text module when user edits the input text box of any pydriver
(Transform Properties panel, Ipo window).
It's enough to click in and out of a single pydriver's text input box
for the module reloading and also re-evaluation of all pydrivers
available. Maybe this "refreshing" should also be available from a
menu, let's see.
Note for Python fans:
Definitions and redefinitions in a reloaded module are properly handled
in Python, but previously defined data in the module doesn't disappear.
So if you define a function "f" inside a module, import it, then change
the function's name to "g" and reload the module, both "f" and "g" will
be available. This is considered a feature, check reload's documentation:
http://docs.python.org/lib/built-in-funcs.html#l2h-59
wiki with info: http://mediawiki.blender.org/index.php/BlenderDev/PyDrivers
(there are two sample .blends in the patch tracker entry, last link in
the wiki page)
Notes:
In usiblender.c I just made Python exit before the main library gets
freed. I found a situation with pydrivers where py's gc tried to del
objects on exit and their ID's were not valid anymore (so sigsegv).
Ton needs to check the depsgraph part.
For now pydrivers can reference their own object, something normal
ipodrivers can't. This seems to work fine and is quite useful, but if
tests prove the restriction is necessary, we just need to uncomment a
piece of code in EXPP_interface.c, marked with "XXX".
Thanks Ton for the ipodrivers code and adding the hooks for the py part
and Martin for the "Button Python Evaluation" patch from which I started
this one.
Anyone interested, please check the wiki, the .blends (they have
README's) and tell me about any issue.
commented out some code that makes Blender crashing, after leaving the game engine (armature deletes some pose, which deletes constraints, which are still in the dependency graph. Ask Charlie)
When the 'reference shape key' (drawn yellow) was not the first key, the
channels as drawn in IpoWindow didn't match the actual shape keys.
This was caused by an exception in code that skips drawing the reference
shape when 'relative' was used.
Now I've added a rule that the first shape in a list always becomes the
reference, that way you can also edit it. To keep backwards compatibility,
this is only activated on translating the shape key lines.
Patch #4044 patch to change the step when changing frame with up or down arrow keys.
This adds a per Scene setting to specify the number of frames skipped by the up and down arrow.
This setting can be changed in the Timeline header and in the Anim/Playback section of the Scene settings.
Upon loading a file without that setting or creating a new scene, it is set to 10
Also fixed the Start and End frame buttons in the Scene buttons to do a proper refresh.
Using stride-bone in an NLA, on a path without speed Ipo, didn't correct
the case when an action starts on a non-zero value.
Patch provided by Roland Hess. Thanks!
The issue was that particle emittors were still transformed by the object
matrix itself. That was solved in the previous commit, but there was
still an error in correctly evaluating dependencies for the object...
Current commit uses depsgraph to recalculate all objects that influence
the emittor.
The depsgraph code doesn't like particles much (because it uses baking).
Current construct is still weak, is on the list to solve nice.
meshes, and actually fix the bug that caused the crash. The fluidsim result
doesn't preserve a mapping to the original mesh, so it shouldn't be displayed
in face select mode.
Camera was excluded from depsgraph when not visible in current layer...
resulting in camera animations to not move.
Solved with just an exception, but it certainly is attention point for the
depsgraph cleanup.
- particle duplicators should not include parent animation (error in
duplicator recode of last december)
- added exception for 'died' particles to keep correct orientation
Also in this commit:
- added comment in code to explain why vertexnormals in mesh are equal to
vertex location when no faces exist
- cleanup of BKE_object.h for functions that don't need export.
- Added part of Austin's msvc8 fixes (vector::erase function
was "misused"), hopefully compiles better now.
- Ctrl-b now also bakes a selected fluidsim domain
similar to the softbodies.
- Added surface smoothing option for domains: default is
1, higher values result in a smoother surface (and probably
slightly higher comupation times), while 0 means the surface
is not modified at all.
- Added BLENDER_ELBEEMBOBJABORT environment variable in readBobj,
if >0 quits blender when a not yet existing fluidsim
frame should be loaded. Useful for rendering simulations
as far as possible from the command line.
- Surface normals pointer is now set to NULL in readfile.c
- Fixed win32 error string handling, now uses a function
to return the string from the solver.
- Fixed fluidsim particle halo scaling problem.
- Solver update
This patch is mostly a usability patch for the sequencer, mainly written by
Anders Gudmundson and twisted a little bit by me.
- Lock Time to other windows
- Possibility to switch the X-Axis between frames and seconds-display
- IPO-Frame Locking for plugins (T-Key)
- Additional Popup to add HD-Sound and Movie at once
- In Timeline-Window: Sequencer windows only playback
- Make the IPOs a little bit IPO-Frame-Lock friendlier (doesn't jump;
the frame that is drawn has the right dimension)
- Wheel-Mouse buttons make the sequencer window zoom again.
- The "This is not a sound/movie-file message" now reads "... or
FFMPEG-support not compiled in!" since I learned some prominent
people who complained, that hdaudio does not work for them ;-)
- Make SPACEKEY open up the "Add Strip"-Popup on the timeline and start
playback in the preview window.
render option "save result to disk" and ESC from rendering, it crashed...
Note; reading partially saved exr files still crash... but that's an issue
within the openexr lib. I've mailed the openexr dev list for assistance
how to properly close a partial saved tile-file.
- Renderwin still used a thread-unsafe malloc, in the header text print
- Setting clipping flags in vertices for parts required a mutex lock after
all... I thought it would go fine, but noticed on renders with small
amounts of faces that sometimes faces disappear from a render.
(was doing movie credits, so all faces are visible! Otherwise it would
have hardly been noticable...)
standard for film scanning, 10 bits/channel and logarithmic. DPX is
derived from Cineon as the ANSI/SMPTE industry standard.
DPX supports 16 bits color/channel, linear as well as logarithmic.
Code has been gratefully copied from CinePaint and was integrated in
Blender by Joe Eagar.
According to CinePaint's dev Robin Rowe the DPX code defaults to log
colorspace. Can't find in the code clues yet how to enable/disable that.
However, tests with write/read of DPX seems to show no visible loss by
log conversion code. Might be because it uses the entire 16 bit range...
CinePaint dpx files have been succesfully imported in a Quantel IQ HD/2K
finishing/grading set without problem, so for now I guess we can
use it! :)
Changes in code: added tests for image magic numbers before entering
the actual reading code. Prevents error prints, and makes it faster too.
(Note; this because Blender doesn't check for extensions, but calls
reading functions on every file until one accepts it. :)
The bug reported here was already fixed some weeks ago, but there were
more issues. Modifier display in face select and paint modes was never
properly finished.
This fixes some small drawing update glitches, and only allows modifiers
that preserve a mapping to the original mesh to be applied. Otherwise
selection and painting isn't even possible.
front/back is selected), the UV coordinates for curves should also be
corrected.
This commit re-uses the same code as for Nurbs, to make sure UV coordinates
wrap around nicely.
BUT! I've noticed that Daniel's commit of august in this code actually
broke this UV correction... in his craze to cleanup old code, he missed
the actual functionality. Meaning that in 2.40 and 2.41, "UV orco" texture
coordinates wrap around ugly in Nurbs Surfaces, something that was fixed
in NaN days.
Got no time for tracker now... but I'm sure it's in there! :)
with each having different scenes, changing screens didn't call the proper
set_scene() call, which left quite some stuff improperly initialized.
With depsgraph code even causes crashing.
This prevents eternal loops. It prints error message in console.
Note that the Shader nodes dont need this, since they're just executed in
presorted order. The compositing nodes use threading, with a call asking
for the next job... if this includes cyclic nodes, the 'next job' will
always return NULL.
- blur works again (this was a serious bug in gamwarp...)
- seperates all sequence effects into a seperate file with a clean interface
- thereby fixing some obscure segfaults
- seperates the scope views into a seperate file
- adds float support to all effects and scope views
- removes a bad level call to open_plugin_seq
- FFMPEG seeking improved a lot.
- FFMPEG compiles with debian sarge version cleanly
- Makes hdaudio seek and resample code really work
Spaces or to tabs.
Adds function void convert_tabs(struct SpaceText *st, int tab)
int tab is eather 0 or 1; 1 if converting to tabs
I was going to make this auto run when running a script but did not know what that would do to the GE or any thing else.
Sofbody simulation happens in global coordinate space, and this was also
used for baking softbodies. Too bad you cannot re-use or further animate
the baked softbody then... :)
If you now use the new "Local" button in the Bake menu, it will allow to
animate or move the baked object.
This modifier allows to make arrays of meshes, with multiple offset types:
- constant offset
- offset relative to object width
- offset with scale and rotation based on another object
The number of duplicates can be computed based on a fixed count, fixed length
or length of a curve. Duplicate vertices can be automatically merged.
Nice docs and example files available in the wiki:
http://mediawiki.blender.org/index.php/BlenderDev/ArrayModifier
animation systems, all transforms of all duplicated group members have
to be set first, before drawing or converting for render. This because
then still deformation can be calculated.
same composit3_pixel_processor() function. gcc even gives nice warning:
node_composite.c: In function `node_composit_exec_mix_rgb':
node_composite.c:1437: warning: passing arg 9 of `composit3_pixel_processor' from incompatible pointer type
floats were read as pointer...
It still needs some work but at least now it doesn't crash.
Basically it changed composit3_pixel_processor so that its using full
vector instead of first element (fac variable in the code).
In reality though its just pushing where its looking at the first element
of the vector to another function (do_mix_rgb)
which is calling ramp_blend with fac[0].
Kent
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:
Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
for box falling into water, water in a moving glass might cause trouble. Simulation
times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
for linux there's not much difference. Finally got rid of parser (and some other code
parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
This should still be changed (maybe by adding a new panel for domain objects).
IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
to normal time IPO for Blender objects, the fluidsim one scales the time
step size - so a constant 1 has no effect, values towards 0 slow it down,
larger ones speed the simulation up (-> longer time steps, more compuations).
The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
Blender channels (Loc,dLoc,etc.).
Particles:
- This is still experimental, so it might be deactivated for a
release... It should at some point be used to model smaller splashes,
depending on the the realworld size and the particle generation
settings particles are generated during simulation (stored in _particles_X.gz
files).
- These are loaded by enabling the particle field for an arbitrary object,
which should be given a halo material. For each frame, similar to the mesh
loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
for it in the code and it seems to work fine. The fluidsim particles
store their size there.
Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
appearance. In convertblender.c fluidsim particle systems use the p->rt field
to scale up the size and down the alpha of "smaller particles". Setting the
influence fields in the fluidims settings to 0 gives equally sized particles
with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
computed by the solver are used. This is basically done by switching off the
normal recalculation in convertblender.c (the function calc_fluidsimnormals
handles other mesh inits instead of calc_vertexnormals).
This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
during the simulation for image based motion blur. This is inited in
load_fluidsimspeedvectors for the vector pass (they're loaded during the
normal load in DerivedMesh readBobjgz). Generation and loading can be switched
off in the settings. Vector pass currently loads the fluidism meshes 3 times,
so this should still be optimized.
Examples:
- smoothed normals versus normals from subdividing once:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.pnghttp://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
size influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
size & alpha influence 1:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
(here's how it looks without
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
(and strong mblur :)
http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg
Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
and motion blur for particles :)
For some reason I thought SDL thread handling would be much simpler... but
the migration to posix pthread went very smooth and painless. Less code
even, and I even notice a slight performance increase!
All threading code is still wrapped in blenlib/intern/threads.c
Only real change was making the callback functions to return void pointer,
instead of an int.
The mutex handling is also different... there's no test anymore if a
mutex was initialized, which is a bit confusing. But it appears to run
all fine still. :)
Nathan Letwory has been signalled already to provide the Windows pthread
library and make/scons linking. For MSVC we might need help from someone
else later though.