- New Softbody panel now is named "Soft Body Collision" (instead of II)
Also made it start tabbed, and made Fluids panel start untabbed.
- Infowindow: skip drawing buttons when width is smaller than 320 pixels.
Now, when only one axis toggle is on and click on it, all of the other
toggles will not be turned on.
For this to work, I've moved the version patches in the drawing/evaluation
code for this constraint to the file-reading code.
* Patch #5442: "Fix Bone SizeLimit" by Heriberto Mendez (gammarayq21)
'Limit Scale' constraint can now work on bone's local scaling too.
* I've also made the 'Copy Scale' constraint able to use the local scaling
of bones too.
Two tweaks:
* Reduced the amount of empty space at the bottom of these constraints.
* When using the Add Constraint menu (Ctrl Alt C) to add new constraints,
an empty is no longer created when creating a "Limit *" constraint.
Patch by Matthew Plough: This adds an option to the Track To constraint to use the target's Z axis for Up axis reference instead of the global Z axis.
Off by default for backward compat.
ACTWIDTH is a macro that tries to get actwidth from the active
SpaceAction (G.saction->actwidth). This should solve any potential
problems with having two action editors open editing shapekey
actions.
Also, I've fixed a compiler warning caused by erwin's constraint
commit. Wrong ui call for button.
Although we will delay the main Rigid Body user interface after 2.43 release early 2007, I need some constraint data/UI to make progress with COLLADA Physics.
Added RigidBody constraint UI
LR_ALTKEY+LR_CTRLKEY+LR_SHIFTKEY+ P will bake rigidbody
Contribution by RCRuiz, Ramon Carlos.
center, rotated according to face edges, and optionally with scale of the
face.
http://www.blender3d.org/cms/Face_Duplicator.828.0.html
Also: bugfix in undo/redo for relinking data to the UI. It was not checking
for Library data, accidentally linking non-library data with same names.
nice little 'debug' feature
SHIFT_ESC breaks baking without throwing away the baked keys
so you can check the solution calculated so far
baked sb replay checks for NULL pointers in keys -> motion will stop there
even saving and loading to file works here,
but i would not expect it to do so
humm .. may be i'll add a dirty flag for that
Added a less 'strict' solver step size control.
Cuts down needed loops to a 1/5 in 'regular' collision situations.
So why be a maths smartass when we want to do a skirt in a breeze :)
Is on by default, old mode can be turned on with the 'O' button beside the RK-limit.
Some minor fixes to the UI
Static particle option: maximum length. Button is next to "Vect" in first
particle panel. This allows weird forcefields and wind to act without
extreme long strands.
a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.
1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips )
1.1 give some more user control to the solving process (mins,maxs).. optional feedback on the console
2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch'
which holds runtime data like cached collider data and more .. and it's thread save this way :)
3.related no 2. write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome'
4. some <clean> optimizations, 3-BSP for self collision, general AABB checking before ever going to collision details
5. some <dirty> ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
If you rename a Constraint, the used Constraint Channels (Ipo curves) were
not renamed as well, making animations not work anymore.
Now renaming works up to this level:
- own object constraints
- own object Action constraints
This is identical to Bone renaming. Note that other actions (like in NLA)
are not corrected for renaming. Have to look at ways to provide that once.
SB collision targets may be picked up from modifier stack
works fine with static targets having subsurf and/or array mofifiers
see-->
http://www.wund.homepage.t-online.de/hidden/Mstack.blendhttp://www.wund.homepage.t-online.de/hidden/Mstack_II.blend
however when calulating the SB object dynamics the vertices of the
'deform only' m-stack result are used
so SB <-> SB may look strange
subsuf modifier is applied to SB object after doing SB dynamics
(that is: colliding mesh is subsurfed, SB is not )
subsurfed SB cubes colliding
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod.blend
or may give unwanted results
subsuf and array modifier is applied to SB object after doing SB dynamics
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod_nobug.blend
last, modifiers that change vertex locations in time (like waves)
suffer from not beeing seen at needed time resolution
(SBs see colliders static in a frame)
well but that's beyond the limits of the current dep-graph use
and needs to be resolved on design level
anyhoo have fun
BM
nicer kinematics in self collision -> blending to complete inelastic impact
now does something close to real physics
first steps towards aerodynamics
anisotropic friction
springs 'see' their movement in media
--> see surrrounding media does not move and/or reacts on wind
(*for now needs to have a pseudo collider araound -> that is: add a cube in the same layer
and make it a deflector *)
just did a few tests, with the 'surprising' result that balls are not curves ..
and i don't want to be swamped by bug reports tellling me
'it does not collide as i whised it would'
only alow self collision for suited objects
feature request from hairdressers
self collision for curves
works amazingly well if you keep in mind there balls around vertices colliding
ironing out a few glitches related to goal pinning
volatile test blend ->
http://www.wund.homepage.t-online.de/hidden/sb_col_must.blend
+ adding a few alternative collision ball calculation algos
since i did not want to blow up (waste) DNA space without need,
coded as -1.0 -0.1 -1.1 values in 'ball size' (look at tooltip popup)
simple (naive) self collision
estimates a collision ball
using the spring lenght to attached neighbours
(idea stolen from old cloth modifier files, but i'm sure ZAZ and genscher won't mind)
-- usefull for untangeling static cloth like objects
-- may be used for cloth simulation with known limitations
like 'tunnel effect' if objects are moving too fast ...
demo -- volatile files
http://www.wund.homepage.t-online.de/hidden/sb_without_selfcol.avihttp://www.wund.homepage.t-online.de/hidden/sb_with_selfcoll.avi
have fun
BM
Gives local structure stability for though fabrics, thin steelplates ..
even suzanne gets pretty crash resistant that way.
If non zero it not only adds diagonals but all other "2edge-wide" springs
so it somehow replaces stiff quads for meshes too.
making it much more useful. Requested and taunted for frequently by
Plumiferos folks. Click on "Use Rot" to take target object rotations
into account.
Good for using rotated empties, etc., as a sloped floor.
of the fluidsim can now be disabled with the
flag: BF_NO_ELBEEM='true', e.g. for irix systems.
(The number of ifdefs from the original
patch was reduced, and the defines are now
only necessary when elbeem is switched off.)
- particle generation option is available again
This fixes my commit of august 13th, that cleaned up the code for
drawing optional buttons for Constraint targets.
Now, Bone target buttons are corectly drawn, when a target is Armature.
(also bug report #4907)
The Object Buttons, Constraint panel, didn't show Object constraints for
armatures when Armature was not in PoseMode. It was always drawing the
constraints for the active Bone...
Solved with a decent check in beginning of function, and have all types
use that.
Missing dependency graph update on establishing a new relationship between
a static particle system and a curve guide, with the pulldown button in the
"Fields and Deflection" panel.
No fix... the Object "TimeOffset" option to work on own ipo doesn't work
at all, not since NaN days. Enabling it is easy, but might screw up a lot
of previous saved files.
I moved that report to the todo, for a make-over of the entire internal
timing system. Added tooltip in button this option doesn't work.
In Editmode armature, the autocomplete for bone names used the bones from
the armature itself, not the edit data.
While fixing, also found out autocomplete for vertexgroup didnt work even.