This allows to match and transfer data between two meshes with similar shape but complete arbitrary different transform.
Note that the result will be best if the meshes (more precisely, their vertices) are exact copies of each other.
Otherwise, method used can only perform an approximated best match, which means you'll likely get better
results if you 'visually' make them match in 3D space (and use 'Object Transform') instead.
- place return args last position
- move crazyspace function out of DerivedMesh header
- use bool for args
- flow control on own lines to ease debugging
Angular velocity clamping was missing from the BGE. It is implemented
similarly to the linear velocity clamping. It is needed to be able to
drive physical simulations of systems that have a limited rotational
speed.
Reviewed by: campbellbarton, panzergame, ton
Differential Revision: https://developer.blender.org/D1365
This is needed for the new granular depsgraph, otherwise graph is not
containing all the operations needed for proper update.
And the same is actually needed onwhen removing shape key.
This calls are not strictly speaking needed for the old dependency graph, but
due to more granular nature of upcoming depsgraph more actions requires update
of relations of IDs.
On the one hand this extra tags could be wrapped with if() statements, but on
the other hand it makes sense to keep tag in sync so it's clear if some issue
is caused by missing/extra tag or by depsgraph itself.
Currently this function only tags pose itself, totally matching previous
behavior. But this will be needed in the future once new dependency graph
is landed, because of it's granular nature which relies on the fact that
pose channels are all up to date when building the graph.
Should be no functional changes so far.
Combine all the highpoly pixel arrays into a single array with a lookup
object_id for each of the highpoly objects.
Note: This changes the Bake API, external engines should refer to the
bake_api.c for the latest API.
Many thanks for Sergey Sharybin for the complete review, changes
suggestion and feedback. (you rock!)
Reviewers: sergey
Subscribers: pildanovak, marcclintdion, monio, metalliandy, brecht
Maniphest Tasks: T41092
Differential Revision: https://developer.blender.org/D772
Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.
I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
Official Documentation:
http://www.blender.org/manual/render/workflows/multiview.html
Implemented Features
====================
Builtin Stereo Camera
* Convergence Mode
* Interocular Distance
* Convergence Distance
* Pivot Mode
Viewport
* Cameras
* Plane
* Volume
Compositor
* View Switch Node
* Image Node Multi-View OpenEXR support
Sequencer
* Image/Movie Strips 'Use Multiview'
UV/Image Editor
* Option to see Multi-View images in Stereo-3D or its individual images
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
I/O
* Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images
Scene Render Views
* Ability to have an arbitrary number of views in the scene
Missing Bits
============
First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report.
Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report.
Everything else is likely small todos, and may wait until we are sure none of the above is happening.
Apart from that there are those known issues:
* Compositor Image Node poorly working for Multi-View OpenEXR
(this was working prefectly before the 'Use Multi-View' functionality)
* Selecting camera from Multi-View when looking from camera is problematic
* Animation Playback (ctrl+F11) doesn't support stereo formats
* Wrong filepath when trying to play back animated scene
* Viewport Rendering doesn't support Multi-View
* Overscan Rendering
* Fullscreen display modes need to warn the user
* Object copy should be aware of views suffix
Acknowledgments
===============
* Francesco Siddi for the help with the original feature specs and design
* Brecht Van Lommel for the original review of the code and design early on
* Blender Foundation for the Development Fund to support the project wrap up
Final patch reviewers:
* Antony Riakiotakis (psy-fi)
* Campbell Barton (ideasman42)
* Julian Eisel (Severin)
* Sergey Sharybin (nazgul)
* Thomas Dinged (dingto)
Code contributors of the original branch in github:
* Alexey Akishin
* Gabriel Caraballo
Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
Added an utility function which performs vertex split based on the loop
normal so now backing API matches to what's happening in Cycles and BI
in terms of autosplit.
Reviewers: dfelinto, campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1174
General idea is to avoid actual calculation from property update()
callback and tag things for update later instead.
That said, pose constraint flags are now tagged for update and
handled as a part of object update. In the new depsgraph it'll
be a nice dedicated operation node.
Also avoid updating disabled flags for all the modifiers. This
part of the path is not totally optimal since it'll still need
to iterate over bones in order to get pchan, but to optimize it
further would be nice to find a way to avoid pchan requirement
all together.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1191
This patch would reassign the relative of all keyblocks to the relative
of the deleted keyblock. And it fixes the misalignement of the index values
after the keyblock is deleted.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1176
The idea is pretty simple: instead of making temporary copy of all the
related custom data layers just pass the ownership from the DM to the
mesh.
This is really handy in cases when you've got DM which you need to
convert to Mesh datablock and wouldn't need that DM after conversion
anyway.
Foe example, render database conversion, exporters and even Modifier
Apply will benefit from this option.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D1127