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2008-04-16mistake in adding Ipo Extend mode menuCampbell Barton
2008-04-15added a E as a key shortcut to IPO Extend ModeCampbell Barton
2007-12-06== Action Editor - Snap Current-Frame Marker to Keys ==Joshua Leung
This little feature snaps the current frame marker to the average frame of all the selected keyframes. Use the hotkey Ctrl-Shift-S to use it.
2007-12-02minor update, "Draw Handles" wasnt working when disabled everywhere and ↵Campbell Barton
replaced some magic numbers
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!
2007-08-22Bugfix #7083:Joshua Leung
The menu entries for changing Interpolation and Extrapolation modes in the Action Editor weren't working properly (at all).
2007-08-11== Action Editor - Time Stuff for Tools ==Joshua Leung
Part 2 of work from yesterday. Now tools in Action Editor are aware of (work well) with time display in seconds as well.
2007-06-26== Action/IPO Editors - Code Cleanup ==Joshua Leung
Added two macros which are used to test if the active Action/IPO editor is displaying data from a scaled NLA-strip.
2007-06-06Bugfix #6809: K key in 3d viewport does not exit keyframe mode in Ipo EditorJoshua Leung
Patch by Juho Vepsäläinen (BeBraw) included with the report fixes this issue.
2007-06-05== Action Editor - Major Recode ==Joshua Leung
I've just spent two days rewriting the Action Editor to unify its code and bring it under control again (it was 107kb, now it is around 73 kb). * This means that there are no longer separate functions for each tool for Actions and Shapekeys in the Action Editor, and also no more missing tools for either. * Also, I've gotten rid of the need for those complicated, hierarchial loops used for action channels, as they were a pain to keep consistent with each other. * Baking functions have been removed. See user-level-changes for more details. * Reorganised and completely rewrote code in editaction.c, thus the lengthy diff. User Level Changes: * For the meantime, border-selecting Action Channels has been disabled * Baking functions have been removed. As far as I have been able to find out, these were really non-functional anyway. Besides, I don't think they really belonged in editaction.c * Editing Shapekey keyframes now yields the same feature set as for those in Action Channels. * There shouldn't be any major bugs left, but I might have missed something. Further Work: * Do a cleanup like this to the Action Editor drawing code in drawaction.c * Baking??? (harkyman seems to be doing something about this)
2007-05-10Bugfix #6674:Joshua Leung
Action Editor: editing of action-channel keys is impossible if shapekeys are present for that object. Also, after toggling the 'swimmer' icon in the IPO editor header,on and then off again, then trying to expand/collapse/select/deselect the 'Shape' action channel, Blender would crash. Not really a showstopper, but still nice to fix. ;-)
2007-05-03== IPO Editor - IPO Scaling ==Joshua Leung
Cleanups of code for this. Just removed un-necesarry checks.
2007-04-28== IPO Editor - Scaled Curves for NLA-Strip Curves ==Joshua Leung
This commit resolves an issue dating back a few releases. When the IPO block being displayed in the IPO editor came from an Action being used as an Action Strip in the NLA editor, the keyframes in the IPO editor were not displayed in 'NLA-time'. There are however a number of things that still need work on so that they will play nicely with these changes. Having said that, the IPO editor is still generally stable for use (or should be). In case anything plays up, 'pin' the IPO view you're using to turn off these changes. This resolves Todo #4335. Known Issues: * When 'K' (show keys) mode is on, it doesn't work too too well yet. The display in such situations will be a bit confusing. * Pressing IKEY in the IPO editor (for inserting a keyframe on the current frame) also doesn't work too well yet. It will insert a keyframe on the wrong frame. * Transforms don't get any correction for scaling yet. This is only an issue when snapping transforms to the grid, or relying on the delta numbers printed in the header.
2007-04-13== Action Editor - Individual IPO-Curves Now Shown ==Joshua Leung
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
2007-03-14many menu items would crash blender if there was no 3d view. added checks.Campbell Barton
2007-01-16== Action Editor ==Joshua Leung
Final tweaks to Snapping and Mirroring tools: * Snap To Nearest Marker * Mirror Values of Horizontal Axis * Mirror Over Selected Marker
2006-12-18== Action Editor ==Joshua Leung
When the current action is the active strip in the nla editor and that strip is scaled, snapping keys to the current frame didn't work correct. Now, I've added a correction for snapping and mirroring keyframes in action editor for such cases.
2006-12-11A little bit of code cleanup:Joshua Leung
* Moved BEZSELECTED macro to blendef.h as it is used in several files * Removed other duplicated macros
2006-12-05Some more action editor goodies:Joshua Leung
* Now it is possible to invert the selection status of keyframes and markers. These options can only be found in the Select menu in the header. * It is also possible to select the keyframes that occur within the 2 'extreme' selected markers. Hotkey for this is Ctrl K
2006-12-02== Action Editor ==Joshua Leung
Now it is possible to mirror selected keyframes in the action editor; either over the current frame or the vertical axis. Hotkey is: SHIFT M (like in ipo editor).
2006-11-30I've made the hotkeys for marker editing more consistant now.Joshua Leung
Check the menu headers for the correct set of hotkeys to use.
2006-11-30Big Commit.Joshua Leung
Now time-markers work in all time-related spaces (i.e. Ipo, Action Editor, NLA editor, TimeLine, Sound). The hotkeys and functionality set should be the same for each of these modes (with a few exceptions still). I've had to change a few hotkeys here and there, so hopefully they aren't too bad. Marker Operations: MKEY - Add Marker SHIFT MKEY - Rename marker (was CTRL MKEY) XKEY - Delete Marker PAGE UP - Jump to next marker PAGE DOWN - Jump to previous marker CTRL A - Select all markers SHIFT G - Transform markers (NLA, IPO, Action) G - Transform markers (Sound, Timeline) CTRL SHIFT D - Duplicate markers (NLA, IPO, Action) SHIFT D - Duplicate markers (Sound, Timeline) BKEY - select markers and other keyframes (if any) I've also made a few little tool additions to NLA and Action editors: * NLA editor - Snap To Frame. Now with the option to offset strip so that it starts at the current frame. Added menus for this. * Action editor - Snap To Frame A few new menus for this too
2006-11-07Patch #5028. by Joshua Leung (aligorith)Ton Roosendaal
Key snapping in Action Window, cleanup and added option to snap to current frame.
2006-08-04DNA_ipo_types.h comments onlyCampbell Barton
other are changes so calchandles_ipocurve only calc handels on a bezier line. This makes bvh import faster but should also speed up internal IPO operations.
2006-06-04Bug found by Campbell; Tkey in IpoWindow on "shape keys" didn't work atTon Roosendaal
all, and even crashed in some cases.
2006-04-14#bugfix #3682Ton Roosendaal
NLA and Action window sometimes suffered from very weird scaled display, caused by making the subwindow very small. Was a missing check for small sizes. Also in this commit removal of debug print N_T left in for ipos.
2006-02-27Sorry for the big commit, but I've been fixing many of theseNils Thuerey
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 :)
2005-12-19Bug reported by Andy; pressing Vkey in action editor (vector handles)Ton Roosendaal
crashed when there's a channel with no ipo.
2005-11-10added changing the extending / extrapolation type of the IPO curves of ↵Toni Alatalo
selected actions in the action editor (to the menu - code to handle hotkey (to rise a popup) is there too but unused & untested now).
2005-10-30SHIFT+S snap to frame for both Action and NLA window.Ton Roosendaal
2005-10-24Autohandles in Ipo Window still could overshoot. Added a new clamping toTon Roosendaal
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
2005-10-10Stage two of the giant animation recode project; Ipo/Action/NLA cleanupTon Roosendaal
-> 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!