Age | Commit message (Collapse) | Author |
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adding new windowmanager module, and the first bits of new editors
module.
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replaced some magic numbers
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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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just the head or tail
Patch by: Roland Hess (harkyman)
For example, a constraint can be sub-targeted at the 50% (or 31.2% or 85% etc.) point of its target bone, giving you enormous rigging flexibility and removing the need for complex contraptions to do such things as:
- A bone whose base slides only between to points on a rig (CopyLoc with a variable, animated subtarget point)
- Bones that attach to multiple points along another bone (CopyLocs, each with a different head/tail percentage)
- Bones that need to stretch to a point midway between specific spots on two other bones (old way: too crazy to mention; new way: stretch bone between points on end bones, then another stretch to the midpoint of the first stretch)
It is only used for the constraint types for which it is relevant: CopyLoc, TrackTo, StretchTo and MinMax, TrackTo, and Floor.
Notes:
- This is accessed by the Head/Tail number-slider.
- This value can be animated per constraint
- The old "Copy Bone Tail" option for the CopyLoc constraint has been automatically converted to 1.0 Head/Bone values for the affected constraints
- In the code, this value is in the bConstraint struct, so it is available for all constraints, even though only a few implement it.
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Added a new API method for ShapeKeys, which is useful for finding a certain KeyBlock from a Key.
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- Numpad dot is shortcut key, same as in other windows.
(Peach feature request)
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This commit fixes several issues related to using the Action Editor with Shapekeys. I've known about most of them for a while, so now's the time to fix that.
1) When the shapekey anim data for an object comes from an Action (key's IPO block is linked to the "Shape" action-channel), the names of the individual shapekeys is now shown. They will only do so if the Action Editor is not pinned though.
2) Slider limits for the case described above should now be sane again
3) "Add New" option from the popup menu in the Action Editor header will now convert shapekey animation data from IPO to Action if the action editor is displaying Shapekey data at the time. Many users have often found the old way of having to toggle the "running man" in the IPO-editor header, too clumsy and confusing.
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When trying to expand the IPO-curves for Shapekey Action Channels, Blender crashed due to that being a previously un-handled case.
For some reason, the names of IPO curve channels are still not drawing on some machines.
I've also disabled the display of shapekey channels when there is an action as the two used to overlap and muck up the drawing matrices of each other.
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Continuing on from my previous 'Expandable/Collapsable Action Channel' commit, this commit introduces the ability to show/hide the keyframes in each ipo-curve represented by an Action Channel.
When you expand an Action-Channel by clicking on the triangle beside its name, you will now be presented with options to show/hide the ipo-curves represented by
the Action-Channel, and/or the Constraint Channels belonging to that Action-Channel. Actual ipo-curves will not be drawn in the Action-Editor, but the keyframes
will be shown.
Screenshot:
* http://wiki.blender.org/index.php/Image:244_ActionEditor_SubTracks_01.png
Possibly Coming Soon/Further Work:
* 'Protection' options for ipo-curves (currently disabled in code, as all IPO-related
tools will need to be made aware of this)
* Sliders for IPO-Curve Channels of the active Action-Channel
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- Bugfix #5714
New option "Save changed images" didn't respect relative file names
- Bugfix #5621
New camera (shiftx, shifty) was missing in IpoWindow as animatable option
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sees a reference to size, as it pertains to a 3D object, please let
me know.
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issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
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- Adds missing ipos for texture
* color, contrast, brightness
- Adds IKey menu in the texture subcontext
#3711 (bug tracker)
- report and patch for missing blend types Halo and Radial
Patches by Levon Hudson
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-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade.
Impatient people can check the goodies in CMS:
http://www.blender3d.org/cms/Action_and_NLA_editor.706.0.html
Most work was on trying to unwind the spaghetti for editing ipos. Too much
history and bad design got added here. Most evident changes:
- made generic 'context' for detecting which Ipo is being edited, or to
assign ipos or to retrieve ipo curves.
- made generic insertkey() for all ipo types, including actions
- shuffled a lot of code around to make things more logical. Also made
sure local functions are not exported
It is far from ready... when action/nla was added in Blender, a lot of
duplicate code was generated. That's for another time.
Now the goodies;
- made Actions to allow any Ipo type
- made NLA to define active actions, for Action window too
- corrected timing for active action, so it shows the 'real time', as
defined in NLA editor.
I did update python code, but that would require testing. Testing is
needed for this commit in general, too many changes happened on all
levels of the animation system. :)
Will keep track of all reports this evening, hopefully it doesnt break
the pre-release schedule!
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