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.
This starts converting markers in the movie clip editor / 2D
tracker from using pat_min and pat_max notation to using the
a more general, 4-corner representation. There is still
considerable porting work to do; in particular:
- The preview widget does not respect the new
representation
- The corners cannot yet be edited individually.
- The clamping does not do the right thing for general
corners; e.g. detecting a convex quad.
- The tracking code in Blender does not actually invoke the
corner tracking version of libmv's tracking API.
Next steps:
- Convert libmv's legacy ESM tracker and brute tracker to
work under the new TrackRegion() API.
- Make Blender use the new TrackRegion() API; this will
allow real planar tracking tests.
- Everything else (UI, etc).
This patch is mostly the work of Sergey Sharybin.
Have to use a ugly hack, as for pose bones, rotscale transform matrix is not always the same as translate one... :/
Adresses feature request [#30979] snapping: "align rotation with the snapping target" and pose-mode.
... instead add scene.sequencer_editor_create / clear, these match id.animation_data_* functions.
- refactor for names, for scene level functions call them BKE_sequencer_*
- Added new dtaablock called Mask which might be re-used in any area.
Currently editing of masks happens in clip editor and they might be used in
compositor nodes only.
- Added new mode to clip clip editor to interact with masks.
Implemented basic tools to create shapes, splines and points. Also implemented
idea of UW points for feather which means feather points are have got U
coordinate along spline (which is measured from 0 to 1) and W is it's weight
meaning distance from main spline.
- Spline points might be parented to movie tracks.
Interface for this isn't best yet.
- Rasterisaztion of masks happens in compositor node (Input -> Mask)
Input image of this ode is used as reference for mask resolution.
Currently all splines of all shapes are rasterizing independently which
means shapes with holes are not supported.
Also feather rasterization is not implemented.
Rasterized was implemented by Pete Larbell, thanks!
Do not consider this is something finished, there's still lots of things to
be done (especially from interface and usability points of view).
- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
and allow to interact with tracks for operators which doesn't require image.
Merged from tomato branch: svn merge ^/branches/soc-2011-tomato -r45624:45625
Was a bmesh todo, main issue was with shape keys, now disabled any changes to
the shape key data layer, and disabled the option altogether when editing
non-basis shape keys.