Commit Graph

302 Commits

Author SHA1 Message Date
2176f69602 Animato: Conversion code + drawing tweaks
* Recoded the conversion code so that all data gets converted. Previously, some IPO's and Actions (notably the ones used for Action Constraints) were not ported across.

* Made F-Curve drawing use more saturated colours to make them more visible. I'm not sure whether this works well in practice.

* Restored some horizontal bounding-box checks to optimise drawing.
2009-01-29 03:43:04 +00:00
623659f72f Animato - Driver + ShapeKey bugfixes
* ShapeKey conversions should now go to the correct places
* Added fix for drivers to prevent crashes when no driver object is provided (Franky from BBB seems to have one such driver for some reason).
* Temporarily disabled a check when evaluating drivers for whether the driver is tagged for evaluation. Drivers still need to be correctly tagged AND ordered by the Depsgraph to work correctly.
2009-01-28 00:50:56 +00:00
43c1532af9 Animato - Bugfixes + More conversion code
* BorderSelect in Graph Editor now works. Was a silly 1 char missing typo.
* Added conversion code for lamps and hooked up code for constraints.
2009-01-27 11:31:30 +00:00
83ea582478 Graph Editor - Selection Tools
* Mouse-Select and DeSelect All work again
* Added access to constraint 'influence' value
2009-01-27 05:04:23 +00:00
a34e2e1427 Animato/2.5 - Graph Editor (i.e. the new 'IPO Editor')
This commit brings back the drawing code for the 'Graph Editor'. I've decided to call it this, as currently it can show either F-Curves for Animation stored in Actions, or F-Curves for Drivers.

Currently, it shows all curves, since some of the necessary filtering code (i.e. for limiting curve visibility) hasn't been put in place yet. At least this serves as good proof that we can have F-Curves from multiple sources at least.

It should be noted that the code still has to be modified to work with some of the new Animato features, such as F-Curve Modifiers (cycles are an example of one of the features that use this). Also, a nicer way to set the colours of the curves needs to be investigated.

Notes:
* Fixed a few bugs in RNA User-Preferences wrapping

* The keyframe drawing uses the new-style drawing for handles from AnimSys2. There's a minor bug that sometimes occurs, where a distorted handle gets drawn at the origin of the grid on the first run. Hints anyone?

* Removed most of the old data from SpaceIpo struct, as the new code uses that. Maybe later, the directories/files at least should get renamed.

* Removed ancient hack for NVidia/TNT drivers. It is probably no longer needed, but could be restored if someone needs it.
2009-01-26 11:33:16 +00:00
784d8ee37a 2.5 DopeSheet/Action Editor
* Made the various datatypes in the DopeSheet get shown again (NOTE: some of the types that don't get conversions to Animato yet may need some further checking).
* Did some code cleanup to allow F-Curve channels to always show RNA-based names correctly
2009-01-26 04:13:38 +00:00
2ae25bdba9 Animato - Bugfix for Conversion of Object Rotations
Yet another attempt to fix this problem (hopefully the last). Resolved a few typos (previous code was adjusting times not values).
2009-01-25 11:45:40 +00:00
de6d5b1540 Animato - Bugfixes + Nicer names in Action Editor
* Action Editor/Dopesheet now displays names retrieved from RNA in the form - "<Struct/OwnerName>.<PropertyName>.<ArrayIndex>"
i.e. "HeadBone.Location.X"
i.e. "Cube.Rotation.Y"
i.e. "Material.Diffuse Color.G"

For now, the first part of the name may be unclear as it is easy to confuse Material channels with Object ones if the material was called "Object1" or so (theoretrical example only). This will be explored further.

* Also, fixed crashes when loading some old files with 'Object' Action Channels in their Actions
2009-01-25 04:02:31 +00:00
f53ecfa403 2.5 - Pose-Channel (i.e. PoseMode bone) Transforms work again
In the brief tests I did on a few rigs, this seems to work ok. Martin may want to check on the code for any cleanups that may be needed here.

Coming soon will be some modifications to the primative insert-key operator added earlier, so that Animato can be used to animate characters!
2009-01-24 10:03:19 +00:00
36b7ff81d2 Animato - More compatability work
* Absolute shapekeys work again. For now, the 'speed' curve isn't converted yet (same goes for 'Curves'). Those were kindof hacky, since they manipulated time in weird ways. Probably the clamping to 0.0-1.0 range can go though.

* Materials, Textures, Cameras, and local-constraint IPO's are now converted properly to the new system
2009-01-23 23:11:12 +00:00
9872e5882c Animato: Added conversions for Camera data and Texture IPO's
Most of the settings have been converted, however, there are a few which are not easy to convert.

* For textures:
- tex->noisedepth  - undefined in RNA?
- tex->noisetype   - undefined in RNA?
- tex->stype       - undefined in RNA?
- tex->noise_basis2 - is noted in RNA as undefined... 

* For Cameras:
- "CAM_LENS" define was used for either 'ortho_scale', or 'lens' depending on camera type. This is currently difficult to ascertain using current code... I'll revisit this later
- cam->YF_aperature - undefined in RNA 
- cam->YF_dofdist - undefined in RNA
2009-01-23 03:41:05 +00:00
2e7f3bb99c Animato Bugfixes:
* Fixed bug in with RNA-paths. String identifiers (i.e. some_collection["somekey"]) were not getting handled at all due to wrong indices it seems. I don't know of any other code using this, so hopefully there aren't any unintended bugs caused by this. 
This means that bone animation now works again.

* Added a few more sanity checks to file-reading code, and heaps of extra prints everywhere else for debugging purposes (these will be removed in due course).
2009-01-23 02:50:04 +00:00
a017982074 Animato - Basic version patching support
This is work-in-progress patching support for converting animation saved in old system to work in the new one. 

* Only IPOs/Actions directly attached to Objects + Shapekeys are converted for now. More types will follow...
* This is currently done as a step outside of do_versions() due to problems with various pointers not having been resolved yet, but which are necessary for correct resolution of issues such as drivers... However, the current code does illustrate how the data should be converted to give best results/compat between the two systems.
* Still need to get the converted data working with depsgraph correctly. Currently, some of my testfiles work, but the BBB files still don't.
2009-01-22 10:53:22 +00:00
44e5b7788b 2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.

Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. 
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. 
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) 

There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html

So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.

Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
df20a12728 2.5 - Animation Fixes + More Porting work in Action Editor
* Added crash fixes for loading old files with Actions/Armatures in them. Was caused by usage of some old globals still and the functions in question not performing NULL checks on the validity of the data they're given.

* Added back reorganise action channels tools (shift/ctrl-shif pageup/down) for Action Editor. These are only available in 'Action Mode' only.

* Tidied up Action Editor/Dopesheet tools code - removed various unused things, and also, added an API call in anim_deps.c to send the correct notifiers, since I anticipate that they're likely to require a few context checks which would be better to centralise than copy+paste everywhere.

Note to Ton: could you have a look at this notifier stuff here? I'm not sure which ones I should be sending...


* Also added a few assorted comments in various places
2009-01-05 09:54:39 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
c752ec9fc4 2.5
Merged 'backend' changes from AnimSys2. Many of these changes are necessary for the Dopesheet and other changes I'm currently still stabilising. Those will come in due course.
2008-12-19 11:45:46 +00:00
bdfe7d89e2 Merge of trunk into blender 2.5:
svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r12987:17416

Issues:
* GHOST/X11 had conflicting changes. Some code was added in 2.5, which was
  later added in trunk also, but reverted partially, specifically revision
  16683. I have left out this reversion in the 2.5 branch since I think it is
  needed there.
  http://projects.blender.org/plugins/scmsvn/viewcvs.php?view=rev&root=bf-blender&revision=16683
* Scons had various conflicting changes, I decided to go with trunk version
  for everything except priorities and some library renaming.
* In creator.c, there were various fixes and fixes for fixes related to the -w
  -W and -p options. In 2.5 -w and -W is not coded yet, and -p is done
  differently. Since this is changed so much, and I don't think those fixes
  would be needed in 2.5, I've left them out.
* Also in creator.c: there was code for a python bugfix where the screen was not
  initialized when running with -P. The code that initializes the screen there
  I had to disable, that can't work in 2.5 anymore but left it commented as a
  reminder.

Further I had to disable some new function calls. using src/ and python/, as
was done already in this branch, disabled function calls:
* bpath.c: error reporting
* BME_conversions.c: editmesh conversion functions.
* SHD_dynamic: disabled almost completely, there is no python/.
* KX_PythonInit.cpp and Ketsji/ build files: Mathutils is not there, disabled.
* text.c: clipboard copy call.
* object.c: OB_SUPPORT_MATERIAL.
* DerivedMesh.c and subsurf_ccg, stipple_quarttone.

Still to be done:
* Go over files and functions that were moved to a different location but could
  still use changes that were done in trunk.
2008-11-12 21:16:53 +00:00
ac4ff83ca6 added scons option BF_WITH_PYTHON (defined as DISABLE_PYTHON) 2008-10-28 18:47:13 +00:00
63f6932fa5 Reduced number of MSVC compiler warnings (mostly just casting issues). 2008-10-20 06:39:08 +00:00
80a4bbf473 Bugfix:
Keyframing from Buttons Window was broken for Materials/Lamps/Worlds due to a mixup regarding the correct adrcodes for texture-slots.
2008-09-30 11:52:59 +00:00
a8e97fe1ed Bugfix #17708: layer IPOs doesn't return the correct layer anymore
When doing IPO-cleanup, added two break statements to hopefully optimise the evaluation process a teeny-weeny bit. However, that caused more problems than it was worth!
2008-09-29 11:39:58 +00:00
cf683729f6 Second try at committing IPO code cleanups... 2008-09-28 23:17:44 +00:00
1e62b58bcc reverting revision 16784 that broke compilation. Aligorith, please fix and recommit 2008-09-28 15:37:37 +00:00
21640badf7 IPO System - Code Cleanup and Commenting:
Went through and commented all the code in ipo.c, tidying up formating and coding style in places, and also rearranging to have a more logical order in some places. There shouldn't be any major issues arising from this commit.
2008-09-28 12:01:41 +00:00
fe5dd01595 linear ipo curves were still using their handles to calculate an extrapolated value.
It would only work when the bezier point had its handles set to auto before changing to a linear IpoCurve since the handles were being recalculated during transform.
2008-09-27 10:08:19 +00:00
d2c13039ed svn merge -r 16320:16369 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-09-05 00:12:01 +00:00
cb89decfdc Merge of first part of changes from the apricot branch, especially
the features that are needed to run the game. Compile tested with
scons, make, but not cmake, that seems to have an issue not related
to these changes. The changes include:

* GLSL support in the viewport and game engine, enable in the game
  menu in textured draw mode.
* Synced and merged part of the duplicated blender and gameengine/
  gameplayer drawing code.
* Further refactoring of game engine drawing code, especially mesh
  storage changed a lot.
* Optimizations in game engine armatures to avoid recomputations.
* A python function to get the framerate estimate in game.

* An option take object color into account in materials.
* An option to restrict shadow casters to a lamp's layers.
* Increase from 10 to 18 texture slots for materials, lamps, word.
  An extra texture slot shows up once the last slot is used.

* Memory limit for undo, not enabled by default yet because it
  needs the .B.blend to be changed.
* Multiple undo for image painting.

* An offset for dupligroups, so not all objects in a group have to
  be at the origin.
2008-09-04 20:51:28 +00:00
8cf385a93d svn merge -r 16222:16320 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-31 21:00:20 +00:00
25c116e80a Fixing typo to make compile working again 2008-08-30 23:12:01 +00:00
Nathan Letwory
ff0aab05b2 patch for bug #17553: material emit is allowed to go from 0.0 to 2.0; however curves only make it go to 1.0
reported and patched by slikdigit
2008-08-30 21:41:02 +00:00
5dafc1a553 svn merge -r 16060:16222 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-08-22 09:31:32 +00:00
57d1a1eac2 New things for particle effectors:
- For newtonian particles a "self effect" button in particle extras makes the particles be effected by themselves if a particle effector is defined for this system, currently this is a brute force method so things start getting slow with more than ~100 particles, but this will hopefully change in the future.
- Two new effector types: charge and a Lennard-Jones potential based force (inter-molecular forces for example).
   -Charge is similar to spherical field except it changes behavior (attract/repulse) based on the effected particles charge field (negative/positive) like real particles with a charge.
   -The Lennard-Jones field is a very short range force with a behavior determined by the sizes of the effector and effected particle. At a distance smaller than the combined sizes the field is very repulsive and after that distance it's attractive. It tries to keep the particles at an equilibrium distance from each other. Particles need to be at a close proximity to each other to be effected by this field at all.
- Particle systems can now have two effector fields (two slots in the fields panel). This allows to create particles which for example have both a charge and a Lennard-Jones potential.
2008-08-21 21:12:27 +00:00
a6514f0c39 Animateable (ipos) power and fall-off for particle effectors. 2008-08-16 16:21:01 +00:00
e409c2463d WIP commit to introduce channels 2008-07-07 14:36:33 +00:00
6d7a43dd54 Fix for bug #13757: camera lens minimum value for ipo's was
different than the button.
2008-06-29 21:06:18 +00:00
205d06f5f4 Fix for bug #11002: particle ipo clump did not allow negative values
like the button in the user interface.
2008-05-08 08:41:56 +00:00
Chris Want
5d0a207ecb Patch from GSR that a) fixes a whole bunch of GPL/BL license
blocks that were previously missed; and b) greatly increase my
ohloh stats!
2008-04-16 22:40:48 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +00:00
372ee054c0 Some notes for those who try to follow this :)
- first work on getting area/screen handling back
- added structure for where to put stuff, is still under
  review, wait a bit for docs?

Campbell is working on removing every bad level include from
sources, so we can safely rebuild the src/ directory.
2008-01-01 18:29:19 +00:00
58bf29e389 removed blenderdef.h, BIF_*, BDR_* and BSE_* header files (except for BIF_gl.h and BIF_glutil.h) 2008-01-01 18:16:10 +00:00
146b0aec14 == Sequencer ==
Fixed IPO calculation for threaded prefetch rendering. (do_seq_ipo used
global CFRA tststs...)
2007-12-23 21:27:12 +00:00
1e32ec2000 minor update, "Draw Handles" wasnt working when disabled everywhere and replaced some magic numbers 2007-12-01 23:25:00 +00:00
45c41ffb69 Two fixes:
- new option for Local Constraint Ipos did not set user counter in
  Ipo at file reading, causing data to get lost (not saved).

- Driver feature: the channels "Loc X Y Z" now also use the result
  of constraints, but transformed back into local space, as if it 
  was action X Y Z. Nice stuff for those who understand this... 
  it means you can drive something with a bone that has constraints.
2007-12-01 10:48:33 +00:00
7da56f4a9b Particles
=========

Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:

- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.

.. and lots of other things, some more info is here:

http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc

The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.

Point Cache
===========

The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.

See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint

Documentation
=============

These new features still need good docs for the release logs, help
for this is appreciated.
2007-11-26 22:09:57 +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
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
0cc2de1b37 == Action Editor Bugfixes (BugReport #7049) ==
This commit fixes several issues related to using the Action Editor with Shapekeys. I've known about most of them for a while, so now's the time to fix that.

1) When the shapekey anim data for an object comes from an Action (key's IPO block is linked to the "Shape" action-channel), the names of the individual shapekeys is now shown. They will only do so if the Action Editor is not pinned though.

2) Slider limits for the case described above should now be sane again

3) "Add New" option from the popup menu in the Action Editor header will now convert shapekey animation data from IPO to Action if the action editor is displaying Shapekey data at the time. Many users have often found the old way of having to toggle the "running man" in the IPO-editor header, too clumsy and confusing.
2007-08-15 10:04:45 +00:00
c4114780d4 Little code cleanup.
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway.

I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
2007-08-05 09:21:29 +00:00