Age | Commit message (Collapse) | Author |
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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-r18677:19317
Notes:
* Sequence transform strip uses G.scene global, this is commented
out now, should be fixed.
* Etch-a-ton code was most difficult to merge. The files already in
2.5 got merged, but no new files were added. Calls to these files
are commented out with "XXX etch-a-ton". editarmature.c and
transform_snap.c were complex to merge. Martin, please check?
* Game engine compiles and links again here for scons/make/cmake
(player still fails to link).
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-r17853:HEAD
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- wm draw method is now initialized correct when reading older
files, but the SDNA bug causing the problem is still unsolved.
is due to // char pad[8]; not being recognized as commented.
- triple buffer proxy texture test follows spec better now,
was disabling triple buffer unnecessarily on some drivers.
- some cmake compile fixes related to sequencer pthread usage
and removed bad level calls lib for player.
- show outliner header buttons in oops mode as well until that
can be switched in the UI.
- fix region data free issue for tooltips
- warning fixes
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replace VecMulf(var,-1) with new VecNegf(var) function.
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This also adds a special Embedding option called "Peel Objects". This option makes the embedding snap consider objects as whole, taking the first and last hit of each of them to calculate the embedding point (instead of peeling with first/second, third/fourth and so on). This option is useful if you have mecanical pieces with lots of details (as single objects) and want to put bones in the middle (think of adding bones to a mecha, for example).
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Moving stuff home, saving doesn't work ok yet, will finish this later today, demo video when done.
Also a couple of bug fixes for crashing and some text reformulation and the like.
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Don't number groups with only one arc (easy fix for fly model, need a two pass arc match for real fix)
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Making shape function work on cyclic graphs requires tracking the current graph level, which wasn't done correctly when this was implemented. Done properly now so going up and down on graph works as it did before.
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much more elegant way.
Remove yeh ol' primary symmetry axis flipping and replace by a smarter check on both armature and mesh arcs (works better for partial retargetting).
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prevent backtracking in different other functions
Better deal with chains starting with control bones
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Merge internal and external filtering in a single loop (solve problems caused by order of filtering)
Made graph length calculations work on cyclic graphs (it unrolls them)
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Retag subgraphs when merging, to prevent loops
Mark missing up link in multi resolution as NULL
Ignore hidden vertices when propagating weight between islands
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Axial symmetry tagging was depending on the order of the nodes, so it might tag left side as right and vice versa depending on the order. Stability test ensures the tagging is order independant (what it tags as right and left might not be the real right and left, but at least they are consistant between mesh graph and armature graph, so it doesn't flip limbs)
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fix adjacency list inline instead of having to rebuild fully
reweight joined graphs properly
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Start multi resolution match from node, not arc (solve problem with Rinky)
various uglyness being cleaned up or factored out
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This is the begining of the simplification phase (meaning less parameters to mess up users)
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two levels only).
Now need a way to go back to lower levels at shared nodes.
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small appendages that don't correspond to anything on the armature).
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filtering)
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Better symmetry detection using subtree shapes instead of depth
Fix the bug with flipping arcs caused by internal filtering
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Better check for RigGraph head
Fix harmonic weighting for quads
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Draw primary axis and weight delta
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Also, setting the merge limit to be non-zero for armature graphs (since very small yet non-zero differences would prevent merges and correct graph creation)
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More refined symmetry grouping (can take care of tails properly) and better matching between symmetry groups (based on relative length of arcs)
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Removing a lot of duplicated code
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