The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.
This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)
This also fixes dquat_to_mat4, which wasn't used anywhere before.
Differential Revision: https://developer.blender.org/D3664
- Vertex & weight paint now use the 'blend' setting.
- Weight paint now has it's own tool setting,
since weight paint doesn't deal with color - we'll likely
support different tools eventually.
Previously the brush names were used which had the limit that:
- Brush names that were deleted wouldn't show up in the toolbar.
- Naming collisions between user defined brushes and existing tools
broke tool selection.
Now brushes are created as needed when tools are selected.
Note, vertex/weight paint combine tool and blend modes,
this should be split out into a separate enum.
When you check for undone work before acquiring a lock that ensures you
are the only one actually doing the work, you have to redo the check
*after* acquiring said lock.
Otherwise, there is room for nasty random race condition issues...
If the user only needs insertion and removal from top, there is
no need to allocate and manage separate HeapNode objects: the
data can be stored directly in the main tree array.
This measured a 24% FPS increase on a ~50% heap-heavy workload.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3898
Now that the 3d grid is infinite, antialiased, not occluded, and overlaid
on top of rendered view, being able to decrease its opacity to reduce
visual strain is a must.
It's confusing that it says Image when it's also video or final result.
And also since the third option is called Sequencer/Preview, having the
others called Sequencer, and Preview, makes sense.
The index field of nodes is supposed to be its actual index, so
there is no need to read it in swap. On a 64-bit processor i and
j are already in registers, so this removes two memory reads.
In addition, cache the tree pointer, use branch hints, and
put the most frequently accessed 'value' field at 0 offset.
Produced a 20% FPS improvement for a 50% heap-heavy workload.
It was getting too impractical to call BKE_paint_brush_tool_info
which needed to lookup the scene pointers.
Now each store tool offset and brush mode in 'Paint.runtime'
Each mode had its own logic for initializing paint structs,
move to a single function.
Also remove "BKE_brush_get_gpencil_paint", entering grease pencil
mode is responsible for ensuring the data is created.
Now the grid is always controlled by the topbar selector and not in the canvas panel. To have two places to define orientation was confuse.
The orientation by default (no lock) is always to view plane.
The code this was taken from assumes a 'size_t' result,
which isn't the case here.
In practice the bucket distribution wasn't bad,
even so this was a nop so best fix.