Age | Commit message (Collapse) | Author |
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- PoseMode: Wkey menu, "Flip Left/Right Names". On selected bones, it flips
the L/R tags in names, and calls the proper code to rename everything
that's related (constraint targets, bone-childs, etc).
- PoseMode: Shift+S snapmenu: snap cursor to selected now works
- Outliner: select bones now correctly sets 'active' flag for bones,
updating the UI as well.
Also made sure you cannot select hidden bones in outliner.
- 3DWindow: in PoseMode/EditMode draws name of active Bone too (with user
option "Draw active object name" set.
- Added the new Armature/PoseMode options in View3D pulldowns.
Cleanup:
- moved Pose code from editaction.c to poseobject.c
- removed BSE_editaction.h and BSE_editaction_types.h, moved contents of
it to BIF_editaction.h. One include per C file should be fine. :)
I know the src/ structure would require more elaborated includes, but
we don't have that now...
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armatures actually only consists of points, flushing bone selection
based on points that are selected.
Renamed the "Lines" drawmode for bones to "Sticks". Thanks Basse! :)
- Fix; crash in selecting in editmode armature (commit 1 hour ago)
- Fix; in editmode, bones didn't transform (same commit)
- Fix; in drawmode "Sticks", names could go weird in editmode (commit
two days ago)
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- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
Object's PoseMode
It was quite a lot recode, so tests & reports are welcome.
Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.
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bglPolygonOffset(0) was accidentally called without it being set before,
causing window matrix to go weird. :)
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It was noticed that Bones dont perform well in 'xray' drawing, for that
purpose a very minimal style would serve best.
This new option "Line" draws a solid line with bitmap circles in endings.
http://www.blender.org/cms/Armature_draw_modes.629.0.html
Or temporal pics:
http://www.blender.org/bf/rt1.jpg
http://www.blender.org/bf/rt.jpg
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- Bone points for B-Bone drawing were not adjusted for size of Bone, now
they draw same size as for other bone type
- Deleting bones in editmode didn't check for constraints in Pose, causing
weird collapsed poses or even crashes
- ALT+S scaling on B-Bones in editmode didn't correct for the Object scale.
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The B-Bones!
(where the B can be read as 'block' or 'bezier' or 'b-spline')
- set option on/off in edit buttons, armature panel
- scaling of B-bones only works in editmode, use ALT+S to make bones fatter
or thinner. Also works for constrainted transform
- In pose mode, you now have a buttons panel with per-bone settings too
Here you can find the "segments" button, which allows bones to
interpolate between previous/next bones, including roll.
- Buttons to control interpolation ("In" and "Out" are disabled, doesn't
work satisfying yet
NOTE: this doesn't give deform yet! Main purpose for now is to test if this
drawing method serves to animate/pose armatures well.
Still need to review proper interpolation methods... maybe bezier is too
limited.
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(commit of initrender.c is just an added comment)
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- XRAY draw for armatures now is generic "Draw Extra" option for any
Object type. This feature just moves drawing to the end, after clearing
the zbuffer again.
- Solid draw mode now displays materials with Alpha, with the new
"Draw extra" option "Transp" set. This also moves drawing transparent to
the end, but it doesn't sort the transparent faces. Still looks OK.
Note: this is not enabled in mesh editmode. Here all the fancy extra
drawing just makes it nearly impossible to do OK.
- Re-ordered Object Buttons -> "Draw" panel
Fixes:
- do_versions had check for the UserDef in it (new ogl texture cache).
that can't be there, should be in usiblender.c (stupid exception).
- same error caused reading older files to not always fix version
changes on armatures (commit yesterday).
- Outline select drawing happened also on picking-select draw, needless
slowdown.
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had to add a new feature to the 3d window, to collect "after draw" objects,
which get drawn as last, after a clear of the zbuffer.
Same method can be used for nice OpenGL transparent draw, the system is
ready for it, do that later.
The huge commit is caused by cleaning up globals from struct Global. Many
variables were unused or just not needed anymore. Did that to move the ugly
G.zbuf to where it belongs, in the View3D space struct. :)
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- Solid armature drawing didn't do well for negative scaled armatures
- Layer Ipos were not evaluated for invisible objects (there goes another
exception bypassing dependency...!)
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