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different platforms will follow soon. This was just tested against current CVS on MSVC 2005 with Verse, QuickTime, OpenEXR, Player all on.
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A Plumiferos wishlist item: Markers working in the Action Editor too.
* The user can choose between displaying the scene markers (i.e. the
markers shown in the timeline) or the markers specific to each action,
by using the next list box on the action editor header. This is specific
to each instance of the action editor.
* The display of the markers currently still needs improvement. At the
moment, the triangle icons + text are drawn below all the last row of
keyframes. As such, I've made it draw yellow vertical lines which
span the height of the action editor, to also indicate markers.
Comments on this and also help getting the triangle thingies to 'float'
above the bottom scroll bar are warmly appreciated.
* There are a few minor update issues with editing a marker in the
timeline and the markers in the action editor which will be fixed soon.
* There are also a few hotkeys to still add.
Enjoy!
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a group to show when used for duplicators. Is in the Object Buttons,
"Object and Links" panel. Note that the duplicator layer itself still
defines still visiblitily of entire group.
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automatically loaded as well.
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Notes:
- Only referenced groups (from other files)
- Only 1 group (no more duplicates using same group yet)
- Only Proxy working well for Armature or Empty
Is going to be reviewed in Plumiferos team; but target is that this will
solve a major animation pipeline bottleneck :)
Usage; select group, alt+ctrl+p, pick an object you want to proxify.
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Major sequencer rewrite to add Speed Control effect.
Changes:
- Cleaned up large parts of sequence.c removing a lot of unnecessary code.
(We first built old seqar array to decide, what is visible, then build
dependencies with new code, then used old code to iterate through the
strips and deciding using new code what is used and so forth and so on...)
Should be much faster now.
- Now we build the strips recursively thereby elemenating the need of a
seperate dependency calculation.
- Added a Speed-Control effect to change strip speed afterwards.
(Offers global speed as well as IPO-controlled speed.
There are several modes to play with:
- Control by velocity (IPO = velocity where 1.0 is normal speed)
- Control by frame number (IPO = target frame)
- IPO-Value can be rescaled to frame-value, to make frame exact matching
possible. (Matching video tracks to audio tracks with IPOs ;-)
Demo-Blend file is here http://peter.schlaile.de/blender/sequencer/speedcontroltest.blend
Since this was also a Plumiferos request I hope to be mentioned in the
credits ;-)
Enjoy! And please test the new sequencer thoroughly. It is really more like
a rewrite this time.
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THE OBJECT PROXY
Or simple said; local control of referenced data from libraries.
Having library files with references is a very common studio setup, and
Blender did do quite well in that area. Were it not that for character
setups it was impossible to use still.
This commit will enable a full rig+character to remain in the library,
and still have - under strict control - local access for animation edits.
Full log:
http://www.blender3d.org/cms/Proxy_Objects.824.0.html
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1. UI review -> disabeling options when not available .. giving hints why ( even tried to give usefull tooltips )
1.1 give some more user control to the solving process (mins,maxs).. optional feedback on the console
2. replacing ugly object level 'sumohandle' with SB (private runtime) level/pointer 'scratch'
which holds runtime data like cached collider data and more .. and it's thread save this way :)
3.related no 2. write a 'private' history of collision objects to ease the 'fast' collider tunneling syndrome'
4. some <clean> optimizations, 3-BSP for self collision, general AABB checking before ever going to collision details
5. some <dirty> ( in the sense of do some inacurate physics noone ever will see ) little tricks to make things faster .. ..fuzzy collision situation bypass .. forward collision resolution
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Was surprisingly easy to add, compiant with file reading and undo code.
Currently only the Image->ibuf gets restored, and its opengl binding, so
for realtime texture it works nicely. Also texture images are not freed
inbetween undo steps
Notes:
- Painting textures will just keep the painted image, there's no undo
yet for that
- If this works satisfying, I'll extend it to compositing previews
TEST IT WELL PLEASE! :)
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The fix adds support for storing edge/face/partial visiblity data to the sculpt
mode undo data. (This may also be useful for multires.)
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This adds support for "generator effect strips", which don't need necessarily
an input strip and my version of Matt Ebb's [ #5035 ] 'Solid Color'
sequence strip.
TODO: With a little bit more tweaking it will be possible to make animated
effect plugins and my still unfinished "Bake"-Strip.
For the 'Solid Color'-Effect, to quote Matt:
This is nice and simple, just provides a solid colour that's set in a colour picker in the properties popup. This is something we've needed for a long time, and I got totally sick of having to make 'black.png' and 'white.png' just to do fades, so I coded this.
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* Removed un-needed cases for limit loc/rot/scale constraints from expand_constraints, which caused a few compiler warnings
* Removed an odd character in one of the comments for constraints. (Hopefully there wasn't any specific reason why it had to be there)
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a specific object, so you can see long walkcycles or actions well.
Option is per 3d window, in "View Properties" panel. It also can optional
lock a view to a single bone even!
Temporal movie for fun:
http://www.blender.org/bf/0001_0060.avi
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This enables finding data in the Outliner.
Usage: Fkey (partial strings), CTRL+Fkey (partial strings, case sensitive).
SHIFT+Fkey to repeat a search, this cycles around.
Extra changes:
- button popups to enter strings now starts activated.
- outliner either shows for Armature the Bones, or Posechannels or
Editbones, depending the mode. Was needed to make searches meaningful.
Although Joshua did very good work on the key functions, there were a couple
of issues in his code, and problems in Outliner code, that didn't make it
all work nicely. So, this is quite a revised patch. :)
Full review log can be found in the patch tracker.
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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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From the tracker:
https://projects.blender.org/tracker/index.php?func=detail&aid=5018&group_id=9&atid=127
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- Removing Shape Keys didn't free drivers
- The sample file had Shapekeys in a weird order (should be sorted on shape
index number). How this could have happened is unknown, probably a script.
For the time being added a version patch to check on this after reading
a file. If wrong ordered, it gives warning prints.
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Using the Library Append "at cursor" option went wrong;
- it moved all selected objects to cursor position
- it didn't even check what was imported...
Both issues are fixed now.
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If you rename a Constraint, the used Constraint Channels (Ipo curves) were
not renamed as well, making animations not work anymore.
Now renaming works up to this level:
- own object constraints
- own object Action constraints
This is identical to Bone renaming. Note that other actions (like in NLA)
are not corrected for renaming. Have to look at ways to provide that once.
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- FORWARD CYCLING & MATCHING
Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.
Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).
Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend
Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.
To be further tested:
- Blending cycles
- matching rotation for the bones as well.
- ACTION MODIFIERS (motion deformors)
The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.
The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend
Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).
Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
(in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
the negative Y direction, you have to set in Object Buttons, "Anim settings"
Panel, the correct Track option. (Note; option will probably move to the
Modifier later).
This is a good reason to make such paths automatic (on a command). Is on the
todo list.
Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
a character walks over moves). Moving the Curve in Edit Mode will change the
actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...
This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.
Special thanks to Bassam & Matt for research & design help. Have fun!
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Bugfixes: Fixed partially bug #5030
Added patch: #4992 Basic Transforms
This adds basic transform capabilities (rotate, scale, shift) to the
sequencer.
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settings, rather than using the object's TrackX/Y/Z/etc buttons.
This is good for two reasons: a) having the settings over in the object buttons
before was terribly unintuitive and hidden, now it's more visible how to
control the deformation, and b) now if you have more than one curve modifier,
they can have their own settings, instead of being forced to use the object
level data.
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all of these are just check a var to make sure it points to something before
using them.
Kent
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Customizable Grid Subdivisions
This commit adds a numbut to the View Properties panel that lets you specify how the grid is subdivided.
This affects snapping in translations, obviously.
Default: 10 (behavior doesn't change)
That means people still stuck in feet and inches (shudders) can set it to 12 and have 1 unit = 1 foot.
That also means you can work in "heads" when doing body proportions or whatnot (don't think of it as being limite to "CAD" uses).
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Full log:
http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html
In short: this is a shadow buffer approach that always results in crispy
shadows, independent of lamp buffer size or zoom level. This shadow buffer
system also supports transparent shadow.
This is part of work on refreshing Shadow Buffers in Blender. You now can
choose of two types (Classical, Irregular). More types will follow. Also
quality issues for Classical shadow buffers are going to be reviewed,
especially to solve the lousy Biasing.
For the CVS log record; it is based on articles:
Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
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file was also happening on files made with current CVS (until next release).
Added a simple check to make it only happen on old files where there was no
radius before.
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properly.
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feature. Old files that had "sticky" set would not show "sticky" under
the new system. Not that anyone ever actually used "sticky".
Also, these commits only add support for rotated external target objects,
not target bones inside the same armature.
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file path where library is read from.
In Outliner, choose new view mode "Libraries". A ctrl+click on the library
name then allows to change the file name or path. Note that when you change
the file name, nothing is being re-read or re-linked. Only after saving the
.blend file and reading it back the new library is used.
This feature allows to cleanup library usage. You can make files relative,
or reorganize a project. Just keep in mind that you cannot use this feature
to fix .blend files that link to non-existing other files. That because the
lost data is actually not read at all, so cannot be saved either.
Currently, library errors are only printed in the console... quite
important to keep track of when using Libraries.
Implementation note: this Outliner view mode can become expanded to a full
"Database view", showing something similar as SHIFT+F4 databrowse does now.
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In a quick glance: (temp image)
http://www.blender.org/bf/rt.png
Main reason is that Lattices are useful a lot for Armature deformation.
Lattices just provide much more precise and interesting control. However,
with only bone envelopes it's very hard to use.
Working with Lattice vertex groups is nearly identical to Mesh:
- on CTRL+P 'make parent' you can choose the deform option now
- In editmode, the buttons to control vertex groups are available
- In outliner you can select vertexgroups too
- Deforming Lattices with Armatures has all options as for Mesh now.
Note:
- No WeightPaint has been added yet. To compensate, the editmode
drawing for a Lattice with vertex group shows weight values for the active
vertex group.
- Lattice editmode doesn't undo/redo weight editing yet.
- Softbody for Lattice still uses own vertex weights
Implementation notes:
- derivedmesh weight_to_rgb() is now exported to drawobject.c
- been doing cleanups in code (order of includes, var declarations, etc)
- weightpaint button handling now is generic
I've checked on Brecht's proposal for Custom Element data;
http://mediawiki.blender.org/index.php/BlenderDev/CustomElementData
It could have been used, but that would mean the existing code for
vertexgroup handling and armature deform couldn't be re-used. I guess this
is really a later todo.
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main features are:
* Modifiers can now be in any order in the modifier stack
* DerivedMesh now has a standard framework for custom element data to be passed
through the stack with mesh data (being copied and interpolated as
appropriate), so modifiers can access whatever data they need
* The modifier stack code has been refactored and a number of bugs have been
removed
* The EdgeSplit modifier has been added:
http://mediawiki.blender.org/index.php/BlenderDev/EdgeSplitModifier
* The DerivedMesh modifier has been added:
http://mediawiki.blender.org/index.php/BlenderDev/DisplaceModifier
* The UVProject modifier has been added:
http://mediawiki.blender.org/index.php/BlenderDev/UVProjectModifier
For more info, see:
http://mediawiki.blender.org/index.php/User:Artificer/ModifierStackUpgrade
(currently undergoing reorganisation)
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- this patch adds verse support for SCons, which can be enabled by
giving WITH_BF_VERSE=1, ie. on command-line
- this patch also adds a custom lib dir possibility. From the patch description:
"To set a custom ../lib dir, put LCGDIR="path to lib dir, including the platform folder name!" in your user-config.py."
* Fixed win32-vc-config.py so that it links to the proper library. Reported by Brandano.
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- All code is in #ifdef ... #endif
- Only make build system is supported and you have to add:
export WITH_VERSE=true
to user-def.mk file
- Blender can share only mesh objects and bitmaps now
- More informations can be found at wiki:
http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlender
http://mediawiki.blender.org/index.php/BlenderDev/VerseIntegrationToBlenderUserDoc
I hope, that I didn't forget at anything
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This adds three new constraints to limit the range of location, rotation and scaling values.
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New toolsettings variable "select_thresh" was not initialized. This caused
the option "similar normals" to not work really (uses a dot product).
It now is initialized (scene.c) as well as corrected in do_versions for
saved files.
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- buffer overflow was possible with providing a file path argument longer
than 256 characters.
- buttons "VCol Light" and "VCol Paint" were not mutual exclusive
- quicktime error menu (unable to create) had a enter in end
- deleting points in CurveMapping button (like Curves node in compositor)
did not give proper recalc event
- edges render menu had a tooltip still mentioning the unified render
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- ImagePaint now uses ImBuf directly, and the rect blending functions
were moved into the imbuf module.
- The brush spacing, timing and sampling was abstracted into brush.c, for
later reuse in other paint modes.
Float ImagePaint support.
Textured Brushes:
- Only the first texture channel is used now.
- Options for size and offset should be added, but need to find some space
in the panel, or add a second one ..
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- Added a new Brush datablock, only used by image paint, but intended
to be used in texture paint, vertex paint, weight paint and sculpt
mode also.
- Being a datablock, these brushes can be saved, appended and linked.
They have a fake user by default, to make sure they are saved even if
not selected.
Image Painting:
- Replaced the img module with C code in imagepaint.c
- Airbrush is no longer a separate tool, but rather an option that can
be used for soften, smear and clone also.
- Blend modes mix, add, subtract, multiply, darken and lighten have been
added, code taken directly from vertex paint.
Note to project files maintainers:
- The img module was removed from SCons and Makefiles, and this should
be done in other build systems also. I'll wait to remove the module
from cvs, to not break compilation.
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- readfile.c, version patch for new toolsettings used a malloc, using
unitialized variables
- despgraph, another malloc changed to calloc
- timer code for render ESC: unitialized variable in struct
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- AO "Use Distances" can not use 'sky texture' for colors, that bug was
fixed in UI (prevent settings to combine), but better also gets fixed
on reading files.
- Backbuf render, when not existed, didn't initialize backdrop color to 0.
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The Curve widget flag 'premultiply' should be cleared on read. This could
lead to an occasional crash...
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Buttons window "align" is being set to default on files read older than
2.30. This is giving very bad panel layouts now.
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Global undo didn't restore correctly the camera in unlocked 3d views.
("Lock" icon option next to layer buttons)
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Settings for unsupported passes are cleared now.
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defaults.
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- Unwrapper setting got reset unnecessarily in do_versions.
- UV pixel snapping did floor rounding, nearest pixel is nicer.
- Draw Faces button didn't trigger UV editor redraw.
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Group appending issue: the rules for how this works were still confusing.
In some cases you want the objects in the scene itself, in others not.
New method:
- when you append a group directly (shift+f1 -> group -> name(s)) it
will both append the group and link objects to the current scene
- in all other cases it will only append a group itself.
(means, you can then use "Add group" to see it).
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naming convention for Compositing:
- Render Result node -> Render Layers node (name only appears in Add menu)
- Compositor image -> Viewer Node image
I've also added a version patch (2.41 saved files only) to rename existing
"Compositor" Images.
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The buttons uiBlock was stored in a Node, for retrieval of node buttons,
however that won't work when multiple windows show same Nodes.
Now implemented more correct unique Block names (as all over in UI), and
use that name to retrieve buttons with API call uiGetBlock().
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