Commit Graph

3008 Commits

Author SHA1 Message Date
9146ca06dd pep8 corrections. 2011-01-13 23:00:51 +00:00
29338aa2b3 fix for x3d importer
- files blender exports (blender uses unusual array formatting).
- scene needed to be rotated on import.
- lamp spot size was half as big as it needed to be.

x3d export typo broke image export.
2011-01-13 22:44:47 +00:00
4cc4a73a9e feature request from colin levy, camera lens stamp. 2011-01-13 19:16:35 +00:00
6a9d93a339 fix for NULL missing pointer check, reported on IRC by admix.
also rename BVH class for consistency.
2011-01-13 05:05:10 +00:00
da69433ff9 simple add mesh operator template. 2011-01-12 17:29:54 +00:00
0384be9644 bugfix [#25595] Adding Torus when in edit mode strange behavior.
also added Align View option and made local view cursor work.
2011-01-12 15:45:00 +00:00
792bf1535f add x3d/vrml importer into the menu. 2011-01-12 08:20:09 +00:00
ac64114d1b vrml/x3d import
now its basically usable, next step is to add menu item.

update for changes in mathutils api.
- fix radians/degrees usage
- correct matrix multiplication order
- primitives were being imported twice the size they should be.
- uv transformations were not working.
2011-01-12 08:02:27 +00:00
8397e3e476 continued x3d/vrml import update from 2.4x version
- parsed over 1000 vrml test files
- animataion import works again
- importing curves works again
2011-01-11 13:42:22 +00:00
4134e4f3ae Adding script template for adding Builtin Keying Sets 2011-01-11 11:25:24 +00:00
7225efeba0 - Added operator to clear all transforms from Pose Bones. This makes
it easier to reset a rig to its default pose again
- Refactored clear pose operators to separate out the common parts,
and made sure that they all had descriptions
2011-01-11 11:09:37 +00:00
5bcee8cd0a remove misc unused vars and correct theme name for face angles. 2011-01-11 07:40:31 +00:00
22577d98c9 initial x3d/vrml importer port from 2.4x.
some files import now.
- no animation support yet
- no rad/deg conversion changes from 2.4x
- matrix multiplication still needs switching.
2011-01-11 02:49:01 +00:00
35e68e9785 - bpy.data.lamps.new() now takes a type argument since lamp type also sets class type this avoids needing to use ugly lamp.type_recast() after changing type.
- default vertex color layer name was UTTex when added from python.
2011-01-11 02:30:01 +00:00
cf25b10eb5 Todo #22395: Restoring Grease Pencil Editing Mode in DopeSheet Editor
This commit restores some basic functionality for retiming Grease
Pencil sketches. Some of the functionality that existed before still
hasn't been restored (namely snap/mirror tools as well as copy+paste),
though it should be possible to use this for basic retiming and
sketch-frame management again.

- There's still a lot of work required to get this up to the standard
of the rest of the animation editor code, as some of this code was
originally just hacked in based on the old-style code.
- Work is already required to not have to directly access the main db
global to get the list of Grease Pencil datablocks to show, but that
can come along with pending cleanups of the filtering code.
2011-01-10 22:10:28 +00:00
bfcea85c6f x3d import now passes pep8 checker 2011-01-10 13:56:14 +00:00
ff204a1e4d x3d import tabs -> spaces 2011-01-10 13:16:04 +00:00
f5c203af73 copy x3d/vrml importer from blender 2.4x.
svn cp https://svn.blender.org/svnroot/bf-blender/branches/blender2.4/release/scripts/import_web3d.py release/scripts/op/io_scene_x3d/import_x3d.py
2011-01-10 13:11:56 +00:00
3b413b6fa8 [bugfix] Curve tilt button in 3d toolbar showing wrong shortcut
Added Ctrl-T to Curves Tilt button in the toolbar (edit mode), currently was reporting Alt-S for tilt
(reported by Rickyx here http://www.kino3d.com/forum/viewtopic.php?f=21&t=8485&start=0)

Also added the label "Tilt" to the tilt transform in the Curve > Control points header submenu, currently was just "Transform"
2011-01-10 12:50:46 +00:00
1b19ffb8c7 "Available" Keying Set bugfix:
This builtin Keying Set is supposed to insert keyframes for every
F-Curve that exists for the selected data (usually objects and/or
bones only). However, as coded, it was only useful for objects, since
it would just go through all the F-Curves for the object's action,
instead of just the F-Curves relevant to a selected bone.

Tweaked the code to make this case (and similar ones) hopefully work
better by default.
2011-01-10 10:22:08 +00:00
56db5f10aa Restoring "Pose Markers"
These were markers which belonged to an action instead of the scene,
and are used by PoseLib to keep track of where poses are.

To restore this, I've made this only available in Action/Shapekey
Editor modes, and only when an action is being shown and the "Show
Pose Markers" option in the Markers menu has been enabled. Other than
that, all the standard marker operators apply now (instead of using a
separate set of special operators).
2011-01-09 23:16:05 +00:00
9231ff4160 Viscoelastic springs for sph particle fluids, original patch by Stephen Whitehorn (chickencoop)
* Viscoelastic springs between the fluid particles can simulate all kinds
  of viscous and elastic substances, such as jelly and honey. This is
  achieved by creating springs dynamically between neighboring particles
  and adjusting their rest length based on stretching/compression.
* This nearly completes the currently intended functionality for particle
  fluids. The last missing thing is a surfacing extraction algorithm,
  which is needed for a proper representation of a sph fluid.
* I also cleaned up and renamed some of the fluid parameters to make the
  ui a bit easier to understand.
* One addition to the patch is an option to use "initial rest length" for
  the springs, which uses the lengths between the particles at the time of
  spring creation as the spring rest lengths instead of interaction radius/2.
  This makes the fluid keep it's original shape better (good for very
  viscoelastic materials), but can create large density differences inside
  the fluid (not really physically correct for a fluid).
* Viscoelastic springs are stored in point cache as extra data.
2011-01-09 19:09:41 +00:00
7bc46973d2 script now passes pep8 checking tool. 2011-01-09 17:35:29 +00:00
d9c24f7e7c patch from Andrea Rugliancich, dont export locations for bones which are connected to their parents.
note, we could be smarter about not exporting animation channels which are not needed.
2011-01-09 16:46:01 +00:00
9cb71d1159 update for change to Matrix class. 2011-01-09 15:09:18 +00:00
c0bae16dad netrender
Downloading results for jobs from blender now uses the current output settings, it doesn't just download the multilayer exr as it used to.

Render output panel now visible under the jobs panel in client mode.
2011-01-08 19:42:26 +00:00
c2d133a9fc fix for drawing addons when one of them had a syntax error or would not draw any.
now print the error and continue.
2011-01-08 04:49:33 +00:00
473838aec9 Fix for bug [#21534] Multires modifier strange deformations
This adds the "Apply Base" feature from my gsoc2010 branch.

Apply Base partially applies the modifier, in that the mesh is
reshaped to more closely match the deformed mesh. The upper-level
displacements are recalculated so that the highest multires level
appears unchanged.

Multires does not currently deal well with too large displacements.
An easy-to-reproduce example: create any mesh type, add multires,
subdivide a few times, then use the sculpt grab brush to drag the
entire mesh over a few units. At the highest level, and at level 0,
the mesh looks fine, but all of the intervening levels will have ugly
spikes on them.

This patch doesn't help with situations where you can't modify the
base mesh, but otherwise works around the problem fairly well (albeit
with a heuristic, not an exact solution.)
2011-01-07 21:12:47 +00:00
b9fe5399e8 Revert bump mapping patch for now, backwards compatibility is not good enough,
we may need to preserve the previous method.
2011-01-07 16:55:56 +00:00
c8e0ca44a3 Improved bump mapping patch by M.G. Kishalmi (lmg) and M.S. Mikkelsen (sparky).
Many thanks to them!

For comparison, see here:
http://kishalmi.servus.at/3D/bumpcode/

Based on algorithm in: Mikkelsen M. S.: Simulation of Wrinkled Surfaces Revisited.
http://jbit.net/~sparky/sfgrad_bump/mm_sfgrad_bump.pdf

This fixes bugs:
#24591: Artefacts/strange normal mapping when anti-aliasing is on
#24735: Error at the Normal function.
#24962: Normals are not calculated correctly if anti-aliasing is off
#25103: Weird artefacts in Normal

This will break render compatibility a bit, but fixing this bugs would have also
done that, so in this case it should be acceptable.

Patch committed with these modifications:
* Bump method Old/3-Tap/5-Tap option in UI, 3-Tap is default
* Only compute normal perturbation vectors when needed
* Fix some middle of block variable definitions for MSVC
2011-01-07 14:42:01 +00:00
29efbf8a04 New hair child options:
* Renamed children to "simple" and "interpolated" as this is
  easier to explain and more descriptive than "from particles"
  and "from faces".
* Also shuffled the child ui around a bit to make it clearer.
* Child seed parameter allows to change the seed for children
  independent of the main seed value.
* Long hair mode for interpolated children:
  - Making even haircuts was impossible before as the child
    strand lengths were even, but their root coordinates were
    not similar in relation to the parent strands.
  - The "long hair" option uses the tips of the parent strands
    to calculate the child strand tips.
* Hair parting options:
  - Hair parting can now be calculated dynamically on the fly
    when in 2.49 there was a cumbersome way of using emitter mesh
    seams to define parting lines.
  - For long hair parting can be created by a tip distance/root
    distance threshold. For example setting the minimum threshold
    to 2.0 creates partings between children belonging to parents
    with tip distance of three times the root distance
    ((1+2)*root distance).
  - For short hair the parting thresholds are used as angles
    between the root directions.
* New kink parameters:
  - Kink flatness calculates kink into a shape that would have
    been achieved with an actual curling iron.
  - Kink amplitude clump determines how much the main clump value
    effects the kink amplitude.
  - The beginning of kink is now smoothed to make the hair look
    more natural close to the roots.
* Some bugs fixed along the way too:
  - Child parent's were not determined correctly in some cases.
  - Children didn't always look correct in particle mode.
  - Changing child parameters caused actual particles to be
    recalculated.
* Also cleaned up some deprecated code.

All in all there should be no real changes to how old files look
(except perhaps a bit better!), but the new options should make
hair/fur creation a bit more enjoyable. I'll try to make a video
demonstrating the new stuff shortly.
2011-01-07 11:24:34 +00:00
e14247d079 bugfix [#25522] Export to X3D is missing ImageTexture and TextureTransform for plane with image texture
- tile option was broken.
- added basic export of texture/mtex transformation.
- recent mesh update broke material/image export with no UVs
2011-01-07 02:39:48 +00:00
149955b3e2 print_m3/m4 didnt use const char *, which gave an errror with passing strings & pedantic warnings.
also minor rename in bvh export
2011-01-06 13:49:09 +00:00
a4c0d644c9 Bugfix #25505
Mesh properties: Auto Texture space option missing
2011-01-06 09:55:20 +00:00
3ecacb5654 fix [#25507] Select Interior faces in edit mode gives python error 2011-01-06 05:45:41 +00:00
80e6d92639 Missed this file for markers commit... it already had a markers menu
defined, but it was outdated
2011-01-06 05:04:44 +00:00
aafd32ab98 Added back "Marker" menu to all animation editors.
Issues:
- It looks a bit crowded though, so perhaps we could do without, and
just leave it for the TimeLine only?
- Due to the way the invoke() testing works, the rename operator
called from the menu currently fails. Will need to experiment more
with execution options to find a workaround.
2011-01-06 04:47:57 +00:00
9b8cbe47bd error in recent x3d commit using undefined autosmooth var. 2011-01-06 01:45:25 +00:00
37931a6b1a Todo item: brought transform texture space back.
Code changes are minimal, re-using the code as already was there.

Options are in pulldown menu, or SHIFT+T and SHIFT+ALT+T

Might be that Martin likes to see it different... do we need
a special operatortype for it?
2011-01-05 17:27:26 +00:00
01b7299bdb bugfix [#25393] Export to X3D does not provide color field in indexedFaceSet for colored cube
mostly rewrote mesh export and added support for multiple materials/images, using texface or material images depending on the materials TexFace option.
2011-01-05 14:57:57 +00:00
998b789138 use x3d Group's rather then IndexedFaceSets to re-use objects. 2011-01-05 07:14:26 +00:00
2028fb45ee X3D export
- last commit broke export
- more removal of not used functions.
- use twoside mesh setting rather then face flag.
- simplify transformations.
2011-01-05 06:58:52 +00:00
2225db0025 re-arrange x3d mesh export funcs in preparation for fixing [#25393] 2011-01-05 06:29:43 +00:00
14880d0713 X3D Export,
- mesh creaseAngle was being exported as degrees, should be radians.
- remove unused vars & code.
- indenting was using a for loop, can just multiply a string instead.
2011-01-05 05:53:41 +00:00
370adc51ff py api function to tag all ID blocks, was available in 2.4x as.
bpy.data.meshes.tag = True

But this was only useful for setting so make it a function for 2.5x.
 bpy.data.objects.tag(False)


X3D: use tagging rather then a name dictionary, this fixes a bug where library name overlaps could mix up names.
2011-01-05 05:33:27 +00:00
d387c19444 pep8 cleanup. 2011-01-05 03:22:46 +00:00
09852b9a58 Animation data for lattices is now shown in the Animaton Editors 2011-01-05 00:37:21 +00:00
231f3a4e2e fix [#25388] Export to X3D generates texture fields in X3D file for objects
use vertex color paint setting to export vertex colors when a material is assigned.
2011-01-04 15:25:12 +00:00
c2bc82c9fc Bugfix #25486
MedtaBall editmode, 3D window, menu "Select" had an error, unknown
operator for select/deselect. Fix provided by Jonathan Smith
2011-01-04 13:10:46 +00:00
cdc7d0b85f Grease Pencil Todos: "Sketching Sessions"
Due to popular request and usability considerations, this commit
reintroduces functionality similar to 2.4's "Draw Mode" for Grease
Pencil.

In the toolbar under the Draw/Line/Eraser buttons, you can find the
"Use Sketching Sessions" toggle, which enables this feature. This is a
per-scene setting, and defaults to off, so that the current 2.5
behaviour is still the default (i.e. the Grease Pencil operator will
only do a single stroke at a time).

With this option enabled, drawing with Grease Pencil will enter a
semi-modal state where you can draw multiple strokes without needing
to keep holding the DKEY throughout (though you'll still need to do so
to start the strokes, unless you use some toolbar buttons), while
still being able to manipulate the viewport. Header help-text prints
show the appropriate keybindings (i.e. press ESCKEY or ENTER to end
the sketching session).

Notes:
- To aid maintainability of the 3D-View toolbar code, I've taken the
liberty to factor out the groups of widgets which commonly occur in
most of the toolbars into separate functions (namely "Repeat" and
"Grease Pencil"). Perhaps it might make it slightly harder to newbies
to the toolbar code to grasp, though the physics panels are far worse
;)
- I've reshuffled some code in the Grease Pencil code to separate out
the various states of operation again more clearly, though some more
work is still needed there (TODO)
- There can now be only one Grease Pencil operator running at a time
- Redoing Grease Pencil operations where sketching sessions was
enabled still needs work. Namely, a way of delimiting the set of
points recorded into strokes is still needed (TODO)
- Ultimately, it should be possible to switch tools midway through a
session. Currently sessions are limited to only being able to be used
with a single drawing mode (TODO)
- After ending a drawing session, the titlebar contols may not work on
Windows without manually making the main window lose focus and then
regain (i.e. click on some other window in toolbar, then come back).
This may be related to (bug #25480)
2011-01-04 03:14:01 +00:00