NLA window now follows visibility for scene layers, cleaning up complex
files quite some. Only note we could make is if this could be optional,
sometimes it's also nice to see the entire scene.
Note for Roland: this is a recoded version, with about 10% of code :)
#4742 exported normals are now correct
#4821 & 4956 for complex movements in/outflows can now also
use the animated mesh option
- new features
* isosurface subdivision: directly
creates a finer surface mesh from the simulation data.
this increases simulation time and harddisk usage, though, so
be careful - usually values of 2-4 should be enough.
* fluidsim particles: extended model for particle
simulation and generation. When isosurface subdivision is enabled,
the particles are now included in the surface generation,
giving a better impression of a single connected surface.
Note - the particles are only included in the final surface
mesh, so the preview surface shows none of the particle
effects.
* particle loading: different types of particles can now be selected for
display: drops, floats and tracers. This is a bit obsolete
due to the extensions mentioned above, but might still be useful.
Floats are just particles floating on the fluid surface, could
be used for e.g. foam.
* moving objects impact factor: this is another tweaking option,
as the handling of moving objects is still not conserving
mass. setting this to zero simply deletes the fluid, 1 is
the default, while larger values cause a stronger
impact. For tweaking the simulation: if fluid disappears, try
increasing this value, and if too much is appearing reduce it.
You can even use negative values for some strange results :)
- more code cleanup, e.g. removed config file writing in fluidsim.c,
added additional safety checks for particles & fluidsim domains (these
currently dont work together). I also removed the "build particles"
debug message in effects.c (seemed to be unnecessary?).
Some more info on the new features:
Here are two test animations showing the difference between
using the particle generation with isosurface subdivision.
This is how it would look with the old solver version:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_1noparts.mpg
and this with the new one:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_fl6manc4_2wparts.mpg
Both simulations use a resolution of 64, however, the version with particles
takes significantly longer (almost twice as long).
The .blend file for a similar setup can be found here:
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_testmanc4.blend
(Minor Tips for this file: dont enable subdivions of characters until rendering,
thus leave off for simulation, as it uses the rendering settings! For making
nice pictures switch on subdivion, and OSA.)
And here's a picture of old vs. new (for webpage or so):
http://www10.informatik.uni-erlangen.de/~sinithue/blender/fluid6_manc4compare.png
VertexPaint mode didn't show interpolated (smooth) colors in faces.
Error caused by Modifier & DerivedMesh commit of august 22. Rules for
drawing smooth changed a bit...
Copy modifiers menu should be available for Lattice and Surface objects.
Note it does not support copying between different object types, that
is being indicated with a notice popup now.
I rather not code copying to other object types for now, this is something
which fits better in the modifiers API first. Right now the buttons code
handles this.
Nkey panel for creases median didn't work properly. Now it does as follows:
- if set to 0 or 1 it applies that value to all creases
- else it adds the diffference of median crease value and the button value
Bugfix #5122
Paths drawing option for Poses now uses entire startframe-endframe range.
Before it skipped the last frame for drawing.
Deleting all points in a Curve object created empty DispList blocks. The
drawing code didn't like that.
Secured it by both fixing drawing as skipping adding empty DispLists.
Special thanks to Fernando Bastos for the extensive stack tracing.
Added undo push after "create UV grid image".
Note that it won't help much, since the Imbuf is freed on undo... that's
for another project, to have a fixed Image cache to use in Blender.
With the addition of vertexgroup support for Lattices, the option
'create vertex groups from closest bone' crashed due to reading NULL.
Fix provided & tested by Joshua.
Dupli-group doesn't work yet for metaballs. Code entered an eternal loop,
because the group-duplication code calls again the metaball creation code.
Disabled this. MakeDisplist needs review!
- Removing Shape Keys didn't free drivers
- The sample file had Shapekeys in a weird order (should be sorted on shape
index number). How this could have happened is unknown, probably a script.
For the time being added a version patch to check on this after reading
a file. If wrong ordered, it gives warning prints.
Using the Library Append "at cursor" option went wrong;
- it moved all selected objects to cursor position
- it didn't even check what was imported...
Both issues are fixed now.
* 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
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.
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.
- 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.
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. :)
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.
- 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!