Commit Graph

1315 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
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
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
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
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
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
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
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
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
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
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
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
Ton Roosendaal
9f77785d7c Coding work while on the trip to london (based on Plumiferos wishlist);
- Icon previews for Images were created always for old files, which made
  browsing (menus) incredible slow. Added a minor change in the flow, so
  icons only get created when the user invokes loading images.
  Andrea; you might check this, probably not al cases are covered yet?

- Compositor: the 'File Output' node now has a min/max frame for which it
  writes files

- Compositor: fixed a very bad bug (even in 2.42a release) that made the
  depsgraph for nodes not work... while editing, only the nodes that change
  should be recalculated, but accidentally all of them were done each time.
2006-10-26 10:13:16 +00:00
Jens Ole Wund
88455e8d5c bug fix
in softbody aerodynamics
(should zero a vector which is only added to in function call)
thanks michael
2006-10-20 23:02:47 +00:00
Jens Ole Wund
57f01fdb46 more softbody goodies:
SB collision targets may be picked up from modifier stack
works fine with static targets having subsurf and/or array mofifiers
see-->
http://www.wund.homepage.t-online.de/hidden/Mstack.blend
http://www.wund.homepage.t-online.de/hidden/Mstack_II.blend

however when calulating the SB object dynamics the vertices of the
'deform only' m-stack result are used

so SB <-> SB may look strange
subsuf modifier is applied to SB object after doing SB dynamics
(that is: colliding mesh is subsurfed, SB is not )
subsurfed SB cubes colliding
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod.blend

or may give unwanted results
subsuf and array modifier is applied to SB object after doing SB dynamics
link --> http://www.wund.homepage.t-online.de/hidden/ColSelfMod_nobug.blend

last, modifiers that change vertex locations in time (like waves)
suffer from not beeing seen at needed time resolution
(SBs see colliders static in a frame)
well but that's beyond the limits of the current dep-graph use
and needs to be resolved on design level

anyhoo have fun
BM
2006-10-19 22:01:06 +00:00
Nathan Letwory
ba4f678b5c * Verse username for blender avatar can be set in userprefs (System&OpenGL). The name defaults to the old form. 2006-10-19 05:06:41 +00:00
Jens Ole Wund
f0fbffcd59 made a nice new softbody II panel on UI to keep things usable (logic wise)
- failed on final alinignment issues may be matt can give a helping hand ? :)
2006-10-17 22:03:32 +00:00
Nathan Letwory
282b0d528d * fix totblock error when quiting blender with sessions open
* add "Disconnect"-menu when RMB on verse server that is connected in
outliner
2006-10-16 15:28:57 +00:00
Ton Roosendaal
239b08b8b2 Bugfix #5090
Duplicating a Library-linked Mesh with Library-linked texture Images forgot
to set the texture Image link flag to LIB_EXTERN (LIB_INDIRECT means the ID
is not saved in file).

Error was that a the duplicated Mesh lost texture.
2006-10-16 11:31:09 +00:00
Ton Roosendaal
9fa438b4e9 Another shadowbuffer goodie: the "Halfway trick"
http://www.blender3d.org/cms/Shadow_buffer__Halfway.786.0.html

Simply said: by using the average of the nearest and 2nd nearest Z value
in Shadowbuffers you can reduce bias errors very well.
For backwards compatibility it is a new buffer type though.
2006-10-15 11:50:46 +00:00
Tom Musgrove
05ee7d9053 =translate hoek to angle=
renamed the dutch variable hoek to angle globally arithb.c changes done by Matt Plough
2006-10-14 23:27:18 +00:00
Jens Ole Wund
03be45c8c0 softbodies again
unnesting aerodynamics from edge collision
cleaning up softbody.c
that is:
removing old todos in comments
adding some new :)
2006-10-14 19:03:06 +00:00
Ton Roosendaal
11b4d14ab6 Missing initialization of 'shadow alpha' in new materials. Caused by not
copying this file from my laptop I used to code it... :)
2006-10-14 13:50:11 +00:00
Ton Roosendaal
e868f223dc New shadow feature: Irregular Shadow Buffers
Full log:
http://www.blender3d.org/cms/Irregular_Shadow_Buffe.785.0.html

In short: this is a shadow buffer approach that always results in crispy
shadows, independent of lamp buffer size or zoom level. This shadow buffer
system also supports transparent shadow.

This is part of work on refreshing Shadow Buffers in Blender. You now can
choose of two types (Classical, Irregular). More types will follow. Also
quality issues for Classical shadow buffers are going to be reviewed,
especially to solve the lousy Biasing.

For the CVS log record; it is based on articles:
Gregory Johnson et al, University of Texas, Austin. (Regular grid method).
Timo Aila and Samuli Laine, Helsinki University of Technology. (BSP method).
2006-10-14 10:21:19 +00:00
Jens Ole Wund
babb95c3e0 softbody update
nicer kinematics in self collision -> blending to complete inelastic impact
now does something close to real physics

first steps towards aerodynamics
anisotropic friction
springs 'see' their movement in media
--> see surrrounding  media does not move and/or reacts on wind
(*for now  needs to have a pseudo collider araound  -> that is: add a cube in the same layer
and make it a deflector  *)
2006-10-13 21:27:43 +00:00
Nathan Letwory
7e34fbe47f Master Server list
* print (# servers) instead of icon row when there are servers in the list
* dark-green circle behind server icon in server list when connected
* orange when connecting
2006-10-13 09:11:56 +00:00
Nathan Letwory
b2a8417fce Add Verse master-server functionality
* added two files from verse-master
* server list is available in outliner (new mode "Verse Servers")
* verse sessions are now also in new mode "Verse Sessions" in outliner
* fixed drawing of verse sessions and their nodes
* in user preferences System & OpenGL master-server ip setting (default master.uni-verse.org)
* in File>Verse entry "Get Servers" to get server list or
* RMB on "Available Verse Servers" in outliner to "Refresh" server list

Enjoy :)
2006-10-12 11:53:50 +00:00
Jens Ole Wund
80aa6fe5fb softbodies
-seld collision adding fine control to UI
-cleaning up code
volatile test file again
http://www.wund.homepage.t-online.de/hidden/sb_col_must_2_0.blend
2006-10-11 22:53:22 +00:00
Jens Ole Wund
b6b5cdefa9 some tiny changes to the softbody system
- UI for self collision ball size definition
- edge collision mode added (almost a bug fix)
volatile test file -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_1_2.blend
2006-10-10 21:49:02 +00:00
Jens Ole Wund
aaaae78527 removing self collision for curves
just did a few tests, with the 'surprising' result that balls are not curves ..
and i don't want to be swamped by bug reports tellling me
'it does not collide as i whised it would'
2006-10-05 21:30:55 +00:00
Jens Ole Wund
f2d27eb4cb bug fix
only alow self collision for suited objects

feature request from hairdressers
self collision for curves
works amazingly well if you keep in mind there balls around vertices colliding
2006-10-05 17:46:01 +00:00
Jens Ole Wund
21d6b199ab softbody self collision
ironing out a few glitches related to goal pinning
volatile test blend ->
http://www.wund.homepage.t-online.de/hidden/sb_col_must.blend
+ adding a few alternative collision ball calculation algos
since i did not want to blow up (waste)  DNA space without need,
coded as -1.0 -0.1 -1.1 values in 'ball size' (look at tooltip popup)
2006-10-04 21:36:55 +00:00
Jens Ole Wund
c903e2c07b -bug fix
sometimes goal pinned vertices were omitted by self collision
2006-10-03 12:12:24 +00:00
Jens Ole Wund
1ace6ec0ef softbody panel cosmetics
and a forgotten debug print .. tsk
2006-10-02 17:05:56 +00:00
Jens Ole Wund
ab92fca306 softbodies
mostly reshuffeling UI to have things where i'd expect them to be
2006-10-01 21:49:10 +00:00
Simon Clitherow
4d1a7ef042 Added missing check for 'WITH_BF_INTERNATIONAL'. This fixes loading truetype fonts for text objects. 2006-10-01 12:39:31 +00:00
Brecht Van Lommel
dfa01a56ba Fix for bug #5044: random crashes when rendering.
This one is of my own making, removed too many locks. Thanks Malefico for reporting.
2006-09-30 21:29:47 +00:00
Jens Ole Wund
8e7b403924 new softbody feature:
simple (naive) self collision
estimates a collision ball
using the spring lenght to attached neighbours
(idea stolen from old cloth modifier files, but i'm sure ZAZ and genscher won't mind)
-- usefull for untangeling static cloth like objects
-- may be used for cloth simulation with known limitations
like 'tunnel effect' if objects are moving too fast ...

demo -- volatile files
http://www.wund.homepage.t-online.de/hidden/sb_without_selfcol.avi
http://www.wund.homepage.t-online.de/hidden/sb_with_selfcoll.avi

have fun
BM
2006-09-28 20:27:46 +00:00
Jens Ole Wund
2d11fbe192 fix for homegrown bug in softbody rigidity
springs inserted twice caused unreal stiffness in ODEs
-> bad performance killers
2006-09-27 06:59:27 +00:00
Jens Ole Wund
d8874df09c New softbody option: adjustable rigidity.
Gives local structure stability for though fabrics, thin steelplates ..
even suzanne gets pretty crash resistant that way.
If non zero it not only adds diagonals but all other "2edge-wide" springs
so it somehow replaces stiff quads for meshes too.
2006-09-26 12:53:57 +00:00
Brecht Van Lommel
6587c3c6ba Some UV/Image window changes:
- A new Save image function, next to the existing Save As.
- Shortcut keys Alt+S, Alt+R, Alt+O and Alt+N for Save, Reload, Open
  and New image respectively, consistent with the text editor window.
- Hide Select and UVs menus when UV editing isn't active.
- Removed duplicate and unused code, also moved some functions.
2006-09-25 22:00:52 +00:00
Brecht Van Lommel
99c7e3cb9e Last commit broke the smear brush, thanks Jens for spotting this. 2006-09-25 12:30:12 +00:00
Matt Ebb
7639f0890a * Updated the auto-generated UV test image (Image Editor -> Image -> New). The
previous one was ok as a quick fix during orange and showed distortion obviously
but it was kind of extreme, and I'd rather not be blamed for causing blindness
or brain tumours because of it. This pattern is nicer, and still shows
distortion and its location on the map well.
2006-09-25 03:15:58 +00:00
Brecht Van Lommel
ef7200741b Basic pressure sensitivity support in imagepaint, for opacity, size,
falloff and spacing. Click the button labeled "P" next to the sliders.
Works best for opacity, other options can give poor quality strokes in
some cases. Also performance needs to be improved.

Remember, works only on X11 and Mac, no Windows support for tablets yet.
2006-09-24 19:29:25 +00:00