Grease Pencil is a tool which allows you to draw freehand in some views, allowing you to annotate/scribble over the contents of that view in either 2d or 3d. This facilitates many easier communication and planning abilities.
To use, simply enable it from the View menu (choose 'Grease Pencil...' and click 'Use Grease Pencil'). Then, click+drag using the left-mouse button and the shift-key held to draw a stroke.
For more information, check the following page on the wiki:
http://wiki.blender.org/index.php/User:Aligorith/247_Grease_Pencil
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.
*Made nearest surface also use "quad" bvh tree (instead of splitting quads in 2 bvh nodes).
Again that leaded to improvements in build and query time.
*BLI_bvhtree_find_nearest api is now following the same concept as BLI_bvhtree_ray_cast
removed code relative to bvhtree_from_mesh_tris.
Its now faster than raytree (both on build and query)
Things tryed:
X=>Y=>Z=>X split (reduces build time.. but increases query time)
bucket sorts
(initial sorts for fast usage of bucket take a long time)
(nth is linear.. so its quite fast already)
Best times archieve with:
*usage of 4-ary trees.. reduces build time and tree size but didnt decreased query time
*quads are on the same node instead of splitting in 2 tris..
(this actually turned on speedup on query time.. since tree size is reduced by a factor of 2)
*test ray-bb before ray-primitive gives better times on both tris and quads
Notes:
measures where made projecting a sphere from inside the head of suzanne.
small bvh fixes:
*allow to create any tree type >= 2
*save split axis
changed shrinkwrap to perform normal cast with raytree and bvh tree and print both times:
Shrinkwrap (OBCube)24578 over (OBSuzanne)504482
target = raytree_create_from_mesh(calc->target): 1260.000000ms
shrinkwrap_calc_normal_projection_raytree(&calc): 1850.000000ms
tree = bvhtree_from_mesh_tri(calc->target): 3330.000000ms
shrinkwrap_calc_normal_projection(&calc): 3780.000000ms
On general query time is bit smaller on bvh tree..
but the build time of bvh is pretty big.
(build time can be removed from both if a cache system is added)
But I am still trying to see how fast I can make the bvh build
CDDM_apply_vert_coords needs a CDDerivedMesh, but it was getting a
CCGDerivedMesh from the preceding Subsurf modifier. This fix just makes
a CDDerivedMesh copy of the supplied DerivedMesh rather than using it directly.
The Image "do premul" option didn't work when Image was of type Sequence.
(Note: this option converts key-alpha images to premul, as is standard
in Blender rendering)
*Fixed a few UI things
*Make SimpleDeform and Shrinkwrap to use vertexgroup_get_vertex_weight, a similar function
"static float vert_weight(MDeformVert *dvert, int group)" existed on modifier.c, changed
it a bit and moved into BKE_deform.h
General
=======
- Removal of Damp option in motion actuator (replaced by
Servo control motion).
- No PyDoc at present, will be added soon.
Generalization of the Lvl option
================================
A sensor with the Lvl option selected will always produce an
event at the start of the game or when entering a state or at
object creation. The event will be positive or negative
depending of the sensor condition. A negative pulse makes
sense when used with a NAND controller: it will be converted
into an actuator activation.
Servo control motion
====================
A new variant of the motion actuator allows to control speed
with force. The control if of type "PID" (Propotional, Integral,
Derivate): the force is automatically adapted to achieve the
target speed. All the parameters of the servo controller are
configurable. The result is a great variety of motion style:
anysotropic friction, flying, sliding, pseudo Dloc...
This actuator should be used in preference to Dloc and LinV
as it produces more fluid movements and avoids the collision
problem with Dloc.
LinV : target speed as (X,Y,Z) vector in local or world
coordinates (mostly useful in local coordinates).
Limit: the force can be limited along each axis (in the same
coordinates of LinV). No limitation means that the force
will grow as large as necessary to achieve the target
speed along that axis. Set a max value to limit the
accelaration along an axis (slow start) and set a min
value (negative) to limit the brake force.
P: Proportional coefficient of servo controller, don't set
directly unless you know what you're doing.
I: Integral coefficient of servo controller. Use low value
(<0.1) for slow reaction (sliding), high values (>0.5)
for hard control. The P coefficient will be automatically
set to 60 times the I coefficient (a reasonable value).
D: Derivate coefficient. Leave to 0 unless you know what
you're doing. High values create instability.
Notes: - This actuator works perfectly in zero friction
environment: the PID controller will simulate friction
by applying force as needed.
- This actuator is compatible with simple Drot motion
actuator but not with LinV and Dloc motion.
- (0,0,0) is a valid target speed.
- All parameters are accessible through Python.
Distance constraint actuator
============================
A new variant of the constraint actuator allows to set the
distance and orientation relative to a surface. The controller
uses a ray to detect the surface (or any object) and adapt the
distance and orientation parallel to the surface.
Damp: Time constant (in nb of frames) of distance and
orientation control.
Dist: Select to enable distance control and set target
distance. The object will be position at the given
distance of surface along the ray direction.
Direction: chose a local axis as the ray direction.
Range: length of ray. Objecgt within this distance will be
detected.
N : Select to enable orientation control. The actuator will
change the orientation and the location of the object
so that it is parallel to the surface at the vertical
of the point of contact of the ray.
M/P : Select to enable material detection. Default is property
detection.
Property/Material: name of property/material that the target of
ray must have to be detected. If not set, property/
material filter is disabled and any collisioning object
within range will be detected.
PER : Select to enable persistent operation. Normally the
actuator disables itself automatically if the ray does
not reach a valid target.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
rotDamp: Time constant (in nb of frame) of orientation control.
0 : use Damp parameter.
>0: use a different time constant for orientation.
Notes: - If neither N nor Dist options are set, the actuator
does not change the position and orientation of the
object; it works as a ray sensor.
- The ray has no "X-ray" capability: if the first object
hit does not have the required property/material, it
returns no hit and the actuator disables itself unless
PER option is enabled.
- This actuator changes the position and orientation but
not the speed of the object. This has an important
implication in a gravity environment: the gravity will
cause the speed to increase although the object seems
to stay still (it is repositioned at each frame).
The gravity must be compensated in one way or another.
the new servo control motion actuator is the simplest
way: set the target speed along the ray axis to 0
and the servo control will automatically compensate
the gravity.
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is
placed BEFORE the Drot motion actuator (the order of
actuator is important)
- All parameters are accessible through Python.
Orientation constraint
======================
A new variant of the constraint actuator allows to align an
object axis along a global direction.
Damp : Time constant (in nb of frames) of orientation control.
X,Y,Z: Global coordinates of reference direction.
time : Maximum activation time of actuator.
0 : unlimited.
>0: number of frames before automatic deactivation.
Notes: - (X,Y,Z) = (0,0,0) is not a valid direction
- This actuator changes the orientation of the object
and will conflict with Drot motion unless it is placed
BEFORE the Drot motion actuator (the order of
actuator is important).
- This actuator doesn't change the location and speed.
It is compatible with gravity.
- All parameters are accessible through Python.
Actuator sensor
===============
This sensor detects the activation and deactivation of actuators
of the same object. The sensor generates a positive pulse when
the corresponding sensor is activated and a negative pulse when
it is deactivated (the contrary if the Inv option is selected).
This is mostly useful to chain actions and to detect the loss of
contact of the distance motion actuator.
Notes: - Actuators are disabled at the start of the game; if you
want to detect the On-Off transition of an actuator
after it has been activated at least once, unselect the
Lvl and Inv options and use a NAND controller.
- Some actuators deactivates themselves immediately after
being activated. The sensor detects this situation as
an On-Off transition.
- The actuator name can be set through Python.
Also checked all other uses of text->lines.first to make sure the assumption isn't made elsewhere.
Added 2 more checks for text->lines.first when converting text buffer to objects.
To take advantage of this feature, you must have a mesh with
relative shape keys and shape Ipo curves with drivers referring
to bones of the mesh's parent armature.
The BGE will automatically detect the dependency between the
shape keys and the armature and execute the Ipo drivers during
the rendering of the armature actions.
This technique is used to make the armature action more natural:
the shape keys compensate in places where the armature deformation
is uggly and the drivers make sure that the shape correction
is synchronized with the bone position.
Note: This is not compatible with shape actions; BLender does
not allow to have Shape Ipo Curves and Shape actions at the same
time.