For now, this just assumes that the 'lens' parameter was animated (assuming a perspective lens was used). Unfortunately, this may not always be correct, but at least there's a path now that can lead to further tweaking.
At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve.
Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file:
http://download.blender.org/ftp/incoming/250_splineik_spine01.blend
Screenshots of this in action (as proof):
http://download.blender.org/ftp/incoming/b250_splineik_001_before.pnghttp://download.blender.org/ftp/incoming/b250_splineik_001_after.png
I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :)
Finally, a few notes on what to expect still:
* Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still.
* Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though
* Control over the twisting of the chain still needs investigation.
Have fun!
Reordering some function calls in transform cleanup to make it simpler (that means other fixes are possible too, sequencer probably don't need it's own freeing function anymore).
# Before
[
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True),
bpy.props.BoolProperty(attr="use_normals", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True),
bpy.props.BoolProperty(attr="use_uvs", name="Export UVs", description="Exort the active UV layer", default= True),
bpy.props.BoolProperty(attr="use_colors", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
]
# After
path = StringProperty(attr="", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "")
use_modifiers = BoolProperty(attr="", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True)
use_normals = BoolProperty(attr="", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True)
use_uvs = BoolProperty(attr="", name="Export UVs", description="Exort the active UV layer", default= True)
use_colors = BoolProperty(attr="", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
Swap active sequence with the sequence on the right (CTRL+R) or left (CTRL+L).
was small Durian wish.
Note: in find_next_prev removed the code to find selected only if sel was != 0
I believe it should be possible to pass -1 in the case I want to find the next strip
regardless of selection state.
Received some additional feedback on the various screens
*Added Game Logic screen, with Logic editor, text editor, outliner and 3D view
*Added Properties screen, good for having direct access to loads of properties on a second monitor
*Tweaked UV Editing screen, removing timeline, and providing access to texture mapping and texture layers
*Tweaked Compositing screen, adding image editor and 3D view camera, and providing fast access to passes.
*Reordered some panels in the N-key area
*Added n-key properties area in the sequencer.
Limitations:
1) Parents and children of selected objects are excluded from the pool (siblings are ok) Making it work with that would required unparenting and reparenting after transform, that would turn nasty really quick.
2) Does not support Connected (this could be done through parent links, but see 3 first).
3) Parent relationships in affected objects aren't taken into account. When parent and children in the area of effect, remember that the children will also take the motion of the parents (with additive results). This could perhaps be fixed, but it could be nasty.
Other stuff:
New BASE_EDITABLE macro that checks if base is editable (like TESTBASELIB except it doesn't check for selection)
Add scene parameter to TESTBASELIB_BGMODE macro (using it from current scope is nasty)
- adding keyframes now works for bones and other data types (not just ID types)
# Add a pose bone keyframe
bpy.data.objects['Armature.001'].pose.pose_channels["Hip"].keyframe_insert("location")
# Add an object keyframe (worked before)
bpy.data.objects['Armature.001'].keyframe_insert("location")
This is effectively a C-port of Nathan Vegdahl's "No Twist" TrackTo PyConstraint, and has been added as a separate type of constraint to be consistent with the existing constraints (Locked Track, and Track To).
In general, this works considerably better than the existing "Track To" constraint, since it works by determining the smallest rotation necessary to get the current orientation of the owner to an orientation which would be tracking the target. It is also a much more straightforward approach than the weird old method the old Track To uses.
I've made a few tweaks to the code to deal with the (hopefully rare) cases where the target and the constrained are coincident. These don't appear to cause too much trouble in general.
TODO:
- Probably the naming of the constraints will change, to better convey their purposes. Naming suggestions welcome.
- undo stops all running jobs (operator redo was crashing with threaded render)
- adding new armatures was crashing if there was no valid view3d
- transform with an active hidden object would crash
- replace libtiff by calls to Cocoa services to load/save tiff files
(Libtiff, dynamically linked is not distributed with OS X, and would have had to be shipped for all four architectures)
The imb_cocoaLoadImage & imb_cocoaSaveImage are generic towards the bitmap format, and thus can handle TIFF, GIF, JPG, JP2000, BMP and raw camera formats (read-only for these), even if today only TIFF is used as the other formats are already handled.
- CMake updated
- scons updated (Thx to Jens Verwiebe)
The aim of this is to avoid having to set the selection each time before running an operator from python.
At the moment this is set as a python dictionary with string keys and rna values... eg.
C = {}
C["active_object"] = bpy.data.objects['SomeOb']
bpy.ops.object.game_property_new(C)
# ofcourse this works too..
bpy.ops.object.game_property_new({"active_object":ob})
# or...
C = {"main":bpy.data, "scene":bpy.data.scenes[0], "active_object":bpy.data.objects['SomeOb'], "selected_editable_objects":list(bpy.data.objects)}
bpy.ops.object.location_apply(C)
Will use rotation gimbal axis when an object or bone set to Euler rotation mode is selected (global axis otherwise)
Use case: being able to do rotations that only affect one animation curve in the 3d view instead of just in the curve editor.
I'm committing this right now despite what follows because it's already useful as is.
Known bug: manipulator arrows can look slightly skewed (not really a big problem), but more importantly, rotation circles for the rotation manipulator are skewed and will not perfectly reflect the rotation axis (it will still use the correct one though). That will be fixed shortly.
To do: This orientation should act like Local, where each object/bone uses its own orientation and not just the one of the active object/bone.
Note: Saved files with custom orientations might end up with other orientations selected when being opened up. I don't think it's that useful to make a do_version for that, but I can if warranted.
I tried to make it integrate more with regular render but couldn't
do it well, it still needs a 3D view to take the settings from, and
can't run in a separate thread due to OpenGL.
However, it is now rendering to an offscreen buffer which then gets
displayed in the image window. This requires FBO's to be available, so
a fallback creating a new window is still needed. Currently available
from the Render menu in the top header.
-Continuous Grab is now on by default
-Opened scene panels by default
-Multiple new screens:
*Default (same as before)
*Animation
*Compositing
*Quad View
*Scripting
*UV Editing
*Video Editing
These have been inspired by other Open Movie artists, and their B.blends, including Nathan Vegdahl, Andy Goralczyk, and Bassam Kurdali. The new screens are designed to make optimal use of the new 2.5 UI, and expose newer areas like the compositor, new animation editors and console.