(old code is just "#ifdef"-ed out for now.)
Please give this a try on all platforms and give us feedback on what you
see for your sys.path setting in Blender (run these two lines in text window)
import sys
print sys.path
returning Python exceptions. EXPP_ReturnPyObjError() always returns a
NULL because Python expects error conditions to return a NULL pointer
instead of an object. Since the pointer is cast to a PyObject *, it's
ugly to use for propagating the errors back in this case, so this fix just
uses PyErr_SetString() to set the error and return NULL (see the body
of EXPP_ReturnPyObjError() ).
1) Target-less IK
If you add an IK constraint without a target set (no object or bone target),
it now can be grabbed and moved with IK, using its own Bone tip or root as
target itself. This way you can use IK for posing, without having the IK
executed while it animates or while a Pose is being solved for real IK.
After grabbing "Target-less IK", it applies the resulted motion in the
pose-channels, which then can be used to insert keypositions.
The Target-less IK bone can still be rotated without IK, also its chain
can be edited as usual.
UI: The CTRL+I menu gives this as an option too. In the 3D window it is
drawn with orangish color.
Note that IK is not resistant to non-uniform scaling yet.
2) Auto-IK
When the option "Automatic IK" is set, in Edit Buttons Armature Panel,
it creates automatic temporal Target-less IK for the Bone you grab or
translate.
The rules are:
- it only works when a single Bone is selected
- if the Bone is a root bone (no parent), it adds IK to the end of the
chain(s)
- otherwise it adds the IK to the active Bone
- the temporal IK chain only consists of connected Bones.
This method is still a bit experimental. Maybe it should become a special
grabbing option (like SHIFT+G in Pose Mode). It also only works OK for rigs
that fit for it well... when a rig already is fully setup with IK it can't
do much good. :)
- on Ton's request use double versions of cos,sin,tan, sqrt etc.
just like Solid in MT_Scalar #if defined (__sun) || defined (__sun__) || defined (__sparc) || defined (__APPLE__)
- updated an url in the header of files
You now can set, in NKEY Transform Properties Panel, per XYZ rot/loc/size,
a protection for Transform tools to not change these values anymore.
This now works for Objects or for Bones in PoseMode.
Usage is especially for character animation, to give Bones in a Pose
defaults for rotation axes, so you don't have to worry about the correct
limitations (or setup complex IK limits).
Of course, this feature doesn't influence the animation system.
As an extra also the Transform Widgets then draw less handles. Note this
is based on the actual locked value, and depends still on Manipulator
orientation whether it can be used really.
Implementation warning: I had to remove the 'return' in the middle of the
editobject.c compatible_eul() call. It now makes nice compatible eulers
when they're simple (single axis rotations). Unfortunately there was no
note in the code why it was ever removed...
ALso: fix for crash in using Crease Transform and Mirror modifier.
See, in theory, I didn't make typos when coding.
Explanation:
iloc*loc will be negative when the sign changes between them, so we can snap if an element cross the limit.
It was assuming the real half is always on the positive, which is not true all the time (the mirror modifier doesn't make that assumption).
It incorrecly snapped everything to 0 if the half is in the negative quadrant.
Fix was to do "if (td->loc[0] * td->loc[0] < 0" instead, only snapping if the sign changed.
NOTE: this is all "in theory", as scons is broken, but I'm pretty sure the bug was real and the fix is.
- Action Editor: hotkeys V and H for handles were invisible, added menus
- NLA strips: when current frame is exactly on the strip end, it didn't
include that action... needs a rounding correction for it.
- Action/NLA: deleting keys in Action, which results in only 1 key left,
resulted in zero sized strip length. Now the strips are defaulted to be
1 frame in size minimal.
- NLA editor: ALT+C "Convert to strip" didn't increment Action user count
- 3D Window: CTRL+P make parent to Bone still gave the insane menu with all
bone names. With unified PoseMode select it can just parent to the
active Bone. Note; this now requires the Armature to be in PoseMode to
work.
- Rotation Constraint; the new options to only map to X,Y,Z rotation, did
set the not mapped rotation axes to zero. These should remain unchanged.
- AutoKey optionn for Actions; should not insert action keys on ESC
And added a fix myself:
- When SHIFT+selecting a Bone in PoseMode, and the Armature was not selected
or active yet, it doesn't extend-select/deselect the Bone anymore.
This case is only useful when you try to add IK or Constraint, so the
shift+selection should only activate the clicked Bone.
so there will be more files following.
Anyway: NEW BOOLEANS from Google Summer of Code (Courtesy of Marc Freixas)
Known problems:
- Random freezes while using them as a modifier. This may not be directly
related to modifiers though - it's maybe just the huge number of
operations that leads to a higher probability of triggering a bug
- Static booleans (the first 3 entries in the WKEY menu) are borked
anyway, this is not due to this commit.
- Errors when exiting Blender (dupli_alloc stuff), is not related to this
commit, either.
Please test if everything works, and check the other build systems, I only
know that make works.
Also, compare the results of, say, cube-cylinder, in old and new booleans
:)
We decided that the dashed lines were too much,
making the view very busy with dashed parent lines,
lamps, etc. So now the camera lines are drawn solid,
but the arrow (now triangle by andy's demand!) is drawn
outlined for inactive cameras, filled for the active
camera.
It was calling PyModule_AddObject() with unassigned pointer. Crashed on
exit here (python 2.3.2). Weird thing was that python 2.3.5 didnt complain
CVSr ----------------------------------------------------------------------
NOTE: I had to fix NMesh.c, Mesh_fromNMesh(), that is a real bad
function... it was returning a Py object as a Mesh (on error).
This is still not really solved (NULL return is not handled).
It works like for moving Object Ipos to the Action, press the Action icon
in the header of the IpoWindow, to the left of the mode selection menu.
It then creates an Action (if not existed) and moves the Shape Ipo to the
Action, using custom channel "Shape".
Main code change was that evaluating Ipo Curves for Relative Shapes had to
be recoded, but that's pretty minor and even much cleaner. (added "curval"
in the KeyBlock struct).
That this feature can work is thanks to the full modifier/derivedmesh
recode Daniel did, can't give him enough credits! :)
Also; small fixes in Outliner, for clicking on the Ipo icon (sets the Ipo
window to show that Ipo).
after chatting with Ton. I've commented out the old file
title safe conversion for now, so we can actually use it in
files worked on now. Have noted to remember to
uncomment it before the new version number bump.
- added faces.uvSel attribute: can get/set selection status of UV vertices in
UV Editor window
- make mesh.faceUV, mesh.vertexUV and mesh.vertexColor writable: users
can now enable/disable UV faces, vertex colors, "sticky" vertices
- fixed bug with mesh tool methods: before it would only work if an object
linked to the mesh was selected
- added mesh.quadToTriangle() and mesh.triangleToQuad() methods
- added selected() method to verts, edges, faces; returns list of indices
of selected items
- mesh.getFromObject() now gets derived mesh data
- ported vertex group methods from NMesh (required change to Object.c)
- ported module dictionaries from NMesh
-> Locked Strip length
When changing time of the animation curves in an Action, the strips in NLA
just remained the same length, causing very confusing situations.
By setting the strips to Locked (Nkey NLA window), it always updates the
strip length to make sure all keys are included, and not more. From now on
(not on old files) this is the default strip method.
-> ALT+C clear size
This menu has 2 options, the first clears the size, the 2nd remaps the
action (only when you didnt use the new Lock feature).
Both options are in the Pulldown menu too
-> Key drawing
The weird beveled button in Action/NLA didn't accurately show what time it
was actually on. I've replaced it with an Icon now, diamond shaped, in a
design derived from the TimeLine markers.
smoothness of faces in neighbourhood. It tries to set up normal of new
face due to normals of faces in neigbourhood too.
btw: this coding was inspired by andy's tutorial at conf in Amsterdam.