Commit Graph

164 Commits

Author SHA1 Message Date
b2a5f28421 Follow Path Constraint - "Animate Path" Operator
Added a convenience operator to the Follow Path constraint which adds a F-Curve
for the path (or the operator's "fixed position" value if no path is assigned),
with options for setting the start frame and length of motion. This makes it
easier for common users to just set up a quick follow-path animation where the
camera (e.g. flying around a set over certain number of frames).

A key advantage of this is that it takes care of the underlying math required
for setting up the generator curve accordingly (I've got some plans for making
this a bit friendlier to use later). Now, animating the paths is a one-click
operation, with the start and length properties able to be controlled using the
operator properties.
2012-10-05 14:51:35 +00:00
00ce0c9aae Clean up in "add object" code:
* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).

Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
2012-10-05 12:59:09 +00:00
7d3e854aeb add hook now has option to add to active bone (mango request). 2012-08-13 08:54:33 +00:00
72f7ab441d removing from group now shows menu to select group to remove. 2012-06-20 14:13:22 +00:00
45265b326a Add operator to extract armature and vertex groups from skin.
* The operator creates bones for each input edge (does not subdivide
  them like the skin operator does), adds a fake root bone for skin
  roots with multiple children.

* The operator adds vertex weight groups to the original mesh.

* Make copy_object_transform() public, used to match the armature
  object to the mesh object.

Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
2012-05-22 15:29:57 +00:00
11309a19e2 Add skin vertex operators.
* Add operator to mark selected vertices as skin roots.
* Add operator to mark/clear selected vertices as loose.
* Add operator to equalize skin radii.

Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
2012-05-22 15:29:44 +00:00
5d02292d3c Bugfixes for Motion Path drawing/updating in light of the recent changes:
* Added proper "update" operators in place of the abuse of the calculate
operators, so now the display ranges won't get overwritten everytime (with the
default values) you go to update the paths.

* Display range settings in properties editor now actually work. Before, the "In
Range" mode only displayed the entire paths.
2012-05-06 04:18:13 +00:00
e2c453b5f9 style cleanup: editors / mesh & object 2012-04-28 15:42:27 +00:00
2a54ef0442 there was no way to reset timing for absolute shape keys, add an operator to do so. 2012-04-05 06:10:15 +00:00
24b676e370 Remove the OBJECT_OT_test_multires operator.
Originated in r35213, appears to have been some test for multires in
BMesh.
2012-03-10 05:15:17 +00:00
48006292d8 svn merge ^/trunk/blender -r44189:44204 2012-02-17 20:56:25 +00:00
2b7ca2304a unify include guard defines, __$FILENAME__
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-02-17 18:59:41 +00:00
917714acf7 svn merge ^/trunk/blender -r43345:43381 2012-01-15 09:16:39 +00:00
166a37532f remove *.select_inverse operators where the *.select_all operator has an invert option. 2012-01-14 06:58:03 +00:00
b308e61312 svn merge ^/trunk/blender -r43220:43278 --accept postpone 2012-01-11 14:14:04 +00:00
f1c229e8b3 Change how object menu selection works, use an operator with an enum rather then a menu with 'OBJECT_OT_select_name',
remove 'OBJECT_OT_select_name' operator since its no longer needed.
2012-01-11 03:40:20 +00:00
81f5c9ed9b svn merge ^/trunk/blender -r42991:43009 2011-12-31 03:07:14 +00:00
4ced91da47 svn merge ^/trunk/blender -r42778:42839 2011-12-23 08:41:53 +00:00
9774c93435 Merging r42770 through r42799 from trunk into soc-2011-tomato 2011-12-21 14:50:05 +00:00
Dalai Felinto
056c49e9ec Patch [#29654] New menu option under Object > Game with "Copy All Physics Attributes" by Daniel Macedo
"This is a patch that adds an option under the menu Object > Game to copy all the physics attributes from Game Engine."
2011-12-21 02:41:27 +00:00
ba16e7d631 Object tracking: object with object solver constraint is now parented to scene's camera
Made Object Solver operator parent object to scene's camera. Behavior is pretty much
familiar to Child Of constraint -- it stores inverted transformation matrix which gives
constant offset in parent's space.
Current files would open incorrect, to make object aligned well again, just press
"Set Inverse" button in Object Solver constraint.
Fixed orientation operators so now they should work in all cases.
Also changed behavior of Set Origin operator which now sets origin to the median
point of all selected tracks/
2011-12-15 16:09:57 +00:00
e6e265b2b5 svn merge -r41779:41847 ^/trunk/blender 2011-11-15 02:58:06 +00:00
Lukas Toenne
11c83d8432 Ocean Sim modifier patch
by Matt Ebb, Hamed Zaghaghi

This adds a new Modifier "Ocean" to simulate large-scale wave motion.
Details can be found in the wiki documentation [1], the project homepage [2] and the patch tracker [3]

The modifier is disabled by default for now. To enable it, the WITH_OCEANSIM (cmake) / WITH_BF_OCEANSIM (scons) flags have to be set. The code depends on fftw3, so this also has to be enabled.

[1]
http://wiki.blender.org/index.php/Doc:2.6/Manual/Modifiers/Simulation/Ocean

[2]
http://www.savetheoceansim.com

[3]
http://projects.blender.org/tracker/?group_id=9&atid=127&func=detail&aid=28338
2011-11-13 12:17:27 +00:00
15e6d6cd75 svn merge ^/trunk/blender -r41226:41227 . 2011-10-24 12:43:08 +00:00
4a04f72069 remove $Id: tags after discussion on the mailign list: http://markmail.org/message/fp7ozcywxum3ar7n 2011-10-23 17:52:20 +00:00
4a157de23d svn merge ^/trunk/blender -r40587:40643 2011-09-28 07:34:48 +00:00
dcccf3fc1f navmesh: solve bad level calls to edit mesh functions
Move navmesh operators from editors/object to editors/mesh
2011-09-27 09:09:52 +00:00
7126a4699e svn merge ^/trunk/blender -r40367:40368 --- raddish weight paint merge 2011-09-22 16:09:27 +00:00
a89b253aa6 edits to radish before merge with trunk
- removed some unused functions.
- renamed vars to make more sense paint_vertex.c 'flags' --> 'lock_flags'
- some odd modifications were made in unrealted, commented code, copy these back from trunk.
- rename vertex_group_fix 'cp' property to 'accuracy'
- make style more consistant with trunk.
- remove 'Radish' comments.
2011-09-19 02:43:03 +00:00
73863a1da5 Split do_weight_paint_vertex() to isolate the simple case.
Added a tool-tip to the "fix deforms" op.

Removed code markers:
"Radish"
2011-09-18 17:10:28 +00:00
a9c99f58f4 Changed the branch code markers to say "Radish" in response to a review.
They weren't & aren't meant to show ownership, they just help me navigate my related code.
2011-09-18 03:49:00 +00:00
df433c7a1d - move vgroup lock buttons on the panel into the vgroup specials menu.
- merge object.vertex_group_lock_all / object.vertex_group_invert_locks / "object.vertex_group_unlock_all into one operator.
- change lock button from a checkbox to a lock icon.
2011-09-14 08:21:21 +00:00
7d02e66256 svn merge -r40000:40179 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-13 10:05:30 +00:00
b310a76a1b svn merge -r39558:39800 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-13 06:39:17 +00:00
75b3936128 svn merge -r40075:40104 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-10 23:49:39 +00:00
dbd6658d73 svn merge -r 37306:39975 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2011-09-07 15:34:04 +00:00
9bc92b2146 svn merge -r39781:39792 https://svn.blender.org/svnroot/bf-blender/trunk/blender, merge pepper, manually merged source/blender/editors/transform/transform_generics.c 2011-09-01 00:35:30 +00:00
3e85ec432e 3D Audio GSoC:
Adds new speaker object type.

Notes:
* Needs some nice icons
* Quickily review by Joshua Leung (5 mins)
* Properties UI updated (with help of Thomans Dinges)
* Speakers have their own theme color
* No real audio functionality yet.
* Minor bug regarding lamps/lattices fixed in interface_templates.c

I personality tested:
* Creation, Deletion, Duplication
* Saving, Loading
* Library linking (incl. make local)
* Tracking
* Dope Sheet, Outliner
* Animation
* Drawing (incl. Theme)
2011-08-01 11:44:20 +00:00
566d936179 'Fix Deforms' op added to weight paint tools to smooth (remove/reduce) spiking caused by bones by altering vgroup weights
--it's still really simplistic (and slow!) so don't try fixing an entire mesh! xD
Also, don't use it on a mesh with a mirror modifier yet, just noticed that it does both vertices instead of one.

Minor UI text update for Vertex Masking
2011-07-29 17:36:49 +00:00
8684d99e61 Made misc vgroups unable to change bone groups' weights when auto normalize is active
Added buttons for locking all vgroups, unlocking all vgroups, and inverting the locks of all vgroups
2011-06-02 17:28:04 +00:00
Nick Samarin
a918040902 synched with trunk at revision 36569 2011-05-16 20:30:59 +00:00
6ef77cf95a =bmesh= merge from trunk at r36529 2011-05-08 23:43:18 +00:00
0a415b6e71 replace OBJECT_OT_location_apply, OBJECT_OT_scale_apply, OBJECT_OT_rotation_apply with OBJECT_OT_transform_apply with 3 boolean options.
added back menu item from 2.4x to apply Rotation & Scale.
2011-05-03 07:09:02 +00:00
c98148a963 =bmesh= merge from trunk at r36153 2011-04-15 01:19:13 +00:00
93fa307712 =bmesh=
Multires interpolation.  It's quite usable yet; I wanted to avoid
subsurfing the multires data and ray tracing original/new
topology.  The result is kindof like trunk's interpolation.

I'll see how much better I can get it.  I might have to go with 
the full-on ray tracing solution.  Right now, it's not very good.

Also made it so trunk files with multires open correctly.
2011-03-27 02:56:41 +00:00
Nathan Letwory
95100afc12 doxygen: blender/editors tagged. 2011-02-27 20:29:51 +00:00
Nathan Letwory
5b607701a7 doxygen: prevent GPL license block from being parsed as doxygen comment. 2011-02-23 10:52:22 +00:00
Nick Samarin
c5f6a01dd5 synched with trunk at revision 34793 2011-02-16 17:07:18 +00:00
fa38da021c Some ui reorganization of the physics tab:
* Before the different simulations all had a panel with an "add this" button making the whole tab look really messy. It also rarely makes sense to have more than one or two physics things enabled for a single object, so having all the panels in the tab just added a great deal of visual clutter.
* Now there is a single "enable physics for" panel at the top that allows for enable/disable of any simulation. All actual physics panels are hidden until a simulation is enabled.
* There was no "add" button for force fields before, but I added a toggle between "none" and "force" to unify the ui even further.
2011-01-23 14:04:31 +00:00
473838aec9 Fix for bug [#21534] Multires modifier strange deformations
This adds the "Apply Base" feature from my gsoc2010 branch.

Apply Base partially applies the modifier, in that the mesh is
reshaped to more closely match the deformed mesh. The upper-level
displacements are recalculated so that the highest multires level
appears unchanged.

Multires does not currently deal well with too large displacements.
An easy-to-reproduce example: create any mesh type, add multires,
subdivide a few times, then use the sculpt grab brush to drag the
entire mesh over a few units. At the highest level, and at level 0,
the mesh looks fine, but all of the intervening levels will have ugly
spikes on them.

This patch doesn't help with situations where you can't modify the
base mesh, but otherwise works around the problem fairly well (albeit
with a heuristic, not an exact solution.)
2011-01-07 21:12:47 +00:00