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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-11-29Shape KeysBrecht Van Lommel
========== - Added a Mute button for shape keys, useful for debugging the influence of driven shape keys. - Bugfix for the shape keys relative to others keys, was hanging in an eternal loop when deleting the other key.
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
2007-09-18A 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.
2007-09-17== Action Editor - Copy and Paste Tools ==Joshua Leung
Now it is possible to do Copy+Paste in the Action Editor, like in the IPO Editor. There are two new buttons in the Action Editor header for this, using the familiar icons. * To copy... Select the keyframes you wish to copy, and the channels that they occur in (except for ShapeKey mode, where it is not possible to select channels). Click copy button. * To paste... Place the current frame where you want the first of the keyframes from the buffer is to be pasted. Select all channels you wish the keyframes to be pasted into. Click paste button. Currently, keyframes are only pasted into 'compatible' curves (i.e. LocX keyframes can only go to LocX, and so on). This may change after user feedback, if this is found to be too restrictive. == Code Changes == I've made a few changes which allow this code to be nicer. * renamed insert_vert_ipo to insert_vert_icu, as that represents its actual purpose better (and changed all occurrences I could find) * created a new function, insert_bezt_icu, which does the actual inserting of provided BezTriple data to a given IpoCurve * recoded insert_vert_icu to use this new function, and also the IPO-Editor keyframe pasting (i.e. pasting in Editmode)
2007-08-05Little code cleanup. Joshua Leung
bsystem_time was being called with an extra variable, which was useless. Most of the places that called it, were passing NULL for that variable anyway. I've also cleaned up that function a bit, but the underlying problems with that part of the code still exist (EVIL GLOBALS that are exported for frame_to_float), for mblur and fields rendering features. That remains for another time.
2007-07-18=Shapekey Missing Undopush bugfix=Joseph Eagar
Added some missing undo pushes in editkey.c. Now when you add/delete shapekeys, you can do undo and actually have it undo adding/deleting the shade keys.
2007-06-04== Multires ==Nicholas Bishop
Fixed bug [#6798] Multires eventually destroys Meshes with Shapekys * Moved the check for multires on adding shapekeys into insert_shapekeys rather than on the "Add Shape" button click
2007-04-29Casting fixes for 64 bits. Incomplete commit, discussion on proper castingTon Roosendaal
has to be finished.
2007-04-25== Action Editor ==Joshua Leung
In the Action Editor, sliders are now drawn beside IPO-Curve and Constraint Channels and for the active Action Channel when the 'Show Sliders' option in the View menu is turned on. This behaves like for shapekeys. You can change the limits of the sliders by either Ctrl-Clicking or NKEY over the name of the relevant IPO-Curve channel. Also, documented the IPO-curve struct a bit. There are a few variables there that I'm not sure what they are used for.
2006-11-03Bugfix #5027Ton Roosendaal
- Removing Shape Keys didn't free drivers - The sample file had Shapekeys in a weird order (should be sorted on shape index number). How this could have happened is unknown, probably a script. For the time being added a version patch to check on this after reading a file. If wrong ordered, it gives warning prints.
2006-09-04Bug #4949Ton Roosendaal
RVK sliders only worked up to 64 shape keys, above that internal memory screwed up because it used a static array. Should really be coded nicer once, until then I've moved the max to 256 and secured code that it doesn't draw sliders beyond 256.
2006-05-13Fix 4190Ton Roosendaal
Using the "RVK" sliders in Action window, on a Library-linked Mesh, crashed due to using a NULL pointer. Added menu warning.
2005-11-18Two errors in old style (not relative) Shape Keys;Ton Roosendaal
- they didn't even execute! - you could not grab them in IpoWindow
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).
2005-10-10Stage 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!
2005-09-26Two more 'shape' fixes;Ton Roosendaal
- adding new Shape didn't set correct Ipocurve code... so you could not even add new curves - the keylines (first channel) always came back in display... ancient error
2005-09-26Quick fix; "delete shape key" didn't work without IpoWindow open.Ton Roosendaal
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!
2005-09-22the missing menu selection for the newly added Curve RVKsToni Alatalo
2005-07-16 - removed makeDispList, set_displist_onlyzeroDaniel Dunbar
- appropriate callers of makeDispList replaced with depgraph calls - unappropriate places just killed... small chance this gives some errors in corner cases if dep graph isn't notified (example, font family displists) but these can be tracked down as they show up. - still a large number of callers of makeDispListCurveTypes, but makeDispListMesh has just a few.
2005-07-11SLightly altered rule for the new IpoCurve option "Keep horizontal onTon Roosendaal
extrema". It now also keeps auto-handles horizontal when the Y coordinate is exactly identical. And; made this option default on inserting new curve/keys.
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-
2005-03-20 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)Daniel Dunbar
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle undefining various crap that windows.h defines. Platform specific headers should only have to be included in a few places. This reduces the number of inclusions of BLI_winstuff.h to 16 which is a much more reasonable number (than the 144 or whatever it used to be)
2005-03-09big warning hunt commitJean-Luc Peurière
lot of casts, added prototypes, missing includes and some true errors
2004-12-11Fixes, after bug report Stefano:Ton Roosendaal
- Dupli-Frames objects didn't render correct with Motion Blur (they moved!) - VertexKey on Bezier paths didn't animate the 'twist' rotation. This did work for Nurbs paths. Plus; removed Nabla slider from Stucci, it doesn't work for that texture.
2004-11-07Tweaked the force_draw() calls, to allow headerprint() to work whileTon Roosendaal
doing a transform. Solves bug reported by Brecht about this.
2004-08-14Fix two problems in my code as reported on Forums and in release article ↵Nathan Letwory
thread on frontpage: * Quaternion action ipos accidently got swapped in the Ipo module * Ipos not editable if not linked to a datablock (was possible in 2.33a) Also fixed a typo in Object.getMatrix(): localespace -> localspace And I add: * channels Key 32 through Key 63 for relative vertex keys
2004-07-05* Added IPO for displacement, translucency and raymirrorNathan Letwory
* Cleaned out IPO #defines
2004-06-05* Big, mundane clean up and edit of (error/ok/etc)Matt Ebb
messages and pupmenu()s. Edited spelling and grammar, stylistic consistency, etc. I added the guidelines and rationale that I used to the CMS here: http://www.blender3d.org/cms/Language_and_terminology.338.0.html Next step is to get icons in there, to make it easier to see at a glance what sort of message (and how much attention should be paid to it, or if it can be dismissed with a flick of the mouse, eg. boring remove doubles notifications) mockup: http://mke3.net:9000/blender/ui/controls/error_ok_icons.png
2004-04-20Another phase in panelizing all window types. Did lots of small codeTon Roosendaal
fixes, including: - Panel in action window (disabled it, since there's no need for it) - fix: when action was added to mesh with vertex keys, the action couldn't be deleted, nor did action window draw key names - mouse on RVK (key) in Action window: Nkey menu pops as well. This is not a good candidate to put in Panel, no selection possible here. - when you change name of RVK in action window, it shows in IpoWindow too
2004-03-21 - split the data structures that actually constitute a meshDaniel Dunbar
(MVert,MFace,etc) off into DNA_meshdata_types.h, to isolate areas of source that actually edit mesh *data* vs. areas that just edit mesh object information.
2004-01-13Converted the Userpreference buttons to zr's new ButBit calls.Rob Haarsma
Also added USER_* to each define located in DNA_userdef.h.
2003-11-20Fix for undo... it didn't do the UV coords (tface) nor the vertexpaintTon Roosendaal
colors. This because of the pretty weird (ab)use of load & make editmesh... For each added undo step, the load_editmesh was fed with an empty mesh to assign data to, without knowledge of what was in the original mesh. That way UV and color data got lost. Solved it in 2 steps: 1. removing the ->tface pointer from EditVlak, and make TFace a builtin struct inside EditVlak. This didnt cost much extra mem, since it already stored UV and color. This enabled some pretty cleanup in editmesh.c as well, storing tface pointers was cumbersome. 2. for each undo step, it then generates always a tface and mcol block to link to the undo Mesh. Even when it wasn't in the actual Mesh, at exit editmode the original Mesh is used as reference anyway, and undo-meshes are freed correctly. The enormous commit is because I had to change the BLI_editVert.h file, and found it was included in about every file unnecessary. I removed it there. ALso found out that subsurf has code ready (unfinished) to make UV coords for the displaylist in EditMode as well, nice to know for later...
2003-10-15- removed all #include "interface.h" from files. this is a local/internalTon Roosendaal
include only (use BIF_interface.h instead) - split up interface.c in two files: NEW: interface_panel.c - removed the temporal text files WARN: FIX AUTOMAKE AND MSVC!
2003-07-31* got rid of a warning in editipo.c:Willian Padovani Germano
changed "get_ipo(key, ..." to "get_ipo((ID *)key, ..." in line 107. * changed insert_meshkey(Mesh *me) to insert_meshkey(Mesh *me, short offline): To call this function from a script, so that it doesn't pop the "relative / absolute" dialog window when the "offline" arg is non-zero. Exppython: * NMesh module: - Added method NMesh.addMaterial(mat) to the NMesh module: alternative safer (aka slower) way to add materials. - Added optional arg to NMesh_update(): if given and equal to 1, the mesh normals are recalculated. - Fixed NMesh.getVertexInfluences: it was segfaulting when a NULL bone was linked to the vertex. Thanks to Jiba on the bf-python mailing list for bug report and sample .blend file. Also made this method give an IndexError when the vertex index is out of range. * Material module: Added specR, specG, specB vars for compatibility with the 2.25 API. Pointed by Manuel Bastioni. * Image module: Exposed image width, height and depth parameters. From a suggestion by jms. * BPython Ref Doc: - Small updates to reflect the above additions. - Added info for the Bone type in the Armature doc.
2003-07-23- tiny changes:Ton Roosendaal
- more crispy splash screen from Matt - insert key menu reworded in more logical way ("Nah, the other kind" :)
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!
2003-04-29phew... a whole bunch of old and nasty files translated, including theTon Roosendaal
central mesh editing one.
2002-11-25updated .c files to include:Kent Mein
#ifdef HAVE_CONFIG_H #include <config.h> #endif Just need to finish cpp files now :) Kent -- mein@cs.umn.edu
2002-10-12Initial revisionv2.25Hans Lambermont