diff options
author | Ton Roosendaal <ton@blender.org> | 2005-11-01 15:44:30 +0300 |
---|---|---|
committer | Ton Roosendaal <ton@blender.org> | 2005-11-01 15:44:30 +0300 |
commit | 8906e4ec9824cb897df55f12281a3921f8a0f33f (patch) | |
tree | 1230f586acfc7ab2a08d1f8caf36541cdf9d1be7 /source/blender/src | |
parent | ca85fc5c8a23bde409812fc137887fd1d09ec75f (diff) |
Three new features:
1) Stride Bone
For walkcycles, you could already set an NLA strip to cycle over a path
based on a preset distance value. This cycling happens based on a linear
interpolation, with constant speed.
Not all cycles have a constant speed however, like hopping or jumping.
To ensure a perfect slipping-less foot contact, you now can set a Bone
in an Armature to define the stride. This "Stride Bone" then becomes a
sort-of ruler, a conveyor belt, on which the character walks. When using
the NLA "Use Path" option, it then tries to keep the Stride Bone entirely
motionless on the path, by cancelling out its motion (for the entire
Armature). This means that the animation keys for a Stride Bone have to be
exactly negative of the desired path. Only, at choice, the X,Y or Z Ipo
curve is used for this stride.
Examples:
http://www.blender.org/bf/0001_0040.avi
The top armature shows the actual Action, the bottom armature has been
parented to a Path, using the Stride Bone feature.
http://www.blender.org/bf/0001_0080.avi
Here the Stride Bone has a number of children, creating a ruler to be
used as reference while animating.
Test .blend:
http://www.blender.org/bf/motionblender1.blend
Notes:
- Note that action keys for Bones work local, based on the Bone's
orientation as set in EditMode. Therefore, an Y translation always
goes in the Bone's direction.
- To be able to get a "solvable" stride, the animation curve has
to be inverse evaluated, using a Newton Raphson root solver. That
means you can only create stride curves that keep moving forward, and
cannot return halfway.
- Set the Stride Bone in the Editing Buttons, Bone Panel. You can set
change the name or set the axis in the NLA Window, Strip Properties Panel.
- Files in this commit will move to the blender.org release section.
2) Armature Ghosting
In EditButtons, Armature Panel, you can set an armature to draw ghosts.
The number value denotes the amount of frames that have to be drawn extra
(for the active action!) around the current frame.
Ghosts only evaluate its own Pose, executing it's Actions, Constraints and
IK. No external dependencies are re-evaluated for it.
3) NLA/Action time control
If you click in the NLA window on the action (linked to Object), it makes
sure the Timing as drawn in the Action editor is not corrected for NLA.
If you also set the Object to "Action", this timing will be executed on the
Object as well (not NLA time).
(It's a bit confusing... will make a good doc & maybe review UI!)
Diffstat (limited to 'source/blender/src')
-rw-r--r-- | source/blender/src/buttons_editing.c | 55 | ||||
-rw-r--r-- | source/blender/src/drawarmature.c | 116 | ||||
-rw-r--r-- | source/blender/src/drawnla.c | 73 | ||||
-rw-r--r-- | source/blender/src/editnla.c | 40 | ||||
-rw-r--r-- | source/blender/src/editobject.c | 12 | ||||
-rwxr-xr-x | source/blender/src/transform_conversions.c | 1 |
6 files changed, 231 insertions, 66 deletions
diff --git a/source/blender/src/buttons_editing.c b/source/blender/src/buttons_editing.c index fe93adf5dcb..a6babe376bb 100644 --- a/source/blender/src/buttons_editing.c +++ b/source/blender/src/buttons_editing.c @@ -62,6 +62,7 @@ #include "DNA_mesh_types.h" #include "DNA_meshdata_types.h" #include "DNA_modifier_types.h" +#include "DNA_nla_types.h" #include "DNA_object_types.h" #include "DNA_object_force.h" #include "DNA_radio_types.h" @@ -2523,14 +2524,52 @@ static void editing_panel_lattice_type(Object *ob, Lattice *lt) void do_armbuts(unsigned short event) { + Object *ob= OBACT; + switch(event) { case B_ARM_RECALCDATA: - DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA); + DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); allqueue(REDRAWVIEW3D, 1); allqueue(REDRAWBUTSEDIT, 0); + break; + case B_ARM_STRIDE: + if(ob && ob->pose) { + bPoseChannel *pchan; + bActionStrip *strip; + + for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next) + if(pchan->flag & POSE_STRIDE) + break; + + /* we put the stride bone name in the strips, for lookup of action channel */ + for (strip=ob->nlastrips.first; strip; strip=strip->next){ + if(strip->flag & ACTSTRIP_USESTRIDE) { + if(pchan) BLI_strncpy(strip->stridechannel, pchan->name, 32); + else strip->stridechannel[0]= 0; + } + } + DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA); + allqueue(REDRAWVIEW3D, 1); + allqueue(REDRAWNLA, 0); + allqueue(REDRAWBUTSEDIT, 0); + } + break; } } +static void validate_stridebutton_cb(void *pchanv, void *poin) +{ + Object *ob= OBACT; + bPoseChannel *pchan; + + if(ob && ob->pose) { + for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next){ + if(pchan!=pchanv) + pchan->flag &= ~POSE_STRIDE; + } + } +} + static int editbone_to_parnr (EditBone *bone) { EditBone *ebone; @@ -2681,8 +2720,9 @@ static void editing_panel_armature_type(Object *ob, bArmature *arm) uiDefButI(block, ROW, REDRAWVIEW3D, "B-Bone", 155, 100,70,20, &arm->drawtype, 0, ARM_B_BONE, 0, 0, "Draw bones as boxes, showing subdivision and b-splines"); uiDefButI(block, ROW, REDRAWVIEW3D, "Envelope", 225, 100,85,20, &arm->drawtype, 0, ARM_ENVELOPE, 0, 0, "Draw bones as extruded spheres, showing deformation influence volume"); - uiDefButBitI(block, TOG, ARM_DRAWAXES, REDRAWVIEW3D, "Draw Axes", 10, 80,150,20, &arm->flag, 0, 0, 0, 0, "Draw bone axes"); - uiDefButBitI(block, TOG, ARM_DRAWNAMES, REDRAWVIEW3D, "Draw Names", 160,80,150,20, &arm->flag, 0, 0, 0, 0, "Draw bone names"); + uiDefButBitI(block, TOG, ARM_DRAWAXES, REDRAWVIEW3D, "Draw Axes", 10, 80,100,20, &arm->flag, 0, 0, 0, 0, "Draw bone axes"); + uiDefButBitI(block, TOG, ARM_DRAWNAMES, REDRAWVIEW3D, "Draw Names", 110,80,100,20, &arm->flag, 0, 0, 0, 0, "Draw bone names"); + uiDefButS(block, NUM, REDRAWVIEW3D, "Ghost: ", 210,80,100,20, &arm->ghostep, 0.0f, 30.0f, 0, 0, "Draw Ghosts around current frame, for current Action"); uiBlockEndAlign(block); uiDefBut(block, LABEL, 0, "Deform Options", 10,60,150,20, 0, 0, 0, 0, 0, ""); @@ -2801,7 +2841,6 @@ static void editing_panel_pose_bones(Object *ob, bArmature *arm) uiDefButF(block, NUM,B_ARM_RECALCDATA, "Dist:", bx+107, by, 105, 18, &curBone->dist, 0.0, 1000.0, 10.0, 0.0, "Bone deformation distance"); uiDefButF(block, NUM,B_ARM_RECALCDATA, "Weight:", bx+220, by, 110, 18, &curBone->weight, 0.0F, 1000.0F, 10.0F, 0.0F, "Bone deformation weight"); - /* Segment, ease in/out buttons */ uiBlockBeginAlign(block); uiDefButS(block, NUM, B_ARM_RECALCDATA, "Segm: ", bx-10,by-19,117,19, &curBone->segments, 1.0, 32.0, 0.0, 0.0, "Subdivisions for B-bones"); @@ -2864,15 +2903,15 @@ static void editing_panel_pose_bones(Object *ob, bArmature *arm) by -= (zerodof)? 82: (zerolimit)? 122: 162; - uiBlockBeginAlign(block); uiDefButF(block, NUM, B_ARM_RECALCDATA, "Stretch:", bx-10, by, 113, 19, &pchan->ikstretch, 0.0, 1.0, 1.0, 0.0, "Allow scaling of the bone for IK"); - uiBlockEndAlign(block); by -= 20; } else { - uiDefBut(block, LABEL, 0, "(DoF options only for IK chains)", bx-10,by-60, 300, 20, 0, 0, 0, 0, 0, ""); - + but= uiDefButBitS(block, TOG, POSE_STRIDE, B_ARM_STRIDE, "Stride Root", bx-10, by-60, 113, 19, &pchan->flag, 0.0, 0.0, 0, 0, "Set this PoseChannel to define the Stride distance"); + uiButSetFunc(but, validate_stridebutton_cb, pchan, NULL); + + uiDefBut(block, LABEL, 0, "(DoF only for IK chains)", bx+110,by-60, 190, 19, 0, 0, 0, 0, 0, ""); by -= 82; } diff --git a/source/blender/src/drawarmature.c b/source/blender/src/drawarmature.c index 471eb1e0612..a4dffaea7dd 100644 --- a/source/blender/src/drawarmature.c +++ b/source/blender/src/drawarmature.c @@ -43,6 +43,7 @@ #include "DNA_armature_types.h" #include "DNA_constraint_types.h" #include "DNA_ID.h" +#include "DNA_nla_types.h" #include "DNA_object_types.h" #include "DNA_scene_types.h" #include "DNA_screen_types.h" @@ -829,7 +830,8 @@ static void draw_line_bone(int armflag, int boneflag, int constflag, unsigned in if(armflag & ARM_POSEMODE) { /* inner part in background color or constraint */ if(constflag) { - if(constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0); + if(constflag & PCHAN_HAS_STRIDE) glColor3ub(0, 0, 200); + else if(constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0); else if(constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0); else if(constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120); else BIF_ThemeColor(TH_BONE_POSE); // PCHAN_HAS_ACTION @@ -967,10 +969,10 @@ static void draw_b_bone(int dt, int armflag, int boneflag, int constflag, unsign else { // wire if (armflag & ARM_POSEMODE){ if(constflag) { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - if(constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80); + if(constflag & PCHAN_HAS_STRIDE) glColor4ub(0, 0, 200, 80); + else if(constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80); else if(constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80); else if(constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80); else BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION @@ -1035,10 +1037,10 @@ static void draw_bone(int dt, int armflag, int boneflag, int constflag, unsigned } else if (armflag & ARM_POSEMODE){ if(constflag) { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); - if(constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80); + if(constflag & PCHAN_HAS_STRIDE) glColor4ub(0, 0, 200, 80); + else if(constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80); else if(constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80); else if(constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80); else BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION @@ -1130,7 +1132,6 @@ static void draw_dof_ellipse(float ax, float az) int i, j, n=16; float x, z, px, pz; - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); glDepthMask(0); @@ -1310,7 +1311,6 @@ static void draw_pose_channels(Base *base, int dt) /* and draw blended distances */ if(arm->flag & ARM_POSEMODE) { - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); //glShadeModel(GL_SMOOTH); @@ -1425,6 +1425,8 @@ static void draw_pose_channels(Base *base, int dt) constflag= pchan->constflag; if(pchan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) constflag |= PCHAN_HAS_ACTION; + if(pchan->flag & POSE_STRIDE) + constflag |= PCHAN_HAS_STRIDE; if(arm->drawtype==ARM_ENVELOPE) { if(dt<OB_SOLID) @@ -1492,6 +1494,7 @@ static void draw_pose_channels(Base *base, int dt) if(G.vd->zbuf) glEnable(GL_DEPTH_TEST); } } + } /* in editmode, we don't store the bone matrix... */ @@ -1532,7 +1535,6 @@ static void draw_ebones(Object *ob, int dt) Mat4Invert(imat, smat); /* and draw blended distances */ - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glEnable(GL_BLEND); //glShadeModel(GL_SMOOTH); @@ -1712,6 +1714,93 @@ static void draw_pose_paths(Object *ob) glPopMatrix(); } +/* object is supposed to be armature in posemode */ +static void draw_ghost_poses(Base *base) +{ + Object *ob= base->object; + bArmature *arm= ob->data; + bPose *posen, *poseo; + bActionStrip *strip; + float cur, start, end, stepsize, range, colfac, actframe; + int cfrao, maptime; + + /* pre conditions, get an action with sufficient frames */ + if(ob->action==NULL) + return; + + calc_action_range(ob->action, &start, &end); + if(start==end) + return; + + stepsize= 1.0f; + range= (float)(arm->ghostep); + + /* we only map time for armature when an active strip exists */ + for (strip=ob->nlastrips.first; strip; strip=strip->next) + if(strip->flag & ACTSTRIP_ACTIVE) + break; + + maptime= (strip!=NULL); + + /* store values */ + ob->flag &= ~OB_POSEMODE; + cfrao= CFRA; + if(maptime) actframe= get_action_frame(ob, (float)CFRA); + else actframe= CFRA; + + /* copy the pose */ + poseo= ob->pose; + copy_pose(&posen, ob->pose, 1); + ob->pose= posen; + armature_rebuild_pose(ob, ob->data); /* child pointers for IK */ + + glEnable(GL_BLEND); + if(G.vd->zbuf) glDisable(GL_DEPTH_TEST); + + /* draw from lowest blend to darkest */ + for(cur= 0.5f; cur<range; cur+=stepsize) { + + colfac= cur/range; + BIF_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac))); + + /* only within action range */ + if(actframe+cur >= start && actframe+cur <= end) { + + if(maptime) CFRA= (int)get_action_frame_inv(ob, actframe+cur); + else CFRA= (int)(actframe+cur); + + if(CFRA!=cfrao) { + do_all_pose_actions(ob); + where_is_pose(ob); + draw_pose_channels(base, OB_WIRE); + } + } + /* only within action range */ + if(actframe-cur >= start && actframe-cur <= end) { + + if(maptime) CFRA= (int)get_action_frame_inv(ob, actframe-cur); + else CFRA= (int)(actframe-cur); + + if(CFRA!=cfrao) { + do_all_pose_actions(ob); + where_is_pose(ob); + draw_pose_channels(base, OB_WIRE); + } + } + } + glDisable(GL_BLEND); + if(G.vd->zbuf) glEnable(GL_DEPTH_TEST); + + free_pose_channels(posen); + MEM_freeN(posen); + + CFRA= cfrao; + ob->pose= poseo; + armature_rebuild_pose(ob, ob->data); + + ob->flag |= OB_POSEMODE; +} + /* called from drawobject.c */ void draw_armature(Base *base, int dt) { @@ -1744,16 +1833,25 @@ void draw_armature(Base *base, int dt) if(ob->flag & OB_POSEMODE) arm->flag |= ARM_POSEMODE; } else if(ob->flag & OB_POSEMODE) { + /* only set once */ + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + if(arm->ghostep) { + draw_ghost_poses(base); + } + if(ob==OBACT) arm->flag |= ARM_POSEMODE; else if(G.f & G_WEIGHTPAINT) arm->flag |= ARM_POSEMODE; draw_pose_paths(ob); - } + } + draw_pose_channels(base, dt); arm->flag &= ~ARM_POSEMODE; + BIF_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */ } } /* restore */ diff --git a/source/blender/src/drawnla.c b/source/blender/src/drawnla.c index b558750647b..007238224de 100644 --- a/source/blender/src/drawnla.c +++ b/source/blender/src/drawnla.c @@ -58,6 +58,7 @@ #include "MEM_guardedalloc.h" #include "BKE_action.h" +#include "BKE_depsgraph.h" #include "BKE_global.h" #include "BSE_drawnla.h" @@ -148,6 +149,15 @@ static void draw_nla_channels(void) glRasterPos2f(x+32, y-4); BMF_DrawString(G.font, ob->action->id.name+2); + /* icon for active action (no strip mapping) */ + for (strip = ob->nlastrips.first; strip; strip=strip->next) + if(strip->flag & ACTSTRIP_ACTIVE) break; + if(strip==NULL) { + glEnable(GL_BLEND); + BIF_draw_icon_blended(x, y-8, ICON_DOT, TH_BACK, 0); + glDisable(GL_BLEND); + } + y-=NLACHANNELHEIGHT+NLACHANNELSKIP; } @@ -417,24 +427,8 @@ void do_nlabuts(unsigned short event) allqueue(REDRAWNLA, 0); break; case B_NLA_PANEL: - if (strip->end<strip->start) - strip->end=strip->start; - - - if (strip->blendin>(strip->end-strip->start)) - strip->blendin = strip->end-strip->start; - - if (strip->blendout>(strip->end-strip->start)) - strip->blendout = strip->end-strip->start; - - if (strip->blendin > (strip->end-strip->start-strip->blendout)) - strip->blendin = (strip->end-strip->start-strip->blendout); - - if (strip->blendout > (strip->end-strip->start-strip->blendin)) - strip->blendout = (strip->end-strip->start-strip->blendin); - - update_for_newframe_muted(); + DAG_object_flush_update(G.scene, OBACT, OB_RECALC_OB|OB_RECALC_DATA); allqueue (REDRAWNLA, 0); allqueue (REDRAWVIEW3D, 0); break; @@ -463,39 +457,46 @@ static void nla_panel_properties(short cntrl) // NLA_HANDLER_PROPERTIES /* first labels, for simpler align code :) */ uiDefBut(block, LABEL, 0, "Timeline Range:", 10,180,300,19, 0, 0, 0, 0, 0, ""); - uiDefBut(block, LABEL, 0, "Action Range:", 10,140,300,19, 0, 0, 0, 0, 0, ""); - uiDefBut(block, LABEL, 0, "Blending:", 10,100,300,19, 0, 0, 0, 0, 0, ""); - uiDefBut(block, LABEL, 0, "Options:", 10,60,300,19, 0, 0, 0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Blending:", 10,120,300,19, 0, 0, 0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Options:", 10,80,300,19, 0, 0, 0, 0, 0, ""); + uiDefBut(block, LABEL, 0, "Stride Support:", 10,40,300,19, 0, 0, 0, 0, 0, ""); uiBlockBeginAlign(block); - uiDefButF(block, NUM, B_REDR, "Strip Start:", 10,160,150,19, &strip->start, -1000.0, strip->end-1, 100, 0, "First frame in the timeline"); - uiDefButF(block, NUM, B_REDR, "Strip End:", 160,160,150,19, &strip->end, strip->start+1, MAXFRAMEF, 100, 0, "Last frame in the timeline"); + uiDefButF(block, NUM, B_NLA_PANEL, "Strip Start:", 10,160,150,19, &strip->start, -1000.0, strip->end-1, 100, 0, "First frame in the timeline"); + uiDefButF(block, NUM, B_NLA_PANEL, "Strip End:", 160,160,150,19, &strip->end, strip->start+1, MAXFRAMEF, 100, 0, "Last frame in the timeline"); - uiBlockBeginAlign(block); - uiDefIconButBitS(block, ICONTOG, ACTSTRIP_LOCK_ACTION, B_NLA_LOCK, ICON_UNLOCKED, 10,120,20,19, &(strip->flag), 0, 0, 0, 0, "Toggles Action end/start to be automatic mapped to strip duration"); + uiDefIconButBitS(block, ICONTOG, ACTSTRIP_LOCK_ACTION, B_NLA_LOCK, ICON_UNLOCKED, 10,140,20,19, &(strip->flag), 0, 0, 0, 0, "Toggles Action end/start to be automatic mapped to strip duration"); if(strip->flag & ACTSTRIP_LOCK_ACTION) { char str[40]; sprintf(str, "Action Start: %.2f", strip->actstart); - uiDefBut(block, LABEL, B_NOP, str, 30,120,140,19, NULL, 0.0, 0.0, 0, 0, "First frame of the action to map to the playrange"); + uiDefBut(block, LABEL, B_NOP, str, 30,140,140,19, NULL, 0.0, 0.0, 0, 0, "First frame of the action to map to the playrange"); sprintf(str, "Action End: %.2f", strip->actend); - uiDefBut(block, LABEL, B_NOP, str, 170,120,140,19, NULL, 0.0, 0.0, 0, 0, "Last frame of the action to map to the playrange"); + uiDefBut(block, LABEL, B_NOP, str, 170,140,140,19, NULL, 0.0, 0.0, 0, 0, "Last frame of the action to map to the playrange"); } else { - uiDefButF(block, NUM, B_REDR, "Action Start:", 30,120,140,19, &strip->actstart, -1000.0, strip->actend-1, 100, 0, "First frame of the action to map to the playrange"); - uiDefButF(block, NUM, B_REDR, "Action End:", 170,120,140,19, &strip->actend, strip->actstart+1, MAXFRAMEF, 100, 0, "Last frame of the action to map to the playrange"); + uiDefButF(block, NUM, B_NLA_PANEL, "Action Start:", 30,140,140,19, &strip->actstart, -1000.0, strip->actend-1, 100, 0, "First frame of the action to map to the playrange"); + uiDefButF(block, NUM, B_NLA_PANEL, "Action End:", 170,140,140,19, &strip->actend, strip->actstart+1, MAXFRAMEF, 100, 0, "Last frame of the action to map to the playrange"); } + uiBlockBeginAlign(block); - uiDefButF(block, NUM, B_REDR, "Blendin:", 10,80,150,19, &strip->blendin, 0.0, strip->actend-strip->actstart, 100, 0, "Number of frames of ease-in"); - uiDefButF(block, NUM, B_REDR, "Blendout:", 160,80,150,19, &strip->blendout, 0.0, strip->actend-strip->actstart, 100, 0, "Number of frames of ease-out"); + uiDefButF(block, NUM, B_NLA_PANEL, "Blendin:", 10,100,150,19, &strip->blendin, 0.0, strip->actend-strip->actstart, 100, 0, "Number of frames of ease-in"); + uiDefButF(block, NUM, B_NLA_PANEL, "Blendout:", 160,100,150,19, &strip->blendout, 0.0, strip->actend-strip->actstart, 100, 0, "Number of frames of ease-out"); uiBlockBeginAlign(block); - uiDefButF(block, NUM, B_REDR, "Repeat:", 10,40,150,19, &strip->repeat, 0.0001, 1000.0f, 100, 0, "Number of times the action should repeat"); - uiDefButF(block, NUM, B_REDR, "Stride:", 160,40,150,19, &strip->stridelen, 0.0001, 1000.0, 100, 0, "Distance covered by one complete cycle of the action specified in the Action Range"); - + uiDefButF(block, NUM, B_NLA_PANEL, "Repeat:", 10,60,150,19, &strip->repeat, 0.001, 1000.0f, 100, 0, "Number of times the action should repeat"); + uiDefButBitS(block, TOG, ACTSTRIP_HOLDLASTFRAME, B_NLA_PANEL, "Hold", 160,60,75,19, &strip->flag, 0, 0, 0, 0, "Toggles whether to continue displaying the last frame past the end of the strip"); + uiDefButS(block, TOG, B_NLA_PANEL, "Add", 230,60,75,19, &strip->mode, 0, 0, 0, 0, "Toggles additive blending mode"); + uiBlockBeginAlign(block); - uiDefButBitS(block, TOG, ACTSTRIP_USESTRIDE, B_REDR, "Use Path", 10,0,100,19, &strip->flag, 0, 0, 0, 0, "Plays action based on path position & stride"); - uiDefButBitS(block, TOG, ACTSTRIP_HOLDLASTFRAME, B_REDR, "Hold", 110,0,100,19, &strip->flag, 0, 0, 0, 0, "Toggles whether to continue displaying the last frame past the end of the strip"); - uiDefButS(block, TOG, B_REDR, "Add", 210,0,100,19, &strip->mode, 0, 0, 0, 0, "Toggles additive blending mode"); + uiDefButBitS(block, TOG, ACTSTRIP_USESTRIDE, B_NLA_PANEL, "Use Path", 10,20,100,19, &strip->flag, 0, 0, 0, 0, "Plays action based on path position & stride"); + uiDefButF(block, NUM, B_NLA_PANEL, "Stride:", 110,20,200,19, &strip->stridelen, 0.0001, 1000.0, 100, 0, "Distance covered by one complete cycle of the action specified in the Action Range"); + + uiDefButS(block, ROW, B_NLA_PANEL, "X", 10, 0, 33, 19, &strip->stride_axis, 1, 0, 0, 0, "Dominant axis for Stride Bone"); + uiDefButS(block, ROW, B_NLA_PANEL, "Y", 43, 0, 33, 19, &strip->stride_axis, 1, 1, 0, 0, "Dominant axis for Stride Bone"); + uiDefButS(block, ROW, B_NLA_PANEL, "Z", 76, 0, 34, 19, &strip->stride_axis, 1, 2, 0, 0, "Dominant axis for Stride Bone"); + + uiDefBut(block, TEX, B_NLA_PANEL, "Stride Bone:", 110, 0, 200, 19, strip->stridechannel, 1, 31, 0, 0, "Name of Bone used for stride"); + } static void nla_blockhandlers(ScrArea *sa) diff --git a/source/blender/src/editnla.c b/source/blender/src/editnla.c index 00857d3c841..645ac37c1e1 100644 --- a/source/blender/src/editnla.c +++ b/source/blender/src/editnla.c @@ -456,6 +456,20 @@ static void set_active_strip(Object *ob, bActionStrip *act) } } +static void find_stridechannel(Object *ob, bActionStrip *strip) +{ + if(ob && ob->pose) { + bPoseChannel *pchan; + for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) + if(pchan->flag & POSE_STRIDE) + break; + if(pchan) + BLI_strncpy(strip->stridechannel, pchan->name, 32); + else + strip->stridechannel[0]= 0; + } +} + static void convert_nla(short mval[2]) { bActionStrip *strip, *nstrip; @@ -522,8 +536,10 @@ static void convert_nla(short mval[2]) nstrip->start = nstrip->actstart; nstrip->end = nstrip->actend; nstrip->flag = ACTSTRIP_SELECT|ACTSTRIP_LOCK_ACTION; + + find_stridechannel(base->object, nstrip); set_active_strip(base->object, nstrip); - + nstrip->repeat = 1.0; BLI_addtail(&base->object->nlastrips, nstrip); @@ -576,6 +592,8 @@ static void add_nla_block(short event) strip->end= strip->start+100; strip->flag = ACTSTRIP_SELECT|ACTSTRIP_LOCK_ACTION; + + find_stridechannel(nla_base->object, strip); set_active_strip(nla_base->object, strip); strip->repeat = 1.0; @@ -684,7 +702,7 @@ static void mouse_nlachannels(short mval[2]) Base *base; Object *ob=NULL; float x,y; - int click, obclick=0; + int click, obclick=0, actclick=0; int wsize; wsize = (count_nla_levels ()*(NLACHANNELHEIGHT+NLACHANNELSKIP)); @@ -709,7 +727,10 @@ static void mouse_nlachannels(short mval[2]) /* See if this is an action */ if (ob->action){ - if (click==0) break; + if (click==0) { + actclick= 1; + break; + } click--; } @@ -740,17 +761,18 @@ static void mouse_nlachannels(short mval[2]) if(base!=BASACT) set_active_base(base); - /* set action */ - if(strip) + if(actclick) /* de-activate all strips */ + set_active_strip(ob, NULL); + else if(strip) /* set action */ set_active_strip(ob, strip); /* override option for NLA */ - if(obclick && mval[0]<25) { + if(obclick && mval[0]<25) ob->nlaflag ^= OB_NLA_OVERRIDE; - ob->ctime= -1234567.0f; // eveil! - DAG_object_flush_update(G.scene, ob, OB_RECALC_OB|OB_RECALC_DATA); - } + ob->ctime= -1234567.0f; // eveil! + DAG_object_flush_update(G.scene, ob, OB_RECALC_OB|OB_RECALC_DATA); + allqueue(REDRAWIPO, 0); allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWACTION, 0); diff --git a/source/blender/src/editobject.c b/source/blender/src/editobject.c index 8a23fe7059d..5f240aac776 100644 --- a/source/blender/src/editobject.c +++ b/source/blender/src/editobject.c @@ -3092,18 +3092,20 @@ void make_duplilist_real() /* font duplis can have a totcol without material, we get them from parent * should be implemented better... */ - if(ob->mat==0) ob->totcol= 0; + if(ob->mat==NULL) ob->totcol= 0; basen= MEM_dupallocN(base); basen->flag &= ~OB_FROMDUPLI; BLI_addhead(&G.scene->base, basen); /* addhead: othwise eternal loop */ - ob->ipo= 0; /* make sure apply works */ - ob->parent= ob->track= 0; - ob->disp.first= ob->disp.last= 0; + ob->ipo= NULL; /* make sure apply works */ + ob->parent= ob->track= NULL; + ob->disp.first= ob->disp.last= NULL; ob->transflag &= ~OB_DUPLI; basen->object= copy_object(ob); + basen->object->flag &= ~OB_FROMDUPLI; apply_obmat(basen->object); + ob= ob->id.next; } @@ -3115,6 +3117,8 @@ void make_duplilist_real() base= base->next; } + DAG_scene_sort(G.scene); + allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWOOPS, 0); diff --git a/source/blender/src/transform_conversions.c b/source/blender/src/transform_conversions.c index 68d5352e4e5..9cb84b03949 100755 --- a/source/blender/src/transform_conversions.c +++ b/source/blender/src/transform_conversions.c @@ -472,6 +472,7 @@ static void apply_targetless_ik(Object *ob) Mat4MulMat4(tmat, offs_bone, parchan->parent->bone->arm_mat); else Mat4MulMat4(tmat, offs_bone, parchan->parent->pose_mat); + Mat4Invert(imat, tmat); } else { |