Commit Graph

8079 Commits

Author SHA1 Message Date
Ton Roosendaal
4e71f06542 Fix for new Action Modifier: when a Action strip exactly ends where another
strip begins, the deformation was applied twice.

Strip blending for modifiers has to be implemented still...
2006-11-03 08:40:18 +00:00
Nathan Letwory
7c3cdb21a3 * control the creation of .bsc files when BF_DEBUG=1 on win32-vc. BF_BSC=1 (default for BF_DEBUG=1) will have .bsc generated, but this takes an awful long time, so BF_BSC=0 will skip that step. 2006-11-03 08:13:01 +00:00
Nathan Letwory
10fbfdad10 whitespace commit 2006-11-03 06:42:08 +00:00
Nathan Letwory
c33550bd55 fix bug #5133
* when an object had wire draw in Draw Extra enabled and
  it was selected and set as a scene, it would draw
  as selected. Changed so it draws the wires in a grey
  shade, to communicate it is not in the active scene
2006-11-03 06:39:58 +00:00
Campbell Barton
4545da3510 ack- need to get the hang of usercounts better- it seems they need to be initialized as 1 for groups, just like images. 2006-11-02 23:05:10 +00:00
Campbell Barton
5ee546f053 added batch import back in - Hold shift as you click import 2006-11-02 17:42:30 +00:00
Ton Roosendaal
3276981571 Bugfix #5017
Deleting Shape keys could give a crash, if no Ipo was assigned to the
Shapes.
Fix located & provided by Joilnen, thanks!
2006-11-02 10:39:00 +00:00
Ton Roosendaal
cd097a0e3c Bugfix #5147
Compositor: added a fixed (frame # based) seed in random, to ensure the
Texture node will give different results per frame.
2006-11-02 10:30:35 +00:00
Ton Roosendaal
402287940a Bugfix #5022
If you rename a Constraint, the used Constraint Channels (Ipo curves) were
not renamed as well, making animations not work anymore.

Now renaming works up to this level:
- own object constraints
- own object Action constraints

This is identical to Bone renaming. Note that other actions (like in NLA)
are not corrected for renaming. Have to look at ways to provide that once.
2006-11-02 10:13:01 +00:00
Nathan Letwory
cdd4748692 * add freebsd3 to X list 2006-11-02 05:17:46 +00:00
Campbell Barton
0dbac3ab69 attempt to make zero area faces result in NAN or INF loc verts happen less. 2006-11-02 00:13:38 +00:00
Ton Roosendaal
b693662ba6 Removed a initialize check for NodeTrees.
Apparently being so scroogish for cpu cycles makes crashes in Linux. I'll
add it on todo for later checks, but I need a windows or linux coder for
it!

For users: it might fix crashes when you have NodeTrees in Libraries.
2006-11-01 20:41:39 +00:00
Joilnen Leite
a0ee7bf7a9 Updatting vertices number info after remove doubles
.
2006-11-01 16:10:47 +00:00
Ton Roosendaal
6dd4f6020e Patch #4848, Joshua Leung
NLA Strip "Mute" option, to temporally disable a strip. Option only in
Properties panel still, should be in menus and hotkey.
2006-11-01 15:33:45 +00:00
Ton Roosendaal
f5fc880a41 Plumiferos request: Added button in Armature options panel to set custom
bone drawing on/off. Is default on.
2006-11-01 14:29:06 +00:00
Ton Roosendaal
b96179d689 Patch #5099 by Joshua Leung (aligorith)
This allows to select parent bones in PoseMode and EditMode. Hotkey: P.
2006-11-01 13:50:41 +00:00
Ton Roosendaal
56cd48a5ea Bugfix #5155
Option "Add UV image" didn't set tilesXY to 1. Caused crash or bad opengl
behaviour when tiles option used.
2006-11-01 12:54:29 +00:00
Ton Roosendaal
0977d92d73 Bugfix #5030
- Removed obsolete IRIZ image support from menus.
  This was a Blender-only version of SGI Iris images, used internally in
  the nineties because it was the only format supporting Z easily
  A much better Z exporting - and industry compliant - is via OpenEXR

- Scene strips in Sequencer now get Z buffers as well. This is only in
  float format, containing actual distances from the camera.
2006-11-01 12:44:04 +00:00
Ton Roosendaal
358a6e6e88 Oops! A debug return in code disabled many constraints to work even :) 2006-11-01 11:54:46 +00:00
Ton Roosendaal
cad4d9e5db - Improved cyclic error prints for Armatures
- Improved bone parent error print
2006-11-01 11:41:29 +00:00
Ton Roosendaal
2145c35e12 Bugfix #5038
The "Copy Size" constraint was calling a where_is_object(), this caused
the depsgraph to mess up in very weird ways and rare occasions. In the
sample file it showed strange lags in bones for using the "Stride bone"
option.

While trying to locate the bug I've revisited the Pose depsgraph in detail,
trying to figure out how it can print possible cycle errors in dependency.
That has been added now too (in console). Unfortunately the bugreport
example had no cycle errors. :)
2006-11-01 11:26:16 +00:00
Nathan Letwory
e71fc134fe * have blenderplayer compile with Verse support enabled. 2006-11-01 05:43:05 +00:00
Ton Roosendaal
cfe1756571 Bugfix #5037
Clear transform (ALT+G/R/S) in Pose sometimes didnt work, for example when
armature is being controlled by other armature. Caused by double depsgraph
flushing.
2006-10-31 20:48:10 +00:00
Ton Roosendaal
da8e2749bc Small fix in calculating correct cycle offset for cycling ActionStrips.
This float precision is usually headaches :)
2006-10-31 18:24:27 +00:00
Erwin Coumans
92fd043346 update Bullet 2.x with latest changes, notice that the integration is not finished yet, and GameBlender is still using extern/bullet. 2006-10-31 18:19:57 +00:00
Ton Roosendaal
35d6c6e695 Two wonderful new NLA & Armature editing features!
- FORWARD CYCLING & MATCHING

Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.

Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).

Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend

Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.

To be further tested:
- Blending cycles
- matching rotation for the bones as well.

- ACTION MODIFIERS (motion deformors)

The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.

The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend

Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).

Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
  Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
  (in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
  the negative Y direction, you have to set in Object Buttons, "Anim settings"
  Panel, the correct Track option. (Note; option will probably move to the
  Modifier later).

This is a good reason to make such paths automatic (on a command). Is on the
todo list.

Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
  and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
  a character walks over moves). Moving the Curve in Edit Mode will change the
  actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
  support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...

This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.

Special thanks to Bassam & Matt for research & design help. Have fun!
2006-10-31 15:51:57 +00:00
Jens Ole Wund
52c20fecba softbody update -> self collision search takes 1/3 of the time here
this one should work nice -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_3_0.blend
2006-10-30 22:47:41 +00:00
Peter Schlaile
e8a58eb0f9 == Sequencer ==
Bugfixes: Fixed partially bug #5030
Added patch: #4992 Basic Transforms
 This adds basic transform capabilities (rotate, scale, shift) to the
 sequencer.
2006-10-30 22:28:06 +00:00
Campbell Barton
55d1618990 check for devide by zero error 2006-10-30 16:01:38 +00:00
Jiri Hnidek
e944ed2f4a - bug fix #5141, blender doesn't crash, when you try to unsubscribe twice
from verse node in outliner
2006-10-30 14:59:30 +00:00
Jiri Hnidek
b17ce5e24a - bug fix: brecht's fixing of warning caused one bug, ... one "break;"
was missing in code ... blender crashed, when it was connected to
   verse server with bitmap node
2006-10-30 12:24:22 +00:00
Jens Ole Wund
65677de02c msvc6 adding transform_snap to project 2006-10-30 08:39:38 +00:00
Campbell Barton
8177125b0f An arg was left in that should have been removed, raised an error for reflect MTL files. 2006-10-29 19:56:52 +00:00
Tom Musgrove
a991d0d6f2 =rename append=
renamed the file menu item append  to append/link for clarity, thanks to Juho Vepsäläinen (bebraw)
2006-10-29 16:51:50 +00:00
Tom Musgrove
d1e1851722 =render window zoom with mousewheel and pgup pgdwn=
adds additional shortcuts to zoom on the render window, patch by Onur Yalazi (onuryalazi)
2006-10-29 16:31:36 +00:00
Matt Ebb
ddbfb04642 * Changed the Curve Modifier to have it's own X/Y/Z axis deform direction
settings, rather than using the object's TrackX/Y/Z/etc buttons.

 This is good for two reasons: a) having the settings over in the object buttons
 before was terribly unintuitive and hidden, now it's more visible how to
 control the deformation, and b) now if you have more than one curve modifier,
 they can have their own settings, instead of being forced to use the object
 level data.
2006-10-28 16:48:56 +00:00
Matt Ebb
3e0c45440d * Simple patch 5058 from gsrb3d to use constants instead of magic numbers for
theme drawtypes
2006-10-28 13:21:02 +00:00
Ton Roosendaal
129cab4137 New Curves Widget option: curves can get extrapolated extension.
Especially for Compositing it was annoying that colors always got clipped
in the 0.0-1.0 range. For this reason, extrapolated Curves now is the
default. Old saved files still have horizontal extrapolation.

Set the option with 'Tools' menu (wrench icon). This is a setting per
curve, so you might need to set all 4 curves for an RGBA curves widget.
2006-10-27 20:27:13 +00:00
Ton Roosendaal
a7d3a58ba9 Serious bugfix for compositing; using Groups could crash if one of the
input nodes was 'passing on' the buffer (because it didn't operate on the
image). That's for example for Blur with size 0 or for Translate node.
This passed-on buffer then got freed inside the group...

Solution now is just a malloc. Better system should be devised, with
reference counting or so. Thanks Ivan Hoffmann for the sample file!
2006-10-27 19:52:41 +00:00
Kent Mein
76ff13de42 more bugs found thanks to klockwork
all of these are just check a var to make sure it points to something before
using them.

Kent
2006-10-27 18:24:10 +00:00
Brecht Van Lommel
43dc73ce79 Fix for bug #5128:
Missing texture preview update for MinX/MaxX/MinY/MaxY settings
of an image texture.
2006-10-27 17:05:22 +00:00
Kent Mein
4657db2a38 More bugs found thanks to klockwork
mallocn.c  check malloced memory before using it.
ssp_blas2.c free memory that wasn't but should have been.

Kent
2006-10-27 15:00:31 +00:00
Nathan Letwory
45c1f23f19 Apply patch #5127 by Joseph Eagar (joeedh)
* This addresses the long command-line problem when building with SCons/MingW on windows through a dosbox (cmd.exe).

My test buildpath was: C:\Documents and Settings\nathan\My Documents\blender\build\win32-mingw
Should be rather long enough, don't you think?

/Nathan
2006-10-27 09:01:42 +00:00
Nathan Letwory
a782b2179b fix for #5135
* potentially a NULL-pointer could be referenced, causing a segfault.
2006-10-27 08:12:18 +00:00
Brecht Van Lommel
dd3d85c77d UV editor:
- When in 2D image paint mode or mesh editmode, draw a shadow mesh
  to more clearly indicate the UV's are not editable.
- While in editmode the UV's displayed are now updated as the mesh is
  edited, whereas before it would draw the UV's of the mesh before
  entering editmode.
2006-10-27 00:43:18 +00:00
Brecht Van Lommel
40d4d86055 Bugfix: alpha values written in image paint were wrong. 2006-10-26 23:42:04 +00:00
Brecht Van Lommel
5376df2689 Fixed all gcc 4 warnings in blenkernel. Found 2 potentially harmful
unintialized variables in the verse code, verse_session.c:451 and
verse_object_node.c:339, those are properly initialized now.
2006-10-26 23:34:44 +00:00
Brecht Van Lommel
47f579f514 Add a stub to make blenderplayer compile with verse enabled. 2006-10-26 22:36:29 +00:00
Kent Mein
7fdf2a2303 more bugs found thanks to klockwork
I basically added some checks to see if we have a buffer before trying to
actually use them.

Kent
2006-10-26 18:58:07 +00:00
Andrea Weikert
06d047ddfa ==== MSVC 7 project files ====
- added transform_snap.c
2006-10-26 17:39:06 +00:00