Commit Graph

4418 Commits

Author SHA1 Message Date
eb6ac55e93 pep8 compliance for python scripts 2011-07-06 14:20:38 +00:00
2367220108 Changed creation of original location targets to be created only if needed for IK (i.e. user's decision) 2011-07-06 14:19:54 +00:00
120e5a3417 Cosmetic changes to UI. Also, added option to mark which bones should be planted when calculation new root translation (i.e. which bones are feet) 2011-07-06 13:31:13 +00:00
ebbcae36b3 Coding style and cosmetic changes to mocap constraints module 2011-07-06 13:29:31 +00:00
89d7b9a0a6 Added a small useful operator: Fix Armature Rotate. It fixes the common issue with mocap files that sometimes are rotated around the wrong axis 2011-07-06 13:27:40 +00:00
3f3c6f5f1f Merging from trunk up to r38119. 2011-07-05 13:54:25 +00:00
887fd19894 Added access to denoising and new constraints functionality to UI script 2011-07-05 10:57:29 +00:00
04c03db6af Added One-Sided distance constraint. Also fixed some bugs and syntax in constraint and retarget scripts 2011-07-05 10:56:34 +00:00
90e8b83b45 Added denoising function. Uses a type of median filter to smooth out spikes, typical of sensor noise in motion capture data 2011-07-05 10:55:35 +00:00
c4491f558b Current situation
A mesh can consist out of multiple material. Take a character with clothing's. the skin can be a different material as the different clothing's. During compositing it is a common use-case to only do a part of the composit on only a specific material. Currently this can not be done.

In blender movies this feature is known to be implemented, but until now it never got integrated into trunk.
Proposal

With material index the Blender internal renderer will be capable of creating a buffer containing the material indexes of the first pixel-hit. This will be implemented in the same manner as the object index.

In the compositor the ID Mask node can be used to extract the information out of the Render pass.
Impact
User interface

On the properties-space the next changes will be done

    Scene⇒Render layer⇒Passes⇒Material index will be added
    Material⇒Options⇒Pass index will be added

DNA

    Material struct will get an new field called “index”. this will be a short-type.
    Material struct the field pad will be removed.
    A new Render-layer pass will be added (bit 1«18)

RNA

    Material RNA is updated (based on “pass index” from object)
    Render layer RNA is updated (based on IndexOB)

Blender internal renderer

The Blender internal renderer will process the render pass as a copy of the Object index.
Blender compositor

The render layer input will get a new output socket called “IndexMA”
Usage

An example on how to use material index can be found at:

https://svn.blender.org/svnroot/bf-blender/trunk/lib/tests/compositing/composite_materialindex.blend

This is also example of a commit message longer than the commit itself :)
2011-07-04 18:14:41 +00:00
a552d8e610 Finished Freeze constraint, and target space option for Freeze and Point constraints. 2011-07-04 11:35:29 +00:00
e358064704 Added smoothing variables to constraint creation, and now Active checkbox is functional.Also initial work was done on the freeze constraint. 2011-07-03 21:25:54 +00:00
775ab37ad5 Fixed some issues with stride bone and original empty creation and parenting. Now there is no longer a constraint cycle issue when using IK constraints 2011-07-03 21:23:41 +00:00
abb21a4da0 fix for python error when pinning a non mesh object in mesh editmode. 2011-07-03 07:21:33 +00:00
22bb09d018 fix for error when moving module, broke fracture tools and select internal face operator. 2011-07-03 04:28:41 +00:00
8c3f2923fd Early commit of mocap constraint work. Still very much a WIP, but Point constraints should work - but buggy. 2011-07-02 18:24:05 +00:00
dcd8933b95 quick explode failed if executed with no active object 2011-07-01 13:26:20 +00:00
590682bac1 uv mirror poll function wasnt checking UV's were available on the mesh. 2011-07-01 13:25:00 +00:00
2c66ab12e9 minor pep8 edits 2011-07-01 12:33:34 +00:00
77dbc5c914 Icons!
Animation Editor toggle tweaks:
* By popular request, curve visibility toggles in the Graph Editor are
now represented using the eyeball icons
* Muting is now represented by a speaker icon (a speaker for this
purpose seems fairly common?)

New icons:
* Keying Sets now have their own icons (as found in a proposal on
jendrzych's "Pixel Sized" blog)
* Drivers also have their own icon now. This is just a hacky one I've
devised which doesn't look that great. Suggestions on this are very
welcome.
2011-07-01 02:37:44 +00:00
093af18bfd fix for own error in script edits, broke bpy_extras.mesh_utils.ngon_tesselate 2011-06-30 16:06:30 +00:00
66b565a376 improve error report [#27775] External Image Editor Preference does not work
also correct tooltip typo.
2011-06-30 04:32:59 +00:00
8d4ea1b155 Tweak to the toggle to show/hide datablock filtering items in
animedit headers
2011-06-30 01:13:15 +00:00
7f70f78376 Addon UI: button for removing addons which are installed to user/home paths, this is not displayed for system addons, or ones which come with blender. 2011-06-29 15:56:22 +00:00
333e825798 Created UI and Group Property for Motion Capture constraints, to be used to fix up animation after retargeting 2011-06-29 14:29:52 +00:00
8f89e7a309 incorrectly had CMake storing directory names as filepaths
also correct compiler warning for collada and remove print from own last commit.
2011-06-29 13:16:11 +00:00
2710c567b9 Animation Editors - Small Visual Tweaks for Usability
== Datablock filters in the headers are now hidden by default ==
This has been done because users were generally not frequently
toggling these, so quick access vs screen-estate cost wasn't really
worth it to have these always showing and taking up space on the
header.

Usage notes:
- To show these again, click on the "Filter more..." toggle.
- The "Filter more..." button DOES NOT affect whether those filters
apply.

Design notes:
- I tried many other button/icon combinations, but those were either
too space-hogging, vague, or had wrong button order.
- I also tried putting a box around these, but there was too much
padding.
- The ordering of the filters has also been modified a bit so that the
group/fcurve-name filters occur earlier in the list, given that
they're used more frequently

== Graph Editor - Use Fancy Drawing ==
Renamed this option to "Use High Quality Drawing" as suggested by
Matt. "Fancy" isn't really descriptive enough.

== Icons for Mode Dropdowns ==
The mode dropdowns in the DopeSheet and Graph Editors now have icons.
- These were important enough (compared to the auto-snap mode) that
some visual decoration was perhaps warranted.
- It makes it easier to see at a glance what mode the view is in

Icon choices:
- In some cases, the icons seem like quite a natural fit IMO (i.e.
outliner<->dopesheet, key<->shapekey editor, grease pencil, fcurve
editor)
- Action Editor uses an "object" icon to indicate that this is object-
level only for now (though I hope to find a way to address this
soon/later). This will be kept like this until then.
- There isn't any icon for drivers, so after trying a few
alternatives, I settled on area-link icon, since it ties together two
entities using some link.
2011-06-29 13:00:19 +00:00
d86d68d4e6 console autocomp import now excludes '_' prefixed variables and the results are sorted. 2011-06-29 10:47:43 +00:00
c19d2d2da2 bug [#27779] Python console completion broken
modified auto-completion, though this may need to become a preference.
The problem is:
- including _all_ text as a prefix can take a lot of space, and isnt too readable.
- including only the previous word is error prone because detecting delimiters can fail when editing strings.

so I've set it to only include the last part of the string but align to the cursor to make it more readable.
2011-06-29 06:06:59 +00:00
57f4844c43 make drawing faces in the UV editor an image space option, re-using the mesh option was lazy and doesn't make much sense. 2011-06-28 09:42:17 +00:00
b4682414c2 fix [#27787] Smart UV Unwrap Results in Overlaps
added optional face area weighting (from 2.4x) since this can result in overlapping faces.
2011-06-28 06:51:55 +00:00
ff5dbbe1b8 Some bugfixing and tweaking for retargeting. Script works now regardless of world transform on performer and end user rigs. This breaks stride bone functionality, will be addressed in next commit 2011-06-27 12:48:30 +00:00
46a4f47a5d Added more IK functionality to UI. You can now toggle IK for selected bones. 2011-06-27 12:46:53 +00:00
4dd18f7e6f fix for editmode option toggle 2011-06-27 11:40:15 +00:00
a1abdf1c1c fix [#27778] Set Bone Flags - No Scale - Toggle seems not to work.
Toggling options on the selection is better done as a generic operator.
Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings.

This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc.
2011-06-27 07:51:52 +00:00
33e554799b Minor warning cleanup & fix
- comment/remove assignments from values to themselves.
- add case break statements (no functional change but some source code checkers notice).
- fix python errors when the sculpt brush is None.
2011-06-27 03:36:14 +00:00
17da597cc8 Added IK functionality to retargeting. If rig contains an IK constraint, in addition to FK retarget it will place and keyframe the IK targets correctly 2011-06-26 19:54:29 +00:00
5663d85e56 Some bugfixing and coding styles changes suggested by ideasman_42. 2011-06-25 23:50:50 +00:00
826ed5ed1d Fix [#27748] undeterministic behaviour of volumetric renderer
* Made clearer in the UI that the approximate multiple scattering always enables light cache
* Fixed a potential problem in anisotropic scattering
2011-06-25 00:33:36 +00:00
6c33d3f00d Bugfixing and modification to ensure functionality when called from UI. Related to previous commit, 37796. 2011-06-24 17:11:54 +00:00
b437f3fab9 UI and bugfixing for mocap retargeting. Still a WIP, UI/py work will modified to fit coding styles in the future. 2011-06-24 17:05:53 +00:00
fd60b73b7b fix [#27742] Smart UV project no longer works in 2.58
failed with active, unselected objects.
2011-06-24 04:12:01 +00:00
3cf2e6b7dc fix [#27747] Modal operator in Special Menu (W) ignores continues grab 2011-06-24 03:59:41 +00:00
fc95ebbc55 W special menu for changing orthographic camera lens scale was missing
btw continues grab doesn't work with this modal ops.. whats up?
2011-06-24 03:41:07 +00:00
a014886c57 Fix typo in addon user preferences menu. 2011-06-23 19:42:54 +00:00
Lukas Toenne
587b51831d More flexible size options for particle billboards. This adds scale factors for width and height of billboards, relative to the particle size. It's useful when the particle size is primarily used for collision and the like, so the billboard appearance can be adjusted independently. Also allows non-square billboards.
In addition the billboards can be scaled by the particle velocity with optional head and tail factors (similar to line drawing options). This allows for pseudo-motionblur effects.
2011-06-23 18:59:47 +00:00
11c0ee5c76 Merged with trunk r37717. 2011-06-21 21:10:36 +00:00
2d3d025e8c 3D Audio GSoC:
- Sequencer dynamics: Now it's possible to change the output channels and the resampling quality also increased (previously maximum quality was 44,1 kHz)
- Changed two buffers to use ffmpeg allocation, not sure if that helps somehow.
2011-06-21 20:39:41 +00:00
eaae38551f pep8 compliance 2011-06-21 17:17:51 +00:00
22c68cd748 New 2.58 splash image. Thanks Rogério Perdiz!
(Judge committee Sebastian_K && FrancoisGFX)
2011-06-21 16:54:34 +00:00