Age | Commit message (Collapse) | Author |
|
|
|
linked via material
Textures linked to modifiers are now shown in the AnimEditor channel hierarchy
under object level now (i.e. on same level as ob-data, shapekeys, and object's
action). This makes it possible to edit such animation data without having to
ensure that these textures are also linked to the object's material so that they
will appear.
As a side-effect of how this is implemented, if playback is slower on scenes
following this commit, disable the "modifier" filter under the filtering
settings in the relevant animation editor header. In particular, it may be
beneficial to disable this when you've got scenes with meshes that have many
modifiers (but none of these have any linked data with settings which can be
animated), as Blender will still try to go through all those modifiers checking
for anything to show.
|
|
been saved.
|
|
- script execution is off by default
- if a blend file attempts to execute a script
this shows a message in the header with the action
that was suppressed (script/driver/game-autostart) and 2 buttons to either reload the file trusted, or to ignore the message.
- the file selector will always default to use the trust setting in the user preferences,
but reloading an open file will keep using the current setting (whatever was set before or set on the command-line).
- added SCons setting WITH_BF_PYTHON_SECURITY, this sets the default state for the user prefereces not to trust blend files on load.
... this option was in CMake before, but always off, now its enabled by default for SCons and CMake, and forced on in CMake for now.
|
|
* Added a node to convert wavelength (in nanometer, from 380nm to 780nm) to RGB values. This can be useful to match real world colors easier.
Example render:
http://www.pasteall.org/pic/show.php?id=53202
ToDo:
* Move some functions into an util file, maybe a common util_color.h or so.
* Test GPU, unfortunately sm_21 doesn't work for me yet.
|
|
|
|
|
|
previously used to extend the node Add menu, now the node categories system is used instead.
|
|
types works now (this comment was causing some confusion in the past).
|
|
custom_nodes.py template script.
|
|
This does not work properly due to the fact that node groups don't have a single registerable base class any more. The reason for
that is that RNA does not support multiple inheritance so the actual node group subtypes (ShaderNodeGroup, CompositorNodeGroup, TextureNodeGroup) can not be derived from both the
ShaderNode/CompositorNode/TextureNode base types as well as a common NodeGroup type ... It is possible however to define node group types entirely in python which avoids the limitations of the RNA system
and is much more flexible, example for this will follow later.
|
|
NodeItemCustom in the categories yet. Such custom items as just ignored for now.
|
|
* Properties, which depend on an enum should be hidden, not greyed out.
|
|
* Skin modifier also wasted quite some space, use dual column layout now.
|
|
* VERTEX_WEIGHT modifiers had quite a messy UI, improved the grouping of options a bit, so it is easier to scan through.
* Do not use abbreviations like "Rem" or "Dist" in the UI...
* Also small change for BEVEL modifier UI for more efficient space usage.
|
|
|
|
also reset text styles when resetting to the default theme.
|
|
`context` for style vars.
|
|
distance when cycles was selected as renderer.
|
|
critical modification of node trees (create nodes, link, etc.). Transform operators and hide/show type operators are still
allowed, this does not modify actual behavior of the nodes and can be useful for inspecting linked nodes.
|
|
"make group" operator was missing in the new categories system. Added an alternative NodeItemCustom to the standard NodeItem to
allow custom draw functions such as this operator. Used in the group items callback to generate the basic group_make operator call.
|
|
panel).
Without this there was no easy way to get a WYSIWYG copy of a mesh that had shape keys,
since removing them would adjust the mesh.
|
|
- made precision configurable.
- report a warning when doubles are found since they cause problems.
added Polygon.center attribute to avoid calculating in python.
|
|
pulldown menu
|
|
- Ctrl+RMB only worked for edges & faces
- Menu item 'Select Shortest Path' only worked for vertices.
Now Ctrl+RMB works for vertices and the menu item works for verts/edges/faces (depending on the current selection).
|
|
faces
optionally limit by face flipping, also added support to delimit by material and edge crease.
|
|
An optional 'internal' argument was added to the bpy.data.texts.load() operator.
The changes in revision 57153 were reverted, so that the is_in_memory and is_dirty
properties of text datablocks are not editable again.
In the C API layer, BKE_text_load_ex() was introduced to allow for optionally
making text datablocks internal after loading.
|
|
then button causing popup)
|
|
Problem report by Light BWK through personal communications with a
sample .blend file for reproducing the problem. Thanks!
|
|
select-split and unlink-selection did the same thing,
keep select split since it fits closer to mesh editmode and single key access (Ykey).
|
|
a style module file as a text datablock and appending it to the style module
stack.
|
|
to reduce the size and clutter of actual nodes, in the panel it's better to show all meaningful inputs.
|
|
- expose unwrap as a menu (rather then a regular button that pops up a menu)
- move 2 extrude buttons into one menu button, also do the same for the mesh menu.
|
|
define a menu class first.
|
|
Made Ctrl-LMB clear selection from the object.
|
|
Also added back RMB to set 3d cursor position.
|
|
location
Now button in the toolshelf behaves this way:
- User clicks on "Add Marker"
- Then he clicks where the marker should get placed
Patch by Marcos Couto (ocf) with own modifications.
|
|
Implements an automatic keyframe selection algorithm which uses
couple of approaches to find out best keyframes candidates:
- First, slightly modifier Pollefeys's criteria is used, which
limits correspondence ration from 80% to 100%. This allows to
reject keyframe candidate early without doing heavy math in
cases there're not much common features with first keyframe.
- Second step is based on Geometric Robust Information Criteria
(aka GRIC), which checks whether features motion between
candidate keyframes is better defined by homography or
fundamental matrices.
To be a good keyframe candidate, fundamental matrix need to
define motion better than homography (in this case F-GRIC will
be smaller than H-GRIC).
This two criteria are well described in this paper:
http://www.cs.ait.ac.th/~mdailey/papers/Tahir-KeyFrame.pdf
- Final step is based on estimating reconstruction error of
a full-scene solution using candidate keyframes. This part
is based on the following paper:
ftp://ftp.tnt.uni-hannover.de/pub/papers/2004/ECCV2004-TTHBAW.pdf
This step requires reconstruction using candidate keyframes
and obtaining covariance matrix of 3D points positions.
Reconstruction was done pretty much straightforward using
other simple pipeline routines, and for covariance estimation
pseudo-inverse of Hessian is used, which is in this case
(J^T * J)+, where + denotes pseudo-inverse.
Jacobian matrix is estimating using Ceres evaluate API.
This is also crucial to get rid of possible gauge ambiguity,
which is in our case made by zero-ing 7 (by gauge freedoms
number) eigen values in pseudo-inverse.
There're still room for improving and optimizing the code,
but we need some point to start with anyway :)
Thanks to Keir Mierle and Sameer Agarwal who assisted a lot
to make this feature working.
|
|
|
|
Was missing keymap for REGION_TIMER, which ended up
in missing updates happening.
Added this kind of timer to RNA, so keymaps could
bind to it.
Also made 3ds max keymap working again. Too bad it
was broken in 2.67 and 2.67a :S
|
|
every redraw, cache the string for reuse.
also remove redundant returns from my last commit.
|
|
This panel is now defined in space_node.py instead of node_buttons.c. The properties have been split up into generic properties
(name, label), custom colors (closed by default) and input parameters (extra options + unlinked input socket values).
|
|
|
|
for all objects
|
|
categories respectively, so they can be added with the usual UI in case the user deletes them. These nodes are polled out for
non-group trees (node trees not in the bpy.data.node_groups collection) to avoid confusion. For that purpose a new optional poll function argument has been added to NodeItem, which allows selectively
polling individual items in an otherwise static list.
|
|
The Emission panel now has a Use Modifier Stack option to emit particles from
the mesh with modifiers applied. Previously particles would only be emitted from
faces that exist in the original mesh. There are some caveats however:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.68/Tools#Particles
|
|
this change is made so addons may initialize their own settings.
|
|
|
|
* Added a toon bsdf node to Cycles. This was already available as OSL only closure, but is now available inside the SVM backed as well, for CPU and GPU rendering.
* There are 2 variations available, diffuse and glossy toon, selectable via a menu inside the node.
Documentation:
http://wiki.blender.org/index.php/Doc:2.6/Manual/Render/Cycles/Nodes/Shaders#Toon
Example render & blend file:
http://www.pasteall.org/pic/show.php?id=51970
http://www.pasteall.org/blend/21579
|
|
|