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2007-11-20Another feature request from the animation dept:Ton Roosendaal
Relative shapekeys now allow to define the Shape it is relative to! (It used to be relative with respect to the first key, which is still default). The reason for this feature is that keys don't always add together well when they're all derived from the same base shape. A clear example is hard to make... will wait for someone posting it. :)
2005-10-28Here's another milestone: Shape Keys now can be inserted in Actions and NLATon Roosendaal
It works like for moving Object Ipos to the Action, press the Action icon in the header of the IpoWindow, to the left of the mode selection menu. It then creates an Action (if not existed) and moves the Shape Ipo to the Action, using custom channel "Shape". Main code change was that evaluating Ipo Curves for Relative Shapes had to be recoded, but that's pretty minor and even much cleaner. (added "curval" in the KeyBlock struct). That this feature can work is thanks to the full modifier/derivedmesh recode Daniel did, can't give him enough credits! :) Also; small fixes in Outliner, for clicking on the Ipo icon (sets the Ipo window to show that Ipo).
2005-10-04Shape Keys now can be controlled with Vertex Weight groups as well!Ton Roosendaal
Just fill in the name of a Vertex group in the Shape Panel, and this Shape will then become blended with the reference Shape. It is useful for example for a symmetrical modeled head, make a copy of that Shape, and use two Vertex Groups to make it asymetric. Of course the Shapes update nicely while Weight Painting. Also new; since the Vertex group names reside on Object level, you might want to copy these names to the other Objects that have the same Mesh. That's a new button "Copy to Linked" in the first Edit Panel.
2005-09-26Cleanup and new features for vertex keys.Ton Roosendaal
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html - The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit confusing. Also a 'vertex key' assumes keys per vertex, which actually is only a single key for the entire shape. The discussions on blender.org forums all mentioned "Shape" or "Blend Shapes", which I think is an OK name for a "Vertex Key" in the UI. :) - Most work was code spaghetti cleanup. Doing shape-keys now nicely goes via the depgraph and DerivedMesh. That then allows to have different shapes per object, with the new "Pin" feature. Objects now define what Shape is shown (ob->shapenr) - Added a Shape Panel in the Edit buttons with the various options - Fixed a lot of issues in the IpoWindow, with drawing the channels. For example, deleting a key-line there caused the entire Relative option to go wrong, same for moving the lines up/down. Changing key-line order now reflects in order of channels. The active Shape is drawn more clear now too. - Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-07-15 - removed unused actkey field from struct KeyDaniel Dunbar
2005-07-03Result of 2 weeks of quiet coding work in Greece :)Ton Roosendaal
Aim was to get a total refresh of the animation system. This is needed because; - we need to upgrade it with 21st century features - current code is spaghetti/hack combo, and hides good design - it should become lag-free with using dependency graphs A full log, with complete code API/structure/design explanation will follow, that's a load of work... so here below the list with hot changes; - The entire object update system (matrices, geometry) is now centralized. Calls to where_is_object and makeDispList are forbidden, instead we tag objects 'changed' and let the depgraph code sort it out - Removed all old "Ika" code - Depgraph is aware of all relationships, including meta balls, constraints, bevelcurve, and so on. - Made depgraph aware of relation types and layers, to do smart flushing of 'changed' events. Nothing gets calculated too often! - Transform uses depgraph to detect changes - On frame-advance, depgraph flushes animated changes Armatures; Almost all armature related code has been fully built from scratch. It now reveils the original design much better, with a very clean implementation, lag free without even calculating each Bone more than once. Result is quite a speedup yes! Important to note is; 1) Armature is data containing the 'rest position' 2) Pose is the changes of rest position, and always on object level. That way more Objects can use same Pose. Also constraints are in Pose 3) Actions only contain the Ipos to change values in Poses. - Bones draw unrotated now - Drawing bones speedup enormously (10-20 times) - Bone selecting in EditMode, selection state is saved for PoseMode, and vice-versa - Undo in editmode - Bone renaming does vertexgroups, constraints, posechannels, actions, for all users of Armature in entire file - Added Bone renaming in NKey panel - Nkey PoseMode shows eulers now - EditMode and PoseMode now have 'active' bone too (last clicked) - Parenting in EditMode' CTRL+P, ALT+P, with nice options! - Pose is added in Outliner now, with showing that constraints are in the Pose, not Armature - Disconnected IK solving from constraints. It's a separate phase now, on top of the full Pose calculations - Pose itself has a dependency graph too, so evaluation order is lag free. TODO NOW; - Rotating in Posemode has incorrect inverse transform (Martin will fix) - Python Bone/Armature/Pose API disabled... needs full recode too (wait for my doc!) - Game engine will need upgrade too - Depgraph code needs revision, cleanup, can be much faster! (But, compliments for Jean-Luc, it works like a charm!) - IK changed, it now doesnt use previous position to advance to next position anymore. That system looks nice (no flips) but is not well suited for NLA and background render. TODO LATER; We now can do loadsa new nifty features as well; like: - Kill PoseMode (can be option for armatures itself) - Make B-Bones (Bezier, Bspline, like for spines) - Move all silly button level edit to 3d window (like CTRL+I = add IK) - Much better & informative drawing - Fix action/nla editors - Put all ipos in Actions (object, mesh key, lamp color) - Add hooks - Null bones - Much more advanced constraints... Bugfixes; - OGL render (view3d header) had wrong first frame on anim render - Ipo 'recording' mode had wrong playback speed - Vertex-key mode now sticks to show 'active key', until frame change -Ton-
2003-11-19- fix: keys couldnt have more than 32k vertices. Just made a short into anTon Roosendaal
int in the key struct. warn: this recompiles dna!
2003-07-21Support for using the action window as a tool for modifyingChris Want
(mesh or lattice) RVK IpoCurves: support currently includes: - RVK sliders. Pressing the little triangle next to the word 'sliders' in the channel names opens them up. - NKEY in the area where the key block names are allows the user to change the name of the keyblock, and the max and min values of the RVK sliders. - ability to visualize the keyframes for the IpoCurves when the object is selected. - right mouse can be used to select the keys - border select in the main area can be used to border select keys. - AKEY selects/deselects all of the keys - GKEY and SKEY can be used to grab or scale the key selections. - XKEY deletes the selected keys. - DKEY duplicated the selected keys. - VKEY, HKEY and shift-HKEY change the bezier handles for the selected keys. Please, please, please test!
2002-12-27Removed the config.h thing from the .h's in the source dir.Kent Mein
So we should be all set now :) Kent -- mein@cs.umn.edu
2002-11-25Did all of the .h's in sourceKent Mein
(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
2002-10-30fixed spacing in the headers to get rid of some warnings and some otherKent Mein
little minor spacing issues.
2002-10-12Initial revisionv2.25Hans Lambermont