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2005-10-26Disabled CrazySpace when 'proportional edit' is on... I discovered both useTon Roosendaal
the eve->vn pointer to store temporal data. Need a better solution, do it later. This just prevents crashing!
2005-10-26New: CrazySpace [tm] correctionTon Roosendaal
When Modifiers are used in Edit Mode to show the deformed result for editing, all actual coordinates Blender works with are still the ones from the original Cage. You can notice that with the Transform Widget or helper lines while transforming. Even worse, the actual transformations still happened on the original Cage as well, making it very hard to edit. That caused the feature to be named "CrazySpace" (baptized by Andy, afaik?). This commit calculates the deformation transformation per vertex, and inverse corrects it, so it's more intuitive editing this way. Unfortunately all the deformation features of Blender don't use matrices for defining deform, so the existing code cannot be re-used to retrieve the correct deformation matrix per vertex. The solution I found is based on calculating per face the transformation based on its first 3 vertices, and store this transformation averaged in the face's vertices. The solution can also only work on entire faces, because the full deform can only be retrieved using 3 vertices. (using 2 vertices will miss edge- aligned rotation, using 1 vertex can only retrieve translation). By deriving the deformations per face, small errors will still happen, especially on very low-poly Meshes with extreme deformations. The only alternative I know now, is providing each vertex in a mesh with 2 extreme small tangent vectors, which get deformed using the existing code as well. That will mess up the existing deformation code too much though, this solution has the benefit it works with each deform we can up with later too. Last note about CrazySpace: it can only be used to tweak Meshes. Do not even try to add vertices, extrude, or duplicate. Probably we should disable this... but preventing user errors isn't always power-user-friendly, eh. :)
2005-10-26fix access of pointer before its assignedKen Hughes
2005-10-26FIX: BLI_makestringcode called with bad pointer mainl->curlibAndrea Weikert
Moved call to before blo_join_main where pointer gets killed. Otherwise Blender crashed when appending a file and selecting relative filenames.
2005-10-25Bugfix #3231Ton Roosendaal
Constraint Ipos didnt work when the bone/channel had no Action Ipo... just had to move a line of code. :)
2005-10-25New; Rotation Constraint allows to only copy X,Y,Z axis rotations.Ton Roosendaal
Note this is based on eulers, so might give the common issues. :) For most cases it goes fine though, especially with only 1 axis constraint.
2005-10-25Bugfix #3232Ton Roosendaal
When a file was loaded with curves in invisible layers, the displists were not created.
2005-10-25Bugfix; appending with using relative paths made all dynamic links fromTon Roosendaal
other libraries local. Also added some securities in the temporal 'sync pose' testing code. It now asks with a menu to confirm the object to be replaced too. Later more!
2005-10-25getMarked return change to dictJoilnen Leite
.
2005-10-25Fix for when knife tool (with path setting) is terminated with ctrl-Enter.Chris Want
Also, updated the little helper line on the status bar to indicate that terminating with ctrl-Enter leaves only the verts on the cut line selected. Johnny: Please review.
2005-10-25First commit, for test, for using Library files for synchronizing partialTon Roosendaal
data. This functionality is going to be in Outliner, for now only use for testing while consulting me. :) Usage: New option in SHIFT+F1 append window, "Sync Pose". When pressed, you can append/load an *Object* of type Armature, this then replaces its Armature and Pose with the selected Objects. After that it deletes the appended object. Note: it currently appends also Objects when used in Pose Constraints...
2005-10-25Subdivide recode assistance!Ton Roosendaal
- Added subdivide sck upport for vertex groups - Brought back subdivide-smooth, but it doesn't work as good as before yet, it used to catch an exception for subdividing the middle vertex of a quad, with edge-based subdivide it's not that simple. Will check later. - made "number of cuts" a static variable, so it doesn't jump back to 2 all the time Coder level notes: - removed the old subdivide code (yay, over 30k code less!) - did some minor layout cleanups in the new code (just consistant syntax) - removed redundant code parts, to enable smooth & vgroup subdiv - subdivide smooth can do multiple cuts too, but i like to see that only as option when our smooth formula is good! Compliment: I think Johnny really made comprehensible design and nice code here. Was a joy to work with. :)
2005-10-25fix for bug #3193, winmat was not calculated properly because ofAlfredo de Greef
some previously uninitialized parameters.
2005-10-25-Bugfix #3254: Ipo.addCurve() didn't check if curve already existed beforeKen Hughes
creating (reported by Toni)
2005-10-25More bugfixing related to #3149:Brecht Van Lommel
Drawing of rotation limits and IK solving was wrong with pose mode bone offsets. Also added proper modifier stack update after uv unwrap and lscm.
2005-10-25cleaning upJens Ole Wund
- removed euler branch in favor for a 'better solver to come' - removed some debug vars from lattices - removed some garbage related to 'borrowing' collision from particles note SB collision is completly decoupled from particle stuff to allow : 1. SB collision targets can be 'anything evaluated by modifier stack' but won't be subsurfed (for performace reasons / possible though / see comment in code) : 2. SB <-> SB collisions : 3. ( 1. implies that SB collision targets may be animated, hooked, curve deformed , .. ! )
2005-10-25Fix for correct handling of relative filenames. Andrea Weikert
Now relative filenames that are not below the .blend file in the directory hierarchy can be used. CAUTION: The relative filenames are not updated if the blend file is moved to another dir or saved into another dir (save as) We will rely on the smartness of the users for this. my first official commit - thanks Ton!
2005-10-25Bugfix #3242Ton Roosendaal
Ipo WIndow, "Make single user" button crashed. Forgot to recode 2 weeks ago
2005-10-25Made it so that number of editmode unsteps can successfully be set to zero.Chris Want
2005-10-25Bugfix #3238Ton Roosendaal
ALT+C on mesh without modifier crashed.
2005-10-24Bugfix #3210Ton Roosendaal
Included a patch by Pablo Marrol! selecting with ALT+CTRL combos didnt check if there was actually a Mesh in editmode.
2005-10-24Bugix #3200Ton Roosendaal
DAG_object_flush_update() always used scene layers, causing updates to go wrong with 3d windows with "Lock" off (allowing local layer and camera). This fixes a larger amount of potential issues. Also: fixed menu title for adding IK constraint to Bone (CTRL+I).
2005-10-24Fix for Bug #3217Johnny Matthews
Just needed to mark a few more edges.
2005-10-24The handy Shift Space for maximise a window spaceMatt Ebb
wasn't being too handy in the text editor, so I've disabled it here now.
2005-10-24Bugfix (based on user mailing me): In editmode, "remove doubles" crashesTon Roosendaal
when it uses subsurf display. Was missing a DAG update.
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
2005-10-24Fixed backwardstransform.blend bug from orange dudes.Martin Poirier
It was literally two lines of code. This probably fixes a lot of the "constraining transform goes backward" problems. Was a dumb oversight on my part.
2005-10-23Bugfix: select Vertex Group in Outliner now updates 3d view properly.Ton Roosendaal
2005-10-23The ctrl+click extrude now calculates a rotation, so you can do wild quickTon Roosendaal
modeling! It detects the rotation based on the average of all half-selected edges and the extrude vector. The first rotation might go wrong on extruding parts of very irregular shapes, but in general it does it fine. Of course, single vertex clicking or entire shape clicking doesn't rotate.
2005-10-23updated SConstruct and Makefile so that if you compile the gameengine, is ↵Erwin Coumans
always enables bullet, independent of sumo/ode. So for the 2.4 release, both bullet AND sumo will be enabled. You can choose in the world buttons which physics engine is active for a scene. sorry if this breaks your builds!
2005-10-23Removed DAG update for armature after inserting keys in pose mode.Ton Roosendaal
That caused un-keyed positions to flip back.
2005-10-23One Constraint function missed the new MINMAX (floor) type, caused theTon Roosendaal
last commit (add constraint menu) to fail on adding floor constraints.
2005-10-23New: Hotkey/menu access in 3D window to add constraints. Works in PoseModeTon Roosendaal
as well as for Objects. Hotkey: CTRL+ALT+C (bit clumsy I know, but I like to use the Ckey). Constraints are added to the active Object or Bone. Based on selection context, the menu has three versions: Pose Mode: - if another bone is selected, bone becomes target - else if another Object is selected, Object becomes target - else it adds a new Empty as target Object Mode - if another Object is selected: Object becomes target - else it adds a new Empty as target Same works this way now for CTRL+I, "Add IK". To be solved: ALT+C in PoseMode is "Clear Constraints", but in Object Mode it does "Convert" still...
2005-10-23Another useful tool for efficient usage of WeightPaint:Ton Roosendaal
Press SHIFT+LMB, and it shows a menu with all Vertex Groups the vertices of the indicated face has, also allowing selection of Groups.
2005-10-23New: Option to show the paths of Bones over time.Ton Roosendaal
In PoseMode, press Wkey or use the Pose pulldown menu. It calculates the positions of all selected Bone end points, over the time as indicated with the Scene start/end frame. This then is drawn as a path, with little black dots on every frame, and a white dot on every 10 frames. Paths are not saved in files, and not calculated automatic yet on changes. To make this relative fast, but also reliable, I had to add a new method in the Dependency graph system, to find exactly (and only) these parents of an Object that influence its position. This is needed because the path should show the actual global coordinates of the entire animation system.
2005-10-23fixing zero-size arrayNathan Letwory
(source\blender\src\editmesh_add.c(122) : error C2466: cannot allocate an array of constant size 0 warning:: ISO C forbids zero-size array `mval')
2005-10-23fixing most of #3096Jens Ole Wund
by 'eating' contol messages still there is an issue on how transparent/opaque floating panels should be for messages ... and i am wondering if that should move to 'regular' buttons
2005-10-22Long on the wishlist!Ton Roosendaal
- CTRL+click in EditMesh now extrudes selection. If no selection, it adds a new vertex. Try it on a full selected monkey. Fun! :) - CTRL+click now also adds the new stuff aligned with the view, as if you had translated it to the mouse cursor. Only new vertices are added with respect to 3D cursor location.
2005-10-22Various stuff in one commit;Ton Roosendaal
- Added (BKE_utildefines.h) POINTER_TO_INT(poin) and INT_TO_POINTER(int) defines, to help fixing issues with switch to 64 bits systems. This assumes that a) not more than 16GB mem is used and b) that address space is below the 1<<35 value. The latter has to be confirmed, but it seems to conform the current 64 bits generation of OSs (for mallocs). Needless to say; use long if you want to store pointers! This is for temporal fixing. - Added editmesh version for mesh-octree lookups, not used yet. - Fix: ESC on armature posemode restored the actions, should not happen - Fix: If in NLA an action was 0 frame long, it caused draw error - Fix: Click on name in Action Window now activates Bones - Fix: "Snap to" options in Armature editmode now use X-axis mirror edit.
2005-10-22Autokey option crashed on Transform... was still using defines from beforeTon Roosendaal
the object-action-ipo-nla recode 2 weeks ago.
2005-10-22New: X-axis mirror weightpainting.Ton Roosendaal
- Set the button in Paint Panel, Edit buttons context - It assumes the mesh to be near-perfectly mirrored. Current threshold is set to 0.0001 (maximum difference allowed). In order to evaluate proper mirroring, a new option will be added in Mesh editmode later. - When the flipped group doesn't exist yet, it creates the group - Of course this doesn't work for mirror modifier! New: Select/activate flipped bone or vertex group - Press SHIFT+F in PoseMode or WeightPaint mode to get the flipped bone. Is especially to see while painting if the mirror copying works OK. New: "Apply Envelope to VertexGroup" uses X-mirror option too. Todo; check on mirror vertex painting, and mirror Mesh editmode.... The implementation is based on a 8x8x8 Octree, where vertex locations are stored. Vertices on the threshold boundary of an Octree node are filled in the neighbour nodes as well, ensuring that the lookup works with threshold. The current size of the Octree gives good speedup, even for 128k vertices it only needs 256 lookup cycles per checked vertex. Same code could be used for the bevel tool for example. src/meshtools.c: int mesh_octree_table(Object *ob, float *co, char mode) - mode 's' or 'e' is "start octree" or "end octree" - mode 'u' is "use", it then returns an index nr of the found vertex. (return -1 if not found)
2005-10-22-bug fixedJens Ole Wund
-symtom: looks like rigged SB mesh follows weird goal settings -cause: arbitary initialisation of 'edge spring rest length' ... must have happend by introducing 'modifyer stacK'
2005-10-22A tweak for text follow curve -- the old comment in the code saysChris Want
"why not 0.5?", so I am setting it to 0.5 since it looks way better that way (I think somebody should really revisit this code at some point).
2005-10-21- documentation updates:Ken Hughes
-- add Key module to index page -- include cross references for Object.colbits in material descriptions within Object, NMesh and Mesh modules
2005-10-211. Moved Edgeloop Delete to Delete Menu out of Edge SpecialsJohnny Matthews
2. Edgeloop Delete will pop the undo stack if it fails 3. Small Tweak on CTRL-Subdivide selection
2005-10-21- Bugfix #3227: throw exception in NMesh if face data doesn't contain 3 orKen Hughes
4 vertices
2005-10-21Bugfix: #3189, #3208, UV Mirror (MKEY) didn't work.Brecht Van Lommel
2005-10-21Bugfix: #3149, Parent rotation influences DoF / rotation limitsBrecht Van Lommel
The rotation of the parent of the root in an IK chain was included in the segment's basis, leading to the DoF / rotation limits to be computed on the wrong basis.
2005-10-21Crash fix (now discovered myself!). On sampling wpaint color (ctrl+lmb),Ton Roosendaal
when no vertex groups exist, it was referencing illegal memory.
2005-10-21Another memory error found, when deleting bones in editmode, it didn'tTon Roosendaal
correctly free constraints. To ensure the UI not to show any deleted data, after leaving editmode it now also redraws nla, action and ipo.