This commit adds a way to debug Cycles motion blur issues which
are usually happening due to something crazy happening in between
of frames. Biggest trouble was that artists had no clue about
what's happening in subframes before they render. This is at
least inefficient workflow when dealing with motion blur shots
with complex animation.
Now there is an option in Time Line Editor which could be found
in View -> Show Subframe. This option will expose current frame
with it's subframe to the time line editor header and it'll allow
scrubbing with a subframe precision in time line editor.
Please note that none of the tools in Blender are aware of
subframe, so they'll likely be using current integer frame still.
This is something we don't consider a bug for now, the whole
purpose for now is to give a tool for investigation. Eventually
we'll likely tweak all tools to be aware of subframe.
Hopefully now we can finish the movie here in the studio..
This revision extends the functionality of the "Fill Range by Selection" button in
the "Distance from Camera/Object" modifiers so that only selected mesh vertices
in the edit mode are taken into account (instead of considering all vertices when
in the object mode) to compute the min & max distances from the reference.
This will give users much finer control on the range values.
Distance calculation performed by the "Fill Range by Selection" button of the
"Distance from Camera" color, alpha and thickness modifiers was incorrect,
limiting the usefulness of the functionality.
The problem was that the distance between the camera and individual vertex
locations was calculated in the world space, which was inconsistent with the
distance calculation done by the modifiers in the camera space.
New options to define the style of the animation paths in order to get
better visibility in complex scenes.
Now is possible define the color, thickness and several options relative
to the style of the lines used to draw motion path.
Experimental option for the Reproject Strokes operator to project strokes on to
geometry, instead of only doing this in a planar (i.e. parallel to viewplane) way.
The current implementation is quite rough, and may need to be improved before it
is really ready for use. Potential issues:
* Loss of precision (i.e. stairstepping artifacts) from the 3D -> 2D -> 3D conversion
as we don't have float version of one of the projection funcs
* Jagged depth if there are gaps, since it will default back to the 3d-cursor plane
if no geometry was found (instead of doing some fancy interpolation scheme)
* I'm not sure if it's that useful for adapting GP strokes to deforming geometry yet...
This operator adds a new frame with nothing in it on the current frame.
If there is already a frame there, all existing frames are shifted one frame later.
Quite often when animating, you may want a quick way to get a blank frame,
ready to start drawing something new. Or maybe you just need a quick way to
add a "placeholder" frame so that a suddenly-appearing element does not show
up before its time.
To make it faster to try different interpolation curves, there's a new operator
"Remove Breakdowns" which will delete all breakdowns sandwiched by normal
keyframes (i.e. all the ones that the previous run of the Interpolation op created)
This commit introduces the ability to use the Robert Penner easing equations
or a Custom Curve to control the way that the "Interpolate Sequence" operator
interpolates between keyframes. Previously, it was only possible to get linear
interpolation between the gp frames.
Workflow:
1) Place current frame between a pair of GP keyframes
2) Open the "Interpolate" panel in the Toolshelf
3) Choose the interpolation type (under "Sequence Options")
4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget
to define the way that the interpolation proceeds)
5) Click "Sequence" to interpolate
6) Play back/scrub the animation to see if you've got the result you want
7) If you need to make some tweaks, undo, or delete the generated keyframes,
then repeat the process again from step 4 until you've got the desired result.
The "gp_sculpt" settings should be strictly for stroke sculpting, and not abused by
other tools. (Similarly, if other general GP tools need one-off options, those should
go into the normal toolsettings->gpencil_flag)
Furthermore, this paves the way for introducing new settings for controlling the way
that GP interpolation takes place (e.g. with easing equations, or a custom curvemap)
The settings.frame_start rna was clamping frame start to frame end when frame start was bigger than frame end.
The fix is simply to set frame end first
Sometimes it can be useful to be able to keep onion skins visible in the
OpenGL renders and/or when doing animation playback. In particular, there
are two use cases where this is quite useful:
1) For creating a cheap motion-blur effect, especially when the before/after
values are also animated.
2) If you've animated a shot with onion skinning enabled, the poses may end
up looking odd if the ghosts are not shown (as you may have been accounting
for the ghosts when making the compositions).
This option can be found as the small "camera" toggle between the "Use Onion Skinning"
and "Use Custom Colors" options.
Include idea that Blender may fail to launch it even if path is correct,
in some cases (dear Windows...).
Based on idea from @lijenstina and @blendify (D2349), thanks.
This code has not been used for a long time if not ever.
Most of the code was removed in rB1d3609262704f88c9e30b2cebdb236110b25cdc9
however, this was forgoten.
compiled.
This adds a short message to the smoke, remesh and boolean modifiers' UI
when trying to use them when their compilation was turned off. This was
already implemented for the fluid and ocean simulation modifiers.
This also makes the 'quick fluid' and 'quick smoke' operator abort and
report when trying to use them when unavailable.
This is no longer needed since moving to MPoly/MLoop data structure.
Also use 3x3 matrix for transforming instead of quaternion
(slightly better performance).
For the multi-GPU case users still have to reconfigure the devices they want to use.
Based on patch from Lukas Stockner.
Differential Revision: https://developer.blender.org/D2347
This commit fixes two issues:
- UV/Image editor uvs menu did not match the 3D View's which was changed in rB2b240b043078
- Circle select tool was missing in particle edit mode
Reviewers: Severin
Differential Revision: https://developer.blender.org/D2329
This should make it easier to sculpt in high resolutions, downside is that the new way to calculate maximum edge length is a bit less intuitive. Maximum edge length used to be calculated as blender_unit * percentage_value, now it's blender_unit / value.
Reused old DNA struct member, but had to bump subversion to ensure correct compatibility conversion. Also changed default value slightly (would have had to set to 3.333... otherwise).
Was Requested by @monio (see https://rightclickselect.com/p/sculpting/zpbbbc/dyntopo-better-scale-input-in-constant-detail-mode) and I think it's worth testing.