Made the 'Influence' slider work for Spline IK too, and made that setting visible now that it works.
Note that there is still some popping that can occur when going to/from influence = 0.0. I'm not sure exactly what's causing this yet, but hopefully it won't be too noticeable in practice.
Bone would get a '.' added even when there was no extension.
(center limit would still be useful)
- name flipping function used sizeof() incorrectly.
- ED_lorem should be extern.
Transform channel drivers for bones in 'localspace' was using the wrong matrix when getting the transforms. I had been assuming that pchan->chan_mat always contained only the matrix-ised transform values stored in the pchan (which is true while constraints are being evaluated, but not afterwards).
Changes:
- Added a new function to calculate this matrix instead of directly writing it on the pchan->chan_matrix field.
- Also, made the normalisation of the quaternion values during this process be done on a temp var instead of on the stored value. This was a constant source of confusion in the past, so let's see if we can do without it now :)
Unrelated to this commit, I've also fixed a compiler warning with previous commit that I missed (missing include).
This means pose bones on proxy poses can have their own values as long as the name and type matches that of the library pose bone.
without this the only way to add new values on a pose bone proxy is to protect in the lib, reload the proxy blend and save.
The best workaround for problems with SplineIK applied to a chain of BBones so far is to disable 'Chain Offset'. Hopefully this workaround will soon become irrelevant.
Spline IK now takes curve-object transforms into account when the 'Chain Offset' option is not enabled, since the intention of that feature is to allow a chain of bones following the shape of a curve to be placed anywhere in the scene.
* Selected keyframes in unselected F-Curves were still being modified, although not shown
* Selection tools for keyframes were changing the selection status of F-Curves, making keyframes sometimes disappear after trying to select another keyframe
* Warning fixes in a few other files
This commit makes the new-style Motion Paths work for Objects and Bones. Motion Paths can either be added for Objects (Object buttons) or for Selected Bones in PoseMode (Armature Buttons), and/or removed from these panels too.
Changes:
* Changed the way the baking code worked, since it was better to be able to bake a bunch of objects at once, instead of doing it per object
* Fixed a variety of bugs regarding initialising defaults and reading old files
* Added operators for Objects (like for bones), and replaced the existing code for bones.
* Fixed bug with baking code that was causing it to bake the wrong ranges
Todos:
* Frame number drawing is currently messed up, since the "cached" text drawing takes into account the object transforms.
* The new MotionPath panels currently appear as the first panels in the respective contexts, probably due to the order in which the files are included. This needs some fixing, though not sure what the best way is yet.
- Drivers on added to the 'armature' datablock (i.e. keyframing some settings for a "Bone" as opposed to "PoseBone") now evaluate correctly. Added proper recalcs for this case too.
- Also fixed some memory leaks and loading problems I encountered with the test file provided. After having problems loading the test file, I ended up reproducing and finding the error.
* Snapping strips now works with the hotkey Shift-S as in the rest of Blender
* Preview Range works in Sequencer now (the operators for setting, clearing, and also drawing)
* Related to the Preview Range for Sequencer, toggling the time-display mode also works
* Preview Range Set operator now works again, after the modal keymaps change for borderselect broke it. Also sends correct notifiers now after bein called.
* Renamed "Keep Max Length" to "Y Scaling" which has the opposite meaning
* Improved the way that Y-Scaling off behaves. Most of the time, bones that do not fit on the curve are now "blended off" their default rotations instead of being scaled to zero.
* Added option to offset an entire chain by moving the root bone of the chain. This is named "Chain Offset"
* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
* Fixed the handling of the 'draw_active' flag for drawing of armatures. This is now cleared from bones in old files (so one bone always got represented as active in the viewport even when others were selected), and the flag is correctly set temporarily when drawing the bones (only one place had been done).
* Fixed typo with SplineIK that was making the root bone of the bone chains always be ignored. Similar functionality can come back at some point, but in a more useful form.
* Shortened the UI names for the F-Curve colouring modes to increase readability. The old ones were too long to be able to distinguish between entries in the UI.
- rna vars arm.bones.active & rna.edit_bones.active
- needed special undo support.
- readfile.c loads.
- duplicate and copy_armature support.
- keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing.
Note: it may be better to allow active/unselected as with objects.
* #19819: 'Select' operator for Hooks was crashing when Hooks didn't have any vertices assigned yet
* Default twist resolution mode for curves is now 'Minimise'. This seems to work better for Curve Deforms and other purposes. Can be changed if other ways are better after some more testing.
* Spline IK now has more options for controlling how the x and z axis scaling is determined. There is now a choice between using the radius of the curve, the x+z scaling from the bones, or no scaling (default). This does break old files a bit, but this is to have a more stable base for later.
Recoded the way that Spline-IK computes the x+z axes of the bones so that flipping artifacts are minimised, and the rotation of individual bones can be used to affect the results of the solution, as per requests from Cessen.
The bone matrices are now computed normally, and then made to conform to the orientation + scaling imposed by the splines, using the Damped-Track method. Previously, the axes of the bones were calculated without regarding the prior orientation of other bones in the chain, which lead to "z-twists".
Notes for further investigation:
- There appears to be some shearing that gets introduced now. Unforunately, I can't seem to isolate the cause of this, but I hope it's not going to become too much of a problem in general.
- Maybe inverse corrections for rotation will now be necessary when using transform tools?
1) "Even Divisions" - This option ignores the length of bones when considering how they should fit along the curve. This is useful for getting a smoother curve fit without having to worry about getting the bone lengths spot on. By default, this is disabled.
2) "Keep Max Length" - This option prevents the bone chain from extending past its natural length when the spline is stretched beyond that length. When the spline length is substatially shorter though, this bones get scaled to zero; making this option possibly useful for doing "growing tips".
This is essentially a 'no scale' option, although the behaviour when the curve is shorter is really a compromise since the curve cannot be accurately satisfied + left intact without some scaling being applied due to the way this works.
3) "Radius to Thickness" - The average radius of the spline between at the head+tail of each bone determines the x+z scaling of the bone.
* Fixed crash when reloading a file with Spline IK and/or Damped Track constraints. The targets for these constraints weren't getting relinked.
* Fixed problems with removing Spline IK making some bones unable to be manipulated.
* Jotted down some comments in the Spline IK code noting places where additional tweaks will be added.