- Softbody Mesh didnt update when it was child of armature-posing
- Bone Stick drawing didn't draw selected in Solid + Object mode.
- WeightPaint + Subsurf (nice that it works!) didn't update on Bone
selection
to get rid of faces with MFace.v3==0
- change all Mesh's to have ->medge now. This is forced by make_edges
on readfile, and in the various exotic important routines, and on
conversion back in python.
- make python NMesh structure always have medges now (needs testing)
- with above two changes it is guarenteed that mf->v3 is never ==0
in main blender code (i.e., all MFace's are actually triangles
or quads) and so I went through and removed all the historic tests
to deal with MFace.v3==0. Equals lots of deleting, I am in heaven!
- removed MEdge edcode flag, no longer needed
- added experimental replacement for edge flag system
Still are some inconsistencies in FACESELECT mode edge drawing to
be ironed out.
NOTE: This commit adds an experimental edge flag calc system, based
on 10-seconds-of-thought algorithm by yours truly. Would appreciate
feedback on how this system works, esp compared to old one and esp
on complex or interesting models.
To Use: New system is enabled by setting G.rt to a value between
1 and 1000 (Value of 0 uses old system). Value 1000 is reserved for
"auto" edge, which is more or less identical to old system but also
makes sure that at least 10% of edges are drawn (solves errors for
super subdivided meshes). Values between 1 and 999 act as percent
(out of 1000) of edges that should be drawn, starting with "most
interesting" edges first. Please try it and comment!
- Modifier Panel, name label for "Virtual" modifiers was too short
- On extrude Bones, "soft distance" now is always set based on length
of the bone (also on CTRL+click, also when Envelope drawmode is not set)
- Added undo-push for "Apply Bone Envelopees to VertexGroup" in WeightPaint.
- Menu-buttons in floating panels sometimes gave drawing error
- InfoWindow buttons were always allocated & drawn, even when window was
zero sized... waste of cpu, tsk!
For defining the deformation distances of Bones, three values are being
used now. The bone tip and root radius define the bone-shape itself and the
"dist" defines the soft area around it. A full (user) doc is in CMS here;
http://www.blender3d.org/cms/Armature_Envelopes.647.0.html
Note: todo still is allowing both Vertex Deform Groups and these Envelopes
together (and or per Bone).
Also part of this commit is:
- New: Hiding bones in EditMode. This is a separate 'hide flag', so you can
keep the PoseMode hidden Bones separate from EditMode.
(In the future we should do some kind of bone-grouping or so)
- While transform(), the hotkeys G,R,S only switch mode when the previous
mode was compatible. Caused conflicts with Crease/BoneDist/etc.
- Deleting the last VertexGroup now also deletes the entire Mesh 'dvert'
data. Sounds logical, but remember that VertexGroups are partial on a
Mesh, partial on Object. Weird design decision though...
Anyhoo, at this moment the only way to have Bone Envelopes deform, is
by deleting all VertexGroups!
- In PoseMode, the hotkey ALT+S now does both B-Bone size or Envelope,
depending draw type.
- In EditMode, Extrude now also works when only Root points were selected.
- Weight editing is also symmetrical btw, with the "X-axis Mirror" option
set.
options on the Bone (G, R, S). The manipulator doesn't show btw.
Is usful to get immediate feedback on how painted weights behave with Bones.
Martin; I had to change the T_POSE behaviour in code a bit... it now
stores in TransInfo the actual posed armature being transformed. Maybe,
some day, we'll get mixed posechannel/object transform? Not much required
at the moment though. :)
- 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.
- PoseMode selection accidentally always selected first bone as well (on
multiple clicks)
- Hinge Bone didn't have correct inverse matrix in transform, for local
rotations.
variables, these are still in same place. enable button automatically
makes/enables modifier.
- changed hook to hook modifier conversion to happen on direct link,
required to make sure we don't forget to free any memory for files
saved with 2.38 that have hooks.
- update modifier interface to enforce modifiers with the require-original-
data flag to not move beyond deforming modifiers.
- enforce only one softbody modifier allowed
NOTE: Once again, no modifier stack for lattice yet means softbody for
lattice does not work atm.
- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips
the L/R tags in names, and calls the proper code to rename everything
that's related (constraint targets, bone-childs, etc).
- PoseMode: Shift+S snapmenu: snap cursor to selected now works
- Outliner: select bones now correctly sets 'active' flag for bones,
updating the UI as well.
Also made sure you cannot select hidden bones in outliner.
- 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user
option "Draw active object name" set.
- Added the new Armature/PoseMode options in View3D pulldowns.
Cleanup:
- moved Pose code from editaction.c to poseobject.c
- removed BSE_editaction.h and BSE_editaction_types.h, moved contents of
it to BIF_editaction.h. One include per C file should be fine. :)
I know the src/ structure would require more elaborated includes, but
we don't have that now...
- added verteCos argument to sbObjectReset, lack of this was
causing softbody objects to not be initialized with deform
- made convert-to-mesh option call DAG_scene_sort, prevents
crashes due to obsolete object pointer
*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.
This commit merges manipulator orientation selection back in "traditional" transform.
That's how it works:
- The dropdown in the 3D view header is always visible
- The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z
However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before.
- Alt-Space (to change the orientation) works during transform
New Transform orientation: View, using the view axis.
Fixes for the following bugs:
- Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file.
- Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker.
- Numinput with lock constraints didn't work correctly. Reported on elysiun
Probably some others that I'm forgetting
I also moved a couple of functions around in an attempt to make things clearer.
armatures actually only consists of points, flushing bone selection
based on points that are selected.
Renamed the "Lines" drawmode for bones to "Sticks". Thanks Basse! :)
- Fix; crash in selecting in editmode armature (commit 1 hour ago)
- Fix; in editmode, bones didn't transform (same commit)
- Fix; in drawmode "Sticks", names could go weird in editmode (commit
two days ago)
to normalised coordinate (convention in blender, helps with
halo)
- removed vertexnormals(), vertexnormals_mesh()
- removed CTX_NO_NOR_RECALC (always assume already calculated)
- change NMesh.c to call mesh_calc_normals
- chance load_editMesh to call mesh_calc_normals after done
converting instead of using editmesh normals
- update recalc_editnormals to also calc vertex normals (whats
4 more adds and a sqrt among friends)
Its hard to believe, but it just might be the case that there
are only two places mesh normals are calculated now (renderer
and kernel)
- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
Object's PoseMode
It was quite a lot recode, so tests & reports are welcome.
Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
- With Actions on a Pose, ESC in transform restored wrong.
This is solved similar to ipos now, storing a 'last time evaluated'.
Could be extended to ghosting... soon.
- Moving the little yellow 'key blocks' in Action window didn't update
3d window. ALso the 'lock' option didn't work, and flashed header.
- Pose Transform: noticed there were still errors in cases, especially
with actions. Painfully tried to build the desired matrix now.
- Removed obsolete Bone pointer from TransData
and from editmode Armature
- Altered 'axismat' for PoseMode bone transform. Fix for bug #2769, bone
rotations using hotkey-constraints (R, Y, Y) didn't work well.
The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')
- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
Here you can find the "segments" button, which allows bones to
interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
work satisfying yet
NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
- update_for_new_frame() (on frame advance, alt+a) crashed when no 3d view
was opened ever (NULL pointer)
- using proportional mode on Curve editing wrote beyond end of a malloced
block. Just a minus one needed here...
With new system, very easy to do in the end (figuring it out was less so).
No need to go down parent chains or anything of the sort, just apply parent pose and we're all set.
Ton's commit reverted back before my include files cleanup in transform, recleaning.
Also, as mentionned by bjornmose, declaration after instruction choked MSVC. Fixed.
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-
- Ipokeys didnt have 'selected' flag, so were not included in center
calculus
- Multiple keys transform didn't apply this center even...
ALso took extra work time to add credits in splash. Frédéric Van der Essen!
Transform on "ipo keys" gave crash on ESC, due to non initialized pointer.
(Martin; that idea to not calloc new data... grumble!)
Note; that's another Margarita for Randall, at the Figueroa pool. :)
- Using Arrowkeys to change frames didn't give proper redraw
- Option "Record" now tied to the User-preset "Auto key insert". It is
no user preset anymore even, I thought to leave a button in the User-
presets for the time being though...
because Martin recoded the Mirror().
- removed old globals like 'tottrans' or 'centre' or 'centroid' as used
by old transform
- removed a lot of code from editobject.c
- moved all transform related code to transform_conversions.c
(Note for Martin; sorry that's a mess... it now has all the weird
functions for finding posemode dependencies... thats for the depgraph
phase to remove)
Camera rotation fix (was off centered because it used persinv instead of viewinv. Now rotation center is always center screen in camera mode. (Still need to fix the helpline not showing)
Numinput constraint function was no good, didn't check if a constraint was even on... Fixed.
Rotation was missing constraint text in header print. Fixed.
This will add Minneart diffuse and WardIso specular to our shader menu.
Minneart gives nice control over darkness/brightness areas, the wardIso
over 'plastic' style sharp or fuzzy specular.
Webpage is being made with nice samples. Will be in release log.
Jorge: one change is in the do_versions, you inserted it on wrong location.
Split the conversion fonctions and sorting functions from transform.c into transform_conversions.c
Update MSVC 6.0 projectiles and SConscript accordingly.
Editview still included transform.h, replaced that for BIF_transform.h, the external include.