Age | Commit message (Collapse) | Author |
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in some cases is not correct.
This fixes a crash where python changing screens then raising an error would cause a crash.
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Applying Stephan Kassemeyer's patch (#6750) to add a curve modifier for sculpting.
A few changes from the patch:
* The default curve is closer to the old behavior
* Fixed loading files already saved in sculpt mode
* Changed the interface; split the brush texture controls off into a third sculpt tab, and put the curve (and curve reset) into the Brush tab.
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==================
- Added a Remove Doubles tool, to remove two particles with the
same root position.
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-- Peach request (from wiki feature request list) --
When translating a bone using Auto-IK, you can now use the ScrollWheel on the Mouse or the Page Up/Down keys to adjust the chain length.
Notes:
* Up decreases the length, while Down increases it.
* The previously used chain-length is stored per scene
* Currently, it might be too sensitive. Also, it would help to have some kind of indication of the current chain-length somewhere...
* The chain length specified this way determines the MAXIMUM chain length possible for all chains (if 0, then the default chain-length is used). Chains are clamped to have a chain length which does not exceed the default chain length. This restriction may be removed following further feedback...
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This commit introduces two (currently only one is actually functional) new features for working with armatures.
* Bone Merging (Alt-M)
It is now possible to select a bunch of linked bones and "merge" them together. Currently, there's only one option to merge bones that are selected and linked to each other in a chain.
* Add Bone Between Joints (FKEY)
This allows you to select a few joints, and have a bone created between them. Currently, this is not yet functional (but the code is there)
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often close when dragging a button value (or when using a tablet I am told)
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- Disabled particle modifiers in particle mode.
- Particle col option without material.
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This code adds a basic and simple skeleton generator.
Examples and links are in the wiki, docs will come eventually: http://wiki.blender.org/index.php/User:Theeth/skeletor
In a nutshell, select a vertex at the top of the head and press "Generate Skeleton". UI Panel is in the Editing buttons in Edit Mode, tooltips and semi-useful.
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This little feature snaps the current frame marker to the average frame of all the selected keyframes. Use the hotkey Ctrl-Shift-S to use it.
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[#7660] Solaris 10 x86 support (Makefiles)
Hopefully it will not mess up anything for anyone else. I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be
overridden, to allow greater flexability.
Let me know if there are any problems/questions.
Kent
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* [Peach Request] AutoIK now respects axis locking (rotation locks).
- Temporary DOF-Locks are turned on for those bones that are part of an AutoIK chain while transforming. These locks get cleared after transforming.
- This works for all bones except the root bone of the chain, which doesn't seem to be able to be locked.
* Limit Location constraint can now optionally affect Translations too (i.e. NKEY panel values won't change).
- LimitRot,LimitScale support (for their respective transforms) will be done at a later date
- This only works if the constraint is using World/Local space (the other spaces are not supported yet).
- I've added a temporary button in the LimitLoc panel to enable this option (it is disabled by default). This button will be properly assigned a place in that panel sometime.
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Alt-RMB in the key area selects all keys on that side of the current frame line. Shift-Alt-RMB builds selection. Commands are also in the headers.
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bones to closer match keyframes on either side.
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=========
- Like sculptmode, a brush can now be selected from a menu with
Ctrl+Tab in particle mode.
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=========
- Fix crash in particle transform with the particle system not editable.
- Particle child distribution and caching is now multithreaded.
- Child particles now have a separate Render Amount next to the existing
Amount. The render amount particles are now only distributed and cached
at render time, which should make editing with child particles faster.
- Two new options for diffuse strand shading:
- Surface Diffuse: computes the strand normal taking the normal at
the surface into account.
- Blending Distance: the distance in Blender units over which to
blend in the normal at the surface.
- Special strand rendering for more memory efficient and faster hair and
grass. This is a work in progress, and has a number of known issues,
don't report bugs to me for this feature yet.
More info:
http://www.blender.org/development/current-projects/changes-since-244/particles/
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Added a new function which specially caters for auto-recalculation of paths after updates (such as keyframing).
Currently, all that differs between this and pose_calculate_path, is that it only recalculates for bones with paths. Also, it only updates what it needs to (minimum frame range affected).
Warning: WIP commit (hopefully it compiles ok)
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error)
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Bugfixes:
* "Clear Paths" change from last commit wasn't complete yet. Now it REALLY only clears the paths of the selected bones
* Button layout in "Armature Visualisation" panel has been reorganised a bit to better present the options (clearer separation between Display and Calculation buttons)
New Stuff (Yay!):
* Paths of active bones now draw more visibly than those of unselected bones. This makes it easier to identify the path that is taken by the bone
* The part of path on the current frame is now drawn in green (the same shade that is used for the current-frame line in the Animation Editors). This nicely blends between the black and blue parts of the path (before and after current frame, respectively), and looks much nicer.
* The colour of the current-frame marker in the Animation Editors and the 3D-View, are now theme-colours. This is needed to make the previous option work.
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replaced some magic numbers
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it now sets the viewport exactly the same as if rendering.
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both can create new cases that the other would filter out.
Finish radial symmetry restoration.
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Start of radial symmetric function.
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in EditButtons, panel "Links and Materials", there's now a browse button
to directly assign a material to selected faces. It does:
- check if material was already in one of the 'slots' of the object
- if so, then use this as index to assign
- if not, then add a new slot, and assign the new index
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-> Constraint Influence Ipo now can be local, linked to constraint itself
You enable this in the IpoWindow header, with the Action icon to the left
of the Ipo Type menu. The button tooltips give the clue as well.
Tech note: the Ipo now can get directly linked to a constraint, and is
being called during regular pose constraint solving.
Actions (and drivers in actions) are being calculated *before* pose
constraint solving. Result of actions then is written in bones, which
then solves the entire pose.
This means you can have a driver on both the constraint, as on the action
channel for the constraint! Not that I'm going to debug that easily :)
Additional fix: Joshua added a copy/paste IpoCurve feature, but he broke
the functionality to be able to paste in an empty ipo channel. That now
works again
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==============
Now takes b-bones into account, solving as if each bone segment was
an individual bone, and then adding the weights together.
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proxy's.
Object panels were using object_data_is_libdata, which meant linked obdata could not have object settings changed.
curve2tree
- option to face leaves up or down
- random pitch and roll options
- place 2 leaves on a point for denser leaves
- random seed entry so you can get reproducible results
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=========
- Fix for child particles disappearing with right mouse drag translation.
- Added partial cache updates for selection, should make it a bit faster.
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=========
Merge of the famous particle patch by Janne Karhu, a full rewrite
of the Blender particle system. This includes:
- Emitter, Hair and Reactor particle types.
- Newtonian, Keyed and Boids physics.
- Various particle visualisation and rendering types.
- Vertex group and texture control for various properties.
- Interpolated child particles from parents.
- Hair editing with combing, growing, cutting, .. .
- Explode modifier.
- Harmonic, Magnetic fields, and multiple falloff types.
.. and lots of other things, some more info is here:
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite
http://wiki.blender.org/index.php/BlenderDev/Particles_Rewrite_Doc
The new particle system cannot be backwards compatible. Old particle
systems are being converted to the new system, but will require
tweaking to get them looking the same as before.
Point Cache
===========
The new system to replace manual baking, based on automatic caching
on disk. This is currently used by softbodies and the particle system.
See the Cache API section on:
http://wiki.blender.org/index.php/BlenderDev/PhysicsSprint
Documentation
=============
These new features still need good docs for the release logs, help
for this is appreciated.
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- [#6112] is this an extrusion bug?
When extruding, x-mirror was giving weird behavior since the extruded vertice could match with their non-extruded counterpart on the other side.
The solution is to disable x-mirror (with a transform context flag, like disabling PET) in that case.
- External constraint setup calls (BIF_*) didn't setup some internal structs properly.
For the user, this resulted in some transform (extrude particularly) showing a full 3d vector in the header instead of a scalar along the constraint axis (this messed up num input a bit too, you could type values in unused axis).
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and broke building on solaris
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Removing a lot of debugging cruft
Start of recursive symmetry detection
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This is much nicer than subdivision by angle but is somewhat less intuitive for users.
Added Bucket arc iterator, removing a lot of weird duplicated code in skeleton generator.
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- Seperated StripData into
StripData
TStripData
where StripData holds only image-filenames and TStripData holds
the working information needed for ImBuf caching.
=> Large drop in memory usage, if you used a lot of movie and meta strips.
=> Fixed bugs in "duplicate" on the way (imbufs where copied around without
taking reference counting seriously...)
=> Code is much cleaner now
- Added defines for TStripData->ok
Finally figured out, what the magic values ment and named them properly :)
- Got rid of Sequence->curelem.
Reason: very bad idea(tm) for multi threading with more than one render
thread. Still not there, but this was a real show stopper on the way.
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Adding symetry detection (right now, only primary symetries and only used to determine bone orientation).
Fixing bugs (infinite loops) in length based subdivisions.
Adding number of post processing passes parameter
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to fix the bug himself.
Tree From Curve,
- report error when nurbs or poly curves are used.
- don't throw errors when >4 branch's per segment are used. also try deal with this better. though no nice solution exists.
- default speed is 10x slower then before.
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(Similar to how Metaballs can be selected) for easier access then H,Shift H, V keys
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* bugfix: calling imagebrowser with relative path results in non-existing dir
* cleanup: removed unneeded BIF_filelist_appenddir function
* added check for valid relative base when activating imagebrowser (like in filebrowser)
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* made stamp filename optional
* renamed weightpaint "Filter" to "Blur"
* made the defailt weightpaint opacity 1.0 rather then 0.2 so when you select 1.0 weight you can paint it with without multiple clicks.
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smooth's the radius of selected curve points to unselected or endpoints. useful when changing the taper of a long curve
with many points (think treetrunk), it would be nice to take into account distance on the path when doing the curve interpolation.
Also moved added undo call's that were missing for 2 of the other curve specials.
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This is very much a work in progress commit to allow me to work outside of home.
While it does somewhat work, I wouldn't recommend anyone to use it.
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Peach Request:
Now the Action and NLA editors have the "Extend" transform mode first seen in the Sequence Editor. Just use the EKEY to start transforming.
It works like Grab, except it only moves the keyframes/side of NLA-strip that was on the same side of the current-frame marker as the mouse was when transform started.
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====================
The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.
http://www.blender.org/development/current-projects/changes-since-244/modifiers/
Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
be built without passing the matrix row by row, but instead with
random access. MDef doesn't need this actually, but it's using this
version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
of barycentric coordinates for polygons with >= 3 vertices. This
might be useful for other parts of blender too.
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====================
This changes the way hinge bones are transformed when their parent bones
are also selected. Before it just disabled transform for these, now they
are rotated and scaled as well, but without influencing the transform
center, which gives behaviour as if they were regular bones.
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Weightpaint drawing now allows to define your own range of colors;
using a ColorBand, available in the User settings.
Log:
http://www.blender.org/development/current-projects/changes-since-244/animation-features/
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(own error, broke on UV in editmode conversion)
* when setting the face, images with alpha's will set the texface's alpha option.
* added a draw even to redraw view3d and uv/image view - so the Draw Faces button redraws properly.
* made a macro for checking if the object will draw with textures
* textured meshes in editmode only draw a selected face overlay (otherwise the entire mesh would get a plue tint wich isnt
nice for viewing textures), the selected highlight is still there, this is how Face/UV mode looked.
* Alpha clipping STILL had a case where it wasnt disabled and the interface had its alpha clipped, this should be fixed now.
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