Age | Commit message (Collapse) | Author |
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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"Rotation Difference"
This option, for Bones, allows the angle between two Bones to be
the driver for another Ipo channel. This angle now is hardcoded
based on the Bone-space orientation (without parenting rotation).
Thanks to nathan for poking and test!
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Just a quickie feature I needed here at work- the previous linear
interpolation of tilt in curves can give nasty pinching problems
when trying to do flowing curves like a ribbon. This commit lets
you choose the interpolation type, between Linear, Cardinal, and
BSpline. The code was already set up for it pretty easily, mainly
needed to make the choice visible to the user.
Example:
http://mke3.net/blender/devel/etc/tilt_interp_types.png
Works on selected curve 'lines', menu in 'curve tools' panel in
edit mode.
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Added a few comments about various Animation-System Related structs. Hopefully, these will be helpful for people trying to get familiar with the code.
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In the Action Editor, sliders are now drawn beside IPO-Curve and Constraint Channels and for the active Action Channel when the 'Show Sliders' option in the View menu is turned on. This behaves like for shapekeys.
You can change the limits of the sliders by either Ctrl-Clicking or NKEY over the
name of the relevant IPO-Curve channel.
Also, documented the IPO-curve struct a bit. There are a few variables there that
I'm not sure what they are used for.
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Copying texture space from Mesh to Curve crashed. Bad code. cleaned up.
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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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This is a much faster and easier way to give a bevelled curve a taper, without
using taper curves. Each point on a curve now has a 'radius' value that you can
shrink and fatten using Alt S, which will influence the taper when the curve is
bevelled (either with a bevob, or with front/back turned off and a bevel dept
set). Alt S shrinks and fattens the selected points in an interactive transform,
and you can set an absolute radius for selected points with 'Set Radius' in the
curve specials menu.
See demo: http://mke3.net/blender/etc/curve_shrinkfatten-h264.mov
This can be a quick way to create revolved surfaces (eg.
http://mke3.net/blender/etc/wineglass-h264.mov ) and it would be very
interesting to use this radius value in other tools, such as a 'freehand curve'
tool that would let you draw a curve freehand, with the radius affected by pen
pressure, or even using the radius at each point to control curve guides for
particles more precisely, rather than the continous maxdist.
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(Provided by harkyman)
I also added comments explaining what the Blank lines with #
where for above a couple of structures.
(compiler ignores them and they specifiy to makesdna that that structure
can be ignored)
Kent
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wiki with info: http://mediawiki.blender.org/index.php/BlenderDev/PyDrivers
(there are two sample .blends in the patch tracker entry, last link in
the wiki page)
Notes:
In usiblender.c I just made Python exit before the main library gets
freed. I found a situation with pydrivers where py's gc tried to del
objects on exit and their ID's were not valid anymore (so sigsegv).
Ton needs to check the depsgraph part.
For now pydrivers can reference their own object, something normal
ipodrivers can't. This seems to work fine and is quite useful, but if
tests prove the restriction is necessary, we just need to uncomment a
piece of code in EXPP_interface.c, marked with "XXX".
Thanks Ton for the ipodrivers code and adding the hooks for the py part
and Martin for the "Button Python Evaluation" patch from which I started
this one.
Anyone interested, please check the wiki, the .blends (they have
README's) and tell me about any issue.
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as triangles, with a tag bit to denote which triangle was which part of
the quad. That was hardcoded bit 0x800000, which allows a maximum of
about 8 million quads...
I've made this a nice #define, set to be 16 times larger. So, now the
facejunkies can go up to 128 Million faces, were it not that this will eat
up a load of memory!
I only have 1 Gig in this machine. A test with 9M vertices and 7.5M quads
eats up 912 MB of memory already. If this becomes a real issue, I know
tricks how to make the vertices 20 bytes smaller, and faces 4 bytes, which
would in the above case save about 200 MB. Not much... but probably worth
the try? A much better method is of course 'bucketing' the renderdata per
tile. It's a spec of the render recode, but not a quicky to add.
Also: bug fix in curve code. There was a short counter still, crashing on
large curves with resol set to 1024 :)
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located under the 'def resolu' button. If not zero, it assigns this
resolution to a curve on render.
Also copies with ctrl+c menu.
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Well, it already worked a bit, but without weight options or edge
stiffness. You now can set the weights using the "Properties" Panel in
the 3D Window (allows multiple selections too) or with Wkey in Edit Mode.
Bezier curves have this too.
NOTE: Lattice SoftBody Goal created yesterday won't work anymore!
I've had to recode weight support for Nurbs Points, using a new weight
variable... this because the existing W variable was in use for Nurbs
already. Also Lattices have this new Weight variable, so the code is nice
uniform. Sorry for the artists who already created complex Lattices... :)
NOTE2: Surface Objects don't support edge stiffness yet
NOTE3: I've removed ancient screen coordinates from the Bezier struct,
which makes - even with added weight and padding - the struct smaller!
Demo file:
http://download.blender.org/demo/test/2.40/softbody_curve_lattice.blend
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- Python Drivers
In Ipo Window "transform properties" Panel, added the buttons, and the
initial handling (now only printing text). Willian makes it work!
- Better Matrix to Eul, code submitted by Brecht. No time yet to do it
really nice (like a Mat3ToEulCompat(mat, eul, eulc))
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ensure the handles never result in a curve that goes beyond the neighbour
control points.
http://www.blender.org/cms/Animation_Curve_Handle.717.0.html
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First note that this is new functionality, unfinished, and only for
testing and feedback purposes. I'll list below what works, and what will
need work still.
This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html
An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows
to connect a property of other Objects as input for the "channel". For
example, IpoDrivers can be used to have a Shape Key being "driven" by
the rotation of a Bone. Or the RGB colors of a Material get driven by the
XYZ location of an Object.
Editing of Drivers happens in the IpoWindow. Here you can notice that the
channels (right hand window) now have an "active" channel indicator.
To add a Driver, you have to use the "Transform Properties" Panel (Nkey).
Here you can add or remove a Driver to the active channel, and use the
buttons to fill in what kind of relationship you want to establish.
Driver Objects
Note that any Ipo Channel can become driven now, but that only Object
transformation or Pose Bone transformation can be used to become a
Driver now.
At this moment, only the local transformation is taken into account.
For Objects that means the location/rotation/scale value without Parent
transform (as shown in "Transform Properties" Panel for Objects).
For Pose Bones it means that only the Pose transform (changes of rest
position) is Driver information (also as shown in Transform Property
Panel in Pose Mode).
Mapping of Drivers
When an Ipo Channel is "driven", the mapping is by default one-to-one.
It is only restricted by already built-in limits for Channels, like
for Material the "R" value can only range from 0.0 to 1.0.
Also note that when mapping rotations, the actual rotation values
in Ipos are scaled down with a factor 10.0. (180 degrees actually has
in the Ipo system a value of 18.0). This is an ancient year zero
convention in Blender... it is a bit hidden, because the ruler
(vertical as well as horizontal) displays the virtual values correctly.
Only the Properties panel shows the actual value.
When you draw an IpoCurve in a Driven channel, this curve will define
the mapping between the Driver output (horizontal) and Driven input
(vertical, as usual).
A nice new option to use is "Insert one-to-one curve" (press I-key,
or in pulldown menu). This will also zoom the display in exactly to
fill the window, allowing easy edit. If you use this option with
degrees, it will map 180 degree rotation to a range of 1.0 unit.
Live updates
Since the Drivers are integrated in the Ipo system, they will always
be updated whenever an Ipo is evaluated. This happens at least on
frame changes.
For interactive feedback, updates while transforming objects were
added in these cases:
- Driven Object Ipos, by other Objects or Pose Bones
- Driven Shape Key Ipos, by other Objects or Pose Bones
You can also insert Drivers on Action Ipos, but these are only evaluated
on frame change now.
Todo
- Drivers can also get a text button, allowing a 1 line Python script
to be executed.
- Make UI for it a bit less hidden... maybe with visualization in 3D?
- Allowing global transform coordinates as Driver too.
Issues
- renaming Bones won't rename drivers
- (file) appending the Ipo won't append the linked driver Objects
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- "Flush" is now split into two seperate Alignment modes "Flush" and
"Justify":
- Justify does exactly the same as a normal word processor's justify
function does, and in addition, it uses *whitespace* instead of
*character spacing* (kerning) to fill lines. Much more readable.
- Flush is pretty much the old Blender "Flush" mode - and as such it
uses character spacing to fill lines. Just as Justify, this only
works with at least one textframe.
- Underlining for text objects. Not a lot to explain. New button "U" in
the editbuttons, and CTRL-U as hotkey toggle underlining for newly
entered characters or for the selection, just like CTRL-B/CTRL-I do for
bold/italic.
Underline height (thickness) and Underline position (vertical) can be
set in the editbuttons.
Implemented as CU_POLY polygon curves.
- The B, U and i buttons (and the corresponding CTRL-B/U/I keystrokes)
have been fixed to only affect *one* attribute at a time. Formerly,
hitting CTRL-B when no other style was active, on a text portion with
italics text, for example, would kill the italics and just apply bold.
Now, these attributes always add or substract only, but do not
replace the style.
- In the past, there were bugs with material indices uninitialized, and
thus crashes in the renderer with illegal material indices.
Even though I assume they have been fixed, I've put in a check that
checks (hah) if the material index of a character is illegal (bigger
than ob->totcol), and then sets it to zero, and spits out a warning
on stderr.
If you see such warnings, please report and link to the .blend.
- Bugfix: All alignment modes only worked if there were at least *two*
lines of text in the text object. Fixed
There's now a regression test file for text objects, please add to the
corresponding repository:
http://blender.instinctive.de/downloads/release/demo/text-regression.blend.gz
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- removed {lattice,curve}_modifier functions
- changed render code to use displist for curve rendering
instead of making its own. required adding a bevelSplitFlag
field to DispList. I also fixed the bevel face splitting
which did not work correctly in many situations.
- changed so all curve data creation happens in makeDispListCurveTypes,
includes making bevel list and filling polys
- changed render code to use displist for surface rendering
- removed Curve.orco variable, built as needed now
- removed stupid BLI_setScanFill* functions... why use a function
argument when you can use a global and two functions! Why indeed.
(this fixed crash when reloading a file with filled curves and
toggling editmode)
- bug fix, setting curve width!=1 disabled simple bevel for no
apparent reason
- cleaned up lots and lots of curve/displist code (fun example:
"if(dl->type==DL_INDEX3 || dl->type==DL_INDEX3)"). Hmmm!
- switched almost all lattice calls to go through lattice_deform_verts,
only exception left is particles
- added DBG_show_shared_render_faces function in render, just
helps to visualize which verts are shared while testing (no
user interface).
- renamed some curve bevel buttons and rewrote tooltips to be
more obvious
- made CU_FAST work without dupfontbase hack
Also by the way I wrote down some notes on how curve code
works, nothing spiffy but it is at:
http://wiki.blender.org/bin/view.pl/Blenderdev/CurveNotes
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"Flush":
- There are now two modes, "Flush" and "Justify". Justify only flushes
a line when it is *terminated* either by wordwrap or by Enter.
- "Flush" *always* flushes the line, also when it's still being entered.
This mode can be used for things like this:
http://pub.intrr.org/flush.png
..while "Justify" would not flush the second line.
- Fixed "Flush" squeezing all characters on the same spot if the textframe
was set to 0 width
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Important notes:
- Full compatibility with old text objects not fully restored
(word spacing will be 0.0, need to set it manually to 1.0), will
either need version upgrade to 238 or a hack. Will check.
- lorem.c (about to be committed) contains BF copyright notice, but as
BF did not exist a few hundred years ago, probably best to remove it :)
- If you notice any cross-platform issues (especially beloved windows),
please report
- A few tiny warnings left, I will fix those issues still.
The rest has been said already - so have fun testing. And please do!
=== Reminder:
=== Documentation at http://blender.instinctive.de/docs/textobject.txt ===
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Much wanted feature, to have paths with children having fixed distance
offsets from each other, for example to animate a train with wagons.
Solved it with Path option (Editing buttons curve) "PathDist Offs" which
interprets time-offsets of children as blender-unit offsets. The entire
animation system still works, but offsets are calculated based on distance,
even with a CurvePath without motion (speed curve horizontal).
http://download.blender.org/demo/test/pathdist.blend
Thanks to Bassam for kicking my ass!
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- Dupli-Frames objects didn't render correct with Motion Blur (they moved!)
- VertexKey on Bezier paths didn't animate the 'twist' rotation. This did
work for Nurbs paths.
Plus; removed Nabla slider from Stucci, it doesn't work for that texture.
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1) Curve deform
http://www.blender3d.org/cms/Curve_Deform.392.0.html
Works simple as expected, but keep track of the rotation axis
in F7 buttons (Track X Y Z)
Only Mesh deform supported now.
Code changes:
- centralized deformation calls in curve_modifiers() mesh_modifiers()
etcetera. Here also other effects can be added like wave. Now the
evaluation order is fixed, but should become optional. It also doesnt
use the Displist anymore as deform-input. That latter part is unfinished
yet.
This code also is used for Hooks and will be needed for softbody
- made convention stricter that displists are being checked on in
drawobject(), this to prevent routines to make new displists recursively
(like armature does). Now a freedisplist() is sufficient to signal that
a new displaylist should be made.
2) Object Hooks
http://www.blender3d.org/cms/Object_Hooks.391.0.html
Support for Hooks is added to Mesh, Lattice, Curve and Surface objects.
For Armatures this would require some more work & research.
Main goal for this feature is to provide quick & simple access to the
underlying geometry in Objects on Object level, supporting hierarchies and
Ipos etc.
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Next to the "BevOb" button you now have a "TaperOb" button to give a name
of a curve object which defines the width of extrusion of the 'BevObj'
along the curve. The TaperOb curve typically is horizontal, where the
height denotes the width.
Important rules;
- Only the firste curve in TaperObj is evaluated
- the first width is left, last width is right
- it scales the width of normal extrusions based on evaluating the taper
curve; which means sharp corners in taper curve won't be easily visible
(That latter feature could be improved by extrusing based on the points
in the taper curve; this is a *lot* more work)
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Edges in Mesh
- adds automatic when you use creases. For other situations; call the
void make_edges(Mesh *me) in mesh.c. Of course, once in editmode the
edges are automatically recreated.
- in F9 buttons you can add/remove edges too
- both for Mesh and DisplistMesh, so it speeds up drawing quite some in
wireframe
- render for edges can't work... edges have no material nor tface nor col..
so here still the faces are rendered in wire
Creases in Subsurf
- based on the code by Chris McFarlen
- main changes is that now edges are used, saving quite some data in file
- use SHIFT+E in editmode to set edges-sharpness. values go from 0-1
- in F9 buttons you can set draw-crease mode. It draws now blended from
wire color to edge-select color (as provided in Theme)
Known issue: setting sharpness on 1 cube (subdiv 2) gives weird results
with some values... Chris, can you check?
Further; code cleanups, changing 0 in NULL when needed, no warnings, etc etc
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different objects shouldn't share flags this way (still sharing of
other mesh flags in renderer... ickity pickity, but I'm not fixing now)
- removed some unnecessary uses of DNA_mesh_types.h
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So we should be all set now :)
Kent
--
mein@cs.umn.edu
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(adding)
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif
also the Makefile.in's were from previous patch adding
the system depend stuff to configure.ac
Kent
--
mein@cs.umn.edu
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little minor spacing issues.
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