Commit Graph

160 Commits

Author SHA1 Message Date
2b5f89ed9f svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender -r23043:23119 2009-09-11 03:00:09 +00:00
4cb53d91ea Small code cleanup related to curves, to avoid cryptic names:
renamed set_four_ipo -> key_curve_position_weights
renamed set_afgeleide_four_ipo -> key_curve_tangent_weights
added key_curve_normal_weights
2009-09-09 18:09:03 +00:00
9f33496088 2.5
* Lattices: properties editable, editmode operators, menus working
  again. As a bonus you can now edit u/v/w in editmode.
* Shape Keys: some code cleanup, and added more buttons. The
  value/min/max buttons don't work correct yet though.
* Fix issue with uv textures, vertex colors not being visible outside
  editmode, and a few other issue. Mesh.edit_mesh is now NULL when
  not in editmode.
2009-07-03 15:23:33 +00:00
934e3ddf0d Deform modifiers can now use useRenderParams and isFinalCalc in modifier stack as non-deforming and constructing modifiers can already - please check for problems or if i missed something 2009-05-31 17:20:57 +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
b8dac71bda 2.5
- restored three more C files: editlattice, editkey
  and editgroup
- editmode lattice working, (mouse select works)
- accidentally removed yesterday 3d cursor drawing
- removed global editLatt entirely now.
2009-01-13 15:18:41 +00:00
637ffd1dfb 2.5
More globals discovered; lattice deform stored static
deform array and a matrix. Tsk!
2009-01-07 16:05:55 +00:00
10e6566aeb 2.5
Bugfix: some old dangling globals still crash lattice.
Editmode lattice has to be coded still, but now Mancandy
loads again :)
2009-01-06 12:30:44 +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
a6721c60d9 2.5
From the anti-globalization department: 
G.obedit terminated!

Wherever possible, use CTX_data_edit_object(C) to get this
now. It's stored in scene now, and the screen context has
it defined.
2009-01-02 19:10:35 +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
ca80578e4e Simple warning fixes 2008-11-04 01:05:44 +00:00
ec462b8cea Added Lattice vgroup support to shrinkwrap and simple deform modifier. 2008-11-03 23:17:36 +00:00
433c43932b Bugfix #16662
Curve modifier on lattice suffered drawing updates, only when the system
was not animated though, missed depsgraph calls then.

Solved it by forcing lattice to always return displist for its vertices,
that's same as for how mesh/curve works now.
2008-07-20 16:06:40 +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
eb667866df Fix for bug #8870: crash converting curve to mesh. The object was being
used for curve deform, but after conversion wasn't a curve anymore, and
there was no check for this.
2008-04-04 12:33:01 +00:00
780ea713d5 Fix for making vectoquat threadsafe, missed a warning. 2008-02-27 17:43:23 +00:00
cbf278246f Fix for bug: cross platform strand render differences with kink/branch.
This time is was due to different accuracy of floating point computation,
now it uses does a comparison a bit different to avoid this.

Also changed the vectoquat function to be threadsafe.
2008-02-27 14:17:32 +00:00
Chris Want
5e3cffc64a Patch to change license to GPL only, from GSR. 2008-01-07 19:13:47 +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
a2d6623689 bugfix, curve radius would display incorrectly when there were single point's before a curve. now allow the bevel list to have zero point BevList's to keep in sync with curve->nurb as was expected in a few places. 2007-12-03 22:42:48 +00:00
afdd54fa37 moved source and text to american spelling
* colour -> color
* centre -> center
* normalise -> normalize
* modelling -> modeling
2007-04-04 13:18:41 +00:00
e0c77c0f14 made all data adding functions accept a name such as add_mesh or add_curve, previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
2007-03-11 16:25:17 +00:00
e435fbc3c5 Added custom vertex/edge/face data for meshes:
All data layers, including MVert/MEdge/MFace, are now managed as custom
data layers. The pointers like Mesh.mvert, Mesh.dvert or Mesh.mcol are
still used of course, but allocating, copying or freeing these arrays
should be done through the CustomData API.

Work in progress documentation on this is here:
http://mediawiki.blender.org/index.php/BlenderDev/BlenderArchitecture/CustomData


Replaced TFace by MTFace:

This is the same struct, except that it does not contain color, that now
always stays separated in MCol. This was not a good design decision to
begin with, and it is needed for adding multiple color layers later. Note
that this does mean older Blender versions will not be able to read UV
coordinates from the next release, due to an SDNA limitation.


Removed DispListMesh:

This now fully replaced by DerivedMesh. To provide access to arrays of
vertices, edges and faces, like DispListMesh does. The semantics of the
DerivedMesh.getVertArray() and similar functions were changed to return
a pointer to an array if one exists, or otherwise allocate a temporary
one. On releasing the DerivedMesh, this temporary array will be removed
automatically.


Removed ssDM and meshDM DerivedMesh backends:

The ssDM backend was for DispListMesh, so that became obsolete automatically.
The meshDM backend was replaced by the custom data backend, that now figures
out which layers need to be modified, and only duplicates those.


This changes code in many places, and overall removes 2514 lines of code.
So, there's a good chance this might break some stuff, although I've been
testing it for a few days now. The good news is, adding multiple color and
uv layers should now become easy.
2006-11-20 04:28:02 +00:00
376851268a - Action Modifier; paths now support Speed curve.
http://download.blender.org/demo/test/2.43/0001_0150_speed.avi
  By default the Speed maps in the range 0-100 frames, since there's
  not an actual time relationship here.

  IMPORTANT: this didn't work before, and default Curve Paths have a
  speed Ipo, so past saved scenes will work different now!

- Speed curve points are now drawn on the 3D path as well. With select
  info for selected points, if Curve Object is active.

- Duplicating Objects with NLA ActionModifiers now also correctly copies
  object pointers, so a duplicate works as expected.
2006-11-08 10:51:27 +00:00
35d6c6e695 Two wonderful new NLA & Armature editing features!
- FORWARD CYCLING & MATCHING

Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.

Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).

Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend

Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.

To be further tested:
- Blending cycles
- matching rotation for the bones as well.

- ACTION MODIFIERS (motion deformors)

The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.

The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend

Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).

Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
  Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
  (in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
  the negative Y direction, you have to set in Object Buttons, "Anim settings"
  Panel, the correct Track option. (Note; option will probably move to the
  Modifier later).

This is a good reason to make such paths automatic (on a command). Is on the
todo list.

Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
  and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
  a character walks over moves). Moving the Curve in Edit Mode will change the
  actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
  support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...

This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.

Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
ddbfb04642 * Changed the Curve Modifier to have it's own X/Y/Z axis deform direction
settings, rather than using the object's TrackX/Y/Z/etc buttons.

 This is good for two reasons: a) having the settings over in the object buttons
 before was terribly unintuitive and hidden, now it's more visible how to
 control the deformation, and b) now if you have more than one curve modifier,
 they can have their own settings, instead of being forced to use the object
 level data.
2006-10-28 16:48:56 +00:00
4603f452c2 Animation department feature request: support for vertex groups in Lattices
In a quick glance: (temp image)
http://www.blender.org/bf/rt.png

Main reason is that Lattices are useful a lot for Armature deformation.
Lattices just provide much more precise and interesting control. However,
with only bone envelopes it's very hard to use.

Working with Lattice vertex groups is nearly identical to Mesh:
- on CTRL+P 'make parent' you can choose the deform option now
- In editmode, the buttons to control vertex groups are available
- In outliner you can select vertexgroups too
- Deforming Lattices with Armatures has all options as for Mesh now.

Note:
- No WeightPaint has been added yet. To compensate, the editmode
  drawing for a Lattice with vertex group shows weight values for the active
  vertex group.
- Lattice editmode doesn't undo/redo weight editing yet.
- Softbody for Lattice still uses own vertex weights

Implementation notes:
- derivedmesh weight_to_rgb() is now exported to drawobject.c
- been doing cleanups in code (order of includes, var declarations, etc)
- weightpaint button handling now is generic

I've checked on Brecht's proposal for Custom Element data;
http://mediawiki.blender.org/index.php/BlenderDev/CustomElementData
It could have been used, but that would mean the existing code for
vertexgroup handling and armature deform couldn't be re-used. I guess this
is really a later todo.
2006-09-03 12:16:14 +00:00
433f6c7043 Integration of the Google Summer of Code Modifier Stack Upgrade project. The
main features are:
* Modifiers can now be in any order in the modifier stack
* DerivedMesh now has a standard framework for custom element data to be passed
  through the stack with mesh data (being copied and interpolated as
  appropriate), so modifiers can access whatever data they need
* The modifier stack code has been refactored and a number of bugs have been
  removed
* The EdgeSplit modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier
* The DerivedMesh modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier
* The UVProject modifier has been added:
  http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier

For more info, see:
http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade
(currently undergoing reorganisation)
2006-08-28 01:12:36 +00:00
d87b12a865 Bugfix #4488
On file load, a Curve deformation was not initialized when it
wasn't in a visible layer.
2006-06-27 10:51:35 +00:00
197fdd2e36 Curve and Lattice deform Modifiers now accept optional Vertex Group name
to finetune deform further as well.
Note that curve deform requires object buttons 'track' and 'up' axes set
properly. Curve deform can twist/flip a lot, making Vertex Group based
deform hard to set up.
2005-10-20 18:52:29 +00:00
43d2904037 Cleanup and new features for vertex keys.
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html

- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)

- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)

- Added a Shape Panel in the Edit buttons with the various options

- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.

- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-09-26 15:34:21 +00:00
2abd79b491 - readded DL_VERTS type to store lattice deformed verts
- new feature, twiddled with lattice resizing to try to maintain
   existing vertex changes... much nicer than just resetting the
   lattice if you decide you need more detail in the lattice.
 - modifiers work with lattices now. yes, that does mean you
   can make a chain of lattices effecting each other 8 miles
   long.
 - some cleanup of softbody code, was rather splintered and call
   path was twisted and confusing. reworked main object step
   routine to do things in a more obvious and consistent manner
   and without duplicate code
 - added ob->softflag OB_SB_RESET instead of sbObjectReset
   call
 - modifier changes reset softbody now
 - moved curve_getVertexCos/curve_applyVertexCos into curve.c
 - update curve modifier eval to work with virtual modifiers
 - update modifier apply to work with curves/surfs
 - update make parent to also recalc object data

NOTE: Although you can turn SB on for curve/font objects at the
moment it doesn't really work because they call deform in
multiple steps and this confuses SB. Not sure how to deal with
atm.
2005-08-15 10:30:53 +00:00
74623f33aa - get rid of unused object_deform_curve
- some tweaks to modifier UI thanks to Bart (aligning buttons)
2005-08-15 00:53:51 +00:00
93aeb6b318 - added make_orco_curf, even does keys!
- removed {lattice,curve}_modifier functions
 - changed render code to use displist for curve rendering
   instead of making its own. required adding a bevelSplitFlag
   field to DispList. I also fixed the bevel face splitting
   which did not work correctly in many situations.
 - changed so all curve data creation happens in makeDispListCurveTypes,
   includes making bevel list and filling polys
 - changed render code to use displist for surface rendering
 - removed Curve.orco variable, built as needed now
 - removed stupid BLI_setScanFill* functions... why use a function
   argument when you can use a global and two functions! Why indeed.
   (this fixed crash when reloading a file with filled curves and
   toggling editmode)
 - bug fix, setting curve width!=1 disabled simple bevel for no
   apparent reason
 - cleaned up lots and lots of curve/displist code (fun example:
   "if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
 - switched almost all lattice calls to go through lattice_deform_verts,
   only exception left is particles
 - added DBG_show_shared_render_faces function in render, just
   helps to visualize which verts are shared while testing (no
   user interface).
 - renamed some curve bevel buttons and rewrote tooltips to be
   more obvious
 - made CU_FAST work without dupfontbase hack

Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:

http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
2005-08-14 06:08:41 +00:00
76d2f0da9e - couldn't help myself, got distracted working on something else and
wondered what these silly data pointers in MDeformVert were for.
   Turns out they aren't even need! Just taking up extra memory and
   space and confusing the armature deform algorithm. Naturally I
   had to clean things up. Sorry Ton.

   Deform weights are still stored in a pretty expensive and unnecessary
   way, probably use about twice as much memory as needed, and do
   way too many memory allocs.
 - moved armature_deform_verts into armature.c
 - some python code accessed the MDeformWeight data pointers, but
   did so in a completely wrong way, I am positive this code could
   never have worked (or maybe things changed during tons refactor),
   regardless it wouldn't work now... will test later.
2005-08-11 06:44:32 +00:00
24f2b61fdb - add comments to BKE_DerivedMesh.h about which functions are called in editmode
- gcc warning fixes
 - start work to make CCGDerivedMesh able to run in object mode (hint: more
   speed improvements)
 - fix modifier move down tooltip
2005-07-21 21:19:38 +00:00
1df154d140 - split {curve,lattice,armature}_deform_verts out of mesh_deform
- removed mesh_deform (merge into mesh_modifier)
 - switch python lattice_apply function to use object_apply_deform,
   this isn't exactly equivalent but the python system shouldn't
   have been calling that deep into the kernel anyway.

New feature: Modifier stack
 - added Object.modifiers (list of ModifierData elements)
 - added DNA_modifier_types.h
     o contains type definition for the file data for the various
       modifier types
 - added BKE_modifier.h
     o contains modifierType_get_info (access to modifier type registry)
     o structs and defines for runtime modifier usage
 - updated mesh_calc_modifiers to evaluate modifier stack (note that
   for the time being it also evaluates the old style modifiers so files
   should load and work as normal).
 - add file handling modifier code (todo: don't replicate on object copy)
 - add modifier stack UI code (lives in object panel)


Only real new feature at the moment is that you can apply lattices and
curves *after* a subdivision surface which was never possible before.

Todo:
 - DEP graph updating does not work correctly yet, so you generally have
   to tab cycle to see results.
 - editmode calculation does not use modifier stack.
 - bug fixes (there must be a few in there somewhere)
2005-07-19 20:14:17 +00:00
09b5272639 - split mesh_deform off from object_deform
- changed mesh_modifier, sbObjectStep, object_deform to take vertexCo
   argument instead of operating on mesh
 - fixed bug where a derived mesh would not be returned in editmode
 - removed object_wave, replaced by init_wave_deform and calc_wave_deform
 - moved cached DerivedMesh to Object, not Mesh... fixes heisenbugs
   with linked objects
2005-07-19 02:36:21 +00:00
925c024653 - more signedness warning fixes in editsima
- added mesh_get_active_key and replaced code in editmesh to use this
 - removed obsolete code in object_deform
2005-07-15 17:31:58 +00:00
967e294d9c Three fixes;
- Armature editmode, while armature was deforming children, was very slow
  because it kept making subsurfs... this goes still hackish :)
- CTRL+A on armatures used loadsa old code, removed all of it! Still works.
- Using "Set smooth" or "Set solid" on file loaded without 3d window
  crashed
2005-07-13 21:28:43 +00:00
1adf750fc3 Cleanup of Armature 3d drawing.
- In Solid drawmode, bones get drawn solid too now. Including Outline-
  selection color, if that's set.
  Disable it by setting Object-buttons "drawtype" for the Armature.
  Color used for solid bones is in Theme editor.
- EditMode armature now follows (Mesh edit) theme colors (Vertex, Edge)
- PoseMode armature has ThemeColor for selection, and draws three extra
  colors now;
   - blue shade for bones with action Ipos
   - yellow for bones with IK
   - green for bones with a constraint
- "X ray" now only works for PoseMode... needs review, can be done better
- "Draw Names" option uses theme color too, also indicates selection.

Fixes;

- In Armature EditMode, the deformed Mesh goes to rest-position
- Border select didn't clear 'active' flag in Bones in PoseMode
- Mouse-click select didn't work when a dashed line was close to Bone
2005-07-12 15:47:53 +00:00
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
c7942efdba Deform with Curves didn't take the 'tilt' value into account.
Note, the tilting only works for '3D' curves, and is accessible in
EditMode curve with TKEY.
2005-05-13 13:06:20 +00:00
bdb86d7c67 Integration stage of Softbody project
User level notes are in Wiki here;
http://wiki.blender.org/bin/view.pl/Blenderdev/Softbodies
And will be added in blender3d.org CMS later.

Tech level notes are still pending, but here's the most relevant ones;

- made ob->soft struct SoftBody to hold all settings, and read/save in
  files
- added (temporal!) conversion for the old settings. So: read old files
  with softbody experiments now, and save over!
- cleaned API calls for softbody, which are only 5 of them now:
  sbNew()
  sbFree()
  sbObjectStep()          (animation steps)
  sbObjectToSoftbody()    (full re-initialize data)
  sbObjectReset()         (only reset motion)
- API calls accepts time in frames now, within softbody.c it converts

Further, internally code was cleaned some (missing tabs etc). Also tried
to keep a well defined structure with hints how to add support for more
objects. Can write notes about that...
2005-04-02 13:57:23 +00:00
0069a48897 Fix for strange (showed in windows only) error that delivered flat curve
deforms by default. Proved to be a [3] array passed on to function needing
[4] array. Bad bad...
Thanks Ole for finding it! :)
2004-11-21 10:42:42 +00:00
d673c4a862 1) Bug fix 1776
Lattices seem to have deform lag, when they're animated with Ipos.
Found out this behaviour is already from before 2.25... solved with
removing a where_is_object() from deform code, but dont fully grasp
why.
Tested with good demo file, with motion blur too.

2) No functional changes, just made 2 files compile without warnings;

- added extra ifdefs __NLA_BLENDCON for unused calls
- removed zealot 'const' from function protos and variables, these cannot
  work there, and hence gave warnings
- added void pointer casts for array conversions in matrix code
2004-11-11 15:31:44 +00:00
5ac0d4fd26 Cleaned the apply deform code in Blender. Now also using the modifier code.
Right now, it works for Meshes (all deformers including Curve) and for
Curve/Surfaces (only hooks).

More follows.
2004-09-28 16:18:22 +00:00
a7f2950ae9 Bug fix: on scene append of curve deformer displist causes crash...
Crash is solved now, but create displist fails.
2004-09-27 10:39:18 +00:00
37f57288cb Lot of code... 2 new features:
1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.

Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody

- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.

2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.
2004-09-14 19:03:11 +00:00