NOTE: upon further testing, quick-record-animation feature does not work with auto-ik yet. Although it would be desireable to have, it is not a priority at this point, since adding that would require a bit of reworking of that code for something it wasn't intended for.
- Auto-IK works again now.
- Quick-animate feature works with Auto-IK now.
- Also disabled the checks for existing animation data for this, making it easier to use/discover. At least we've got undo to cover for the cases where the user didn't intend to do this.
To use, simply enable Auto-Keyframing and start the animation playback from the TimeLine.
Then at any time while the playback is still running (and Auto-Keyframing is still enabled), select any object/bone and start moving it around.
You can also select other objects/bones and move them around using standard transform tools (grab/rotate/scale), or exit transform for the active/selected object(s), and move on to other objects instead. Repeat until satisfactory!
This is similar to the old 'Record IPO' functionality (and/or is closer to the 'Mouse Recording' in 3DSMax), except it's much cooler, and is more flexible at the same time. It's
"good for quick and dirty tests, or things with timing, where it's easier to do it real time" - William Reynish, or "handycam effect or eyes animation" - Pepeland.
Additional Notes:
- for now, the objects that are used for this currently need some animation data already. This limitation is temporary.
- eventually, 'samples' (i.e. baked-data) not keyframes will be made by this tool as samples are more suitable for such large sets of densely spaced points
* Added selected, selected+editable, and active to access EditBones for Armature Operators to use. These take into account X-Axis Mirror too, so there is really no need to check that sort of thing anymore in tools.
* Added a quick testing operator for verifying that these loops filter the data correctly. I've dumped this in armature_ops.c for now. It can be activated using the TKEY hotkey in Armature EditMode only. This should be removed once we have a few more functional tools.
* Ported over cleaned up roll-calculation tools from AnimSys2
* Removed a few ugly stubs from posemode code
* UV Editor Transform, translate, rotate, scale, live unwrap, snap, gesture,
etc work.
* Also for selection operators, used OPERATOR_FINISHED|OPERATOR_PASS_THROUGH
instead of just OPERATOR_PASS_THROUGH to make gestures work, seems more
correct to me.
* Copy/Paste still needs to be cleaned up to be functional. Auto-set preview range + View All also need some work to become functional...
* Smooth has been moved to Alt-O hotkey, as Shift-O was taken for Sample
* Renamed a few operators for DopeSheet to be more in line with Graph Editor ones, and to be less obscure.
* The 'join' and 'remove doubles' tools are not likely to be restored. I think that a few of the new tools cover this lack anyway. We can restore them if there is a real need.
* Record tool needs a rethink to be genuinely useful, so it's not included here anymore.
A note for anyone wanting to play with implementing this: store the sampled points using the new FPoint type in the FCurve instead of using BezTriples, as FPoints are used for storing sampled/baked data.
* Snap + Mirror Keyframes (Shift-S and Shift-M)
* Set Handle/Interpolation type
* Snap current frame to selected keyframes (Ctrl-Shift-S) from the DopeSheet
* Toggle visibility of all handles (Ctrl H) from AnimSys2 branch also ported
I've ported the transform tools for this editor as they existed in the AnimSys2 branch (minus some of the experimental pivot options which were not useful enough yet).
Hotkeys are:
* GKEY - transforms points as always
* RKEY - rotates points (only useful for a single 'knot')
* SKEY - scales points
* EKEY - like in the DopeSheet, the 'extend' translation tool only moves all the keyframes on the same side of the current frame indicator as the mouse
Useful tweaks ported from AnimSys2 include:
* Auto-snapping is on by default for time-values on the keyframes only. Handles are not snapped (or shouldn't be).
* Rotating/Scaling new keyframes using default handles (i.e. Auto-Handles) now works, as the handle is now converted to aligned so that changes can be seen.
* Cleaned up code for borderselect with BKEY. There's still a bug here where y-values don't seem to be getting properly checked, so nothing seems to happen.
* Set up some code for transforming keyframes. It currently uses the wrong code though (i.e. it uses the code for Action Editor which is 1D not 2D, and doesn't have some of the special checks needed). More work on this later.
It opens the files selector if "filename" property has not been set, else it executes the operator directly. Brecht, you might want to check, currently only sequencer add operators use it.
* Added back Effects menu back, replaced SEQUENCER_OT_add_color_strip with SEQUENCER_OT_add_effect_strip.
* Made sequencer header use operator UI functions.
* gcc complains when char's are used as array indicies when they are not explicitly signed/unsigned, corrected previous change for vpaint to silence this error.
* Made the various datatypes in the DopeSheet get shown again (NOTE: some of the types that don't get conversions to Animato yet may need some further checking).
* Did some code cleanup to allow F-Curve channels to always show RNA-based names correctly
ANIM_OT_toggle_time -> ANIM_OT_time_toggle
SCULPT_OT_toggle_mode -> SCULPT_OT_sculptmode_toggle
UV_OT_select_inverse -> UV_OT_select_invert
NODE_OT_toggle_visibility -> NODE_OT_visibility_toggle
OBJECT_OT_toggle_editmode -> OBJECT_OT_editmode_toggle
toggle was used last in other operators eg- VIEW3D_OT_vpaint_toggle and VIEW3D_OT_wpaint_toggle.
'invert' was used everywhere else.
* sequencer transform now does overlap checks.
* removed old transform functions from sequencer_edit.c
* shuffle_seq moved to kernel, now moves strips to the end of the last sequence of itschannel (if all channels are used). 2.4x would remove the strip.
* most of the 'Strip' menu items now call their operators in the header menu, some for view and select too.
- Brought back code for particle edit and fluidsim
- Sanitized code from globals and bad level calls,
so its ready to come back working.
- Fixed cirle selecting (Ckey now)
- Enabled undo for editmode curve, armature, particle
and lattice
(another commit following)
In the brief tests I did on a few rigs, this seems to work ok. Martin may want to check on the code for any cleanups that may be needed here.
Coming soon will be some modifications to the primative insert-key operator added earlier, so that Animato can be used to animate characters!
can transform the strips or move their handles
Still todo, click-drag transform, metastrips support, snapping, markers overlap checks and constrain to valid channels.
* Streamlined the filtering code to remove a few redundant options, which required tweaking the code for most tools
* F-Curves are simply displayed using their full paths right now. This should eventually be the UI-string stored in RNA, but right now there are still a few missing things.
* There are a few tools which are not available yet which were available in 2.5 before Animato was added:
- Copy/Paste
- Rearrange channels
Also, the DopeSheet is not totally functional (in terms of displaying animation data for sub-object data yet). That will be added tomorrow.
* Added 'Action Group' pointer to F-Curves, as it will be handy for allowing Bone channels to still remain grouped as they were before with the Action Channels. However, reintroducing such a structure to the data-storage is not anticipated...
View3D has been split now in a local part (RegionView3D) and a
per-area part (old View3D). Currently local is:
- view transform
- camera zoom/offset
- gpencil (todo)
- custom clipping planes
Rest is in Area still, like active camera, draw type, layers,
localview, custom centers, around-settings, transform widget,
gridlines, and so on (mostly stuff as available in header).
To see it work; also added new feature for region split,
press SHIFT+ALT+CTRL+S for four-split.
The idea is to make a preset 4-split, configured to stick
to top/right/front views for three views.
Another cool idea to explore is to then box-clip all drawing
based on these 3 views.
Note about the code:
- currently view3d still stores some depricated settings, to
convert from older files. Not all settings are copied over
though, like custom clip planes or the 'lock view to object'.
- since some view3d ops are now on area level, the operators
for it should keep track of that.
Bugfix in transform: quat initialize in operator-invoke missed
one zero.
Als brought back GE to compile for missing Ipos and channels.
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.
Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action.
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves.
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still)
There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html
So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.
Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
- Depricated another bunch of globals; all the totobj,
totmesh, totvert, and so on.
- All code that needs such totals now count it themselves,
these stats were not supposed to be reliable
- Editmesh now stores and manages own totals.
- Todo: make a scene->stats that tracks notifiers.
Bugfix: selecting failed in editmesh, backbuffer stuff was
too late, already using index ranges before it was set.
Another one back: editcurve.c
- removed global editNurb everywhere
(cu->editnurb now has listbase with edit data)
- also added 'active bpoint' and 'active nurb' in
Curve struct
- editmode in/out works, mouse/border select works
Put back Armature/Pose code, including 'heat weight'.
I've added reeb.h to get things compile, but Martin will
cleanup files and put back?
Now where to put all vertexgroup code.... I guess mesh?
Note for msvc: yep, another new dir to add! :)
- remove Verse support. This will be brought back in The Future (probably jiri + me)
This means 5k lines less in blenkernel.
- fix two small errors for global cleanup, now compiles properly with FFMPEG enabled too.
Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
- after talking with Martin P (theeth), I have now shuffled code around
so that there is no more exception code for nodes in the wrong places.
This means node editor now also use entirely common translation.
As proof of concept, there is now also resize and rotate support. It already
works, but there need to be a bit more thought in how those
actions are initialised for node editor. Probably some way to tell
what to use as pivot point, etc.
* Added the relevant filtering necessary for this to work, into the animation-channel filtering code.
* Updated most of the keyframe-editing tools to respect this
* Renamed keyframe-editing API loopers (added ANIM_ prefix) for consistency
* Added function for mapping keyframes to/from NLA-mapping for Ipo-Curves in addition to the one for IPO blocks. As a result, renamed the latter for consistency.
From the anti-globalization department:
G.obedit terminated!
Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
- Transform for editmesh (including PET and editmesh snap) X-Mirror doesn't seem to work, but the option isn't accessible in the UI, so...
- Replacing G.obedit with obedit from context in view3d_header (other files will have to be done too, I just happened to stumble on that one while fixing other things).
So, editmode mesh is back! :)
At the moment only TABkey works and mouse select, 1 vertex at a
time. More will follow of course.
Note for the devs:
- G.editMesh has been removed, be careful with old code.
- EditMesh now is property of Mesh itself
Although it means unlimited editmodes, for migration purposes we
better stick to 1 "obedit" per scene, which is in Context too
- G.obedit will get removed soon, so use CTX_data_edit_object(C)
Or if you can't, just scene->obedit for now
- Also removed the CTX_data_edit_mesh(), this has no meaning
anymore. EditMesh is not context senstitive anymore, only the
edit-object for time being is.
- Martin: I've already tucked some EditMesh pointer in T and
removed all G.editMesh there.
Note: there were some crashes that would occur if context was not reset everytime the modal callback was run. Probably there's something about the context info we need to be more careful about.
* Fixed up most of the relevant Fixme's for Action Editor and/or some animation stuff
* Added keymap for action editor transforms to transform keymap.
* Added context pointer to TransInfo struct. This was needed to avoid passing context to everything. As such, renamed the old 'context' setting to options.
Transform:
First working port of the transform code:
- Object mode only (other conversions need to be ported)
- Contraints (global and local only) working
- Snap (no edit mode, obviously) working
- Numinput working
- Gears (Ctrl and Shift) working
- Only grap, rotate, scale, shear, warp and to sphere have been added as hotkey, but the rest should work too once accessible
- No manipulator
- No drawn feedback other than moving stuff and header print (no constraint line, snap circle, ...)
- No NDOF support
I've only tested Scons support, though Makefil *should* work, I *think*.
Misc:
-QuatIsNull function in arith
-Exporting project_* and view[line|ray] functions from view3d