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?
- split into 2 operators: object.make_links_data() & object.make_links_scene since they are quite different.
- added reusable functions RNA_group_itemf & RNA_scene_itemf which can be used for any operator that takes ID data (easy to add more types Mesh, Text etc)
- DummyRNA_NULL_items for dynamic items so each operator need not define its own empty enum.
Non-ID pointers in DNA can only point to data from own ID block, so
now instead it uses an index into the particle system list, but still
exposed as a pointer through RNA.
by Adrian Winchell (slightly modified)
This adds a center circle (like translation and resize) to the rotation manipulator that triggers trackball rotation.
- use OBJECT_OT_mode_set rather then OBJECT_OT_*_toggle, better for using report output for script input. OBJECT_OT_posemode_toggle and OBJECT_OT_editmode_toggle are called by OBJECT_OT_mode_set.
I had to add some ugly RNA path finding code here, checking for all places these structs can possibly be reused. Can't think of a better way to go about this though with the path stored in the RNA type...?
It will still flip, but it now has a small buffer region before it does that which returns a really large positive or negative value. This still only happens in perspective cases, when moving along an axis that is nearly aligned with the view.
- revert tiff load/save to use standard libtiff (to ensure 100% colorimetry & alpha interpretation across platforms)
- include patch #18720 to fix load of libtiff dynlib (if present on system)
- added scene.bases (like scene.objects)
- renamed group create operator.
Example
scene = bpy.data.scenes[0]
C = {}
C["scene"] = scene
C["selected_editable_bases"] = [scene.bases[2], scene.bases[3]]
bpy.ops.group.create(C)
Also made operator fake modules not return __call__ (reported by Stani, fixes autocomp. bug)
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.
note that you can still set rna properties like this.
bpy.data.__dict__["var"] = 1
print(bpy.data.var)
but this is only stored for the python objects lifetime and not actually attached to blenders data
* 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.