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2008-05-12== Ipo ==Peter Schlaile
This fixes [#11118] Record Mouse in IPO Curve Editor 2.46rc3 and adds thereby a new feature: correct audio sync to IPO mouse recording :)
2008-05-05Bugfix:Joshua Leung
IPO-Smooth should now give better results. It uses a moving-window approach, which looks at two points on either side of the point in interest (a total of 5 in optimal conditions), and does a weighted average on it.
2008-04-28Assorted tidy-ups for keyframing (including auto-keying), while trying to ↵Joshua Leung
track down a bug.
2008-04-28Compiler warning fixes:Joshua Leung
* in scene.c in blenkernel, set_last_seq (defined in src - editseq.c) is called... this may/may not need some stubs for game-engine stuff * removed unused vars due to old particle-effects stuff
2008-04-20deleting an ipo vert didnt update the object/bones positionCampbell Barton
2008-04-19ipo transform didnt take NLA scaling into account when getting the boundboxCampbell Barton
2008-04-15lock view area wasnt working when all bones were de-selectedCampbell Barton
2008-04-15Ipo View Option - Loc View Area - stops using each ipo's view area when ↵Campbell Barton
changing ipo's.
2008-04-10Point Cache RefactoringBrecht Van Lommel
======================= Caching and Baking: - The point cache is now cleared on DAG_object_flush_update(), and not cleared for time dependency graph updates. - There is now a Bake button instead of Protect. Also cache start and end frames were added to softbody and particles. - The cloth autoprotect feature was removed. - The Ctrl+B menu now also bakes cloth and particles next to softbody and fluids. Additionally there are now frree bake and free cache menu entries. - The point cache api has been changed. There is now a PTCacheID struct for each point cache type that can be filled and then used to call the point cache functions. - PointCache struct was added to DNA and is automatically allocated for each physics type. - Soft body now supports Bake Editing just like cloth. - Tried to make the systems deal consistently with time ipo's and offsets. Still not sure it all works correct, but too complicated to solve completely now. Library Linking: - Added some more warnings to prevent editing settings on library linked objects. - Linked objects now read from the cache located next to the original library file, and never write to it. This restores old behavior for softbodies. For local simulation the mesh and not the object should be linked. - Dupligroups and proxies can't create local point caches at the moment, how to implement that I'm not sure. We probably need a proxy point cache for that to work (ugh). Physics UI: - Renamed deflection panel to collision for consistency and reorganized the buttons. Also removed some softbody collision buttons from the softbody panel that were duplicated in this panel for cloth. - Tweaked field panel buttons to not jump around when changing options. - Tabbing e.g. Soft Body Collision into the Soft Body panel, it now only shows Collision to make the panel names readable. - I tried to make enabled/disabling physics more consistent, since all three system did things different. Now the two modifier buttons to enable the modifier for the viewport and rendering are also duplicated in the physics panels. Toggling the Soft Body and Cloth buttons now both remove their modifiers. - Fixed modifier error drawing glitch. Particles: - Particles are now recalculated more often than before. Previously it did partial updates based on the changes, but that doesn't work well with DAG_object_flush_update() .. - Fixed memory leak loading keyed particle system. Now keys are not written to file anymore but always created after loading. - Make particle threads work with autothreads. Continue Physics: - The timeline play now has a Continue Physics option in the playback menu, which keeps the simulations going without writing them to the cache. - This doesn't always work that well, some changes are not immediately updated, but this can be improved later. Still it's fun to get a feel for the physics. Todo: - Point cache can get out of sync with and undo and changing a file without saving it. - Change the point cache file format to store a version (so old point cache files can be either converted or at least ignored), and to do correct endian conversion. - Menu item and/or buttons for Ctrl+B. - A system("rm ..") was changed to remove() since the former is very slow for clearing point caches. These system() calls were already giving trouble in a bug in the tracker, but really most use of this system("") should be changed and tested. - The Soft Body Collision and Clot Collision panel titles don't mention there's point cache settings there too, doing that makes them unreadable with the default panel setup.. but may need to make the names longer anyway.
2008-04-04moved some duplicate lines into their own functionCampbell Barton
2008-04-04Restore bezier handles to their original flag if the transform is canceled, ↵Campbell Barton
for IPO's and curve edit mode. Also retopo was running of curve transform was canceled.
2008-03-20Bugfix #8599b: Joshua Leung
Insert-Key in Action Editor didn't work correctly for Constraint Channels yet. This was because a pointer to constraint data was not being obtained (it's now hacked to assume that 'Influence' is being keyed all the time).
2008-03-20* Bugfix #8599a:Joshua Leung
Deleting the first Action Channel in an Action Group acted odd. In some cases it crashed, other times it corrupted stuff (removing all subsequent Action Channels). Was missing a call to remove the Action Channel from group(s). * Fixed whitespace in many places...
2008-03-13Bugfix #8543:Joshua Leung
New keyframes were being added 1 place too early. With just two keyframes, this resulted in keyframes being added in reverse order (which lead to problems until scrubbing timeline)
2008-03-12Bugfix: recent insert keyframe optimization had an error in itBrecht Van Lommel
that made replacing the last keyframe not work correct.
2008-03-12Insert Keyframe Optimisations:Joshua Leung
Now a binary search is performed instead of a linear one to see where to insert a keyframe. It also checks first whether the keyframe is out of the bounds of the existing ones (as most of the time, keyframes are inserted at the end of the array). When using the .BVH importer to import a particularly large file, the time taken to add the keyframes improved by about 1 second. Other factors probably limited the improvement seen.
2008-03-05Bugfix: crash inserting keyframes with missing pose channel. AlsoBrecht Van Lommel
changed some memcpy calls to memmove since memcpy doesn't allow the buffers to overlap, but it's probably harmless.
2008-02-13* "Drag Immediately" transform user preference.Matt Ebb
It's already supported within transform, was previously known as 'tweak mode' and for some odd reason was a compile time option. This brings it to a user preference (in 'Edit Methods' section). Basically it means that you don't need the extra click at the end to confirm a drag-move transform, if you're already dragged, you can just let go of the mouse rather than needing to click again. It's a lot more comfortable when you're used to using other applications as well as blender, and much more sensible for tablets. This started life as patch #7144 by Ed Britton, but this implementation has been changed considerably.
2008-01-31Bugfix #8070: blender crash when assigning driver to bone constraintJoshua Leung
When there were no keyframes for a constraint on a bone, trying to add a driver to the influence curve would fail, as a new curve would be added the some mysterious place. The cause was a missing case, as the code assumed that no user would try to add from IPO-Editor in such a way.
2008-01-28== Action Editor - Overlapping Keyframes Bugfix ==Joshua Leung
Now when moving keyframes in the Action Editor, any existing keyframes on the frames where a selected keyframe lands (after the transform) will be removed. This is to prevent stacks of keyframes which cause blips and headaches for animators (especially stressed animators with a looming deadline). I've added an option to the Action Editor's View menu to turn this behaviour on/off (by default, it's on). This shouldn't need to be used too much, and may be removed in due course. If it stays, it'll need a better name...
2008-01-25== Limit Distance Constraint ==Joshua Leung
Added a new constraint, "Limit Distance". This constraint defines a 'virtual sphere' around the target which the owner can be made to stay inside, outside, or on the surface of it. This constraint is best used when applied using the Ctrl-Alt-C hotkey, as the radius is set correctly that way. One usage, is to prevent the target of an IK-chain from straying away from the chain. Care should be taken to not use a member of the IK-chain as the target though. Description of Variables: * 'Dist' - Radius of virtual sphere * 'R' - Click on this to recalculate the 'Dist' value (note: like the 'R' button in the StretchTo constraint, this is currently buggy) ' Mode' - This menu gives different options for how the limiting sphere should act. The mode names are self explanatory. * 'Soft' and 'SoftDistance' - currently not functional (so settings are hidden). These are used to define a smaller radius around the sphere of influence where a non-linear relationship between input and resulting locations occurs to prevent the owner 'crashing' into the sphere.
2008-01-24* Made the "mini axis" draw with lines proportional to it's size. Currently, ↵Joshua Leung
the thick lines are a bit too thick at larger sizes, but it's better than having slower viewports. * Fixed bug with IPO-transform. When "Switch Mouse Buttons" is on, click-drag transforms of keys didn't work.
2008-01-23Tiny fix in UI for editing actions/ipos:Ton Roosendaal
Each Ipo block (actions, objects, etc) stores the last view of the ipo window. Nice for selecting objects/bones and then getting the previous view back. When you use option "Lock time to other windows", this option is very annoying; the action window then shifts all channels around, almost as if this is a bug.
2008-01-22Added view2d_getscale function for getting the opengl x/y scale for 2d windows.Campbell Barton
Display/Edit TimeOffset accounting for its added parent offset. removed Extension button by mistake.
2008-01-21== Action/Pose Groups - Keyframing Integration ==Joshua Leung
Now, when inserting keyframes (either IKEY or AutoKeying), if an ActionChannel has been newly created, it will get assigned to an Action-Group with the same name as the Bone-Group that the bone it represents belongs to.
2008-01-21selecting keyframes in the ipo view didn't work well when zoomed in far, use ↵Campbell Barton
pixel width rather then frame with when giving deselected frames a bias
2008-01-19missing header from editipo.cCampbell Barton
2008-01-19add the option to add the parents time offset value.Campbell Barton
2008-01-16sequence transform buttons didnt correct for overlap, also made them account ↵Campbell Barton
for color generator and single image types.
2008-01-10== Auto-Keyframing Refactor (Peach Request) ==Joshua Leung
Refactored Auto-Keyframing to make it easier to add more options. There are now three "states" for auto-keying: off, add/replace keys, replace keys. Description of modes: 1) No auto-keying is done 2) Add new keyframes or replace existing ones if possible (old behaviour) 3) Only modify existing keys, but not insert new ones. Internally, I've moved the auto-keying settings out of G.flag and U.uiflag and moved them into their own variables in Userdef, and provided some macros to access those easily. As a result, old auto-keying settings are currently lost. Also, removed the manual calls to insertkey done in pose-relax. The reason auto-keying didn't work before was because the bones didn't have the BONE_TRANSFORM flag applied. Now, these are set temporarily. Todo(s): * Make icons for the TimeLine header menu (currently just a text menu) * Add version-patches for old files * Double-check code for all places that use auto-keying (i.e. PoseLib)
2008-01-09Bugfix #8021: Delete in Action Editor can remove pydrivers.py refsJoshua Leung
Basically, Ipo-Curves are now not removed when deleting keyframes in the Action Editor, if there is still an attached IPO-Driver on that curve.
2008-01-01== Sequencer ==Peter Schlaile
Attention! Rather large sequencer rewrite: * Implemented layer blending using implicit effects. (works like layers in "The Gimp" or Photoshop.) * Fixed Space-Bar start-stop in preview windows. You can start playback using spacebar within a preview-window and it _works_! * Fixed Flip Y (didn't work for float) * Fixed premul (didn't work for float) * Added IPOs to _all_ tracks. In blend-mode REPLACE it drives the "mul"-parameter in all other blend modes it drives the effect. * you can meta single tracks. * moved "mute track" from "M" to "Shift-M" * added "Shift-L" for "lock track" * changed inner workings for Metas. Now all ImBufs have to use the reference counting mechanism. (Only interesting for coders :) !!! Really important change, that affects current files! Since you can mute tracks and now there is real layer blending capabilities in place, I changed the silly behaviour that chose the output track. Old behaviour: if we have an effect track visible, use the uppermost effect track. If there is _no_ effect track visible, use the lowest input track. New behaviour: always use the uppermost track. With blend modes active: work our way down starting from the uppermost track to the first "replace"-mode track. This is the way the gimp, photoshop, basically _all_ other applications work... So if this change ruins your day: please try to fix your files using "mute". If this doesn't work out, I can still restore the old behaviour, but I really hope, that this is _not_ necessary! Rational: most people won't get affected by this change, since you can't really do anything usefull with the (old) sequencer without at least one effect track and then you are on the safe side...
2007-12-30== PoseLib - Overhauled Implementation ==Joshua Leung
Based on feedback from Ton, I've recoded the way "PoseLibs" are implemented/exposed. Therefore, quite a bit of code has been changed to fit this in better. Now, ANY ACTION can be a "PoseLib". A set of Markers which belong to the Action (it's taken a year, but they're finally back), are used to tag "poses" in the Action. These markers are shown using diamond-shaped blue icons (designed by Matt Ebb) in three shades - unselected/normal, selected, active. Notes: * Each Armature Object has an Action which acts as a PoseLib. * Improved UI presented in buttons panel for this -- added proper buttons for action assigning -- renamed "Validate PoseLib" to "Auto-Sync PoseLib" (this option auto-tags poses based on keyframes found) Like in the 3d-view, use the hotkeys: * Shift-L to add a local marker * Ctrl-Shift-L to rename a local marker * Alt-L to delete selected local markers Note: transforms, etc. are not currently available with these markers == PoseLib Preview == Added a few features here: * Left/Right-Arrow keys now change the poses too (previous and next respectively) * Up/Down-Arrow keys also change the poses, but "jump" to a pose 5 steps away in their respective directions
2007-12-04== Bone Paths - Auto-Recalc Improvements ==Joshua Leung
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)
2007-12-04curve proportional edit mode wasn't working with draw handles disabled (own ↵Campbell Barton
error)
2007-12-02minor update, "Draw Handles" wasnt working when disabled everywhere and ↵Campbell Barton
replaced some magic numbers
2007-11-28Tiny feature, but loadsa code, and big impact for the Blender riggers:Ton Roosendaal
-> 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
2007-11-27ParticlesBrecht Van Lommel
========= 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.
2007-11-15Bugfix #7781: "IPO-Broom" effectJoshua Leung
This commit *should* fix these problems for good. It seems that my attempts at optimising the code (by exiting a loop once the first match was found) were causing it to fail. I've also made the code aware of handle swapping. I noticed that the handles were not being corrected appropriately after negative scaling.
2007-11-13== Peach Feature Requests (Bone-Path Drawing) ==Joshua Leung
* Added a new option to only calculate a certain number of frames before/after the current frame instead of defining a frame range. This is useful in certain cases on longer timelines, to be able to view the paths for certain regions quicker. * When inserting a keyframe, if a bone already has path drawing on, the path for that bone will get automatically recalculated. More testing is required to see if there are any more cases where this would be useful. Also, a global setting to turn this on/off would be a good idea. Todo (requested but not yet implemented): * Parts of path before/after current frame could get drawn with different colours
2007-11-02Typo fix for my previous commit... wrong-sized array was being allocated, ↵Joshua Leung
but somehow this still managed to work fine last night.
2007-11-01Bugfix - Ipo-Editor Scaling:Joshua Leung
When scaling all the control-points in the IPO Editor with negative scales, the control-points would end up "sticking together", and cancelling/undo would not help.
2007-11-01Bugfix #7639: Visual Rot keyframing not working properlyJoshua Leung
When using targetless-ik, the offset in rotation of the final transform from the rest-position was being incorrectly calculated. Now, visual-rotation keyframing uses the space-switching code I wrote for constraints, to calculate the value to keyframe. So far, it seems to work quite well. As the constraint space-switcher correctly handles hinged bones too (I think it should!), I've also removed the restriction of only allowing visual-rotation keying on bones that didn't have hinge set.
2007-10-21== Core ==Peter Schlaile
This adds fractional FPS support to blender and should finally make NTSC work correctly. NTSC has an FPS of 30.0/1.001 which is approximately 29.97 FPS. Therefore, it is not enough to simply make frs_sec a float, since you can't represent this accurately enough. I added a seperate variable frs_sec_base and FPS is now frs_sec / frs_sec_base. I changed all the places, where frs_sec was used to my best knowledge. For convenience sake, I added several macros, that should make life easier in the future: FRA2TIME(a) : convert frame number to a double precision time in seconds TIME2FRA(a) : the same in the opposite direction FPS : return current FPS as a double precision number (last resort) This closes bug #6715 Standard framerates not supported / breaks sync -- 23.967 29.967 etc. https://projects.blender.org/tracker/?func=detail&aid=6715&group_id=9&atid=125 Please give this heavy testing with NTSC files, quicktime in/export and the python interface. Errors are most probably only spotted on longer timelines, so that is also important. The patch was tested by Troy Sobotka and me, so it most probably should work out of the box, but wider testing is important, since errors are very subtle. Enjoy!
2007-10-16ipo error kept popping up and lock ipo didnt redraw the sequencer view ↵Campbell Barton
(note, still not realtime, but at least it redraws now)
2007-10-02IPO Transform Bugfix:Joshua Leung
When IPO-Keys were being shown, the y-values of the keyframes should not change during transform.
2007-10-01== IPO Editor Transform - Bugfix ==Joshua Leung
This commit fixes one of the bugs mentioned yesterday. Now cancelling a transform will result in the right behaviour.
2007-09-30== IPO Editor Transform Refactor ==Joshua Leung
As with the Action and NLA editors, I've refactored the transform code for the IPO editor to get rid of the special (and clunky) transform loop that had been created. The approach this time is closer to the one taken for the UV/Image editor. What's New/Will-be-possible-in-the-future: * Numeric input now works for the IPO editor * Proportional Edit support for the IPO editor will eventually be added. * Rotation (hopefully), once some hotkeys have been remapped Known Problems: * If a keyframe moves past neighbouring keyframes and the transform gets cancelled, it doesn't get restored correctly. This problem is quite icky to resolve (I've got a large hack for this, but that currently segfaults randomly). * When scaling, the dashed-line (helpline) is drawn from the wrong starting co-ordinates. This does not affect the actual scaling though * Trying to scale BezTriples with autohandles still doesn't work if either of the handles haven't been transformed yet. This behaviour was already present prior to this commit.
2007-09-25== Armature Animation Fixes ==Joshua Leung
This commit fixes several bugs related to animating armatures. I've also tidied up the formatting in a few files along the way, and also commented the flags for this pose->flag. What's new/fixed: * Undo will no longer destroy entire un-keyframed poses. Now it behaves as expected, and only reverses the most recent change. * On some files, POSE_DO_UNLOCK somehow got set on files and never cleared. The symptom of this was a file in which you suddenly could no longer pose an armature at all without using auto-keyframing. A check to prevent this from happening again has been added (it will also fix old files too) Notes: - Now, all PoseChannels get tagged with BONE_UNKEYED after they have been transformed. This flag prevents IPO data being flushed over these new values, even after undo. - These tags only get removed on frame-changes or inserting new keyframes.
2007-09-18A user submitted a BVH file that took a long time to import (I didnt end up ↵Campbell Barton
finishing since it was so slow) this is mainly because adding pose keyframes recalculates every handle so importing became increasingly slow. added a 'fast' argument to insertkey that python api's insertPoseKey can make use of since it alredy accepts a 'fast' option. The ~4450 frame, 31 bone BVH imports in ~108sec now Seperated editmode switch statement in space.c's event handling, if editmode is disabled, or the images is a render or composite, UV editing operations are ignored. In previous releases it has given an annoying warning if selecting or scaling is attempted when out of UV/Face mode.