Age | Commit message (Collapse) | Author |
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The double quaternion blending method in addition to the deformation
matrix of each bone requires their rest matrices. For ordinary bones
this literally should use the bone rest matrix without any ambiguity.
However, it was also using the bone rest matrix for all of its
B-Bone segments, which is incorrect and causes strange deformation
in some cases involving extreme non-uniform scale, especially
at boundaries between different B-Bones. There is also a similar
known issue that happens with scale at bending joints, and this
fix reduces the distortion when both bones are B-Bones.
This changes both the Armature modifier and the Armature constraint
to use the actual segment rest matrices. Unlike bones, these can have
scale even in rest pose, so normalization is required.
Differential Revision: https://developer.blender.org/D10003
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Also remove colon after `\note`.
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It's easier to read and less 'weird' to check that an item is non-local
in a liboverride data-block, than the other way around. Thanks to
@sybren for noticing it.
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RNA collections that support insertion of new items in liboverride
data-block need a special way to distiguish between locale and
orig-from-linked items (since some operations are allowed on the forer,
but no the latter).
In future we want a proper solution to abstract that at the
`BKE_lib_override` level, but for now we need to add some code for each
case.
Note that this commit also fixes a few potential issues with GPencil
modifiers, and constraints, regarding their handling of local overrides.
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Rerun `make format`.
No functional changes.
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Add Custom Space to the list of space conversions for constraints.
Constraints can use World Space, Local Space, Pose Space, Local with
Parent, and now also Custom Space with a custom object to define the
evaluation space.
The Custom Space option uses the Local Space of an other
object/bone/vertex group. If selected on owner or target it will show a
box for object selection. If an armature is selected, then it will also
show a box for bone selection. If a mesh object is selected it will show
the option for using the local space of a vertex group.
Reviewed By: #animation_rigging, sybren, Severin, angavrilov
Differential Revision: https://developer.blender.org/D7437
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Orthogonalize the constraint target's matrix before decomposing it into
Euler angles. This removes sheer, and is actually a requirement for
correct decomposition.
It's conceivable that someone has used the incorrect behaviour in a rig.
As the shear caused unpredictable flipping of the constrained object,
this is unlikely.
Reviewed By: angavrilov, sybren
Differential Revision: https://developer.blender.org/D8915
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Ref T76372.
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This commit uses an enum to access expansion for specific panels for
each modifier, constraint, etc. Even though these values are quite simple,
this can help make the code more explicit when the ui_expand_flag is
accessed directly. Also update comments about this bitfield to make
them consistent.
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When outliner datablocks are selected, switch to the corresponding tab
for that datablock in properties editors. Only properties editors
that share an edge with the outliner will change tabs.
Additionally, when modifiers, constraints, and shader effects are
selected from the outliner, the panel will be expanded in all properties
editors.
Part of T77408
Manifest Task: https://developer.blender.org/T63991
Differential Revision: https://developer.blender.org/D8638
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Follow our code style guide by using C-comments for text descriptions.
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Cleanup old tracker task format to the new. e.g: [#34039] to T34039
Ref D8718
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Adds an optional slider to the action constraint so that it can be
driven without a constraint target.
This is very helpful for more complex rigging and mechanical rigs, as it
means the action constraint can be controlled with a driver/custom
property directly, currently if we want to use a driver to control it we
must add a "dummy" bone/object inbetween to act as a control.
Reviewed By: Sebastian Parborg, Sybren A. Stüvel, Demeter Dzadik, Julian Eisel
Differential Revision: http://developer.blender.org/D8022
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Set the inverse matrix when the Child Of constraint is created. This
prevents the bone/object from jumping away when the constraint is added,
improving usability.
Reviewed by: sybren
Differential Revision: https://developer.blender.org/D8851
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Also order sizeof(..) first to promote other values to size_t.
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This addresses warnings from Clang-Tidy's `readability-else-after-return`
rule in the `source/blender/blenkernel` module.
No functional changes.
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Custom driver functions need access to the dependency graph that is
triggering the evaluation of the driver. This patch passes the
dependency graph pointer through all the animation-related calls.
Instead of passing the evaluation time to functions, the code now passes
an `AnimationEvalContext` pointer:
```
typedef struct AnimationEvalContext {
struct Depsgraph *const depsgraph;
const float eval_time;
} AnimationEvalContext;
```
These structs are read-only, meaning that the code cannot change the
evaluation time. Note that the `depsgraph` pointer itself is const, but
it points to a non-const depsgraph.
FCurves and Drivers can be evaluated at a different time than the
current scene time, for example when evaluating NLA strips. This means
that, even though the current time is stored in the dependency graph, we
need an explicit evaluation time.
There are two functions that allow creation of `AnimationEvalContext`
objects:
- `BKE_animsys_eval_context_construct(Depsgraph *depsgraph, float
eval_time)`, which creates a new context object from scratch, and
- `BKE_animsys_eval_context_construct_at(AnimationEvalContext
*anim_eval_context, float eval_time)`, which can be used to create a
`AnimationEvalContext` with the same depsgraph, but at a different
time. This makes it possible to later add fields without changing any
of the code that just want to change the eval time.
This also provides a fix for T75553, although it does require a change
to the custom driver function. The driver should call
`custom_function(depsgraph)`, and the function should use that depsgraph
instead of information from `bpy.context`.
Reviewed By: brecht, sergey
Differential Revision: https://developer.blender.org/D8047
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Blender has an operator to do Copy & Paste of constraints between
objects and bones, but no simple method to do that directly via
the Python API is provided. This adds a copy() method to object
and pose bone constraint collections.
Differential Revision: https://developer.blender.org/D8112
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This patch implements the list panel system D7490 for constraints.
In this case the panels are still defined in Python.
The layouts are also updated to use subpanels and the a more organized
single column layout. There may be more tweaks necessary for the
layouts.
Reviewed By: Severin, billreynish, Mets
Differential Revision: https://developer.blender.org/D7499
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When the Child Of constraint is owned by a bone, before the constraint is
run the matrix is converted from world to pose space. However, setting the
inverse should also take the armature object's transform into account.
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Need to transform direction as such, without adding translation component
of the camera matrix.
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Makes a set of more isolated individual functions, which should make
it more clear what's going on. Improved naming, added some comments.
Some extra cleanup is possible to get rid of generic vectors called
vec and disp.
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All the driver-specific code in `fcurve.c` has been moved into a new file
`fcurve_driver.c`. The corresponding declarations have been moved from
`BKE_fcurve.h` to `BKE_fcurve_driver.h`.
All the `#include "BKE_fcurve.h"` statements have been investigated and
replaced with `BKE_fcurve_driver.h` where necessary.
No functional changes.
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The main use-case for the Track To constraint is camera tracking, so
this sets up a better default for this. That is, track to -Z with Y up.
Agreed on internally with Pablo Vazquez and William Reynish. Should
there be a reason to revert this, that would be fine compatibility-wise.
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Allows to support distortion models which needs to know actual
image dimensions to apply or inverse camera intrinsics.
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rB10162d68e385 introduced a difference in computing the matrix, as well
as a better way to compute the inverse matrix. This commit reverts the
former, while keeping the latter and some other improvements.
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Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
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The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.
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In rB7c5a44c71f13 I changed the way transform matrices are loaded from
Alembic. Instead of having the Alembic importer convert matrices from
local (in the Alembic file) to World (to pass to the constraint handling
the animation of transforms), I set the constraint space to
`CONSTRAINT_SPACE_LOCAL`.
This worked thanks to rB7728bfd4c45c. However, that commit was reverted,
which meant that for parentless objects `CONSTRAINT_SPACE_LOCAL` no
longer means "local space".
The situation is resolved by setting the constraint to world space
again, and computing the world matrix in the Alembic importer.
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While it might be handy to have type-less functionality which is
similar to how C++ math is implemented it can not be easily achieved
with just preprocessor in a way which does not have side-effects on
wrong usage.
There macros where often used on a non-trivial expression, and there
was at least one usage where it was causing an actual side effect/bug
on Windows (see change around square_f(sh[index++]) in studiolight.c).
For such cases it is handy to have a function which is guaranteed to
have zero side-effects. The motivation behind actually removing the
macros is that there is already a way to do similar calculation. Also,
not having such macros is a way to guarantee that its usage is not
changed in a way which have side-effects and that it's not used as an
inspiration for cases where it should not be used.
Differential Revision: https://developer.blender.org/D7051
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Objects."
This reverts commit 7728bfd4c45c634ba6b62e149176425ec5779945.
Although this brings back an inconsistency in the behaviour of
constraints on objects and bones, people were relying on the old
behaviour, and the new behaviour broke their files.
It is still desired to remove this inconsistency, but it will happen
more gradually.
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- Use 'BKE_object_defgroup' prefix for object functions.
- Rename 'defvert_verify_index' to 'defvert_ensure_index'
since this adds the group if it isn't found.
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This is in preparation of new object types. This only changes mesh_eval, we
may do the same for mesh_deform_eval and other areas in the future if there is
a need for it.
This previously caused a bug in T74283, that should be fixed now.
Differential Revision: https://developer.blender.org/D6695
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