Commit Graph

1321 Commits

Author SHA1 Message Date
14d4feca57 Radians vs Degrees: The Second Attempt
F-Curves now internally store radians again instead of degrees. 
- This solves problems with inconsistencies when working with drivers.
- No need to version patch old files, potentially screwing them up. As such, removed the version patching for F-Curves.
- Is better suited to optionally showing radians throughout the UI instead or degrees.

As a result, values are now converted on the fly in the Graph Editor for display and operators that operate on values. I've made the conversion system for this rather general, so that other unit type conversions can also be hooked up with the type conversion backend.

Also, made some tweaks to F-Curve RNA wrapping to make it represent the data better.

TODO:
- Transform code currently still needs to be corrected to work with these changes. Currently moving keyframes for rotation curves will make them change too rapidly vertically when using degrees.
2010-01-26 03:16:14 +00:00
c72fcc759b More fixes for radians-degrees, wasn't converting pose channel constraints
properly yet, also did conversion ik min/max limits.
2010-01-25 18:38:09 +00:00
905a238075 Fix for radians-degrees version patch, more testing should have gone
into this before committing:

* Subversion was not increased, meaning that conversion would be applied
  even on files saved with the new version.
* Drivers were not converted.
* FCurve generator modifiers were not converted.

This seems to cover all cases we found for Durian, if another conversion
is needed for this, be sure to increase the subversion number and do it
in a separate if() test, otherwise files will break.
2010-01-25 17:51:21 +00:00
52284155e1 undo would often crash when filter_group was used.
conversion wasnt included in lib_link_screen_restore
2010-01-25 17:24:04 +00:00
aab5a7a4af Bleh... second attempt at getting this right! 2010-01-25 11:15:04 +00:00
8961ef09ec Bugfix for Rotation Keyframe version patching:
Use strstr not strcmp, since RNA paths are not purely property names.
2010-01-25 11:09:41 +00:00
3b446ed4e4 Durian Request/Bugfixes: Graph Editor Zooming doesn't go far enough
Pushed limits for Graph Editor view extents to proper limits, and fixed clamping used in View2D code which was preventing height of View2D viewports from getting below 1.0
2010-01-25 11:06:55 +00:00
0c5998e799 Radians -> Degrees (in UI)
Rotations are now stored internally as radians, while exposing degrees in the UI - 
in the graph editor and UI controls. This is done in two areas:
1) Using the unit system to convert RNA data to display as degrees in the UI controls
2) FCurves now use degrees for rotation, so you can edit in the graph editor what 
you see in the UI.

All rotation data is consistently accessible in DNA and RNA as radians, degrees are only 
used for the UI controls and graph editor.

This commit includes conversions will convert old files (stored data and also fcurve data) 
to the new units, hopefully everything should go smoothly!

Part of this also changes a few properties that were hard-coded as degrees before (such 
as IK pole angle and brush texture rotation) to also use the same consistent system of 
radians (dna/rna) and degrees (ui).

Thanks to Joshua for hints and review here too.
2010-01-25 06:24:05 +00:00
f66d5a7b77 Animation Editors: DopeSheet filtering option to only include Objects that are members of the specified group
Between the datablock filtering options and the auto-snapping menu in the headers of Animation Editors, there is a new toggle for enabling this new feature (only when there are groups in the scene). Enabling this, a field to enter/select a group in the scene to filter with, will appear beside it. 

This feature has been added to make it easier to manage animating multiple character shots in Durian. 
By assigning the rigs of several bandits to a single group, or Sintel and her staff to another group, or Sintel and the guardians to another group, and so on, it is possible to filter the animation data shown in the editors to a useful subset of the total motion in the scene. 

This makes it easier to retime or edit the motions of one set of characters and their props without affecting the motions of other no-related objects. The downside is that there is a bit more setup work required upfront, but that's probably a small price to pay for some groupings that may be useful in other ways too later (perhaps for compositing or lighting work).
2010-01-23 03:57:11 +00:00
96b5658d0c Fix [#20756] Texture painting on 3D tends to forget textures in the new texture menu.
Part of this fix (loading files with brushes/textures) will only apply for new files saved after this commit
2010-01-22 04:21:46 +00:00
3e1783c715 New Compositor node: Hue Control
Was very quick to do, now re-aquainted with node editor.

http://mke3.net/blender/devel/2.5/hue_correct_node.jpg

Todo: modes for affecting hue and value on the vertical axis as well as just saturation - or if an enterprising coder wants to give it a go, let me know and 
I can help :)
2010-01-21 00:00:45 +00:00
9857ffde31 Bugfix: copying drivers did not set compiled expression to NULL, also tweak
to set it to NULL on file read instead of write as is done usually.
2010-01-20 18:27:19 +00:00
ccb6e1904a patch from Bjørnar Hansen (anachron)
Multiple background images displaying each on a different axis.

Changes made from the original patch.
- Use an enum rather then multiple booleans.
- Reduced the space taken up by the user interface.
- Made the image template compact display not show fields & premul options.
- Added readfile.c lines so old blendfile images are loaded.
- Option to hide BGpic UI (like modifiers & constraints)
- Use the index rather then a bgpic from the context for the remove operator.

note: could be good to use 1 image for both left+right, for eg, but for this to work as intended we would need to add image flipping depending on the axis so left this commented out for now.
2010-01-19 22:44:43 +00:00
7759fc2983 Motion Paths - (Part 3) Operators, Drawing, and Fixes
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.

Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges

Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
2010-01-19 11:31:49 +00:00
b34a0fd18a Partial fix for issues in [#20564] Color Management/Linear Workflow not taken into
account in Preview Render anymore?
2010-01-19 02:47:44 +00:00
8c74944a8e debug prints are too much on my system it hangs ddd. 2010-01-16 22:53:05 +00:00
276f60536f better reporting for lib linking problems
note that errors are displayed upside down
2010-01-11 12:24:08 +00:00
d5f5e0cd75 report errors with library linking errors.
uses a hack to set the window for the popup for the menu, which is nasty but artists need to know when their files should not be resaved :(
2010-01-11 11:59:14 +00:00
f3a6474537 Animation Visualisation Cleanups - Part 2:
* Finished baking code for motion paths, generalising it so that it works for both Objects and Bones. 
It is based on the old code for baking bones, although I have modified the updating code to use a more 'correct' method of updating dependencies. However, this may turn out to be too slow, and another API method should be added for that...

* Moved some of the old version-patching code for animviz settings out of the drawing functions, instead doing this on the version patching proper.

* Added RNA support for the new AnimViz types, and included RNA access via their users too. The old settings have still been left in for now, since there are still some things not ready to use yet.

----

* F-Curve's with sample points (i.e. sounds to F-Curves) now perform linear interpolation between sample points instead of using constant interpolation.
2010-01-07 22:54:05 +00:00
bce42d6b5e group instance still didnt work in some cases, now tag ID flag when linking as well as appending so its easy to know if an ID is newly added or not. 2010-01-07 16:19:38 +00:00
0983aae019 last commit didnt work properly, all groups were added. Tested to work with existing groups, link & append. 2010-01-07 14:59:22 +00:00
ba645ad67e option to instance groups when linking or appending. 2010-01-07 14:28:00 +00:00
4ba5b70d2f Node editor tweaks
* Cleaned up dead code, removed all traces of socket selection

* Modified border select so it's possible to have border select on mouse tweak.
With this change, by default, click+dragging on a node will select and move it, 
but click+dragging on empty space will border select.
2010-01-06 03:00:19 +00:00
cce1d178b8 obscure feature: Display Custom Bone Shape at another bones transform.
Brecht and I took a fair bit of convincing on this one however Cessen was jumping through hoops to do without this feature.
Having the shape being an external mesh deformed by its own armature, which were both hidden but in the same layer *(so the depgraph would update them).
Without this some of the bones in the rig also dont make much sense when animating with.
2010-01-05 11:47:43 +00:00
a9861e3381 Durian Request: Drivers Recode
Highlights:
* Support for Multi-Target Variables
This was the main reason for this recode. Previously, variables could only be used to give some RNA property used as an input source to the driver a name. However, this meant that effects such as Rotational Difference couldn't be used in conjunction with other effects and/or settings to achieve the powerful results. Now, a variable can take several input targets, perform some interesting operations on them, and spit out a representative value based on that.

* New Variable Types
With the introduction of multi-target variables, there are now 3 types of variable that can be used: single property (i.e. the only type previously), Rotational Difference (angle between two bones), and Distance (distance between two objects or bones).

* New Driver Types
In addition to the existing 'Average', 'Sum', and 'Expression' types, there is now the additional options of 'Minimum' and 'Maximum'. These take the smallest/largest value that one of the variables evaluates to.

* Fix for Driver F-Curve colouring bug 
Newly added drivers did not get automatically coloured in the Graph Editor properly. Was caused by inappropriate notifiers being used.


Notes:
* This commit breaks existing 2.5 files with drivers (in other words, they are lost forever). 
* Rigify has been corrected to work with the new system. The PyAPI for accessing targets used for the variables could still be made nicer (using subclassing to directly access?), but that is left for later.
* Version patching for 2.49 files still needs to be put back in place.
2010-01-04 21:15:45 +00:00
29f90af19c Fix: curve reset for brushes now gives proper smooth curve as default,
also moved brush curve presets code into curvemapping code.
2010-01-04 17:28:37 +00:00
addd07582b check if newlibadr returns a valid pointer when running do-versions on animviz data 2010-01-04 14:22:22 +00:00
f02dde5de7 Patch from Raul Fernandez Hernandez - volume render multiple scattering fixes
Also: Changed 'Spread' value to be proportional to the light cache voxel grid 
(i.e. 0.5 spreads half the width of the grid), so that it's independent of light 
cache resolution. This means that results should be similar as you increase/
decrease resolution.
2010-01-03 23:45:13 +00:00
251ef0a47f Changes to Brush texture workflow
This changes how textures are accessed from Brushes, with the intention of simplifying 
the workflow, and reducing the amount of clicking. Rather than the previous texture slots 
(which didn't work as a stack anyway), brushes now have a single texture linked. Rather 
than taking time having to set up your slots in advance, you can now select and change 
textures directly as you sculpt/paint on the fly. For complex brushes, node textures can 
be used, or for fast access, it's easy to make a duplicate of your brush with the texture 
you like and assign a hotkey.

Brush textures can now be chosen from a new Textures panel in the brush tool 
properties - click on the thumbnail to open a texture selector. This is done using a new 
variation on the ID template - the number of rows and columns to display in the popup 
can be customised in the UI scripts.
2010-01-03 08:37:18 +00:00
310a84f13e bugfix [#20534] Blender crashes throghout compositing 2010-01-03 02:53:01 +00:00
a7d268d38e Cessen Rigging Request: "Copy Transforms" Constraint
This constraint simply copies the transformation matrix of the target, and assigns it to the owner.
2010-01-02 04:14:17 +00:00
a2fe0cf5d7 armature ghost stepsize was not initialized, Aligorith: can you check this is correct?
remove other small warnings
2010-01-01 19:10:31 +00:00
422335b3a2 fix for crash in recent ghost/do_versions 2010-01-01 14:04:39 +00:00
e6f26957ea Cleanup of MotionPaths+Ghosts (AnimViz) - Part 1
This commit sets up some of the groundwork necessary to extend the animation visualisation capabilities, previously only available for bones in PoseMode, to Objects as well. Also, some of the other goals of this refactor is to make future visualisation goodies (i.e. editable paths) more feasible...
(There's really nothing to see here yet. The following log notes are really just for my own reference to keep track of things.)

Currently, the following things have been done:
* New datastructures + settings have been tidied up, ready for usage
* Added these new types into the Object and PoseBone code as necessary, with freeing/adding/copying accounted for
* File IO code for the new data, including version patching to convert the old system to the new one.
* Set up the drawing system for motionpaths based on the old armature path drawing code. Armatures still draw using the old system, since the two systems use different storage systems.
* Started setting up the motionpath 'baking' code, but the core of this still needs to be coded...

Next Steps (after some semi-urgent Durian Driver changes):
* Port the ghosting/onionskinning code over too
* Finish motionpath baking code
* RNA wrapping for the new types
* Hooking up all the new code into the operators, etc.
2010-01-01 12:24:16 +00:00
Dalai Felinto
e37e3845a1 BGE: stereoscopic settings changes: (1) eye separation is the UI (2) focallength uses camera focallength
Now the default eye separation value is 0.10 (reasonable for games with 1 meter == 1 B.U.
The focallength used is the camera focal length (DOF settings). It allow you to even use different focal lengths for different scenes (good for UI)

In order to change it you can change the camera focal length or use Rasterizer.setFocalLength.
If you use the Rasterizer method it will use this value for all the cameras.

ToDo:
- Blenderplayer settings
- Update wiki documentation (any volunteer)?

* Note to stereo fans:
I don't have a real stereo environment to test it (other than cheap cyan-red glasses). If you can give it a try in a more robust system and report bugs or problems with BGE current system please let me know. I would be glad to help to make it work 100% by the time Blender 2.5 is out.

For the record, BGE is using the method known as 'parallel axis asymmetric frustum perspective projection'. This method is well documented here:
http://local.wasp.uwa.edu.au/~pbourke/miscellaneous/stereographics/stereorender/
2009-12-29 15:47:20 +00:00
a2b0020e11 Reverted the addition of the f-curve sound modifier (was added in revision 24759) due to unusability and performance issues. The ability to use a sound as animation source will be added as an import operator later that renders a sound to an f-curve which brings the advantage that you can edit the generated curve later and the disadvantage it is not automatically updated when the sound changes. 2009-12-24 14:01:22 +00:00
1d957e4fb7 Fix #20442: opening .blend file with hanging temp screens could crash,
version patch removed these screens, but not the corresponding windows.
2009-12-21 10:46:14 +00:00
9711c16fde Fix do_version for new preview region (for real this time).
First spacedata has empty region base and uses the one in ScrArea. Need to account for that.
2009-12-20 15:23:29 +00:00
be323efa35 Fix preview do_version bug (causing region type missing errors)
The missing region was added to the wrong region base.

Bump the subversion, new code to fix wrong region layouts saved in previous subversion and correct all old files correctly.
2009-12-19 22:40:45 +00:00
50544ea645 - sequence strips without scenes would crash on display
- appending scenes would not append the sound and scene ID's for sequence strips
- reload button in sequence header now reloads sounds as well.
- redrawing the sequence image view didnt work while plaing (unless play was activated from that region)
- generic functions for running a callback on sequence strips recursively. seqbase_recursive_apply() and seq_recursive_apply()
- bind marker with camera was set to home key, use Ctrl+B instead.
2009-12-18 13:28:03 +00:00
955f7c9288 Fix #20423: particle system deflection settings were not read correctly,
causing crashes on free and duplication.
2009-12-18 13:08:11 +00:00
68ff5a87ec Fix #20374: Limit selection to visible would not work anymore after trying to
select once but not selecting correctly, due the need backbuffer flag not being
reset correctly in the 3d view.
2009-12-17 14:38:30 +00:00
88d72e796a remove warnings. Sequencer selection for fcurve view didnt work in metastrips.
- added RNA_property_string_set to the RNA_access.h
- include BKE_animsys.h in pipeline.c for sequencer update, hope these are ok.
2009-12-17 11:16:28 +00:00
c3401eb5cb camera switching via markers
Currently access by selecting a marking and binding with the active camera from the view menu.

Note:
after long discussion we decieded there is no nice way to do this.. animate pointers? animate multiple camera visibility?, use sequencer? use NLA?.... have a kind of event system (like framechange scriptlinks)... etc
so this is ifdef'd with DURIAN_CAMERA_SWITCH
2009-12-16 19:49:33 +00:00
03e1afe7ac Sequencer:
* fix crash due to missing preview region
* had to bump up subversion to catch all files saved without preview region in sequencer.
2009-12-14 22:59:41 +00:00
18cc2b76c2 Sequencer drawing cleanup (Part 1)
Separated preview drawing into own ARegion, this should make using View2D possible
The Sequencer now has three view types: Sequencer, Preview and split Sequencer/Preview.

Changing the preview can be done either by the combobox in the header or toggling through those types with CTRL+TAB.

Notes:
* Icon for split Sequencer/Preview view missing still. 
* Naming items in the comboboxes can be improved (just Preview instead of Image Preview?)

Next steps:
* bringing back View2D handling (zoom/pan) for image preview
* experimenting with splitting the Preview ARegion for In/Out editing
2009-12-14 21:42:25 +00:00
163d8111be Fix crash loading old files with physics systems without effector weights. 2009-12-14 19:17:27 +00:00
9a7f6e937b Fix #20345: weight paint crashes with armature modifier without object.
Also fixes:
* Weight paint subsurf drawing.
* Missing pointer endian conversion in paint brushes.
* Use of unitialized variable in screen version patch.
* Multires modifier without mdisps layer crash.
2009-12-14 17:08:02 +00:00
abe8c09b8a * renamed BKE_sequence.h and sequence.c --> sequencer
* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
2009-12-13 14:56:45 +00:00
3a9dcf1fea Sculpt Branch:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r25245:25315
2009-12-11 14:38:02 +00:00