For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
options on the Bone (G, R, S). The manipulator doesn't show btw.
Is usful to get immediate feedback on how painted weights behave with Bones.
Martin; I had to change the T_POSE behaviour in code a bit... it now
stores in TransInfo the actual posed armature being transformed. Maybe,
some day, we'll get mixed posechannel/object transform? Not much required
at the moment though. :)
- Option is in EditButtons, Armature panel.
- Currently only local X-axis mirror (seems to be default anyway)
- Transform then applies changes to the mirrored-name bone as well.
- Extrude: also does the counterpart Bone
- New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone.
(creating names by appening _L and _R)
Or in short: you can now model a full rig without any manual naming!
Of course the names are not too nice... a couple of ideas to explore;
- rename a mirrored bone renames counterpart too
- allow in weightpaint mode to select Bones
- and of course mirrored edit in PoseMode (if that's useful...)
Important note: I tweaked the naming convention a bit; names like
Bone_L.005 and Bone_R.005 are considered counterparts. However, if
you use the "Flip names" option, the number extension is still
truncated.
BTW: Commits in Zr's code are fixes for gcc warnings. :)
*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.
This commit merges manipulator orientation selection back in "traditional" transform.
That's how it works:
- The dropdown in the 3D view header is always visible
- The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z
However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before.
- Alt-Space (to change the orientation) works during transform
New Transform orientation: View, using the view axis.
Fixes for the following bugs:
- Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file.
- Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker.
- Numinput with lock constraints didn't work correctly. Reported on elysiun
Probably some others that I'm forgetting
I also moved a couple of functions around in an attempt to make things clearer.
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
Object's PoseMode
It was quite a lot recode, so tests & reports are welcome.
Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
With new system, very easy to do in the end (figuring it out was less so).
No need to go down parent chains or anything of the sort, just apply parent pose and we're all set.
Ton's commit reverted back before my include files cleanup in transform, recleaning.
Also, as mentionned by bjornmose, declaration after instruction choked MSVC. Fixed.
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs
A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;
- The entire object update system (matrices, geometry) is now
centralized. Calls to where_is_object and makeDispList are
forbidden, instead we tag objects 'changed' and let the
depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes
Armatures;
Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!
Important to note is;
1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.
- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.
TODO NOW;
- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
(wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
(But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
position anymore. That system looks nice (no flips) but is not well
suited for NLA and background render.
TODO LATER;
We now can do loadsa new nifty features as well; like:
- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...
Bugfixes;
- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change
-Ton-
alone with the following flags :
-Wall -Wno-char-subscripts -Wno-missing-braces.
the only one still worrying me is in rand.c line 57 :
rand.c:57: integer constant is too large for "long" type
but i have no clue about how correct cross-compiler and 32/64 bits friendly
see also my mail to commiter list for signed/unsigned issues
Works nice quick to rotate a group of Objects around a defined center,
without hassle with the 3d cursor. Especially for the 3D Manipulator.
In EditMode/PoseMode this option falls back to "Centroid", as does the
"Individual centers" option already.
because Martin recoded the Mirror().
- removed old globals like 'tottrans' or 'centre' or 'centroid' as used
by old transform
- removed a lot of code from editobject.c
- moved all transform related code to transform_conversions.c
(Note for Martin; sorry that's a mess... it now has all the weird
functions for finding posemode dependencies... thats for the depgraph
phase to remove)
Proportional edit:
- Proportional mode added to header as button/menu. Including new option
to have only connected geometry influenced.
- Added icons for proportional & proportional modes
- Make proportional edit data part of Scene, so all gets saved.
The Global flag G_PROPORTIONAL was removed
- Made sure #defines get used properly, also tweaked order for proportional
so it starts with regular 'smooth' by default.
- Use ALT+O in editmode to switch to new proportional 'connected' mode
Other UI stuff:
- in EditMode, the layer buttons get hidden... the amount of icons in
3d header grows to fast. :)
- made less ugly icons for the Manipulators. Still can be better.
- Added alpha-filter for pre-processing Icon-image, giving nicer display
of icon-antialising on dark or bright backdrops
- disabled Manipulators when in editmode, and current layers don't show
the edited data.
- Added the value used to define Normal size (editmode draw) in Scene too,
so it gets saved.
Camera rotation fix (was off centered because it used persinv instead of viewinv. Now rotation center is always center screen in camera mode. (Still need to fix the helpline not showing)
Numinput constraint function was no good, didn't check if a constraint was even on... Fixed.
Rotation was missing constraint text in header print. Fixed.
While I was there, I cleaned up individual center a bit, it was messing with helpline.
For fun, set the center mode to Individual Center, create a bezier circle, change handle to free (H) and Resize or Rotate. Fun isn't it! :)
Split the conversion fonctions and sorting functions from transform.c into transform_conversions.c
Update MSVC 6.0 projectiles and SConscript accordingly.
Editview still included transform.h, replaced that for BIF_transform.h, the external include.
Alt-C during transform (hotkey subject to change)
No visual clue right now other than what is transformed and it gets resetted everytime (not kept as a global flag).
So, still a lot to do regarding that.
Behavior is a bit different. Instead of showing the weird two value thing like the old transform did, it always show the weight variation in +/- that is applied to every edge. Works a bit like scale. Move away from center to increase, move closer to decrease (between -1.0 and 1.0).
Works with PET (not using connection yet).
Also removed some missed global Trans variable abuse.
Added a NULL check on TransInfo->data before sorting. At that point, the conversion could have been cancel if there's no selected elements (caused segfaults with PET).
Another NULL check on TransInfo->data in postTrans fonction, since that is called on cancel on no selection too.
Was missing a matrix multiplication when setting TransData->dist on meshes which caused PET on scaled meshes to be bad. (bug report 2395: http://projects.blender.org/tracker/?func=detail&atid=125&aid=2395&group_id=9 )
PET is now checked as a transform flag during transform. Much cleaner that way for NOPET context (extrude, duplicate)
Added Sphere as a new PET falloff mode (icon and all) and reordered them around in a more logical fashion (IMHO).
Also brought back Subsurf toggle with Shift-O (was supposed to be for PET object mode but that was canned).
Mesh Connected PET was acting weird on geometry that curved on itself (reported by Desoto). Turned out the part of the floodfill working on verts already connected was just doing one case out of the two useful ones (little drawings helped :P).
Connected PET for mesh had an infinite loop in some case. Fixed an made a bit faster.
Renamed the numinput flag.
Corrected a conflict in TransInfo flags. This was a crash waiting to happen.
NO_CONSTRAINT flag now correctly used to disable MMB and constraint hotkeys when needed.
Added check for the manipulator flag when drawing them before applying transformation matrix. Was really weird when doing MMB with rotation.
- Made proportional edit in Mesh editmode use connectivity to clip the
area where proportional editing is allowed.
Uses some kind of manhattan distance for clip area still, so is slightly
too large for diagonals. Will be worked on!
- Fix; in constraint code, using (0 0 0) delta caused NaN.
The rest is proof of concept goody for a CONNECTED limiter for PET.
That is, PET affecting only elements which are connected together.
Only affects Curves right now since that was easier to test connectivity with. Still some polishing to do (falloff is based on distance of effect, not real distance), but it's a proof of concept, so...
- center of rotation for camera in cameraview rotate has to remain the
camera center itself, drawing the dashed helpline then doesn't work,
since it's behind the camera clipplane. Just disabled that line.
- made MMB switch for cameraview grab to become quadratic, for a dolly
this feels OK, and makes it possible to move in small and large scenes.
- restored SHIFT modifier for translation and scaling. This based on old
convention that allowed precision editing on top of the transform you
already applied before pressing SHIFT.
Solved it with a new flag (T_SHIFT_MOD), since the G.qual cannot be
used. Transform() innerloop has to detect the SHIFT event itself.
Also coded it with storing the mouseposition while SHIFT event happened.
Hope Martin can approve! :)
- Martin's last commit made Manipulator Translate not work, it passed on
a zero translation to the constrainter, causing NaN's. Nicely catched the
exception.
- Fixed 'Trackball' to accept number input too
- Camera translate in camera view, with MMB, works again. Code needs
verification by Martin... it does it different now too.
- Camera rotate in camera view works again. MMB switches to 'trackball',
as formerly. Isn't consistant with other rotate+MMB though...
- rotate camera in cameraview around cursor doesn't 'feedack' anymore
Martin; I only use the TransInfo->persinv[4][4] now, but I think it's
safe to use viewmat and viewinv too?
Helpline for warp was wrong in edit mode if the object wasn't centered on global space.
Boundbox calculation for warp is done in view space now, so it is always maximised since aligned with the view.
Switch the negative/positive switch for Shrink/Fatten from horizontal motion to vertical motion. Pull down to shrink, pull up to fatten. This could still use some work.
BugFix: Constraint center was wrong with MMB (was bypassing the fix I commited the other day).
BugFix: Changing modes while in transform and switching to local constraints in edit mode crashed. This was due to resetting the TransInfo flag in initTransModeFlags. Now done correctly in initTrans.
versus perspective.
Note for Martin; still an issue with defining what positive/negative
rotation is in perspective... needs more math here!
- Added Transform Widgets for PoseMode
- made adding bones in EditMode setting G.moving, so it doesn't draw other
selected objects nor Widgets
Warning in commit of Martin yesterday: Trackball and initTrackball were
declared static, whilst also in transform.h. Quez; why are these functions
exported in the .h file?
Bringing that back and enabling PET in trackball rotate.
Changed the rotation manipulator drawing code to really align the Trackball rotate ball with the view (using getViewVector) so that it always looks centered on the selection.
This was particularly ugly in perspective mode with a selection far from the center of the screen: http://www.clubinfo.bdeb.qc.ca/~theeth/screenie.jpg
Moved getViewVector from transform_constraints.c to transform_generics.c since it is not really a constraint related function. Also made it independant on the TransInfo structure so it might be useful elsewhere too.
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
To use; press the (temporal) icon in header. Switching widget types is by
pressing G, R or S once, if current widget type is different it switches,
otherwise it goes to normal Transform().
Widgets need a bit test for picking accuracy, correct drawing etc.
The rotate widget has a center button for 'trackball' rotate. That latter
can also be used for hotkey-based rotate.
In current code, all widgets remain in "Global" space, also in editmode.
Also widget updates while using normal transform has to be done.
2 Bugfixes:
- rotate in PoseMode had error for 2d 'around' center
- transform in postemode could crash, due to typo (& or |)
Transform can switch mode on the fly again (GRS).
Fixed a bug with the BIF constraint call, needed to call startConstraint and normalise the space matrix (this affected the manipulator).
- Made framework for 3d Transform Manipulators (widgets)
- The Manipulators act like '2d buttons', by default with LeftMouse and with
while-hold-move-release
- Implemented now: Translation Widget, which allows:
- four hotspots for axis grab or view-aligned grab
- center defined by 'around' setting
- SHIFT+LMB gives planar constraint on other 2 axes
- works in Object mode and Edit mode (not posemode yet)
Enable it with (temporal) icon in 3D header. All other 'normal' transforms
then keeps working btw.
On the todo for this widget:
- choice for Global, Local or Normal orientation
The way the widgets are going to work is in review still. Commit is also for
Matt for his proposal/paper on topic.
Some notes regarding this project;
- no life updates (on mouse over) like 3DS, I think that's neurotic
- on click, dominant axis changes to theme defined "Transform" color, other axes disappear, like maya
- manipulater size is fixed preset, independent zoom.
- manipulator follows selection, and is located based on 'around' mode
Unresolved;
- in maya, when you select 2 or more objects, the manipulator draws on the 'active' object, also interesting
- what to do with G,R,S hotkeys? It could switch the manipulator "mode"...
- header button/menu for manipulator mode?
Constraint selection is now based on mouse motion (instead of pointer position).
What that means is that if you simply click MMB, it works exactly like it did with old transform (in 90% of the case, the last 10% is when MMB click was unpredictable in old transform because of extreme viewport orientation)
Also, since this means you don't really have a referential on which to base yourself, it draws a dashed line representing the mouse motion, starting at the center of the axis lines.
Please test and discuss, if this is better than before or not.
Fixed Extrude constraint. Needed to premul the normal by the object's matrix to but it in global space.
Also, moved the Locking Axis modifier (for constraints) from Alt to Shift. Alt was conflicting with middle mouse button emulation (reported in the test builds forum).
Tilt Transformation.
Sorting elements in TransData array according to their distance. That means we can always stop loops when it finds the first element that doesn't apply. That makes PET factor calculation and actual transformations faster since it stops at the first element outside of the area.
The Sorting algo is a no swap version of quicksort using the start of each subset as the pivot (random would be better and easy to implement. Need 3 additional lines of code really).
When that flag is set, numbers typed when the cursor is on the first position will affect all positions who do not currently have something typed for them.
Enabled Skey, 2, Enter to quickly double the size of something.
All modesty asside, it's coded rather smartly so it shows the cursor in every position that it will affect and lets you tab in undefined position to type in values there.
Thanks to Samadam for reminding me that the old code permitted that.
To enable it you will need to download OpenEXR and install it.
For the Makefiles you will need to set WITH_OPENEXR=true
and set NAN_OPENEXR to point to where OpenEXR is installed.
For scons you'll need to remove config.opts to get the new options
so you can enable OpenEXR, I was not able to get blender to link
with scons so the scons stuff may need to be tweaked a little but
I think it should work.
For other platform managers The OpenEXR stuff is similar to QUICKTIME
you need to define WITH_OPENEXR and setup the library stuff and
as you'll notice in this commit there are two extra files.
Kent
Finish adding local constraints for multiple objects: One of the objects will have its axis highlighted lighter than the others. You control this one with your mouse and the others copy the motion on their respective axis.
Code changes: the TD_OBJECT flag is now a flag in TransInfo with the new T_POSE, T_EDIT and T_TEXTURE
+ Refined the headerprint for Translation. Now prints only the needed info for constraint in the constraint's space (ie: if you're moving 1 unit along the local X axis, regardless of it's orientation, it will print "D: 1.000 along local X")
Still need to make numinput work like that (typing a number with a local axis constraint would move along that axis. There's some base code already though, just need a finishing touch, but it's late now)
+ Optimised PET calculations by using the TD_NOACTION flag (actually, that might have been in the last commit).
+ Added a float axismtx[3][3] member to TransData to store the orientation of the element (useful for local axis constrainst which, in edit could be moving along normals and the like).
- Fixed scaling in edit mode (was doing some matrix multiplications in the wrong order, only visible when using a constraint)
- Fixed the constraint projection matrix. It didn't work for planar constraint if the constraint space wasn't global (in a nutshell, it produced weird results for local space planes).
- Some potential bugs fixed (Note to Ton: added an ext pointer in TransInfo to point to the TransDataExtension block. With the sort done after allocation, the first td pointer doesn't necesarely point at the start of the ext block, so we needed another to free it correctly).
- Got rid of some remaining test with G.obedit.
- Moved constraint reset from init to post trans code (Ton, that means you can create constraints before calling transform, like for the menus for example).
NOTE:
I was getting some random segfault with the new headerprint code. Very random, couldn't reproduce with a debug version. I did some initialisation that might have been missing (though doubtful that's what caused the crashes). Was linked to using constraint though not caused by them. Probably due to some dumb late coding error.