Commit Graph

4560 Commits

Author SHA1 Message Date
81eb851796 - bug fix of bug #2923
bug was reported by ideasman, thanks! This bug fix also solve problem, when
   MetaBall is parented to some zero size object.
2005-11-17 23:26:45 +00:00
cab2b3e3d0 Bug #3395
Target-less or Auto-IK didn't insert keys for all bones when using
the Auto-key option.
2005-11-17 22:07:06 +00:00
5471aa1d48 Two errors in old style (not relative) Shape Keys;
- they didn't even execute!
- you could not grab them in IpoWindow
2005-11-17 21:31:49 +00:00
1688cd8f95 Fix: When inserting keys for Forcefields, used for particles systems, you
could not move the object anymore (since the ipo got executed).
Solved with copying original Object data in the Deflector Cache.
2005-11-17 21:10:16 +00:00
8cadf4290b New particle option "Unborn" and "Died" didn't work for shaded halos yet.
Thanks Chris Burt for the poke!
2005-11-17 20:55:32 +00:00
a2ac524c10 - bug fix #3380, patch provided by Ken Hughes, thanks 2005-11-17 20:35:03 +00:00
e700e0c4f9 Fix in Colorband: the "B-Spline" interpolation didn't extend well, when a
marker wasn't on the first or last possible position. Caused by clipping.
As bonus; added Cardinal interpolation option too, which is just that
little bit different! (Cardinal goes through the controlpoints, bspline not)
2005-11-17 20:31:18 +00:00
824ed2e041 A year-zero bug, and actually another issue with auto-handles for Ipo
curves. On sharp 'peaking' curves the handle was calculated
using both X and Y distance. This could result in overshooting.

New code only evaluates the X distance, resulting in much more moderate
sized handles.

Thanks Gabio for the demo file!
2005-11-17 19:34:32 +00:00
Ken Hughes
43ac5834b6 -- add support for new particle effects 2005-11-17 19:19:05 +00:00
Ken Hughes
9deec11e59 -- fix small problem with Ipocurve.recalc(); recomputed handles but did not
re-sort control points (also added reminder in BezTriple doc that script
   users need to call recalc themselves)
2005-11-17 19:10:40 +00:00
Ken Hughes
32c91c897b -- Fix for the "LIB ERROR: base removed" problem; BPy Object was decrementing
us.id when objects were destroyed but not always incrementing when
   created.  The intent of modifying us.id is to make Python a "user" of the
   data so it persists even when it is deleted from Blenders UI.  The original
   commit was unintentional but Ton thought the idea was OK.
2005-11-17 18:35:11 +00:00
f3c9dce8e3 this one bothered Basse here at Orange: NLA snap strip to frame missed snapping the end part, was just a line missing. 2005-11-17 18:26:41 +00:00
502fc2da31 One visit to studio orange, and voila a todo list!
- bug: posemode, bones were drawing names and axes even when hidden
- bug: using softbody guides actually worked on themselves, causing
  an infinite loop
- feature: when a pose/bone is completely locked for transform, a grab
  will change into rotate by default.
2005-11-17 18:01:07 +00:00
f0593ea8e8 Bug in SoftBody for Curve/Surface: in some cases the edge spring array was
not initialized, like when adding a SoftBody to Object in EditMode.
2005-11-17 12:24:29 +00:00
ec477f7a63 Another Orange sneak-in feature: SoftBody support for Curves & Surfaces.
Well, it already worked a bit, but without weight options or edge
stiffness. You now can set the weights using the "Properties" Panel in
the 3D Window (allows multiple selections too) or with Wkey in Edit Mode.
Bezier curves have this too.

NOTE: Lattice SoftBody Goal created yesterday won't work anymore!
I've had to recode weight support for Nurbs Points, using a new weight
variable... this because the existing W variable was in use for Nurbs
already. Also Lattices have this new Weight variable, so the code is nice
uniform. Sorry for the artists who already created complex Lattices... :)

NOTE2: Surface Objects don't support edge stiffness yet

NOTE3: I've removed ancient screen coordinates from the Bezier struct,
which makes - even with added weight and padding - the struct smaller!

Demo file:
http://download.blender.org/demo/test/2.40/softbody_curve_lattice.blend
2005-11-17 11:40:57 +00:00
Ken Hughes
96221a5331 -- fix documentation error (replace removeCurve() with delCurve()) 2005-11-17 02:25:32 +00:00
6719d32f99 Bug reported by Bassam:
Influence for "Rot" option in IK constraint didn't work correct
in some cases.
2005-11-17 01:46:43 +00:00
befd6f3150 Special Orange request; support for SoftBody Goal weights for Lattices.
Animating detailed clothes with softbody becomes messy, so now we'll
try it this way. :)

It simply uses the W (weight) value, as already available in each Lattice
Point. Only had to make it editable;

- NKey panel
- or press W in editmode

Further there's a minimalistic W button in the softbody Panel!
2005-11-16 21:58:49 +00:00
7a60679c75 Added stepsize option for Pose ghosting draw. Patch provided by Roland
Hess.

In a comment on maillist I already mentioned a weird 0.5 in the code,
which I added to ensure correct rounding to integer frame numbers.
With a variable step size however, this won't work properly. You could
see it in the patch, because the ghost steps were animating.... they
should remain frozen, looks much nicer then. So I've added some fmod
voodoo here.
2005-11-16 21:03:16 +00:00
Ken Hughes
6b407d488e -- fix bug in constant_repr() which printed the final key twice 2005-11-16 19:00:47 +00:00
b0995a2a84 Mirror modifier with "do clipping" set crashed in transform when no
td->loc was set (like for crease).
2005-11-16 18:40:12 +00:00
49b3e0928f Fix for #3409
Vertex-parenting a forcefield to a softbody caused eternal loop :)
It is partially because of the timing system (=weak) but actually also
because derivedmesh calls could also not build meshes all the time!
2005-11-16 18:26:56 +00:00
b50889532f Error in local constraint option; the rotation correction for it was
accumulating, so constraint worked on top of previous position, giving
jumping around in cases.
2005-11-16 17:10:28 +00:00
96a623e893 Added a slider to control camera passepartout darkness in camera edit buttons. 2005-11-16 16:03:01 +00:00
8c2c8bbfaa New Constraint option for Pose: "Local" Copy Location/Rotation.
The locality is restricted to action or user-transform only. Or as it goes
in the code now: by setting a constraint local, it executes the constraint
before it calculates the influence of Action or user transforms.

ALso note that this works in Evil Eulerians. Meaning that when you only
want to copy the X,Y or Z compenent of a euler, it can give unpredictable
results when the other euler values are set, this because euler axis
rotations work on top of each other.
2005-11-16 14:32:57 +00:00
b474f95c84 Revision of NLA stride option.
Previously, using the "Stride Bone" tried to get that Bone motionless on
the path by correcting the internal time of the Action. This however caused
too many problems, especially with irregular walks.

The new system also tries to keep the Stride Bone motionless, but this by
moving the entire armature, and not changing the timing of the Action.
Give much nicer results. :)

To make editing Strides easier, I've added a new option in the NLA
panel to disable the path. This way you can quickly switch to editing the
action itself (keying the stride bone) and viewing the result.
2005-11-15 22:39:20 +00:00
a8df218335 - point constructor
* added a constructor for the point class to mathutils
2005-11-15 21:45:05 +00:00
0f58b99d65 * update to python docs
- the softbodies documentation was put in object.properties instead of object.object. Hello!
2005-11-15 21:33:29 +00:00
4ea1c4dc60 * update to python docs
- update for the old mathutils rewrite
- update for some other methods ive added
- added explaination of wrapped data
- added a .css file for epydoc gives nice blender/python colors :?
2005-11-15 21:14:24 +00:00
Ken Hughes
a85ba68eb4 -- Added OB_RECALC_OB to Object_set* methods. 2005-11-15 16:34:25 +00:00
c3fc17f45c Grabbing a targetless IK bone, and ESC, accidentally didnt clear a flag,
causing targetless IK being executed on all bone moving (looked like as if
a bone couldn't be rotated/moved).
2005-11-15 15:54:57 +00:00
621d4a700d Small fixes;
- Bone Ghost drawing now skips axes and names
- "Snap to cursor" now works for parent-less bones in PoseMode
- Prevented assigning in buttons of negative zero (was confusing)
2005-11-14 22:21:56 +00:00
0916029683 Keeping CVS working isn't easy! :)
Optimize for hair caused transp triangles to be not rendered OK anymore.
2005-11-14 20:07:12 +00:00
46f2d85374 Two orange reports;
- Copy Location Constraint didn't update Object when it was copying from a
  Bone
- Deleting bone in editmode, and connecting bones crashed due to evaluation
  of deformation code (only allowed for pose).
2005-11-14 19:57:51 +00:00
c21eb9322f Another optimize step for huge quantities of hair renders; now per transp
part (64 scanline pixels) it first calculates clipping for faces.
Testfiles - 1 M faces with simple render - show 2 times speedup :)
2005-11-14 19:00:13 +00:00
cf1aa49211 Ztransp render has a built-in maximum for amount of faces it can render
on top of each other. Was 100, which gave noise like this in this image;
http://www.blender.org/bf/hairnew.jpg

Made it 200, which solves it for a million hair polygons;
http://www.blender.org/bf/hairnew1.jpg

Also note that hair renders go much faster and better if you insert a real
solid head in it, that will prevent hairs on the back to be inserted in the
buffers. ANd don't make the head Ztransp!
2005-11-14 18:14:03 +00:00
0751e7fb66 New zbuffer; added check for zero sized edges in filling in with new
span buffer. caused black stripes in render...
2005-11-14 16:27:48 +00:00
8355aa0cf0 Strand render/zbuffering optimize recode
I've been going over the zbuf.c code, which is indeed very ancient,
with a load of old optimizing and redundant code in use.

Added more 'modern' Span support, which fills per face two arrays
with the scanline information in it. That way you can zbuffer a quad in one
run as well. It was also exactly that code that's copied all over in zbuf.c

For now, to prevent issues for the release, the 'render a quad in 1 run' is
only in use for the strand render. Tests reveil a speedup of about 33%.

Will work on this recode later... which would also result in making zbuf.c
threadsafe.

And: bugfix #3398
When using the new 'render emitter' for particles, the orco array for
particles was accidentally used by mesh too.
2005-11-14 14:27:44 +00:00
9bf198bbca Finished hair strand render project (well, for release), also with a good
doc;

http://www.blender3d.org/cms/Hair_Strand_Rendering.722.0.html

- added width control for strands
- made tangent (anisotropic) render an option
  (so you can render strands more solid, like metal/wood)

Also:
- ALT+A anim playback with static particles made cursor flashing
2005-11-12 16:22:10 +00:00
Mika Saari
0c4172ffb5 Undo for editfont fixed. Paste functionality crashed the blender
in case the paste buffer+length of text was bigger than MAXTEXT ->
fixed this, also a error is shown to the user now. editfont.c needs
still some cleaning but will discuss about this with kaito and intrr.
2005-11-12 15:40:37 +00:00
3770db2517 Removing an extra semi-colon that caused some grief 2005-11-12 14:39:14 +00:00
6f045c44d3 Bugfix: when editing a Curve Guide, and deleting all but one control point,
the path code crashed.
2005-11-12 11:58:37 +00:00
c7c7ccccae Hairdresser request;
"Additive" Guides. See also:
http://www.blender3d.org/cms/New_Particle_options_a.721.0.html

This Guide type uses the falloff distance to also define how much the
particle (or hair strand) goes over the path, allowing to create local
extremes, or only local particle generating or hairgrowth. Nice for
spiky haircuts!
2005-11-12 11:54:58 +00:00
18b8f66a68 Particles now are generated from subsurfed coordinates.
Note that the current default generates particles based on the original
amount of vertices and faces, this for vertex group support (which is not
subdivided with modifiers). That means that particles generated on
subsurfed faces still have minor approximation errors.

Note for DerivedMesh users; I've added a new API call:
	float *mesh_get_mapped_verts_nors(Object *ob);
Which returns an array of 2 * 3 * float size, containing the vertices and
normals, deformed and subsurfered, but only the original me->mvert amount.
Works in all non-editmode cases.

Is in use now for vertex/weight paint and particles.
2005-11-12 10:35:14 +00:00
0219819c40 Inserted a line just above a variable declaration, causing MSVC to
complain :)
2005-11-11 20:54:08 +00:00
b37540ef61 Three particle fixes;
- "Disp" option allows to go back to zero, effectively disabling the entire
  particle generating.
- When parenting guides to an emitter the depgraph sees a cyclic relation,
  which caused not updating the particles correct on loading it.
- Moved creating guide Cache completely outside of the particle loop,
  should make it faster to use with large amounts of particles and objects.
2005-11-11 19:41:58 +00:00
fe9bd18a84 Bugfix #3372
When using the pulldown menus for exiting weightpaint, it did not free
octree tables for weightpaint, giving an error message on re-entering
weightpaint.
2005-11-11 18:58:45 +00:00
66867140dd * Fixed an old, old, old problem where the top camera arrows
couldn't be seen in a side on view because they had no wireframe.
2005-11-11 17:26:08 +00:00
Ken Hughes
c6d22dd44e -- various fixes for Mesh.c:
* add some protection against accessing MVerts/MEdges/MFaces which have
   been deleted
   * correct cut-and-paste bug in faces.delete() method
   * correct some compiler warnings
2005-11-11 16:17:29 +00:00
Alexander Ewering
3d6564740a Fix "Copy Attributes -> Font Settings" to copy the new vars (wordspace,
underline stuff) as well.

Attempt at fixing editmode undo, but not successful. I'll create a bug-
report and assign it to Mika, because I only understand "train station"
(German saying :-) when looking at the code.
2005-11-11 15:19:15 +00:00