Commit Graph

11497 Commits

Author SHA1 Message Date
00762be141 Patch #7779: Make the 'Hold' option work with NLA action modifiers
Patch by: Matt Ebb (broken)

Currently in Blender, NLA action modifiers can work in very wacky and mysterious ways.

If an action is being modified with a path deform, when it reaches the end of that strip, it will snap back to the original un-modified location, regardless of whether the strip 'Hold' option is on. It's very frustrating to work with, and causes all sorts of problems - if you use a path to make a character walk from point A to point B, you generally want him to stay at point B, and not jump somewhere completely different, just because the strip ended.

This patch fixes this behaviour, and makes it much more sensible and predictable. There is a chance that this will break old files that were reliant on the old broken behaviour though, but I think it's definitely worthwhile to fix this problem.

Check the demo file in Blender 2.45 vs one with this patch applied - you can see the difference in behaviour.

Demo File Link (attachment in original tracker post):
https://projects.blender.org/tracker/download.php/9/127/7779/4856/wheelsetup2.zip
2007-11-21 04:49:13 +00:00
b7e0da6c3a Another feature request from the animation dept:
Relative shapekeys now allow to define the Shape it is relative to!
(It used to be relative with respect to the first key, which is still
default).

The reason for this feature is that keys don't always add together
well when they're all derived from the same base shape. A clear
example is hard to make... will wait for someone posting it. :)
2007-11-20 16:58:25 +00:00
0ec5942521 Tiny group-proxy update:
When you make proxy, the group-update tags should be set OK. 

Symptom: you could not move proxy around until you set keys 
in bones and advance frame.
2007-11-20 15:01:44 +00:00
f28ab5de21 Bugfix: scaling/rotation/translation works again 2007-11-19 23:45:26 +00:00
1199744188 Revamp of multi modifier option!
- error fix: overall weight group value was used inverted
- added "Inv" button to make weight group work inverted
- added bigger, more clear Multi Modifier button
2007-11-19 18:00:48 +00:00
b2705bbe5c #ifdef sse headers 2007-11-19 00:27:25 +00:00
14de7f4a2b fixed sse copy-paste glitch + #define __SSE3__ thanks to Lynx3d 2007-11-19 00:01:33 +00:00
7accd3a662 Long outstanding feature request: "Multi Modifier"
This allows to mix between the result of 2 modifiers, with both
using the same input state. This is useful for having a mesh deform
and armature deform working together.

However! This functionality could have been presented better...
this is actually Node editor stuff!

Now it works by adding a "MM" button, next to the "overall vgroup"
option. If MM is pressed, the input of this modifier is the same as
the input of the previous modifier.
Only the armature modifier has this option now...
2007-11-16 15:46:59 +00:00
04e3046824 svn merge -r 12496:12607 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2007-11-16 14:41:07 +00:00
057060967e Fixed DNA issue, some optional SSE stuff in (experimental, only 2 functions => not likely to be ever in trunk), BE AWARE: not compatible with old cloth files, many fixes in general, deactivated selfcollisions due to WIP 2007-11-16 14:24:43 +00:00
fd3764f9a4 = Fix for softbody collision mode selector =
This commit makes all softbody collision modes work as they should.

Thanks to Genscher for noticing the issue.

bjornmose, please check this commit.
2007-11-16 12:23:00 +00:00
33e5520ab3 Proxy fix:
Armature Proxy: the 'free pose channel' didn't restore the custom shapes
when reloading file.
2007-11-15 12:15:28 +00:00
a219d6e238 - fix for crash with MSVC compiler, global array constraintsTypeInfo overwriting caused memory corruption
Aligorith: please check, I think fix is quite obvious though.
2007-11-14 21:19:49 +00:00
a1c5b3b51d * New feature on compo scale node: "Scene Size %"
This option sets the relative scaling factor to the amount set in the 
scene "100%/75%/50%/25%" buttons. It's useful when you've got a fixed 
background image, and want to do preview renders at a lesser 
percentage, so you don't have to go and change the scale node each 
time you change the %.

Also removed unnecessary use of a global from texture node.
2007-11-13 23:53:58 +00:00
2f76b49bc1 Bugfix for endian bug in mdef file writing.
Also an unrelated warning fix.
2007-11-13 18:50:57 +00:00
Chris Want
e66f325dd7 ==Mirror Modifier==
Support for using the axes of a different object as the line of mirror
symmetry for a mirror modifier. As a nice consequence, this allows
"clipping" to arbitrary planes in editmode.

A fun example of using a couple of mirror modifiers and an array
modifier to easily make a nice flower type model is here:

http://bebop.cns.ualberta.ca/~cwant/chocolateC05.blend
2007-11-13 06:56:55 +00:00
89317afbdf Patch #7767: Constraint Subtargets can now target anywhere on a bone, not just the head or tail
Patch by: Roland Hess (harkyman)

For example, a constraint can be sub-targeted at the 50% (or 31.2% or 85% etc.) point of its target bone, giving you enormous rigging flexibility and removing the need for complex contraptions to do such things as:

- A bone whose base slides only between to points on a rig (CopyLoc with a variable, animated subtarget point)
- Bones that attach to multiple points along another bone (CopyLocs, each with a different head/tail percentage)
- Bones that need to stretch to a point midway between specific spots on two other bones (old way: too crazy to mention; new way: stretch bone between points on end bones, then another stretch to the midpoint of the first stretch)

It is only used for the constraint types for which it is relevant: CopyLoc, TrackTo, StretchTo and MinMax, TrackTo, and Floor.

Notes:
- This is accessed by the Head/Tail number-slider. 
- This value can be animated per constraint
- The old "Copy Bone Tail" option for the CopyLoc constraint has been automatically converted to 1.0 Head/Bone values for the affected constraints
- In the code, this value is in the bConstraint struct, so it is available for all constraints, even though only a few implement it.
2007-11-12 04:17:03 +00:00
7f2e43968a Mesh Deform Modifier
====================

Dynamic binding support. This means that the mesh can move _within_
the cage and still deform correct. If the mesh goes out of the cage,
don't expect correct result. Must be enabled with the 'Dynamic'
option, because it is slower and consumes more memory.

This is useful to use e.g. the cage mesh for main deformations and
still have shape keys for facial deformation working.
2007-11-11 22:54:14 +00:00
2abb50d1ea Exclude generated images when checking if an image is already loaded, it can be very confusing when you don't appear to have the image loaded anywhere. 2007-11-10 19:56:06 +00:00
90b4ed9543 added buttons in the Transform Properties for changing curve handle types, (Similar to how Metaballs can be selected) for easier access then H,Shift H, V keys 2007-11-10 15:31:41 +00:00
62f8e6fc23 Quick added feature: the "do not get scaling from parent bone" option.
It's next to the 'hinge' button, a small 'S'. No more space here... will
make it nicer inferface later. :)
Let's first see if this works as expected.
2007-11-09 14:58:55 +00:00
7294d19d66 Bugfix:
Issue with dual quaternion scaling + vertex group influence.
2007-11-08 18:02:15 +00:00
40f871c07f * new stamp option to stamp forground sequence strip name.
* made stamp filename optional
* renamed weightpaint "Filter" to "Blur"
* made the defailt weightpaint opacity 1.0 rather then 0.2 so when you select 1.0 weight you can paint it with without multiple clicks.
2007-11-08 13:02:59 +00:00
d4e881761d Introduced a selfmade AIMEX (adaptive implicit-explicit condition into force calculation for jacobi matrices -->results in ca. 15% speedup 2007-11-08 03:31:52 +00:00
50e5c9d1c2 own silly error, was reusing an existing flag for the draw curve handles setting. 2007-11-07 13:02:50 +00:00
e14457b921 updated bullet to version 2.64 and hopefully didn't break too much things in CcdPhysicsEnvironment.cpp, but it compiles and works for me 2007-11-06 14:27:06 +00:00
296a8ca146 Bugfix:
Mesh deform invert vertex group influence didn't work entirely correct.
2007-11-06 14:15:45 +00:00
e057b56d3b svn merge -r 12478:12495 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2007-11-06 12:10:59 +00:00
b37bbe9024 New: pointcache integrated with cloth. Maybe some little glitches left there 2007-11-06 12:08:39 +00:00
f66aeb7a74 Bugfix:
Mesh deform modifier crashed when applied to lattices.
2007-11-06 11:25:48 +00:00
e2504c2ff1 Mesh Deform Modifier
====================

Added a button to invert the vertex group influence, to make blending
between mdef and armature deform easier.
2007-11-06 09:44:34 +00:00
cbc941e342 Merged pointcache from particles branch, but is not used in the moment 2007-11-06 09:44:09 +00:00
47c62453db Bugfix for wrong springs (resulted in weird behaviour), Implemented two speedups: One for small bending/wrinkle values (1/3 speedup), another speedup is that cloth get automatically in sleep mode but wakes up every frame ([quality-1]/quality speedup) 2007-11-06 02:30:53 +00:00
f1c6a69aad sequencer snap was crashing when no last selected was available (own mistake)
material names spelling was odd - HalveGreen -> HalfGreen
2007-11-05 21:06:27 +00:00
873a26ff84 best part (file) was missing 2007-11-05 19:29:14 +00:00
0a1be3e2ce Fun commit: I put some 3-liner verlet integrator in, to activate it, set clmd->sim_parms.solver_type in cloth_init to 1 - bugs in there 2007-11-05 19:28:38 +00:00
63c5dbe745 Bugfix:
B-bones didn't work well with non-uniform scaling applied to them.
The code to solve this is not too pretty, but don't know how to do
it simpler, and at least it makes that stretchy spine work.
2007-11-05 18:44:42 +00:00
7d70dd98d6 Bugfix:
Dual quaternions + armature modifier vgroup didn't work together correct.
2007-11-05 17:38:07 +00:00
7a6b3a63fa svn merge -r 12419:12478 https://svn.blender.org/svnroot/bf-blender/trunk/blender -- old cloth files with activated modifier won't work, please deactivate modifier before 2007-11-04 22:20:02 +00:00
8c0968a013 Kicked my own cache code, will use point cache in the near feature 2007-11-04 22:11:00 +00:00
1b9d661eca Mesh Deform Modifier
====================

The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.

http://www.blender.org/development/current-projects/changes-since-244/modifiers/

Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
  be built without passing the matrix row by row, but instead with
  random access. MDef doesn't need this actually, but it's using this
  version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
  of barycentric coordinates for polygons with >= 3 vertices. This
  might be useful for other parts of blender too.
2007-11-04 22:00:24 +00:00
01d19261bb Implemented simple selfcollisions with use of OpenMP (WITH_BF_OPENMP = 'true' - for NEW compilers like gcc 4.2.0 and MSVC prof) 2007-11-04 21:02:37 +00:00
044ae7f82f A different approach for the new driver option: it now uses pose-space
instead of bone-space. This makes it visual easier to use. For the todo:
a large array of buttons for users to pick what kind of 'space' is used?
2007-11-04 19:41:21 +00:00
f996607632 New driver option for the poor suffering riggers:
"Rotation Difference"

This option, for Bones, allows the angle between two Bones to be
the driver for another Ipo channel. This angle now is hardcoded 
based on the Bone-space orientation (without parenting rotation).

Thanks to nathan for poking and test!
2007-11-04 17:14:39 +00:00
c5d2be76d7 IK
==

Solving is now done independent of scale, by scaling the chain to have a
size of about 1.0. This solves some issues with small or big chains, and
also makes the IK stretch setting independent of scale. The latter breaks
backwards compatibility somewhat, but is an improvement over what it did
before.
2007-11-01 12:40:46 +00:00
0edb5983ec * Two usability tweaks in adding objects, with user prefs
This changes the default behaviour in adding new objects, which has been
discussed for a long time, in person, on the funboard, and in the tracker,
and was agreed to be implemented during the 2.5 release cycle, so here it is.
They have been made default, with preferences to bring back old behaviour since 
although people like myself still prefer the new default anyway, it will benefit 
new users the most. 

The preferences are in the 'Edit Methods' section, changing back to old behaviour
is as simple as a click of a button.

- Switch to edit mode preference 

By default, now adding a new object doesn't automatically switch to edit mode.
Not only can this be annoying (most of the time when setting up scenes and models
I don't want to edit it straight away anyway), but it's a major hurdle in the learning
curve that new users have had to deal with at a very early stage.

Blender's different modes are an important part of understanding how the software works
and should have clear behaviour. The problem is that when a user selects something from
the add menu, he's not telling Blender to change modes, he wants to add an object.
But Blender then goes ahead and changes modes underneath him anyway, something that was 
never explicitly asked for, something that's unrelated to the mental task at hand, and 
fundamentally important to the operation of the software.

We observed plenty of people struggling with this during the training sessions that 
we ran during Project Orange, and there's also no shortage of "why can't I select 
other objects" questions on the forums.

- Aligned to View preference

Now by default, adding a new object doesn't rotate it so it's aligned facing the view, 
but rather, it's remains unrotated in world space. This is something that's more of 
a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance), 
but also makes things easier for new users, especially when doing things like rigging.

For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary
for your objects' local axes to be aligned. This requirement isn't that obvious, and I've 
had to debug rigs a few times from the animator in our studio, who has everything set up
correctly, but he just happened to be in a different vie at the time he added the object,
so they're misaligned and causing problems. Having all objects get created aligned to
worldspace, by default, makes a lot of these problems go away. It's much more understandable
when rotations are caused by something you've done explicitly, rather than as a side effect
of the software.

For convenience as well, most of the time, when I'm working in context and I decide I need a new object, 
particularly working on production scenes that involve more than just one model, an Alt R 
is almost always required after adding, since I don't want to have to disrupt the current 
view of the scene by switching to top view, just to add an object. It's a bit arbitrary, 
the view from which you want to look at your objects isn't usually the way you want them to
be looking at you.
2007-10-31 21:55:06 +00:00
10680b34f2 New feature:
Weightpaint drawing now allows to define your own range of colors;
using a ColorBand, available in the User settings.

Log:
http://www.blender.org/development/current-projects/changes-since-244/animation-features/
2007-10-31 13:56:07 +00:00
2ae5da3fc2 == Copy Scale Constraint - Offset ==
Now the Copy Scale Constraint also has the Offset functionality that Copy Loc/Rot have. 


== Copy Rotation Constraint == 

Also, fixed the tooltip for the CopyRot Offset button.

Note: when working with pose-bones, and using offset, setting both owner+target spaces to pose-space should cancel any unwanted rotations visible.
2007-10-31 10:04:57 +00:00
0fb83a87b9 == Copy Rotation Constraint - Peach (Cessen) Request ==
Copy Rotation constraint now has ability for the owner's rotation to be added on top of the copied rotation (i.e. an 'offset' like for the Copy Location constraint).
2007-10-30 11:18:50 +00:00
b617c191aa Bugfix #7685: Stamp info displays incorrect label for scene.
Copy+Paste error, wrong prefix used. Patch provided by Malcolm Tredinnick (malcolmt)
2007-10-30 05:58:25 +00:00