This modifier allows to make arrays of meshes, with multiple offset types:
- constant offset
- offset relative to object width
- offset with scale and rotation based on another object
The number of duplicates can be computed based on a fixed count, fixed length
or length of a curve. Duplicate vertices can be automatically merged.
Nice docs and example files available in the wiki:
http://mediawiki.blender.org/index.php/BlenderDev/ArrayModifier
- Python Drivers
In Ipo Window "transform properties" Panel, added the buttons, and the
initial handling (now only printing text). Willian makes it work!
- Better Matrix to Eul, code submitted by Brecht. No time yet to do it
really nice (like a Mat3ToEulCompat(mat, eul, eulc))
hope it's somehow usable :-)
Colourpicker update:
-------------------
1) Converted numbuts to sliders and made the colourpicker wider. Sliders
are more useful for something like RGB and HSV because they're fixed
range values
2) Added a hex button for entering HTML-like color (#RRGGBB, can be
entered both with and without the hash sign).
This should completely replace the former strange NKEY functionality
in buttonswindows, and even add hex support for buttons which didn't
have it before.
Please test thoroughly, I never coded something in a hurry like this.
There are small rounding errors still... Maybe someone finds the
reason? :)
- switch to using DerivedMesh.drawMappedFaceCentersEM to draw
face dots, still need to do some work so this works in all
selection modes (atm it does not work in no-zbuf mode)
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
Object's PoseMode
It was quite a lot recode, so tests & reports are welcome.
Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
QuatMulVecf Multiplies vector (3-float) by quaternion (rotation). Assumes it recieves a unit quaternion
QuatConj Quaternion conjugate
QuatInv Quaternion inverse (does not assume a unit quat)
QuatMulf Quaternion multiplication with scalar
QuatDot Quaternion dot product
printquat debug print function
- Added icons for the Widgets to blenderbuttons pic
- Added in header - if widget in use - three buttons to choose widget type
(hold shift for combo widgets)
- Hotkey CTRL+space now switches widgets on/off
I also noticed negative scaling doesn't work satisfying yet;
- for scale widget, using center didn't work correct anymore (fixed)
- negative scaling didn't even get applied! (fixed)
- but; scaling somethig negative now flips back to positive... ????
Last one i need Martin P for! Note that I had to change Mat3ToSize....
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
In user terms: the motion on screen of the selection follows the motion of the mouse pointer.
Gives some errors when the constraint plane is nearly perpendicular to the view port though.
Added a debug print function for 4D vectors to arithb.c
Optimised the 3D -> view projection functions in view.c (a bit).
It used to be a simple hack, scaling lens with 100, and moving the camera
to the back with an equivalent amount.
Because of the hack, making it 100% compatible with older files I could not
achieve (yet?). To help reminding users, I've added a print when reading
old files with Ortho cameras.
Full description of how it works can be found here;
http://www.blender3d.com/cms/Render_changes.515.0.html
Cleaned code somewhat (half the size!) and applied some changes:
- made it compatible with selection flags for new mesh editing (edge/face)
- renamed 'face angles' to 'edge angles' and made it display angles for
2 selected edges too
- removed the confusing convention that always drawed the info if one
of the vertices of edge/face/angle was selected. now it only displays on
minimum of 1 full edge or face selected.
- made it react to "zbuf occluded selection" option (for zbuffered text)
- made it also colorize text for white theme color (TH_TEXT)
On larger meshes this info still draws very confusing. The idea of displaying
the info on 1 vertex selected was probably to show values while grabbing,
although that didnt really work for angles. One idea could be, for transform,
that it draws all lenghts/angles/areas that get changed during transform
All in all, still useful addition tho!
Render:
- New; support for dual CPU render (SDL thread)
Currently only works with alternating scanlines, but gives excellent
performance. For both normal render as unified implemented.
Note the "mutex" locks on z-transp buffer render and imbuf loads.
- This has been made possible by major cleanups in render code, especially
getting rid of globals (example Tin Tr Tg Tb Ta for textures) or struct
OSA or using Materials or Texture data to write to.
- Made normal render fully 4x32 floats too, and removed all old optimizes
with chars or shorts.
- Made normal render and unified render use same code for sky and halo
render, giving equal (and better) results for halo render. Old render
now also uses PostProcess options (brightness, mul, gamma)
- Added option ("FBuf") in F10 Output Panel, this keeps a 4x32 bits buffer
after render. Using PostProcess menu you will note an immediate re-
display of image too (32 bits RGBA)
- Added "Hue" and "Saturation" sliders to PostProcess options
- Render module is still not having a "nice" API, but amount of dependencies
went down a lot. Next todo: remove abusive "previewrender" code.
The last main global in Render (struct Render) now can be re-used for fully
controlling a render, to allow multiple "instances" of render to open.
- Renderwindow now displays a smal bar on top with the stats, and keeps the
stats after render too. Including "spare" page support.
Not only easier visible that way, but also to remove the awkward code that
was drawing stats in the Info header (extreme slow on some ATIs too)
- Cleaned up blendef.h and BKE_utildefines.h, these two had overlapping
defines.
- I might have forgotten stuff... and will write a nice doc on the architecture!
This was caused by a very primitive method of interpolating quaternions.
It was converting quats to mat and back to quat, and then just doing
a linear interpolation. That whilst quaternions are renowned for having
good interpolation possible.
I've experimented with 2 quaternion interpolation methods, and can only
get one to work correctly... the "official" version from Watt brothers
I can't get working, both are in arithb.c now.
Will arrange *close* review with experienced NLAers for it! But testing
here gives fully predictable results.
Also changed;
- added pointer check in drawaction
- changed puldown menu for correct hotkeys for move NLA strips up/down
- The function "convex()" in editmesh_lib() actually did not deliver
a proper test for convex at all. It was checking only if a quad could
be subdivided into 2 trias. Code for adding face (FKEY) used this
call in total confusing manner. That code was there in 1.40 already,
cannot find any clue what it was supposed todo... :)
Recoded convex() to deliver a proper test. FKEY will give warning on
attempt to make convex faces now.
- Added undo-free for editmode undo on file load
http://www.loria.fr/~levy/Galleries/LSCM/index.htmlhttp://www.loria.fr/~levy/Papers/2002/s2002_lscm.pdf
Implementation Least Squares Conformal Maps parameterization, based on
chapter 2 of:
Bruno Levy, Sylvain Petitjean, Nicolas Ray, Jerome Maillot. Least Squares
Conformal Maps for Automatic Texture Atlas Generation. In Siggraph 2002,
July 2002.
Seams: Stored as a flag (ME_SEAM) in the new MEdge struct, these seams define
where a mesh will be cut when executing LSCM unwrapping. Seams can be marked
and cleared in Edit Mode. Ctrl+EKEY will pop up a menu allowing to Clear or Mark
the selected edges as seams.
Select Linked in Face Select Mode now only selects linked faces if no seams
separate them. So if seams are defined, this will now select the 'face group'
defined by the seams. Hotkey is still LKEY.
LSCM Unwrap: unwrap UV's by calculating a conformal mapping (preserving local
angles). Based on seams, the selected faces will be 'cut'. If multiple
'face groups' are selected, they will be unwrapped separately and packed in
the image rectangle in the UV Editor. Packing uses a simple and fast
algorithm, only designed to avoid having overlapping faces.
LSCM can be found in the Unwrap menu (UKEY), and the UV Calculation panel.
Pinning: UV's can be pinned in the UV Editor. When LSCM Unwrap is then
executed, these UV's will stay in place, allowing to tweak the solution.
PKEY and ALT+PKEY will respectively pin and unpin selected UV's.
Face Select Mode Drawing Changes:
- Draw Seams option to enable disable drawing of seams
- Draw Faces option to enable drawing of selected faces in transparent purple
- Draw Hidden Edges option to enable drawing of edges of hidden faces
- Draw Edges option to enable drawing of edges of visible faces
The colors for these seams, faces and edges are themeable.
With a click on the 'COL' buttons (the ones showing RGB) a menu pops up
with three colorpicking fields and a palette.
The fields are the three planar intersections of a HSV cube, each allowing
choosing in the field without the field changing.
The palette is 'modal' unfortunately (couldn't find a simple working other
method) where the button "paste to color" denotes the state that click in
palette copies to edited color, and "copy to palette" means the active
color is copied into the palette...
Todo:
- saving of palette in file
- decide whether ESC leaves without changes...
big, since a float can go to 10^-37. And, this value is still squared, so
a square root will not frustrate it.
Limit now is 10^-35, fixing disappearing faces in extreme small object
thats extreme close to a camera. (thanks OOPz!)
Mirror Object is assigned to Ctrl-M and I've add Ctrl-M to call Mirror Edit (on top of M alone) for practical reason. We should consider switching both to Ctrl-M for pratical reasons but I kept M for backward compatibility
Also added the menu and toolbox counterparts.
Minor addition to arithb.c: A function to print vectors to the console. Easier for debuging.
Axis options for TrackTo
LockTrack
FollowPath
Auto creation of TrackTo constraint from Ctrl-T (old track still an option)
Auto creation of FollowPath when parenting to path (Normal parent still an option)
Backward compatibility stuff to convert the per object axis settings to per constraint when a Track constraint is present.
Function to convert old track to constraint (commented out)
Revamped the constraints interface with Matt's work from tuhopuu and the stuff we were discussing earlier.
--------------------
For coders:
unique_constraint_name and *new_constraint_data moved to the kernel (constraint.c)
new Projf function in arithb gives the projection of a vector on another vector
add_new_constraint now takes a constraint type (int) parameter
add_constraint_to_object(bConstraint *con, Object *ob) to link a constraint to an object
add_constraint_to_client(bConstraint *con) to link constraint to current client (object or bone)
add_influence_key_to_constraint (bConstraint *con) to (eventually) add a keyframe to the influence IPO of a constraint
the myriad of warnings people complained about so long.
after careful consulting & reading I could not find a good reason
for this const stuff, apart from a sort-of comment to indicate
this array (matrix) pointer cannot be changed. Well, doh! you
should not do that with a float mat[][3] anyway!