Commit Graph

1228 Commits

Author SHA1 Message Date
183c8e0a0a no functional changes, use hole rather then dutch 'gat' for bevel lists and made some comments English. 2009-09-07 07:42:12 +00:00
6f87d03b3c == Sequencer ==
This fixes several issues with the Speed Control Effect:
* IPO curve-deletion resulted in non-working effect
* easy retiming only allowed enlarging of strips,
  now shrinking is also possible (easy retiming:
  use the right display handle of input strip and
  shrink or enlarge, will make the speed of the
  strip exactly fit the effect strip's length)
* frames after end-of-display of input strips can
  now be accessed (which is necessary for fix #2)
  
=> just use easy retiming from now on, it's fun :)
2009-06-26 07:32:24 +00:00
122808b839 bug fix SoftBody module
vertex groups are not notified on deletion .. and other relevant changes  ..
sneak in Mass and Spring Painting
2009-06-24 23:42:45 +00:00
74d3d136db == Sequencer ==
Fixed color balance tool. Problem was: we pretended to do Lift/Gamma/Gain,
but in reality we did (1-Offset)/Power/Slope. (slightly modified ASC CDL).

So now, the GUI is able to switch modes between ASC CDL-mode and real
Lift/Gamma/Gain.

It also adds a switch to enable Neutral Black/White flipping 
(very usefull for black point selection)

This closes:

[#18078] bugfix #18010 Sequencer lift
2009-06-16 21:16:22 +00:00
137b3e1dc5 == Sequencer ==
This adds a per preview option to set render sizes (which proxy size is used).
That makes it possible to have 
* several small preview screens which update really fast using the proxy files
* one large output screen that operates in full resolution

Since most of the time not all input strips are considered when calculating
an output screen, this is a big win.

Also: one can disable a preview screen completely using this option.

Other use cases: vector + chromaviews don't always need full resolution 
pictures and work equally well on proxy files!

This option finally makes my working setup _completely_ realtime :)
2009-05-26 12:57:16 +00:00
ea94f8ab8a == Sequencer ==
This adds custom proxy file storage to the sequencer.
Reasoning: sometimes low resolution versions are already available as a
seperate file built by the capture application.
So there is no real reason to make blender build it's own seperate proxy.

This also somewhat fixes (aehm works around :) )
[#13632] Creating Proxy Takes Over Process, Should be Background

Since now you can just fire up ffmpeg to build your proxies in the background.
(You could have done before and build a directory of jpeg files, but then you
would have to rename all the files since otherwise things are off by one...)
2009-05-24 13:41:37 +00:00
5fc6afe240 == Sequencer ==
This fixes:
[#18007] Audio playback of a scene strip containing audio is broken.

(needed a different recursion protection than video render code, since
video and audio render can be called simultaneously because of SDL audio thread
callbacks)

Also: we don't display a wait cursor, if the scene strip has DOSEQ enabled.
(no need to wait, it is the sequencer which is realtime by definition :)
2009-05-21 10:25:40 +00:00
6a155b5c07 use BLO_sys_types.h instead, it's windows proof 2009-04-29 23:43:12 +00:00
537b080379 missing stdint.h include 2009-04-29 23:33:04 +00:00
Nathan Letwory
4d7017b423 * make sure header file agrees with editfont.c (unsigned long -> uintptr_t), following commit by Genscher r19983 2009-04-29 20:56:27 +00:00
094b3e81f6 Balance comment markers. 2009-04-21 18:41:45 +00:00
2db9f14ccd Documentation. 2009-04-21 17:58:28 +00:00
c5756a9822 Compile warnings, typos and some clarifications. 2009-04-21 17:37:07 +00:00
0c1bfa4a37 Merging Shrinkwrap Constraint!
+bvhtree cache (if the derived model doenst gets destroyed then the same BVHtree can be used)
	this was needed to allow shrinkwrap constraint to be usable.

It has been ready for a long time.. but only got merged now, for 2.49.
2009-04-15 19:33:25 +00:00
9a1e1912e1 2.4x Bugfix - #18188: "Clear user transform" does not work as described
For the record, "Clear user transform" is supposed to restore selected bones to the transforms defined by Actions/NLA, not back to rest position.
2009-04-06 00:04:04 +00:00
3fa7717b57 2.4x - Grease Pencil: Swapping the order of args for gpencil_frame_delete_laststroke() to be more consistent with the rest of the Grease Pencil API. 2009-04-05 06:54:47 +00:00
8ca30120a2 made grease pencil delete a frame if you delete all the strokes in it. 2009-04-03 03:16:31 +00:00
441f26a170 Clean up for the imminent migration from SVN to GIT. 2009-03-31 22:34:34 +00:00
688db0f251 [#18260] FMOD Removal
from Jorg Muller (nexyon)

also removed references to CVS in install
2009-03-24 09:09:10 +00:00
c5bc4e4fb1 New icon and button for Peel Object option for volume snapping.
Use snap point to get default embedding depth (for overlapping volumes).
2009-03-17 21:26:09 +00:00
dff781c2a8 Continue snapping cleaning job.
Snap to armature correctly in edit mode and when posed.
Merge snap and embed in skeleton sketching. Ctrl key does both, depends on the snap mode (volume or other). Snaps to other strokes in all snapping mode except Volume.
2009-02-25 20:07:45 +00:00
57c7200a65 Merging volume embedding and transform snapping.
- Volume embed is available as a transform snap option (need new icon). Not as "continuous" as stroke embed, will have to be fixed somehow.
- Transform snaps work in armature edit mode (only snap to mesh, not other armatures, for now). Adding to other edit data type should be easy.
- Strokes can use all the transform snap options plus volume embed.

Bug fix: added small threshold to face snap (and volume embed) to prevent slipping in cracks between faces. More tweaking needed but this now takes care of all the worst cases.
2009-02-24 00:45:40 +00:00
7c830b75f1 merging trunk 17520:19093 2009-02-23 21:00:42 +00:00
334da0fa57 [#18291] Viewing muliple object UV's in the UV/Image editor
patch from Chris and Guillermo S. Romero.
2009-02-23 12:35:16 +00:00
e40803a5b3 Fix for bug #18228: OpenGL specular did not get the correct view
vector in perspective mode. This is default OpenGL behavior, but
by now this optimization is really insignificant. Works in both
the 3d view and game engine.
2009-02-06 19:21:24 +00:00
e25318ebef Rename correlation subdividing method into adaptative subdividing method, since that's what it's trying to do and much more understandable from a user's pov. 2009-02-04 21:38:03 +00:00
f6f309d2d1 In the panel, next to the number of joints, display the name of the current bone while sketching joints. Displays "Bone offset" when the next bone is not connected. Displays "Done" when all joints have been draw (note: you can draw more joints then needed, the retargetting algo will use the most useful ones).
Convert gesture is back. This time, it's a 3 straight line that cross itself once gesture (like drawing a triangle and recrossing the first line).
2009-01-06 18:10:13 +00:00
6f78cdd79f view.c
* Renamed view_autodist to view_mouse_depth
 * Accept args for mouse location and pixel distance around the hotspot used to lookup the depth.
 * removed persp(PERSP_VIEW) within this function, since it didnt set the view back.

imagepaint.c
 * normal falloff now works as Brecht suggests. Normal limit of 80 will blend between 80 and 85deg,  70deg limit blends between 70-80deg.
 * convert normal falloff to radians on initializing rather then on every comparison.
 * Ctrl+Click setting the cursor in its own function.
 * projection painting wasnt accounting for an exception for too high pressure values on first touch in windows for some tablets.
 * removed grease pencil benchmark function
2008-12-12 17:56:19 +00:00
2ef5af67ca merge from trunk - r17500 to HEAD 2008-12-10 09:45:48 +00:00
2f39ae3b2e move the paint buttons from the image view and buttons window into one function. 2008-12-10 05:41:21 +00:00
69298b7b76 * layer mask (similar to the gimp), uses a UV layer's image as mask for painting.
* cloning between layers was broken
* Added buttons for selecting the souce clone/mask layer in the UV layer list.
2008-12-07 19:24:41 +00:00
e2fb12ea18 Step 3/3, merging subdivision/bone creation methods using iterators
This also adds a special Embedding option called "Peel Objects". This option makes the embedding snap consider objects as whole, taking the first and last hit of each of them to calculate the embedding point (instead of peeling with first/second, third/fourth and so on). This option is useful if you have mecanical pieces with lots of details (as single objects) and want to put bones in the middle (think of adding bones to a mecha, for example).
2008-11-29 20:37:10 +00:00
00fae51fc1 * Added 'Particle System' entries as children of particle system modifiers in the
outliner. Clicking on one activates it and takes you to the object buttons - it's a 
lot better to see what's going on than a little < 1 Part 5 > that gives very little 
indication.
2008-11-25 23:14:00 +00:00
d467158158 Second step out of three for merging sketching subdivision methods with graph subdivision methods.
Graph subdivision uses graph arc iterators.
2008-11-24 19:24:49 +00:00
1a28bf797e [#18021] Rotating gets locked to axis after trackball rotate mode is entered
Reset transform restriction flags when switching to other transformations while running.

Also don't draw constraint if no constraint flag is on (old annoyance).
2008-11-23 15:27:53 +00:00
6ae70999b9 Cache the armature template graph while in editmode.
Display the number of joints in the selected template in the sketch panel
When using selected bones as template, turn off Connected if bone has a parent that is not copied.
2008-11-22 17:58:49 +00:00
9ba822c4d7 Fix leak on exit (it's not a real fix, still uses silly global mem) 2008-11-17 23:02:53 +00:00
139f6bb1aa New option for roll correction.
Calculate new roll based on the angle to the normal of the joint (cross produce of the two bones).

This works best in some cases but not in others, so it's an option for now.

I'll have to see if I can iron the left over kinks, then it can be made the default (with Align to view an added option).
2008-11-17 20:38:04 +00:00
6eda50f8d9 Merging trunk 17342:17457 2008-11-14 16:09:23 +00:00
dc4ef17eea ==Armature==
Fix the roll mess in transform. Since roll is based on an automatically calculated up axis, transforming bones would mess up bone orientation. This code automatically adjusts the roll value to keep bone orientation as consistant as possible. That works all around in transform for all transformations.

Doesn't work with x-axis mirror though as that doesn't use transform elements (fixing it would be nice for later)

Most interesting is that it works with the mirror tool (obviously), so you don't have to fix all the rolls after mirroring one side of an armature.

It could be made an option if someone presents a good enough point for that, but I can't see why you'd want the previous mess instead.

NB: this also ports a utility fonction from etch-a-ton to set bone roll from an up axis.
2008-11-13 22:35:40 +00:00
8030cb03fd Patch #7897 Texture Nodes!
Robin (Frrr) Allen did a decent job on this, so we can also welcome him
as a member in the svn committers team to maintain it!

I do the first commit with some minor fixes:
- get Makefiles work
- fix rounding issue with tiles on unit faces
- removed UI includes from tex node

A nice doc in wiki is here:
http://wiki.blender.org/index.php/User:Frr/TexnodeManual

On the todo for Robin is:
- When using one or more Texture-input nodes, you cannot edit them by activating
  (as works now for Material nodes).
- The new "output node" option fails on the default case, when only one
  output node is active. It then shows often a blank menu. Will get fixed asap.
- When using a NodeTree-Texture as input node, the menu for 'active output'
  should not show. NodeTree should ignore other nodetrees to keep things sane
  for now.
- On a future todo is proper usage of "Dxt" and "Dyt" texture vectors for
  superior antialising of checkers/bricks.

General note; I know people are dying to get a full integrated shader system
with nodes. In theory we could merge this with Material Nodetrees... but I 
rather wait for a solid and very well thought out design proposal for this, 
also including design ideas for unifying with a shader language (GPU, CPU).
For the time being this is a nice extension of current textures. :)
2008-11-12 19:03:50 +00:00
3c69864540 Chain rotations for objects and pose bones (for teamto)
This commit adds an exception for rotations (standard rotation and tracball) to still work on children of transformed objects and bones in an expected fashion. That is, you can select a chain of finger bones and rotate to flex them all at once.

Notes:
[1] This could be expended to other transformations if needed.
[2] Center of transformation is determined using the same principle as hinge bones (transformed children aren't taken into account)
2008-11-10 21:23:54 +00:00
5443d2d86b Dual Links for control bones: Control bones that start and end on specific joints will do the same after retarget.
Template Renaming: Fix renaming to handle contraints properly

Template Renaming with Action constraints video available online: http://vimeo.com/2206779 and http://blenderartists.org/~theeth/bf/etch-a-ton/retarget_fingers_action.ogv
2008-11-10 19:43:11 +00:00
f0a23dce9a Generalized unique_editbone_name to be useable if a name change after the bone has been added to the list (this could probably simplify some code in editarmature, I haven't done that yet).
First pass for retargetting template's renaming magic. For now, in new retargetted bone's name: %S (side) and %N (number) will be replaced by user defined strings.

Will need to experiment on how useful that is and how it could be better.
2008-11-08 22:05:11 +00:00
4114ce7407 Correct stroke normal alignment for retargetting (transform into edit armature local space) 2008-11-07 19:44:02 +00:00
e76e271e29 Sketch Retargetting: template selection from dropdown (listing all other armatures) instead of silly object name input. 2008-11-06 03:31:25 +00:00
a405ed75fe Sketch retargetting. Templating from other armature objects.
Moving stuff home, saving doesn't work ok yet, will finish this later today, demo video when done.

Also a couple of bug fixes for crashing and some text reformulation and the like.
2008-11-05 20:15:32 +00:00
86e8d54dcb Sketch Retargetting: Rolling bone perpendicular to stroke's normal is now optional.
Normal pointer added to reeb nodes (the last bone in a chain needs it and can't get it from the embedding).
2008-11-03 17:54:12 +00:00
d7aad35599 Sketch Retargetting:
Use stroke normal to align roll of the retargetted bones.

Unlike stroke conversion, the final roll is not forced to point exactly to the normal. Rather, It tries to align the X or Z axis of the bones (whichever is closest) to the stroke normal. Forcing the roll can invert knees while this rightly only makes one of the joints rotation axis perpendicular.
2008-11-02 17:43:55 +00:00
cfee0079d2 Lots of code cleanup and some new features.
Clean and split editbone duplication methods for easy reuse.

Copy and retarget selected bones to stroke conversion method.

This is the start of the infamous templating system.

A simple demo video is available: http://blenderartists.org/~theeth/bf/etch-a-ton/retarget.ogv and http://vimeo.com/2111535 (for those who dislike ogg/theora)
2008-10-30 19:58:11 +00:00