Age | Commit message (Collapse) | Author |
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smooth's the radius of selected curve points to unselected or endpoints. useful when changing the taper of a long curve
with many points (think treetrunk), it would be nice to take into account distance on the path when doing the curve interpolation.
Also moved added undo call's that were missing for 2 of the other curve specials.
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Scene.update(full=1) was pretty useless as it didn't actually evaluate the
depsgraph DAG. This meant, for example, that re-evaluating the parenting
tree for an armature pose could only be done by redrawing the view (which
evaluates the depsgraph). scene_update_for_newframe() is now called when Scene.update is in "full" mode; to prevent firing off newframe scriptlink events, scriptlinks are
temporarily disabled while scene_update_for_newframe() is being called.
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setting.
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initialized on starting Blender.
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selecting off screen verts possible. This looks like an old bug (at least it existed before I added
hide handles option).
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Blender.Geometry.ClosestPointOnLine(pt, vec1, vec2) -> (pt, lambda)
This wraps lambda_cp_line_ex
Needed for experemental tree generator
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Mesh deform invert vertex group influence didn't work entirely correct.
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Bugfix, Space Handlers could crash blender when used with armatures.
also fixed some possible bugs in other areas.
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Peach Request:
Now the Action and NLA editors have the "Extend" transform mode first seen in the Sequence Editor. Just use the EKEY to start transforming.
It works like Grab, except it only moves the keyframes/side of NLA-strip that was on the same side of the current-frame marker as the mouse was when transform started.
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Mesh deform modifier crashed when applied to lattices.
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====================
Added a button to invert the vertex group influence, to make blending
between mdef and armature deform easier.
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material names spelling was odd - HalveGreen -> HalfGreen
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B-bones didn't work well with non-uniform scaling applied to them.
The code to solve this is not too pretty, but don't know how to do
it simpler, and at least it makes that stretchy spine work.
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Dual quaternions + armature modifier vgroup didn't work together correct.
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Kent
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====================
The MeshDeform modifier can deform a mesh with another 'cage' mesh.
It is similar to a lattice modifier, but instead of being restricted
to the regular grid layout of a lattice, the cage mesh can be modeled
to fit the mesh better.
http://www.blender.org/development/current-projects/changes-since-244/modifiers/
Implementation Notes:
- OpenNL has been refactored a bit to allow least squares matrices to
be built without passing the matrix row by row, but instead with
random access. MDef doesn't need this actually, but it's using this
version of OpenNL so I'm just committing it now.
- Mean value weights for polygons have been added to arithb.c, a type
of barycentric coordinates for polygons with >= 3 vertices. This
might be useful for other parts of blender too.
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instead of bone-space. This makes it visual easier to use. For the todo:
a large array of buttons for users to pick what kind of 'space' is used?
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"Rotation Difference"
This option, for Bones, allows the angle between two Bones to be
the driver for another Ipo channel. This angle now is hardcoded
based on the Bone-space orientation (without parenting rotation).
Thanks to nathan for poking and test!
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specified with a bitmask rather than only operating on a single axis.
This is a reworking of the fix done in blender 2.42 that was mentioned
in the sixth on item on this page:
http://www.blender.org/development/release-logs/blender-242/mesh-tools/
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but somehow this still managed to work fine last night.
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New listbase functions:
void BLI_insertlinkafter(struct ListBase *listbase, void *vprevlink, void *vnewlink);
- corrolary to insertlinkbefore
BLI_sortlist(struct ListBase *listbase, int (*cmp)(void *, void *));
- simple in place sorting method. NOT optimized, so use for small lists only. Uses a variant of insertion sort (I was lazy, people should feel free to rewrite).
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====================
This changes the way hinge bones are transformed when their parent bones
are also selected. Before it just disabled transform for these, now they
are rotated and scaled as well, but without influencing the transform
center, which gives behaviour as if they were regular bones.
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==
Solving is now done independent of scale, by scaling the chain to have a
size of about 1.0. This solves some issues with small or big chains, and
also makes the IK stretch setting independent of scale. The latter breaks
backwards compatibility somewhat, but is an improvement over what it did
before.
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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.
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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.
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This changes the default behaviour in adding new objects, which has been
discussed for a long time, in person, on the funboard, and in the tracker,
and was agreed to be implemented during the 2.5 release cycle, so here it is.
They have been made default, with preferences to bring back old behaviour since
although people like myself still prefer the new default anyway, it will benefit
new users the most.
The preferences are in the 'Edit Methods' section, changing back to old behaviour
is as simple as a click of a button.
- Switch to edit mode preference
By default, now adding a new object doesn't automatically switch to edit mode.
Not only can this be annoying (most of the time when setting up scenes and models
I don't want to edit it straight away anyway), but it's a major hurdle in the learning
curve that new users have had to deal with at a very early stage.
Blender's different modes are an important part of understanding how the software works
and should have clear behaviour. The problem is that when a user selects something from
the add menu, he's not telling Blender to change modes, he wants to add an object.
But Blender then goes ahead and changes modes underneath him anyway, something that was
never explicitly asked for, something that's unrelated to the mental task at hand, and
fundamentally important to the operation of the software.
We observed plenty of people struggling with this during the training sessions that
we ran during Project Orange, and there's also no shortage of "why can't I select
other objects" questions on the forums.
- Aligned to View preference
Now by default, adding a new object doesn't rotate it so it's aligned facing the view,
but rather, it's remains unrotated in world space. This is something that's more of
a convenience issue (allowing people like me to stop the 'Add->Tab->Alt R dance),
but also makes things easier for new users, especially when doing things like rigging.
For a lot of tools in Blender, like curve deform, path cycling, constraints, it's necessary
for your objects' local axes to be aligned. This requirement isn't that obvious, and I've
had to debug rigs a few times from the animator in our studio, who has everything set up
correctly, but he just happened to be in a different vie at the time he added the object,
so they're misaligned and causing problems. Having all objects get created aligned to
worldspace, by default, makes a lot of these problems go away. It's much more understandable
when rotations are caused by something you've done explicitly, rather than as a side effect
of the software.
For convenience as well, most of the time, when I'm working in context and I decide I need a new object,
particularly working on production scenes that involve more than just one model, an Alt R
is almost always required after adding, since I don't want to have to disrupt the current
view of the scene by switching to top view, just to add an object. It's a bit arbitrary,
the view from which you want to look at your objects isn't usually the way you want them to
be looking at you.
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Weightpaint drawing now allows to define your own range of colors;
using a ColorBand, available in the User settings.
Log:
http://www.blender.org/development/current-projects/changes-since-244/animation-features/
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Now the Copy Scale Constraint also has the Offset functionality that Copy Loc/Rot have.
== Copy Rotation Constraint ==
Also, fixed the tooltip for the CopyRot Offset button.
Note: when working with pose-bones, and using offset, setting both owner+target spaces to pose-space should cancel any unwanted rotations visible.
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Copy Rotation constraint now has ability for the owner's rotation to be added on top of the copied rotation (i.e. an 'offset' like for the Copy Location constraint).
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Copy+Paste error, wrong prefix used. Patch provided by Malcolm Tredinnick (malcolmt)
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Missed a case where I converted set_constraint_target incorrectly. This resulted in mancandy "exploding" on loading proxy-linked mancandy files.
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This commit adds a new node, crop, to the compositor. This node can be used to
crop input image. It has two modes of operation. It can either crop image
size (Crop Image Size option) or crop while retaining original size of the
image. This latter mode can be used to preview the crop.
Use X1, Y1, X2, Y2 controls to manage the area to be cropped.
Note that I added a check for image preview min and max values to node_update.
This is because it could give inappropriate values in certain cases when
Crop Image Size option was toggled (values such as x1=0, y1=0, x2=60, y2=0 would
result in eternal loop due to bad min and max (min bigger than max!)). The check
makes sure that min and max values are always valid.
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The issue: while renderprogress is in use, the rr->renlay has to be set
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functionality now works
- sequencer transform markers now redraws other views
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Commit I did in March (10378) tried to fix typedef callback for Group
nodes, but it missed a case, causing group node display to be wrong on
load (only first drawing was wrong).
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uninitialised vars.
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Version patch for Constraints Refactor I was getting called for too many cases. This was noticeable in the way the StretchTo constraint got reset on loading.
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images)
separated stamp metadata and stamp draw functions.
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Improved the logic that deciedes when to select handles.
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This was caused by an error I made when converting old code during the constraints recode 2. As a result, constraint subtargets got cleared, messing up proxies.
(set_constraint_target didn't use to clear the subtarget of a constraint when passed NULL for the subtarget argument)
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* added support for .dds image files
* added support for .int, .inta and .rgba image files
== MSVC 7.1 project files ==
* added WITH_DDS to support .dds files when compiling with the project files by default
* added the dds source files to imbuf project
* also added CMP_glare, CMP_lensdist, CMP_tonemap nodes to nodes.vcproj
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layerMask access for pose bones, even though this is a Bone property, its much more convenient to add access from the poseBone, it also matches how the
user interface works.
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reported by Stephane Soppera.
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----------
Document Peter's fps_base attribute for scene rendering objects; also remove
framesPerSecBase() method (preference is to add only attributes, and he did
add fps_base attribute).
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* glare
* tonemap
* lense distort
* fast gauss blur
http://projects.blender.org/tracker/?func=detail&atid=127&aid=7505&group_id=9
made fast gauss blur an option for the blur node rather then a separate node.
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layerMask access for bone and armatures
Window.PoseMode() similar to Window.EditMode()
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