Age | Commit message (Collapse) | Author |
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new image. (not use existing one)
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also stop numpy from being found in /usr/include with cmake.
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This commit refactors the way that the Motion Paths GUI works. The key problems
this tries to address are:
1) Mode error - Confusion about whether we're dealing with the Object or Pose
level Motion Paths panel
2) Display settings vs Baking Settings
In line with the original design intentions for the 2.5/6 Properties Editor,
I've now split out the actual baking-related settings away from the Properties
Editor:
* Now, when clicking "Calculate Paths" from the toolbar, you'll be prompted with
a dialog to select the start/end frames (and for bones, whether to bake from
heads or tails). This is less confusing than relying on firstly setting the
range via the display range settings (and baking using that), since many people
apparently only used the "around current" mode, and were confused why things
weren't working
* Added a display of the frame ranges of the current baked Motion Path on the
active Object/Bone. This makes it clearer/easier to debug if the path suddenly
starts disappearing after a certain frame.
* Replaced Calculate/Clear Paths in the panels with a single "Update" button if
there's already a baked Motion Path.
Hopefully these changes (in combination with some of the other bugfixes) will
make it more obvious how everything works.
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paths with new ranges)
If an object/bone already had a motion path, it was not possible to recalculate
it over a different frame range without firstly clearing these paths. This was
both a confusing and troublesome workflow, and has since been removed.
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- Make sure functions are named in way BKE_<object>_<action> (same way as RNA callbacks)
- Make functions which are used by mball.c only static and remove their prototypes
from public header file.
Further cleanup is coming.
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objects in the instanced group were not scaled according to the particle size, which would be expected when rendering as 'Whole Group'. Requested by Francesco Siddi (fsiddi) over IRC.
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else if's
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- spelling - turns out we had tessellation spelt wrong all over.
- use \directive for doxy (not @directive)
- remove BLI_sparsemap.h - was from bmesh merge IIRC but entire file commented and not used.
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- copy & rename EditMesh stricts for use with scanfill (remove unused members)
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editmesh_loop.c from this range still
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comments is silly, may as well have in declaration)
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inconsistent with similar functions & math notation:
mul_m4_m4m4(R, B, A) => mult_m4_m4m4(R, A, B)
mul_m3_m3m4(R, B, A) => mult_m3_m3m4(R, A, B)
For branch maintainers, it should be relatively simple to fix things manually,
it's also possible run this script after merging to do automatic replacement:
http://www.pasteall.org/27459/python
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didnt initialize delta vectors.
also remove redundant NULL initializers, where the value is initialized immediately after.
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members of the DerivedMesh struct
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each quad would result in 2 duplis.
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* Made it impossible to try to calculate/create new motion paths lasting 0
frames (i.e. 250 to 250) since we cannot allocate a zero-length array for these.
Start frame can now be at most end-frame - 1, and end frame at least start frame
+ 1
* If an invalid configuration does occur, warnings/reports will now be issued in
response to this instead of silently failing (as per this bugreport).
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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).
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Due to changes with the way that dupliframes were being evaluated (one
of those being that the animation for the object being animated would
get reevaluated for every frame sample for dupliframes) to get them
working properly again sometime during the 2.5 series, the dupliframe-
sampling loop would be prematurely terminated on the first frame in
this example.
That is because after the first step of the loop, the ob->dupend
property would have changed its value as it was being animated,
leading to the loop terminating, and only the a single dupli getting
added.
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http://markmail.org/message/fp7ozcywxum3ar7n
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There has been quite a bit of fuss about particle dupliobject rotation in 2.59, so here are some changes to make things work a bit more consistently and predictably in 2.60.
Much of the confusion has been about what the "Initial rotation" for particles actually means. Simply put it's just a vector that that the particles (and the dupliobjects) are aligned to and around which they can be rotated with the phase controls. I've now renamed these controls under a label "Rotation axis".
In 2.59 and previous versions the dupliobject's global x-axis was aligned to the particle rotation axis for non-hair particles. This meant that the object's own rotation (in addition to the particle rotation) could effect the dupliobjects' rotations. This old behavior can still be used with the "Rotation" option in the particle render panel when object/group is set as the visualization. This option is also activated automatically for old files to maintain backwards compatibility.
Now the default dupliobject rotations ignore the object's own rotation completely and align the object's tracking axis to the particle rotation axis. The tracking axis can be found under the Object tab -> Animation Hacks panel.
In 2.58 the way of calculating the rotation for hair didn't work as intended and enabled many non-functional combinations of options. For this reason I removed most of the rotation options for hair in 2.59. Now the options have been reimplemented better and the dupliobject's tracking axis is aligned to the hair direction by default (Rotation axis = Velocity / Hair). All the other axis options work too along with the phase controls.
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