Nathan Vegdahl nathanvegdahl
  • Amsterdam, Netherlands
  • https://cessen.com
  • Animator, rigger, and software developer. Currently working at the Blender Institute as a developer on Blender's animation system.

    Been using Blender since 1998, and worked on Big Buck Bunny and Sintel (two of Blender's open movie projects).

  • Joined on 2003-03-21
Nathan Vegdahl commented on issue blender/blender#88752 2023-07-25 16:55:05 +02:00
Setting an overlapping IK constraint to zero influence/disabled gives weird behavior

It's not obvious to me that there exists a sensible way of telling the IK solver to partially reach a target.

That's fair, it may indeed be infeasible. Nevertheless, I think the current…

Nathan Vegdahl pushed to main at blender/blender 2023-07-25 16:45:45 +02:00
6b872079fe Fix #88752: overlapping IK constraints with zero-influence misbehave
Nathan Vegdahl deleted branch fix_88752_zero_influence_ik from nathanvegdahl/blender 2023-07-25 16:45:43 +02:00
Nathan Vegdahl closed issue blender/blender#88752 2023-07-25 16:45:43 +02:00
Setting an overlapping IK constraint to zero influence/disabled gives weird behavior
Nathan Vegdahl merged pull request blender/blender#110417 2023-07-25 16:45:42 +02:00
Fix #88752: overlapping IK constraints with zero-influence misbehave
Nathan Vegdahl commented on issue blender/blender#88482 2023-07-25 15:09:38 +02:00
Segfault pasting stale driver.

I've tracked down the source of the bug, which turns out to be pretty simple. The issue is as follows:

There is a buffer channeldriver_copypaste_buf in drivers.cc that stores any copied…

Nathan Vegdahl commented on pull request blender/blender#110424 2023-07-25 13:08:22 +02:00
Anim: Armature drawing code refactor, introduce UnifiedBonePtr, other small improvements

Minor nit: might be a little more readable to have the data members at the top. But not a big deal either way.

Nathan Vegdahl suggested changes for blender/blender#110424 2023-07-25 13:08:22 +02:00
Anim: Armature drawing code refactor, introduce UnifiedBonePtr, other small improvements

Looks great to me! Huge improvement to the code. Just a couple nits.

Nathan Vegdahl commented on pull request blender/blender#110424 2023-07-25 13:08:21 +02:00
Anim: Armature drawing code refactor, introduce UnifiedBonePtr, other small improvements

Naming nit: I would expect these to be called get rather than set, since they're getting something from the object rather than setting something in the object. As in "getters and setters".

Nathan Vegdahl commented on pull request blender/blender#110301 2023-07-25 11:33:33 +02:00
Animation: Graph Editor curve drawing performance improvement

I think I slightly prefer the call being in draw_fcurve_curve_bezts() as it is now. It keeps things a little "flatter" (you aren't chasing functions that call functions that call functions).

Bu…

Nathan Vegdahl commented on pull request blender/blender#110301 2023-07-25 11:21:02 +02:00
Animation: Graph Editor curve drawing performance improvement

That's fair. I think we have a bit different sensibilities here, but that's fine. And as I said, I don't feel strongly about it.

Nathan Vegdahl suggested changes for blender/blender#110301 2023-07-24 20:45:20 +02:00
Animation: Graph Editor curve drawing performance improvement

Over all this looks great! Just some minor comments, and a suggestion about how to compute curve resolution a bit more robustly.

Nathan Vegdahl commented on pull request blender/blender#110301 2023-07-24 20:45:19 +02:00
Animation: Graph Editor curve drawing performance improvement

Is this redundant with the code in the if (bounding_indices[0] == bounding_indices[1]) block below? Or rather, I think that code handles a superset of this code. If there's only one vertex, then bounding_indices[0] == bounding_indices[1] will be true (I think?) and it will be added there anyway.

Nathan Vegdahl commented on pull request blender/blender#110301 2023-07-24 20:45:19 +02:00
Animation: Graph Editor curve drawing performance improvement

I believe this note about immBeginAtMost should now be moved to draw_fcurve_curve_bezts(), since this function no longer makes any graphics calls.

Nathan Vegdahl commented on pull request blender/blender#110301 2023-07-24 20:45:18 +02:00
Animation: Graph Editor curve drawing performance improvement

It took me a bit of thinking to realize the conditions that this handles:

Nathan Vegdahl commented on pull request blender/blender#110301 2023-07-24 19:42:00 +02:00
Animation: Graph Editor curve drawing performance improvement

I'm not sure I agree. (I've used a lot of words below, but I don't actually feel strongly about this, so feel free to ignore. I just wanted to present a different point of view in case it's…

Nathan Vegdahl commented on pull request blender/blender#110301 2023-07-24 17:13:51 +02:00
Animation: Graph Editor curve drawing performance improvement

Re: maximums and minimums, never mind. It looks like those are in add_bezt_vertices(), which probably makes more sense.

Nathan Vegdahl commented on pull request blender/blender#110301 2023-07-24 17:12:18 +02:00
Animation: Graph Editor curve drawing performance improvement

Definitely doesn't need to be part of this PR, but it sounds to me like either using Kahan summation or simply switching to doubles (just for the computations) in the forward differencing code would make sense. Then we won't need to have an arbitrary and (IMO) too-low maximum here.

Nathan Vegdahl pushed to main at nathanvegdahl/blender 2023-07-24 16:30:43 +02:00
2c3b095995 Cycles: Don't store SVM closure weight in ShaderData
8fd0551bfe Cleanup: format
c7eb426eae Cleanup: Remove leftover code in versioning
00e5b2b6db Refactor: Anim, simplify Armature drawing code a little bit
017d4912b2 Transform: Use alternative hotkeys for Transform Navigation
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