Commit Graph

11497 Commits

Author SHA1 Message Date
58a7c451c1 convert mask to linear color. 2012-05-31 13:37:32 +00:00
153259ff74 support for mask keyframing 2012-05-31 12:24:06 +00:00
7443604790 mask object blending and alpha options 2012-05-31 12:12:28 +00:00
332366643b use malloc for point arrays since they are filled in immediately. 2012-05-31 09:46:17 +00:00
038f41c087 minor refactor - use float (*)[2] for 2D point arratys. 2012-05-31 09:35:50 +00:00
1794b9b00f Fixed memory leak caused by not freeing uw array for points in deformed spline 2012-05-31 09:01:15 +00:00
1308cad234 patch from pete larabell - feather support for masking. 2012-05-31 08:39:22 +00:00
d74200a3af svn merge -r47246:47245 . --- revert 47246, this needs more considersation and planning to do this well 2012-05-31 08:24:53 +00:00
1541c5f6d0 fix for own mistake 2012-05-31 07:55:04 +00:00
3795d73235 Adds property to mask splines to allow them to be negated (black masks), still needs work in tracking.c 2012-05-30 21:15:17 +00:00
39e6acfb08 Merging r47215 through r47226 from trunk into soc-2011-tomato 2012-05-30 14:33:24 +00:00
be21080cb6 Provide ray hit/nearest information on which side of the quad the ray hit.
Patch by MiikaH.
2012-05-30 12:53:13 +00:00
ad00c1210a rename macros for mask point selection - were a bit confusing. 2012-05-30 11:52:44 +00:00
03136f0680 mask object hide/reveal - access from H/Alt+H/Shift+H and eye icon in listview.
added alpha setting though its not used for rendering yet.
2012-05-30 06:07:26 +00:00
766307e311 svn merge ^/trunk/blender -r47184:47201 2012-05-30 04:48:10 +00:00
58bc424b3c BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI.
========================
The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a 
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is 
set to 0).
These settings help reducing the processing spent on Physics during the game.

Previously they were only accessible from python but not working because of a bug. 
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.

Python API:
  import PhysicsConstraints
  PhysicsConstraints.setDeactivationLinearTreshold(float)
  PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29 20:30:33 +00:00
3495479b4f Bugfix [#31629] Cloth simulation results are much different from older ones
This is only a partial bugfix, reducing the repulse to 1/3.

Cloth collision will still behave different because it is now catching more collisions.
2012-05-29 19:12:49 +00:00
7d04e4c53e svn merge ^/trunk/blender -r47150:47184 2012-05-29 15:02:21 +00:00
b63a2be5c1 fix for using uninitialized memory when adding spline points, also fix for deleting points not working right. 2012-05-29 14:54:40 +00:00
876665ac25 Initial commit of new keying nodes
First node is called Keying Screen (Add -> Matte -> Keying Screen) and it's
aimed to resolve issues with gradients on green screens by producing image
with gradient which is later used as an input for screen color in keying nodes.

This node gets motion tracks from given movie clip and trackign object and uses
them to define color and position of points of gradient: for position marker's
position on current frame is sued, for color average color of pattern area is
used.

Gradient is calculating in the following way:
- On first step voronoi diagram is creating for given tracks.
- On second step triangulation of this diagram happens by connecting sites
  to edges which defines area this site belongs to.
- On third step gradient filling of this triangles happens. One of triangle
  vertices is colored with average track color, two rest vertoces are colored
  with average color between two neighbor sites. Current pixel's color in
  triangle is calculating as linear combination of vertices colors and
  barycentric coordinates of this pixel.

This node is implemented for both tile and legacy compositor systems.

Second node is basically a combination of several existing nodes to make keying
more straighforward and reduce spagetti mess in the compositor, but it also
ships some fresh approaches calculating matte which seems to be working better
for not actually green screens.

This node supports:
- Chroma preblur
- Dispilling
- Clip white/black
- Dilate/Erode
- Matte post blur

This node doesn't support chroma pre-blur for legacy compositor (yet).

There're still lots of stuff to be improved here, but this nodes night already
be used i think.

Some details might be found on this wiki page:
http://wiki.blender.org/index.php/User:Nazg-gul/Keying

This patch also contains some currently unused code from color math module, but
it was used for tests and might be used for tests in the future. Think it's ok
to have it in branch at least.
2012-05-29 14:00:47 +00:00
f5917b15b5 support for marker parent offset 2012-05-29 13:23:34 +00:00
777d0255ff fix for parenting, offset isnt needed anymore 2012-05-29 13:18:11 +00:00
74438b6336 fix for parent + animation handles. 2012-05-29 11:00:02 +00:00
0b7593a3dc finish cleanup for plugins 2012-05-29 10:31:42 +00:00
16117143d8 Massive Code cleanup:
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.

* DNA structures are kept, all read/writefile code is gone.
2012-05-29 10:21:07 +00:00
0c7fa76e59 remove some more pynode references in the code 2012-05-29 09:42:11 +00:00
d8d3a6455f remove pynodes, were not working in 2.5, not ported to py3.x 2012-05-29 09:37:23 +00:00
edad58c5b1 initial support for animating parented mask points. 2012-05-29 08:55:16 +00:00
b9d1830d77 check for parent before applying offset 2012-05-29 06:31:42 +00:00
b6a28065c9 svn merge ^/trunk/blender -r47103:47150 2012-05-29 05:48:07 +00:00
dfc19a1ff7 BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00
4e0492e3bc fix compiler error 2012-05-28 21:25:17 +00:00
3d98da9b0f Fix for bug [#31613] Cycles 3d viewport material display mode + skin modifier related crash
When in material display mode, mesh_calc_modifiers() calculates the
orco DerivedMesh, which uses a different CustomDataMask. In
particular, it does not necessarily include the current modifier's
requiredDataMask, so those layers might get set to NO_COPY. For the
skin modifier, this resulted in a crash when the modifier internally
copies the DerivedMesh and the output does not contain the expected
MVertSkin layer.

Fixed by adding the requiredDataMask to the orco DM's CustomDataMask.

Also added a debugging function to customdata.c:
customData_mask_layers__print(CustomDataMask mask);

This will print out the names of all the CD layer types in the mask.
2012-05-28 21:02:44 +00:00
Lukas Toenne
c2be2fd408 Fix 2 #29846. Effector point ave variable can be NULL. 2012-05-28 19:10:57 +00:00
Lukas Toenne
666667bd83 Fix #29846, Dynamic rotation of particles not affected by forcefields 2.61 64 bit. Patch by Arno Mayrhofer (azrael3000).
Minor fix by me to initialize the effector point angular velocity vector correctly.
2012-05-28 16:58:12 +00:00
ee854f581a Smoke: Fix messed up shadow display with OpenMP. This needs fixing. For now disable openmp for that function. Shadow calculation would be better raytraced on GPU or using shaders for the future.
Part of my Blender Smoke Development Phase III.

(accidently commited this to smoke2 branch first)
2012-05-28 14:31:08 +00:00
9ed75681b6 Sequencer: replace clamp+round of multiplied color value with FTOCHAR macro,
Should solve issues with building blender in release environment, should be
no functional changes.
2012-05-28 10:39:22 +00:00
8ab667c174 many small improvements to adding points
- splines are open by default (double ctrl+click closes them)
- adding new points can be done even when a point in the middle of the spline is selected.
- adding new points re-orients the handles of previous point. 
- fix for crash with open curve with one point only.

Workflow is Ctrl+Click about and double click to finish - works fast and gives nicer result then before.
2012-05-28 09:53:59 +00:00
8fb7b4073e make selection operator follow mesh selection options from trunk. 2012-05-28 05:37:16 +00:00
daa8fe9145 svn merge ^/trunk/blender -r47070:47099 2012-05-28 04:48:42 +00:00
4474a90d8b == Sequencer / Color balance ==
Make the color balance inner working more accurate in the byte -> byte
case, probably also fixing (can't check I'm on 32bit) the bug mentioned 
on yellow's blog:

http://blendervse.wordpress.com/2012/04/02/waiving-the-fullrange-flag/
2012-05-27 20:57:24 +00:00
032d83ecc4 style cleanup: defines with braces 2012-05-27 20:13:59 +00:00
b33f0ef0e3 style cleanup 2012-05-27 19:40:36 +00:00
1e13168183 Smoke:
a) Another boundary fix. Resulted in smoke getting "sucked" back into the domain
b) Disabling substeps (internal thing). Fixes arbitrary explosions/instabilities.

Part of my Blender Smoke Development.
2012-05-27 18:45:16 +00:00
a1091fbfa6 Fix #26876: Soft Body ignores Goal on Lattice
Patch by Arno Mayrhofer (aka azrael3000) with only slight code style modifications, thanks!
2012-05-27 13:33:09 +00:00
e9fe7e7ff7 svn merge ^/trunk/blender -r47067:47070 2012-05-27 12:23:20 +00:00
2ab62ce126 code cleanup: defines with braces - end with '(void)0' so callers must end with ';' like normal function.
... without this some editors dont parse the source so well.
2012-05-27 12:21:13 +00:00
d80333c2ad svn merge ^/trunk/blender -r47058:47067 2012-05-27 11:12:29 +00:00
857dedbc58 style cleanup 2012-05-27 00:36:50 +00:00
dd77076f62 svn merge ^/trunk/blender -r47047:47058 2012-05-26 22:31:28 +00:00