This means that you don't need to have the view panel open all the
time, reducing the amount of scrolling required just to be able to
precisely position the 3D cursor at specific coordinates while
changing some other settings. While most of the settings in the View
panel are less likely to be frequently changed, the 3D cursor can in
some workflows end up needing to be accessed quite frequently.
incompatible, and unmaintainable Time Offset cruft.
- Slow Parenting lives another day (just), although it now carries
appropriate cautionary disclaimers. It's only really for the Game
Engine nowadays, as that's the only place where it can possibly work
with any reliability.
- "Animation Hacks" panel is now "Relations Extras". I could've merged
the two panels, though I figured these options weren't that frequently
used to justify taking up screen-space by default along with the panel
===========================
- Set as Background button will enable displaying background images in 3d space.
- Move options in Display panel to column. Saves some space.
- Camera solving now should deal fine with non-centered principal.
- Added support of variable size sensor width and height.
- Added presets for most common cameras, also new presets can be defined by user.
- Added option to control which dimension (vertical or horizontal) of sensor
size defines FOV. Old behavior of automatic FOV calculation is also kept.
- Renderer, viewport, game engine and collada importer/exporter should
deal fine with this changes. Other exporters would be updated soon.
from Troy Sobotka (sobotka), with edits
- remove Markers from Ctrl+L menu (was out of place here and was broken from recent changes to marker operators)
- further de-duplicte scripts by having all menus call the same function: marker_menu_generic().
this fixes bug [#29083] too.
* Scene.use_shading_nodes property to check if RenderEngine is using new shading
nodes system, and RenderEngine.bl_use_shading_nodes to set this.
* Add mechanism for tagging nodes as being compatible with the old/new system.
* Rename "FOV Mode" to "Sensor Fit"
* Add sensor height back in presets, default to Horizontal fit for all presets
except Blender, which uses Automatic.
* Some UI tweaks
Changing tilt for 2D curves doesn't really hurt, just makes things not so
clear tosee what's going on because you're changing value which isn't used
at all for 2D curves. Disallwo to run TRANSFORM_OT_tilt operator for 2D curves.
Also made a correct fix for incorrect shortcut for tilt in 3D viewport toolbar,
it was really confusing to have almost the same operators (TRANSFORM_OT_tilt and
TRANSFORM_OT_transform with mode=tilt) in keymap. Better to use tilt operator
in toolbar.
===========================
Split property used to define tracking camera focal length into two separated properties,
so now you can specify focal length in needed units directly without taking into account
units used for displaying.
Some UI and code cleanup for the "Symmetry" panel in sculpt mode.
* Made X, Y, Z Buttons toggle buttons, as the other X,Y,Z in the "Options" panel above in sculpt mode, for consistency.
===========================
Camera sensor size changes:
- Now blender camera has got vertical sensor size property
and setting to control how FOV is getting calculated
(depending on aspect ratio, using horizontal sensor size or
vertical only).
- Made changes in game engine and uv project modifier as well
- Presets should be updated (don't have settings by hand right now
and the internet in debalie is really fails this year)
- Remove the overly-conservative use of libmv's re-track tracker. The re-track
tracker would take a normal tracker such as TRKLT or KLT or pyramid KLT, and
track from frame 1 to 2, then back from the position found in 2 back to 1.
Then, when the reverse-track doesn't match the original track with high
precision, the track is considered "failed". This is a good approach for
fully automatic reconstruction, but is too conservative for supervised
tracking.
The retrack-tracker will return when fully automatic tracking is added.
- Always solve for (dx, dy) in the TRKLT loop even if the linear system is
ill-conditioned. The client (Blender in this case) can still use the solved
position, even though it is less reliable.
- Expose the pyramid level setting to the tracking UI when in KLT tracking
mode. While it was tempting to hide this detail from the user, in reality it
does more harm than good, since the way tracking fails depends on the pyramid
level. For now, exposing the pyramid details is a good compromise.
- Move the settings for the tracking algorithm, including search window,
tracking algorithm, pyramid levels, etc, into the track object instead of a
global movie clip object.
causes Blender 2.60 RC2 to crash
This commit just rolls back part of r.40868, which was causing crashes
when trying to treat id-property-groups as bpy.type.Property to access
a special "rna_type" attribute added as part of said commit.
The underlying Py-API voodoo here is far too evil (along with the
myriad of ways of creating custom props) to work out an API fix for,
but at least we don't get anymore crashes now. In tests here, this
check even seems redundant!
- rename define DISABLE_SDL --> WITH_SDL (which was already used in some places)
- blenders interation preset was using orbit rather then turntable 3d view preference (different from factory defaults).
- tagged some unused rna args.
===========================
Fixes for codereview issues pointed by Brecht:
- Replace use_default_clip with use_active_clip setting for
motion-tracking constraints.
- Removed unneeded Clip panel from toolshelf when no clip is opened.
- Put options in Display panel in one column.
Don't want properties region be wider and it should also be
a bit easier to find option you need. Maybe additional re-shuffle
would be good here.
- Reversed order of items in Clip menu
- Re-ordered selection operators in clip editor Select menu to
match 3d viewport order.
- Share common part of sensor/shift and so detection between
object_camera_matrix and Follow Track constraint.
- Fixed typos in translate mode caused by copying files.
- Movie clip angle output is now in radians. Transform node now
accepts rotation in radians too.
- Use scale-rotate-translate order for transformation node and
stabilization data.
Also makes sense when using transform node for non-tracking goals:
image would stay centered when applying only rotation and scale.
Think it's nicer.
- Fixed compilation error caused by recent node-update commit.
It now had issues when hiding menus with the - icon, space selector disappeared.
I am sorry for that, but I consider this a show stopper eventually. :(
This commit introduces the issue with narrowed verts/edge/face select in solid/edit mode again.
===========================
Initial implementation of graph view for movie tracking data.
Used the same UI-side approach as preview region for sequencer:
create region for graph-related information inside clip editor.
It's easier and nicer than trying to hack graph editor which is
currently designed to work with AnimData only. Trying to make it
more abstract to deal with any kind of data doesn't seem be real
benefit for now.
Currently supported displaying per-frame average error and
selected tracks' movement speed (pixels per frame).
Additional changes:
- Collect per-frame average error after solving.
- Split space clip drawing code into different files.
- Added per-frame average solving error.