most stable is the "translation" parameterization. The
others work but still require some tweaking.
- The old "Hybrid" mode is gone; instead there is a toggle to
enable or disable translation-only tracker initialization. This
is the equivalent of the hyrbid mode before, but rewritten to work
with the new planar tracking modes.
- The pyramid levels setting is gone. At a future date, the planar
tracker will decide to use pyramids or not automatically. The
pyramid setting was ultimately a mistake; with the brute force
initialization it is unnecessary.
`````|````` | | | ..''''
| | | |______ .''
| | | | ..'
| | |_______ |___________ ....''
merge to TRUNK!
* The old compositor is still available (Debug Menu: 200)
This commit was brought to you by:
Developers:
* Monique Dewanchand
* Jeroen Bakker
* Dalai Felinto
* Lukas Tönne
Review:
* Brecht van Lommel
Testers:
* Nate Wiebe
* Wolfgang Faehnle
* Carlo Andreacchio
* Daniel Salazar
* Artur Mag
* Christian Krupa
* Francesco Siddi
* Dan McGrath
* Bassam Kurdali
But mostly by the community:
Gold:
Joshua Faulkner
Michael Tiemann
Francesco Paglia
Blender Guru
Blender Developers Fund
Silver:
Pablo Vazquez
Joel Heethaar
Amrein Olivier
Ilias Karasavvidis
Thomas Kumlehn
Sebastian Koenig
Hannu Hoffrén
Benjamin Dansie
Fred M'ule
Michel Vilain
Bradley Cathey
Gianmichele Mariani
Gottfried Hofmann
Bjørnar Frøyse
Valentijn Bruning
Paul Holmes
Clemens Rudolph
Juris Graphix
David Strebel
Ronan Zeegers
François Tarlier
Felipe Andres Esquivel Reed
Olaf Beckman
Jesus Alberto Olmos Linares
Kajimba
Maria Figueiredo
Alexandr Galperin
Francesco Siddi
Julio Iglesias Lopez
Kjartan Tysdal
Thomas Torfs
Film Works
Teruyuki Nakamura
Roger Luethi
Benoit Bolsee
Stefan Abrahamsen
Andreas Mattijat
Xavier Bouchoux
Blender 3D Graphics and Animation
Henk Vostermans
Daniel Blanco Delgado
BlenderDay/2011
Bradley Cathey
Matthieu Dupont de Dinechin
Gianmichele Mariani
Jérôme Scaillet
Bronze (Ivo Grigull, Dylan Urquidi, Philippe Derungs, Phil Beauchamp, Bruce Parrott, Mathieu Quiblier, Daniel Martinez, Leandro Inocencio, Lluc Romaní Brasó,
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