Commit Graph

8888 Commits

Author SHA1 Message Date
Matt Ebb
379d7827ae * Fix for typo in AA curve commit. Thanks Stephan K for the notice! 2007-09-26 13:40:38 +00:00
Campbell Barton
7d7fcdc033 mistake in my last commit - reversed black/white UV line draw 2007-09-26 07:35:04 +00:00
Joshua Leung
7cf9c31272 == Clamp To Constraint ==
Now there's an option for the owner to follow the path of the target cyclically. Previously, if the owner moved past the extents of the side of the bounding-box used for the calculations, the object was placed on the curve at the nearest extent. 

This option is only really useful if the curve itself is cyclic, although you can still use it otherwise. To enable, just turn on the cyclic option.
2007-09-26 07:33:31 +00:00
Matt Ebb
1aef5641b3 * Made the UV editor dashed lines a little less overbearing 2007-09-26 06:49:16 +00:00
Campbell Barton
c2331e06cb re-arranged buttons from matts suggestions. removed some unused vars and added some constants to replaced magick numbers for draw types. 2007-09-26 06:46:08 +00:00
Campbell Barton
cac6bb259e mistake when setting the active vert color (was setting the color value outside the range of the value) 2007-09-25 14:39:04 +00:00
Joshua Leung
98c87f16cd Track-To Constraint - Bugfix:
Now this should work nicely again. Somehow I thought I'd committed this change already, but anyways, here it is.
2007-09-25 09:12:02 +00:00
Campbell Barton
ea32119d0b snap transform for UV editing, missing the draw circle at the moment. 2007-09-25 07:42:55 +00:00
Matt Ebb
7658066fe9 * Use nice AA lines for curve ui control 2007-09-25 06:36:02 +00:00
Joshua Leung
2d429e1d54 == Armature Animation Fixes ==
This commit fixes several bugs related to animating armatures. I've also tidied up the formatting in a few files along the way, and also commented the flags for this pose->flag.

What's new/fixed:
* Undo will no longer destroy entire un-keyframed poses. Now it behaves as expected, and only reverses the most recent change.
* On some files, POSE_DO_UNLOCK somehow got set on files and never cleared. The symptom of this was a file in which you suddenly could no longer pose an armature at all without using auto-keyframing. A check to prevent this from happening again has been added (it will also fix old files too)

Notes:
- Now, all PoseChannels get tagged with BONE_UNKEYED after they have been transformed. This flag prevents IPO data being flushed over these new values, even after undo. 
- These tags only get removed on frame-changes or inserting new keyframes.
2007-09-25 05:04:34 +00:00
Campbell Barton
4ad6ac1cad store snapping in the scene, (theeth's suggestion) 2007-09-25 04:11:57 +00:00
Campbell Barton
2c0db4d707 made active vert/edge/face draw properly with modifiers applied and made their theme default white.
removed active face draw in Face/UV (which is now paint mask mode) mode.
2007-09-25 03:31:12 +00:00
Matt Ebb
3a5db1c40c * Changed the "Not allowed" error message in the Scene set chooser to
something a little more meaningful
2007-09-25 01:33:29 +00:00
Joshua Leung
fe99ea0518 Copy Rot. Constraint - Bugfix:
I've removed the quaternion-based rotation copying that I added during the recode as it was causing artifacts on some rigs.
2007-09-25 00:15:21 +00:00
Joshua Leung
e2c82e15b6 This commit might fix some compile errors reported by jms on MSVC 8.0.
error C2036 : http://msdn2.microsoft.com/en-us/library/1kay26wa(vs.71).aspx
2007-09-25 00:05:53 +00:00
Matt Ebb
f7cd7bc1b9 * Adaptive QMC ray shadow sampling wasn't working with transparent shadows - fixed. 2007-09-24 13:17:42 +00:00
Martin Poirier
d888a6e0da fix typo that broke compilation 2007-09-24 12:25:13 +00:00
Joshua Leung
4809597775 == NLA Editor ==
Added some features to the NLA Editor that had previously only been added for the Action Editor.

* It is now possible to choose whether timing is displayed in Frames or Seconds like in many of the other Animation Editors. Use Ctrl-T or the View menu to change this.

* Autosnap behaviour from Action Editor is now also available for the NLA Editor. It was partially done in the previous commit (for transform). Use the new combo-box on the NLA Editor header (like the one on the Action Editor header) to set this.


* editaction.c: silenced a compiler warning from the previous commit related to a function which is no longer needed.
2007-09-24 12:14:36 +00:00
Joshua Leung
c4860afba3 == Action and NLA Editor Transform ==
I've refactored the Action and NLA Editor Transform tools to use the Transform System instead of setting up their own transform loops. This should have happened ages ago, but no-one got around to doing so. 

* There are still a few bugs left to iron out of a few features, but on the whole it should work as well as it used to. These are: the values which get displayed when working with NLA-scaled actions may not all be correct yet; and the Time-Slide tool in the Action Editor is currently kindof broken.

* One of the main benefits of this work, is that it is now possible to use Numeric Input during Transforms.

* Also, a bug that meant that it was not possible to negatively scale keyframes in the Action Editor has been resolved.
2007-09-24 11:29:25 +00:00
Campbell Barton
1fde6d4570 Made the remaining UV py scripts work with editmesh now.
DrawShadow option didnt check the final derived mesh had CD_MTFACE's can would crash when enabled with mirror modifier.
2007-09-24 09:40:09 +00:00
Matt Ebb
adef239fc0 * Changed the "Make Links -> To Scene..." menu to use a columned
popup menu - more manageable when you've got a lot of scenes.

Also changed an error message from using a popup menu to the proper
error() function with icon etc.
2007-09-24 03:03:43 +00:00
Matt Ebb
091d1e15a9 * Change/fix to texture comp node
Previously if the texture node was not connected directly as the 
second input to a node like Mix, the size of the generated image 
was initialised to 140x140, which is not that useful. It now is 
initialised to the size of the render result if it exists, and if 
not, the size of the scene render sizeX/sizeY.

This alleviates bug #7068, which is caused by the displace node 
trying to get pixels from a texture node, where the texture node 
doesn't contain pixels to cover the entire image (only 140x140) 
but it's not really a bulletproof solution...
2007-09-24 02:18:00 +00:00
Campbell Barton
0b24ca19ff bugfix - running scriptlinks did not initialize the armature weakref dict, thanks for finding caedes!
this bug is in 2.45 but can work around by setting it manually
---
import sys as pysys
try:
	pysys.modules['__main__'].__arm_weakrefs
except:
	pysys.modules['__main__'].__arm_weakrefs = {}
---

changed how draw modes work - when displaying textured meshes in editmode, only draw selected edges when "Edge Draw" is not enabled. this makes it easy to see the texture/mapping without edges getting in the way.
This means editmode can draw like UV/Face mode did when "Draw Edges" was disabled.

Also made the active vert/edge/face color themeable, still need to set the default to somthing other then pink.
2007-09-23 22:02:18 +00:00
Campbell Barton
0096d180b9 Dof Object - set the depth of field to an object - set in the camera edit panel but the distance is calculated on the camera object only so linked cameras work.
Alt+Period - sets active pivot

some tooltips didnt make much sense, edited a few.
2007-09-23 18:27:01 +00:00
Peter Schlaile
ba6a09f31d == Sequencer / FFMPEG ==
Confused RGBA32 with RGBA.
2007-09-23 17:26:22 +00:00
Campbell Barton
ae59f0aa8f drawimage wasnt updating when shadow mesh was enabled
transform manipulator was shown in sculpt mode which is inconsistant sicne G key dosnt work and other painting modes have this disabled. - thanks theeth for finding this.
2007-09-23 15:10:41 +00:00
Peter Schlaile
37a8e56bf0 == Sequencer / FFMPEG ==
Updating to latest FFMPEG version.
2007-09-23 14:05:22 +00:00
Peter Schlaile
fd44aa2204 == Sequencer / FFMPEG ==
Updated FFMPEG to latest version.

Since we now use swscaler, things should be a lot faster!

Please check on Big-Endian, if this still works!
2007-09-23 14:04:23 +00:00
Peter Schlaile
9e4978b3de == Sequencer / FFMPEG ==
Updated FFMPEG to latest version. (And fixed some Tab-codes, that Emacs
didn't like in OPENEXR-related lines)
2007-09-23 14:02:25 +00:00
Andrea Weikert
70edf4e293 fixing some compile problems with MSVC7.1/scons
* stupid misplacement of declaration
* replacing fmodf with fmod (fmodf not available with MSVC7.1 when compiling C-code)
* appending CXXFLAGS to CCFLAGS in tools/Blender.py to avoid linking errors with runtime library (/MT not set) 
  - jesterKing, could you please check if that's ok?
2007-09-23 13:52:08 +00:00
Campbell Barton
5f64888137 added lasso selection for UV coords 2007-09-23 13:00:35 +00:00
Campbell Barton
3e40c994bb missing null check 2007-09-23 10:38:09 +00:00
Nicholas Bishop
df051fbc13 == Retopo ==
Changed some of the retopo functions to use doubles instead of shorts; this makes the transformation more accurate if the view is zoomed out far enough to have multiple vertices appear at the same pixel location.
2007-09-23 06:02:58 +00:00
Campbell Barton
da8aa3c9d2 new snap tool in UV mode "Selection -> Adjacent Unselected"
(functionality from recently removed python script: uvcalc_from_adjacent.py)

This is useful when adding faces in areas that are alredy UV mapped, this can be used to snap the selected face to the existing face's UV's.
2007-09-22 19:28:36 +00:00
Campbell Barton
aee06ac0d0 added an active face for the mesh editmode and normal mesh - this is needed because the TFace flag was not always easy to access from editmode.
using the last selected face was almost good enough however when selecting verts and edges the last selected face would become inactive and the space image would flicker about too much.
The active face is used for getting the space image at the moment and keeps scripts that use this flag working also.

This has 2 commands to get and set, so the variable is not accessed directly.

all "UV Calculate" scripts work now

last commit crashed when in solid draw mode, it seems subsurf modifier is ignoring the displayMask since MTFACE is available. just made it do a null check for now.

uvcalc_follow_active_coords.py - should be done inC and put in the snap menu.
2007-09-22 17:54:13 +00:00
Campbell Barton
d5b186ba6b made draw shadow work as it used to (I didnt understand at first that this was to draw the subsurfed UV faces)
this is really slow, its unuseable on suzanne subdivided twice on my computer with 2.45 and trunk, this could be sped up however it would need to be subsurf spesific.
2007-09-22 15:32:08 +00:00
Campbell Barton
5d2bf66e79 fix for some button overlap problems 2007-09-22 08:34:40 +00:00
Campbell Barton
0ed3e0bb4f made sticky UV editing options more accessible by adding them to a popup in the header.
Changed how the sticky setting is stored in DNA - (as a char rather then 2 flags).
replaced the UV/FACE icon with another needed for the sticky menu.
removed 2 unused icons.

commented the UV transform panel since it only had 2 buttons in it.

depgraph update calls needed to be added to Ctrl+V/E/F menu's because some commands were crashing.
2007-09-22 06:58:40 +00:00
Ken Hughes
2244d19bc2 Python API
----------

Bgfix #7386: added support for texture flags TEX_PRV_ALPHA, TEX_REPEAT_XMIR and
TEX_REPEAT_YMIR to tex.flags attribute.
2007-09-21 20:46:17 +00:00
Campbell Barton
641fc64eb3 unwrapping would crash if there was no space image 2007-09-21 14:34:29 +00:00
Campbell Barton
3b4d74de38 added draw types for UVs
speedup for UV display (the MTFace loopup is only done once and stored in the EditFaces temp pointer)
2007-09-21 10:28:04 +00:00
Campbell Barton
9dcf337e93 image display option for viewing non square pixels (x/y aspect for each image) - useful when editing UV coords with textures that have been resized to values that run fast in openGL (256/512/1024) but have lost their original aspect ratio, especially useful when rotating UV's.
Bumped the subversion to 2, so the default aspect is set to 1:1.

Made "Repeat Image" option time image drawing and bail out early if its taking too long. (quater of a sec max) this could be avoided if the texture was drawn on a quad, but that wouldnt support other image draw options.
This is a good short term solution because it was possibly to lock up blender if you zoomed out a long way then enabled "Repeat Image".
2007-09-20 22:38:04 +00:00
Matt Ebb
d3a8bcc435 * Fix for old files loading up with gloss = 0.0 and gloss samples = 0.
I blame the 2.45 version-raising!
2007-09-20 05:56:57 +00:00
Campbell Barton
037f6f20d8 added a view properties panel for image/uv. moved the cursor x/y there to match the 3d view.
added an optional view setting - Repeat/Tile image display so mapping with tiled textures you dont have to guess the locations or look in the 3d view to see what your mapping to.
copy and face menu was missing depgraph update calls.
2007-09-19 23:50:46 +00:00
Campbell Barton
28ae78a745 reworked how tile functions, seperated image and tile setting functions/events and made tile work with image pinning.
changed how image replace works,
it used to load a new image and then assign that image to all faces in meshes active UV layer.
without replacing images in textures or images on inactive UV layers

now it simply changes the filename of the existing image and reloads the contense.

This is different in some other subtle ways, 
1) replace used to use an existing image if it was available,
this could be confusing because when I replaced with an image I didnt like, but had alredy applied to objects in some other scene, replacing again would alter the images from models unintentionally.
2) since replace used to load a new image, it would load with a new name. at the moment the name is left unchanged,
This is better when dealing with linked libraries. because when replacing a images, anything linking to that texture gets broken. since imaged can get automatically named strings longer then its possible to enter into the user interface, you could wind up with some really annoying cases where it wasnt possible to type in the original name again.

Since this replace effects everything usiung the image, we may want to have 2 replace functions, "Replace Globaly" and "Replace in Mesh"
2007-09-19 16:28:52 +00:00
Campbell Barton
1c603b63c7 Local Image View for UV/Editmode
When mapping multiple images on 1 mesh, the UV coordinates often overlap and in many cases you only want to edit the uv coords for the faces applied to that image,
this is an option that only displays UV's for faces use the currently displayed image.
2007-09-19 10:54:49 +00:00
Matt Ebb
9f17eae3f0 * Documented scene.objects.camera , used for getting the active camera
of a scene.
2007-09-19 06:07:54 +00:00
Campbell Barton
78a20a930a fixed copy between UV layers.
made the UV layer menu a generic functions (can make a menu from the names of any custimdata layer type)
added a menu in the UV window for selecting teh editnmode UV layer - If there ends up not being enough room in the header this may need to be removed.
2007-09-18 19:39:25 +00:00
Diego Borghetti
457824e437 Fix insert_vert_icu, missing the new "fast" argument. 2007-09-18 14:01:33 +00:00
Campbell Barton
621a1746de added pin for images, this is useful because you might want to edit a model's verts without the image changing. 2007-09-18 13:10:17 +00:00