Commit Graph

1827 Commits

Author SHA1 Message Date
a1c5b3b51d * New feature on compo scale node: "Scene Size %"
This option sets the relative scaling factor to the amount set in the 
scene "100%/75%/50%/25%" buttons. It's useful when you've got a fixed 
background image, and want to do preview renders at a lesser 
percentage, so you don't have to go and change the scale node each 
time you change the %.

Also removed unnecessary use of a global from texture node.
2007-11-13 23:53:58 +00:00
2f76b49bc1 Bugfix for endian bug in mdef file writing.
Also an unrelated warning fix.
2007-11-13 18:50:57 +00:00
Chris Want
e66f325dd7 ==Mirror Modifier==
Support for using the axes of a different object as the line of mirror
symmetry for a mirror modifier. As a nice consequence, this allows
"clipping" to arbitrary planes in editmode.

A fun example of using a couple of mirror modifiers and an array
modifier to easily make a nice flower type model is here:

http://bebop.cns.ualberta.ca/~cwant/chocolateC05.blend
2007-11-13 06:56:55 +00:00
89317afbdf Patch #7767: Constraint Subtargets can now target anywhere on a bone, not just the head or tail
Patch by: Roland Hess (harkyman)

For example, a constraint can be sub-targeted at the 50% (or 31.2% or 85% etc.) point of its target bone, giving you enormous rigging flexibility and removing the need for complex contraptions to do such things as:

- A bone whose base slides only between to points on a rig (CopyLoc with a variable, animated subtarget point)
- Bones that attach to multiple points along another bone (CopyLocs, each with a different head/tail percentage)
- Bones that need to stretch to a point midway between specific spots on two other bones (old way: too crazy to mention; new way: stretch bone between points on end bones, then another stretch to the midpoint of the first stretch)

It is only used for the constraint types for which it is relevant: CopyLoc, TrackTo, StretchTo and MinMax, TrackTo, and Floor.

Notes:
- This is accessed by the Head/Tail number-slider. 
- This value can be animated per constraint
- The old "Copy Bone Tail" option for the CopyLoc constraint has been automatically converted to 1.0 Head/Bone values for the affected constraints
- In the code, this value is in the bConstraint struct, so it is available for all constraints, even though only a few implement it.
2007-11-12 04:17:03 +00:00
7f2e43968a Mesh Deform Modifier
====================

Dynamic binding support. This means that the mesh can move _within_
the cage and still deform correct. If the mesh goes out of the cage,
don't expect correct result. Must be enabled with the 'Dynamic'
option, because it is slower and consumes more memory.

This is useful to use e.g. the cage mesh for main deformations and
still have shape keys for facial deformation working.
2007-11-11 22:54:14 +00:00
2abb50d1ea Exclude generated images when checking if an image is already loaded, it can be very confusing when you don't appear to have the image loaded anywhere. 2007-11-10 19:56:06 +00:00
90b4ed9543 added buttons in the Transform Properties for changing curve handle types, (Similar to how Metaballs can be selected) for easier access then H,Shift H, V keys 2007-11-10 15:31:41 +00:00
62f8e6fc23 Quick added feature: the "do not get scaling from parent bone" option.
It's next to the 'hinge' button, a small 'S'. No more space here... will
make it nicer inferface later. :)
Let's first see if this works as expected.
2007-11-09 14:58:55 +00:00
7294d19d66 Bugfix:
Issue with dual quaternion scaling + vertex group influence.
2007-11-08 18:02:15 +00:00
40f871c07f * new stamp option to stamp forground sequence strip name.
* made stamp filename optional
* renamed weightpaint "Filter" to "Blur"
* made the defailt weightpaint opacity 1.0 rather then 0.2 so when you select 1.0 weight you can paint it with without multiple clicks.
2007-11-08 13:02:59 +00:00
50e5c9d1c2 own silly error, was reusing an existing flag for the draw curve handles setting. 2007-11-07 13:02:50 +00:00
296a8ca146 Bugfix:
Mesh deform invert vertex group influence didn't work entirely correct.
2007-11-06 14:15:45 +00:00
f66aeb7a74 Bugfix:
Mesh deform modifier crashed when applied to lattices.
2007-11-06 11:25:48 +00:00
e2504c2ff1 Mesh Deform Modifier
====================

Added a button to invert the vertex group influence, to make blending
between mdef and armature deform easier.
2007-11-06 09:44:34 +00:00
f1c6a69aad sequencer snap was crashing when no last selected was available (own mistake)
material names spelling was odd - HalveGreen -> HalfGreen
2007-11-05 21:06:27 +00:00
63c5dbe745 Bugfix:
B-bones didn't work well with non-uniform scaling applied to them.
The code to solve this is not too pretty, but don't know how to do
it simpler, and at least it makes that stretchy spine work.
2007-11-05 18:44:42 +00:00
7d70dd98d6 Bugfix:
Dual quaternions + armature modifier vgroup didn't work together correct.
2007-11-05 17:38:07 +00:00
1b9d661eca Mesh Deform Modifier
====================

The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.

http://www.blender.org/development/current-projects/changes-since-244/modifiers/

Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
  be built without passing the matrix row by row, but instead with
  random access. MDef doesn't need this actually, but it's using this
  version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
  of barycentric coordinates for polygons with >= 3 vertices. This
  might be useful for other parts of blender too.
2007-11-04 22:00:24 +00:00
044ae7f82f A different approach for the new driver option: it now uses pose-space
instead of bone-space. This makes it visual easier to use. For the todo:
a large array of buttons for users to pick what kind of 'space' is used?
2007-11-04 19:41:21 +00:00
f996607632 New driver option for the poor suffering riggers:
"Rotation Difference"

This option, for Bones, allows the angle between two Bones to be
the driver for another Ipo channel. This angle now is hardcoded 
based on the Bone-space orientation (without parenting rotation).

Thanks to nathan for poking and test!
2007-11-04 17:14:39 +00:00
c5d2be76d7 IK
==

Solving is now done independent of scale, by scaling the chain to have a
size of about 1.0. This solves some issues with small or big chains, and
also makes the IK stretch setting independent of scale. The latter breaks
backwards compatibility somewhat, but is an improvement over what it did
before.
2007-11-01 12:40:46 +00:00
0edb5983ec * Two usability tweaks in adding objects, with user prefs
This changes the default behaviour in adding new objects, which has been
discussed for a long time, in person, on the funboard, and in the tracker,
and was agreed to be implemented during the 2.5 release cycle, so here it is.
They have been made default, with preferences to bring back old behaviour since 
although people like myself still prefer the new default anyway, it will benefit 
new users the most. 

The preferences are in the 'Edit Methods' section, changing back to old behaviour
is as simple as a click of a button.

- Switch to edit mode preference 

By default, now adding a new object doesn't automatically switch to edit mode.
Not only can this be annoying (most of the time when setting up scenes and models
I don't want to edit it straight away anyway), but it's a major hurdle in the learning
curve that new users have had to deal with at a very early stage.

Blender's different modes are an important part of understanding how the software works
and should have clear behaviour. The problem is that when a user selects something from
the add menu, he's not telling Blender to change modes, he wants to add an object.
But Blender then goes ahead and changes modes underneath him anyway, something that was 
never explicitly asked for, something that's unrelated to the mental task at hand, and 
fundamentally important to the operation of the software.

We observed plenty of people struggling with this during the training sessions that 
we ran during Project Orange, and there's also no shortage of "why can't I select 
other objects" questions on the forums.

- Aligned to View preference

Now by default, adding a new object doesn't rotate it so it's aligned facing the view, 
but rather, it's remains unrotated in world space. This is something that's more of 
a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), 
but also makes things easier for new users, especially when doing things like rigging.

For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary
for your objects' local axes to be aligned. This requirement isn't that obvious, and I've 
had to debug rigs a few times from the animator in our studio, who has everything set up
correctly, but he just happened to be in a different vie at the time he added the object,
so they're misaligned and causing problems. Having all objects get created aligned to
worldspace, by default, makes a lot of these problems go away. It's much more understandable
when rotations are caused by something you've done explicitly, rather than as a side effect
of the software.

For convenience as well, most of the time, when I'm working in context and I decide I need a new object, 
particularly working on production scenes that involve more than just one model, an Alt R 
is almost always required after adding, since I don't want to have to disrupt the current 
view of the scene by switching to top view, just to add an object. It's a bit arbitrary, 
the view from which you want to look at your objects isn't usually the way you want them to
be looking at you.
2007-10-31 21:55:06 +00:00
10680b34f2 New feature:
Weightpaint drawing now allows to define your own range of colors;
using a ColorBand, available in the User settings.

Log:
http://www.blender.org/development/current-projects/changes-since-244/animation-features/
2007-10-31 13:56:07 +00:00
2ae5da3fc2 == Copy Scale Constraint - Offset ==
Now the Copy Scale Constraint also has the Offset functionality that Copy Loc/Rot have. 


== Copy Rotation Constraint == 

Also, fixed the tooltip for the CopyRot Offset button.

Note: when working with pose-bones, and using offset, setting both owner+target spaces to pose-space should cancel any unwanted rotations visible.
2007-10-31 10:04:57 +00:00
0fb83a87b9 == Copy Rotation Constraint - Peach (Cessen) Request ==
Copy Rotation constraint now has ability for the owner's rotation to be added on top of the copied rotation (i.e. an 'offset' like for the Copy Location constraint).
2007-10-30 11:18:50 +00:00
b617c191aa Bugfix #7685: Stamp info displays incorrect label for scene.
Copy+Paste error, wrong prefix used. Patch provided by Malcolm Tredinnick (malcolmt)
2007-10-30 05:58:25 +00:00
20905354fc Bugfix: "exploding candy"
Missed a case where I converted set_constraint_target incorrectly. This resulted in mancandy "exploding" on loading proxy-linked mancandy files.
2007-10-30 05:22:46 +00:00
d6db819a83 Crop Compositing Node:
This commit adds a new node, crop, to the compositor. This node can be used to
crop input image. It has two modes of operation. It can either crop image
size (Crop Image Size option) or crop while retaining original size of the
image. This latter mode can be used to preview the crop.

Use X1, Y1, X2, Y2 controls to manage the area to be cropped.

Note that I added a check for image preview min and max values to node_update.
This is because it could give inappropriate values in certain cases when
Crop Image Size option was toggled (values such as x1=0, y1=0, x2=60, y2=0 would
result in eternal loop due to bad min and max (min bigger than max!)). The check 
makes sure that min and max values are always valid.
2007-10-29 14:37:19 +00:00
e448f20db5 Routine purge of compiler warnings. Yet again, they were mostly uninitialised vars. 2007-10-29 05:59:26 +00:00
7718b3d642 render stamp drawing is now done everywhere - (not just when saving
images)
separated stamp metadata and stamp draw functions.
2007-10-28 22:27:07 +00:00
04be929b88 Bugfix #7674: Making proxy from linked armature ruins local armature
This was caused by an error I made when converting old code during the constraints recode 2. As a result, constraint subtargets got cleared, messing up proxies.

(set_constraint_target didn't use to clear the subtarget of a constraint when passed NULL for the subtarget argument)
2007-10-28 01:01:46 +00:00
2a2453d3e2 nodes from eechlo
* glare
* tonemap
* lense distort
* fast gauss blur

http://projects.blender.org/tracker/?func=detail&atid=127&aid=7505&group_id=9

made fast gauss blur an option for the blur node rather then a separate node.
2007-10-26 15:32:36 +00:00
83eba96db2 Whitespace commit 2007-10-26 11:37:29 +00:00
fd98d38672 fix for valgrind warning - strcpy was trying to copy to/from the same value (aparently this can corrupt the value in some cases)
Fixed problem where hidden curve handles could still be transformed.
2007-10-25 20:30:18 +00:00
5007d95572 ==Curve Editing==
Curve select lasso and border didnt work with hide handles enabled.

Hiding handles was using the scene->selectmode variable, but looking at this now, I see there are places where selectmode is compared with 
SCE_SELECT_VERTEX, EDGE, FACE etc. as well as being.
Better to use a global flag, same as G_DRAWFACES.
This is not good since anyone using this in the few days will have an invalid selectmode variable. simple way to fix is to change modes, so do_versions shouldnt be needed.
2007-10-25 15:23:52 +00:00
a9590ffaa7 Fix for pole target commit, broke blenderplayer compile. 2007-10-25 15:19:06 +00:00
30be716fc8 Pole Target for IK
==================

This adds an extra target to the IK solver constraint to define the
roll of the IK chain.

http://www.blender.org/development/current-projects/changes-since-244/inverse-kinematics/

Also fixes a crashes using ctrl+I to set an IK constraint on a bone
due to the recent constraints refactor.
2007-10-24 14:58:31 +00:00
05768a38e5 ==Image Stamp - Patch by GSR==
When using non opaque background, some overlap lines appear
due to filling some pixel lines twice. Before it did not matter
as only opaque bg was allowed, and it even compacted the text
a bit. The fix spreads a bit the lines to overcome the issue.
As a plus no text should touch the top edge ever (slashes did,
for example).

Compare:
http://www.infernal-iceberg.com/blender/stamp-alpha-overlap.png
http://www.infernal-iceberg.com/blender/stamp-alpha-cleanup.png
2007-10-24 08:45:23 +00:00
94dfb616a9 Patch by GSR #7628, I also added alpha for text background.
The list of changes (some are fixes):
- Properly horizontally centered tags in all fields (bug?).
- File area does not have trailing space and has leading "File " at
start instead (probably a bug).
- Small separation between to time related fields, space saving.
- Removed colons, for consistency and space saving again.
- Frame field is zero aligned for higher visual stability.
- Marker name shows a rarer name, "<none>" (using <> is typical for cases
in which there is nothing: <none>, <empty>, <blank>, etc).
- Top area for misc info that can be really long (file, note and render date).
- Bottom area for more constantly changing but short ones (marker, SMPTE,
frame, camera and scene).
- Only render date moves a line (when note field is not used), and frame one
moves if no SMPTE (still in same line, so no big jump), for extra visual
stability (marker is fixed, assuming most people would show frame and or
SMPTE).
- ISO 8601 date format for render date, localization independant.

Comparision images:
http://www.infernal-iceberg.com/blender/stamp-original.png
http://www.infernal-iceberg.com/blender/stamp-cleanup.png
2007-10-23 22:51:50 +00:00
cf8032f315 == PyConstraints - Now working again ==
I've finally traced down the causes of several of the bugs which caused PyConstraints to work incorrectly (or not at all).

* Freeing is now done using BLI_freelistN inside the pycon_free function, instead of looping through the targets ourselves. This fixes all of those Memblock free: pointer not in list errors.
* BPY_pyconstraint_update now correctly creates/frees the constraint's targets as needed. Previously, it was creating/removing the wrong number of targets. Also, pyconstraints no longer get disabled when using armatures (not bones)
* The panel drawing was also not working right, as there were still some offset issues.
2007-10-23 08:23:57 +00:00
bf68055b93 Compiler warnings silencing - mostly uninitialised vars 2007-10-23 06:24:29 +00:00
9e0cecc337 ConvertToMesh for text ( and possibly curves ) was generating the wrong normals - the fact that the generated model was being set to double sided helped hide this.
To test for this in Blender, just add text, TAB out of edit mode, then convert to mesh ( ALT+C ), and press P for the game engine.  Alternatively select Textured Draw Mode.  You'll notice that the text is only visible from the back.  This patch reverses this, to be more correct.

Based on discussions on IRC, I'm now trying to fix another aspect of the extrude code - the fact that the faces at the front and back of the extruded curve face the same way ( ie one of them will be wrong ).  I'll keep working on this, but if someone can help out, feel free!
2007-10-23 00:02:29 +00:00
Chris Want
03650fcf0b == CMake ==
Fix by Stéphane SOPPERA to find bmfont includes.
2007-10-22 20:54:19 +00:00
2dee6b04c7 stub added by Hamed Zaghaghi in the ge branch, (fix own error) 2007-10-22 16:16:16 +00:00
0361b80525 Missing check for constraint target (ct->tar) caused crash.
Caused in Joshua's work on constraint, committed yesterday.
2007-10-22 14:30:40 +00:00
81effa9e2f small changes suggested by ton ans gsr 2007-10-22 13:26:47 +00:00
2cc41ad890 == Action/NLA Transform ==
Added a new auto-snapping mode: snap to nearest marker. 
This mode can be toggled using the ALTKEY.
2007-10-22 05:32:17 +00:00
f721ce13fb == Action Constraint ==
Now the Action Constraint can be applied to Objects as well as Bones!
2007-10-22 02:43:07 +00:00
6422a740c2 == Constraints System - Recode 2 ==
Once again, I've recoded the constraints system. This time, the goals were:
* To make it more future-proof by 'modernising' the coding style. The long functions filled with switch statements, have given way to function-pointers with smaller functions for specific purposes.
* To make it support constraints which use multiple targets more readily that it did. In the past, it was assumed that constraints could only have at most one target.

As a result, a lot of code has been shuffled around, and modified. Also, the subversion number has been bumped up.

Known issues:
* PyConstraints, which were the main motivation for supporting multiple-targets, are currently broken. There are some bimport() error that keeps causing problems. I've also temporarily removed the doDriver support, although it may return in another form soon. 
* Constraints BPy-API is currently has a few features which currently don't work yet
* Outliner currently only displays the names of the constraints instead of the fancy subtarget/target/constraint-name display it used to do. What gets displayed here needs further investigation, as the old way was certainly not that great (and is not compatible with the new system too)
2007-10-21 23:00:29 +00:00
477a8c30fa == Core ==
Fixed fixup code in readfile, that makes old files load with
correct FPS.
2007-10-21 19:19:53 +00:00