Age | Commit message (Collapse) | Author |
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At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve.
Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file:
http://download.blender.org/ftp/incoming/250_splineik_spine01.blend
Screenshots of this in action (as proof):
http://download.blender.org/ftp/incoming/b250_splineik_001_before.png
http://download.blender.org/ftp/incoming/b250_splineik_001_after.png
I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :)
Finally, a few notes on what to expect still:
* Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still.
* Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though
* Control over the twisting of the chain still needs investigation.
Have fun!
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PoseChannel previously.
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Animating rotations using different rotation modes should now work more often than before.
Previously, quaternion and axis-angle values were stored in the same variable in DNA, but that was causing problems with other animation curves overwriting the values and causing the rotations to not work as expected.
There are still some issues, but I'll track those down later tonight
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This (biggish) commit generalises the rotation modes functionality added for Bones, allowing Objects to use the various Euler Rotation orders, Axis-Angle, and Quaternion rotation representations.
I've also cleaned up the nomenclature of the rotation-related settings so that the naming styles are more consistent with each other. Unfortunately, this will break all files involving object or bone rotation animation made in 2.5 versions (2.4x will still get correctly converted).
General Notes:
* By default, Objects still default to using Eulers, while Bones will use Quaternions by default still.
* I've fixed all areas that I'm currently aware of to work with these changes. However, there are probably a few places where I've missed a few changes (i.e. auto-keyframing will need attention later).
* Removed the old "IPO-Keys" stuff from Transform code. I'm unlikely to restore this in the near future, and trying to fix that to include support for this commit would have been too much work.
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Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
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Make local and make single user are back for ID template.
Internally these calls got unified, id_make_local and
id_copy are now used to do these operations for all types
that support it. Also reveals that for some ID types the
implementation is still missing.
Further, some small changes:
* unlink_text is now in blenkernel.
* copy_group was implemented.
* ID template now has an open operator again.
* fix preview to not change material reference count,
even if temporary it shows up with threaded preview.
* id_unlink unifies unlink for text, object and group.
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Instead of many commits, here 1!
- Constraint edit code back
- Removed XXX stubs for constraints
(make parent follow path works)
- Removed XXX stubs for armature
(make parent deform, do center, etc works)
- Found a bad uninitialized global Scene * in code, especially
in kernel it wreaked havoc.
- added missing include in blenkernel/brush.c
- fixed Nicholas' fix for editmode subsurf crash
(It needed to check for editmode)
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Put back Armature/Pose code, including 'heat weight'.
I've added reeb.h to get things compile, but Martin will
cleanup files and put back?
Now where to put all vertexgroup code.... I guess mesh?
Note for msvc: yep, another new dir to add! :)
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Think global, act local!
The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.
Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
meant for permanent, but it can probably stick there until we
cleaned the anim system and depsgraph to cope better with
timing issues.
- Game engine G.scene should become an argument for staring it.
Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
is too tightly wrapped to do it easily.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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Added three new tools to the WKEY menu for Armatures in EditMode/PoseMode. These add .* extensions to the names of selected bones based on their position in 3d-space on the axis considered by that tool.
The current naming schemes are based upon the extensions I normally apply. Some people may have slightly different preferences though.
There is one for:
* Left-Right names (along x-axis)
* Front-Back names (along y-axis)
* Top-Bottom names (along z-axis)
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Now the Action Constraint can be applied to Objects as well as Bones!
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B-Bones already deformed the mesh in the armature rest position, which is
unconvenient. For backwards compatibility existing .blend files still have
a button for the old behavior enabled.
(peach feature request)
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previously only some datatypes adding functions accepted a name.
also updated the Bpy.py epydocs
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When rotating bones around the 3d-cursor in posemode with a rotated
armature, rotation was around strange points other than the cursor.
This bug has been around for quite a few releases now. Somehow, the
maths used to convert the world/global space locations to local locations
only worked on things in editmode, but not bones.
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Moved function used for 'Visual' keyframing, to live with the rest of the
API calls I added for Pose-Mode bone snapping. Now, it is in a more
'releasable' state.
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Now the Snap To Location (Shift S) tools for bones in pose-mode
work correctly. Previously, only one of these tools was implemented,
but it only worked in some cases.
This fixes item #4874 in Todo Tracker. Was patch #5012.
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in rigs with layered IK constraints. Also removed the tolerance
setting, this value wasn't used in the solver anymore.
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in the game engine again.
All files in source/gameengine/ I've committed below have a comment like
/* XXX note .... */
where something needs to be done. This is pretty straightforward for Erwin,
who has been notified in person too about this. :)
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module -- the previous method could be off pretty far.
- Added drawing of transparent surface for it, instead of just the border.
- Added "stretch IK", allowing bones not only to rotate, but also scale.
The "Stretch" value below the DoF buttons is used to enabled this.
- Some code tweaking: slightly simplified computation of transform for IK,
renamed chain to tree, removed unused pchan->ik_mat, ..
Internal IK module work:
- Do damping per DoF also based on stiffness, hopefully makes it converge
faster with very stiff joints.
- Instead of having two joints types (translational and rotational), now
all 6 DoF's can be enabled for one joint.
- Added limits for translational joints.
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- Removed old convention that only allowed one "IK" connection for Bones
in a joint. Was highly frustrating for editing trees or branches.
In a next commit, there will be a different method to define IK target
and IK root, so this option actually will become "Connect Bone" or so.
- the IK group name is gone, now is just an option "Tree IK". When IK
chains share a root they'll form a tree.
Todo is preventing conflicts here (will be for editor to define IK Root)
- Adding new IK constraint with CTRL+I activates Constraint
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Full logs for changes will be added later. Worth to note now;
- support for 'tree IK' added
- DOF and stiffness per IK bone (in pose only)
- Orientation IK support (target rotates -> chain follows)
This is still WIP. Buttons might change, button ranges will change, and the
way 'IK groups' are working will change. You can play with this, but don't
expect saved files to work still by end of this day! :)
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This works pretty nice for better control over the curvature of any bone
deform. No need to give Bones (vgroups) large influence, just add a coupleof B-bone segments.
Two notes;
- The Bone property "Segments" defines if a deform happens as a 'B-bone'.
The drawtype B-bone is just for display in 3d window.
- A B-bone also deforms (bends) in Rest-position, if there's a joint that
creates a curved Bone. Therefore, best results you get by creating a
rest-position with straight joints. Or, if you prefer a slightly bended
restposition (for a spine or so), make sure the Mesh model is *not*
curved, the B-bone will do this for you.
Also added: proper events on changing buttons for Bones, like "Segm" or
"Dist" etc.
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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.
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way. Requested for low-poly modeling.
- fix: on exit editmode, the code always created a mesh->dvert block...
silly, this made other code confused which decided whether to use
dverts (vertex groups) or not.
- removed obsolete call from armature.c. Also fixed name of function there,
preparation work for nicer support in Blender for "deform envelopes"
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- Option is in EditButtons, Armature panel.
- Currently only local X-axis mirror (seems to be default anyway)
- Transform then applies changes to the mirrored-name bone as well.
- Extrude: also does the counterpart Bone
- New: SHIFT+E extrude: extrudes 2 mirrored Bones out of a normal Bone.
(creating names by appening _L and _R)
Or in short: you can now model a full rig without any manual naming!
Of course the names are not too nice... a couple of ideas to explore;
- rename a mirrored bone renames counterpart too
- allow in weightpaint mode to select Bones
- and of course mirrored edit in PoseMode (if that's useful...)
Important note: I tweaked the naming convention a bit; names like
Bone_L.005 and Bone_R.005 are considered counterparts. However, if
you use the "Flip names" option, the number extension is still
truncated.
BTW: Commits in Zr's code are fixes for gcc warnings. :)
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(And moved flip_name to armature kernel)
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- 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.
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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.
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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-
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Applies to bones that do not have a boneclass of unskinnable
(set per bone in editmode in the button window).
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So we should be all set now :)
Kent
--
mein@cs.umn.edu
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(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
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little minor spacing issues.
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