===========================
- Made settings for tracking non-animatable.
- Fixed crash when enabling/disabling markers from
"Specials" menu.
- Translate all coords to make first reconstructed camera
be at position (0,0,0).
- Blender's camera now affects on reconstructed data.
Bundles are "parented" to active scene camera. So now
bundles' could could be scaled and rotated when camera
is rotating/scaling.
Softbody was still using a flag to determine if it should use the final or
deform derivedmesh, but this wans't exposed in the UI. Others systems use the
collision modifier, now softbody uses it also to get vertices and faces, but
with own collision code.
===========================
- 32 bit linux compilation should be fixed now.
- Camrea reconstruction data should be better now
when there's no reconstructed cameras.
- Implemented "Set Origin" operator
- Added "Specials" W-key menu for SpaceClip.
Supports such operators:
* Enable track
* Disable track
* Set origin
+ some small fixes in other docs.
A topic for later(soon?), I think we should name the modules according to the rest of Blender modules. So instead of:
Game Engine bge.logic Module
We would have it:
Game Logic (bge.logic)
...
===========================
- ColaMD moved from OpenNL to extern/.
It'll be needed for libmv. Also, it's a bit updated from
year 1999 to 2007.
Need to be tested for regressions.
- Updated bundling script for libmv. Now it uses fuller
subset of this library.
- Bundled new libmv.
- Request from Keir: add command line argument to toggle logging
stuff on. Currently, if Blender is launched with -d argument
libmv would start printing logging messages. There's no
argument to increase verbosity, but there's API in libmv-capi,
so it'll be easy to add.
- Finally fixed crash when ibuf is acquiring with user=NULL.
- Added ActiveClip property to the scene. This clip is used
as default value for new match-moving constraints.
- Added some flags to Display panel of View3D. Related on
displaying match-moving stuff.
- Internal change: bundles data moved inside to MovieTrackingTrack.
- Initial implementation of 3d reconstruction.
- Added constraint "Camera Solver". This constraint is supposed
to be used to make camera follow the reconstructed camera path.
- Added "reference" property to "Follow Track" constraint.
Now object could be "parented" to 2D track position or to
3D bundle position.
The very quick guide:
To use reconstruction you should have footage with tracked markers,
choose two keyframes in "Tracking settings" panel. There should be
quite noticeable parallax effect between this two frames. This
is used to initialize reconstruction stuff.
Camera data (focal length and optical center) should be filled in
"Camera Data" panel. Optical center is often the center of image,
so it'll be filled in automatically.
You should also set values for undistortion (K1, K2 and K3). Currently,
there's no any visualization for this parameters and approach of
"change value -> reconstruct -> see what've changed" is the only way
for now.
Libmv team is working on auto-calibration tool, so it should be
easier to gather this coefficients in nearest (i hope) future.
There's also no scene orientation stuff.
Basic workflow:
- Open footage.
- Set markers and track them.
- Fill in camera data and keyframes.
- Hit "Solve Camera" button.
- Add "Camera Solver" constraint to camera in scene.
- Choose movieclip in that constraint.
- To see bundles in 3D viewport active clip should be set
in scene buttons.
Reported by David Roy
Patch by Brecht van Lommel
UV import code wasn't taking possible stride into account (always assuming stride==2), thus reading UV coords totally wrong.
The information was written in the temp exr files, but was not read back.
After checking I saw that the pass was not merged back in the rendercore.
After adding this it worked. tested with all FSAA settings.
... and I can't test rst in windows so for now let's pretend it builds. If someone can generate the docs and see how it goes please let me know.
(plus a small fix for bge.logic rst)
Wavelet tile generation code was reading outside of array bounds, and as a
result could give a noise.wavelets file with nan values. Now that problem
is fixed, and existing files with nan are ignored.