Age | Commit message (Collapse) | Author |
|
* The operator creates bones for each input edge (does not subdivide
them like the skin operator does), adds a fake root bone for skin
roots with multiple children.
* The operator adds vertex weight groups to the original mesh.
* Make copy_object_transform() public, used to match the armature
object to the mesh object.
Skin modifier documentation:
http://wiki.blender.org/index.php/User:Nicholasbishop/SkinModifier
|
|
triangles for animated meshes.
This solves problems with collisions beeing rendered different than in viewport.
|
|
|
|
|
|
|
|
Most of the changes are related to adding support for motion data throughout
the code. There's some code for actual camera/object motion blur raytracing
but it's unfinished (it badly slows down the raytracing kernel even when the
option is turned off), so that code it disabled still.
Motion vector export from Blender tries to avoid computing derived meshes
when the mesh does not have a deforming modifier, and it also won't store
motion vectors for every vertex if only the object or camera is moving.
|
|
|
|
Was missed check for if modifier is available for particular object type
which ended up with unpredictable results when modifier which isn't supported
yet for some object type as linked to that object type.
|
|
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
|
|
where the values are unchanged.
|
|
without the underscores these clogged up the namespace for autocompleation which was annoying.
|
|
|
|
broke forward compatibility. now the new values are copied into 'dscale' and existing ones remain.
this is annoying since now we have dsize and dscale, will look into a way to deprecate struct members next.
|
|
code.
also made it so copying camera sets the dof object to extern.
|
|
all selected, renderable objects.
|
|
added object_tfm_protected_backup, object_tfm_protected_restore so its easier to transform the object and respect protected channels (otherwise you need checks everywhere for each channel which is verbose).
|
|
===========================
Commiting camera tracking integration gsoc project into trunk.
This commit includes:
- Bundled version of libmv library (with some changes against official repo,
re-sync with libmv repo a bit later)
- New datatype ID called MovieClip which is optimized to work with movie
clips (both of movie files and image sequences) and doing camera/motion
tracking operations.
- New editor called Clip Editor which is currently used for motion/tracking
stuff only, but which can be easily extended to work with masks too.
This editor supports:
* Loading movie files/image sequences
* Build proxies with different size for loaded movie clip, also supports
building undistorted proxies to increase speed of playback in
undistorted mode.
* Manual lens distortion mode calibration using grid and grease pencil
* Supervised 2D tracking using two different algorithms KLT and SAD.
* Basic algorithm for feature detection
* Camera motion solving. scene orientation
- New constraints to "link" scene objects with solved motions from clip:
* Follow Track (make object follow 2D motion of track with given name
or parent object to reconstructed 3D position of track)
* Camera Solver to make camera moving in the same way as reconstructed camera
This commit NOT includes changes from tomato branch:
- New nodes (they'll be commited as separated patch)
- Automatic image offset guessing for image input node and image editor
(need to do more tests and gather more feedback)
- Code cleanup in libmv-capi. It's not so critical cleanup, just increasing
readability and understanadability of code. Better to make this chaneg when
Keir will finish his current patch.
More details about this project can be found on this page:
http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011
Further development of small features would be done in trunk, bigger/experimental
features would first be implemented in tomato branch.
|
|
|
|
duplicate of BKE_curframe() which just takes two extra args.
For the few calls in the physics engine where CFRA+1 instead of CFRA
was being used, I've added a new BKE_nextframe() call, which will
calculate for CFRA+1 instead of CFRA in much the same way that
bsystem_time() would end up doing things (which means including
subframe steps).
|
|
incompatible, and unmaintainable Time Offset cruft.
- Slow Parenting lives another day (just), although it now carries
appropriate cautionary disclaimers. It's only really for the Game
Engine nowadays, as that's the only place where it can possibly work
with any reliability.
- "Animation Hacks" panel is now "Relations Extras". I could've merged
the two panels, though I figured these options weren't that frequently
used to justify taking up screen-space by default along with the panel
|
|
|
|
|
|
- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
deal fine with this changes. Other exporters would be updated soon.
|
|
http://markmail.org/message/fp7ozcywxum3ar7n
|
|
vecs = Camera.view_frame(scene)
returns 4 points for the camera frame, without this its very hard to know if a point is in the camera view or not, without rewriting blenders internal logic in python.
|
|
function. (no functional changes)
|
|
bad level calls in the weight paint branch.
|
|
the include path from CMake & SCons.
* ED_curve_editnurbs --> curve_editnurbs
* ED_sculpt_modifiers_changed --> object_sculpt_modifiers_changed
|
|
and textures, unused still.
|
|
- making local object data - Curve/Mesh/MBall lost references to linked materials.
- joining a linked mesh object into a local one lost the link.
As well as these reported bugs, checked all local functions for consistency/correctness and found other cases which would also fail.
- making local metaball didn't ensure unique ID name.
- make_local_armature() was missing check for object users - main body of code would never run.
- local particles didn't set the dupli-group or textures to extern.
checked all local functions for consistency/correctness.
|
|
- render check for ortho/panorama combination wasn't working since the flags were not initialized at the time of checking.
- disable panorama button in ortho mode.
|
|
|
|
X3D 's DEF USE mechanism
Object.is_modified(scene, 'PREVIEW') function for python exporters to check if any modifiers or shape keys are applied (weather the original mesh can be used for exporters).
|
|
|
|
- remove some redundant declarations
- changed VertexTangent and Path structs to avoid compiler alignment padding.
|
|
flagged as PROP_THICK_WRAP.
Also use const char in many other parts of blenders code.
Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
|
|
- object updates were not being flushed, so children weren't updating.
- apply the matrix relative to the parent, added this as an option to object_apply_mat4() which allows assigning the worldspace matrix in python without worrying about the parent.
|
|
|
|
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating).
- mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
|
|
- the length of a new text object wasnt set on creation.
- tex3d and controllers rna name was being set to its body (rather then ID name)
- remove reference to wave objects which are very old and not used anymore.
|
|
|
|
Removed the camera->angle from DNA, now it just uses RNA to handle the conversions.
Really need to convert this to physical units at some point... :/
|
|
- swapped in less verbose math functons
- modifier include cleanup
|
|
This commit restores fluid sim baking functionality in 2.5, it's been on the todo for
a while, and was previously almost completely non-functional. The old
code was quite complicated and specific to the 2.4 animation system, so I've
pretty much rewritten most of it.
This includes:
* Animated variables work again - just key them in the UI. Non-animateable values
should be already set non-animateable in RNA, hopefully I got them all.
Available are: Domain Gravity / Domain Viscosity / Object loc/rot/scale /
Object initial velocity / Deforming meshes / Fluid control Attract strength /
Fluid control Attract radius / Fluid control Velocity strength /
Fluid control Velocity radius / Object Active status (checkbox next to fluid type)
The Domain time scale is still not yet implemented.
* Fluid sim now use global scene units data by default - when enabled, the
scene's global gravity value is used and when units are set (metric/imperial)
the simulation real world size is taken from the object's actual measurements.
* The baking process is now done in the background, using the nifty threaded
Jobs system. It's non-blocking and your domain object will show the simulated
fluid as it becomes available for that frame.
A nice extra thing for the future would be to improve the visualisation of the
object's state while baking, and also the jobs system/ui could do with some
touchups - currently it has to share a bit from the 'render' job, and appears as
'Render' in the header. Progress bars for jobs in the header would be great too.
|
|
use for getting the render matrix of a camera (view plane, winmat, clipstart/end) without rendering.
|
|
|
|
of the instance objects when it has duplis. view selected also working again for selected paint mask faces.
|
|
|
|
of driver targets, sharing code with make proxy.
|
|
copy and link is vague especially since particle systems are ID data.
|