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authorSergey Sharybin <sergey.vfx@gmail.com>2017-02-15 18:19:05 +0300
committerSergey Sharybin <sergey.vfx@gmail.com>2017-02-15 18:19:05 +0300
commit3e628eefa9f55fac7b0faaec4fd4392c2de6b20e (patch)
tree76327dbd83d3b3614f05b1a8e0ed085b6c2ded28 /source/blender/editors/animation/anim_draw.c
parentefbe47f9cdb60761ade99094af3cb8f997c3255d (diff)
Motion blur investigation feature
This commit adds a way to debug Cycles motion blur issues which are usually happening due to something crazy happening in between of frames. Biggest trouble was that artists had no clue about what's happening in subframes before they render. This is at least inefficient workflow when dealing with motion blur shots with complex animation. Now there is an option in Time Line Editor which could be found in View -> Show Subframe. This option will expose current frame with it's subframe to the time line editor header and it'll allow scrubbing with a subframe precision in time line editor. Please note that none of the tools in Blender are aware of subframe, so they'll likely be using current integer frame still. This is something we don't consider a bug for now, the whole purpose for now is to give a tool for investigation. Eventually we'll likely tweak all tools to be aware of subframe. Hopefully now we can finish the movie here in the studio..
Diffstat (limited to 'source/blender/editors/animation/anim_draw.c')
-rw-r--r--source/blender/editors/animation/anim_draw.c3
1 files changed, 2 insertions, 1 deletions
diff --git a/source/blender/editors/animation/anim_draw.c b/source/blender/editors/animation/anim_draw.c
index a4ba95420c1..98900812bb2 100644
--- a/source/blender/editors/animation/anim_draw.c
+++ b/source/blender/editors/animation/anim_draw.c
@@ -117,7 +117,8 @@ void ANIM_draw_cfra(const bContext *C, View2D *v2d, short flag)
/* Draw a light green line to indicate current frame */
UI_ThemeColor(TH_CFRAME);
- const float x = (float)(scene->r.cfra * scene->r.framelen);
+ const float time = scene->r.cfra + scene->r.subframe;
+ const float x = (float)(time * scene->r.framelen);
glLineWidth((flag & DRAWCFRA_WIDE) ? 3.0 : 2.0);