The legacy algorithm only considers two adjacent points when computing
the bezier handles, which cannot produce satisfactory results. Animators
are often forced to manually adjust all curves.
The new approach instead solves a system of equations to trace a cubic spline
with continuous second derivative through the whole segment of auto points,
delimited at ends by keyframes with handles set by other requirements.
This algorithm also adjusts Vector handles that face ordinary bezier keyframes
to achieve zero acceleration at the Vector keyframe, instead of simply pointing
it at the adjacent point.
Original idea and implementation by Benoit Bolsee <benoit.bolsee@online.be>;
code mostly rewritten to improve code clarity and extensibility.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2884
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters.
Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values).
Reviewers: aligorith
Subscribers: aligorith
Tags: #animation
Differential Revision: https://developer.blender.org/D2796
- Only basis balls are exported, as they represent the resulting mesh.
As a result the mesh is written to Alembic using the name of the basis
ball.
- MetaBalls are converted to a mesh on every frame, then an
AbcMeshWriter is used to write that mesh to Alembic.
When the mesh changed topology but kept the vertex count the same, it would
result in a corrupt mesh. By checking the face & loop counts too, this has
become less likely.
I've checked IPolyMeshSchema::isConstant(), but it returns true even when
we see that the mesh changed topology.
Recent addition of 'reinsert' didn't match logic for ghash API.
Rename to BLI_heap_node_value_update,
also add BLI_heap_insert_or_update since it's a common operation.
The single byte version of hash_data was casting from unsigned char
instead of signed.
This didn't cause any errors since the result of each aren't compared.
Even so, better keep them matching.
Basically reverts rB65c4149f203610 and fixes the issue in a better way.
Keymaps using the removed operator will be affected. Switching header
from top to bottom now has the shortcut F5, just like switching other
regions.
Make it a tag for relations update function instead, since we will not be able
to easily rebuild relations, and we wouldn't be able to iterate all scenes.
This is a part of mowing depsgraph to be per-workspace/layer in 2.8 branch.