few cases, especially if the object and target are at the same
location when the constraint is created.
This manisfested as the constrained object disappearing when the
constraint was added, only reappearing after transforming it a bit.
The Limit Distance Constraint now has a "For Transform" option just
like all the other Limit constraints. This option controls whether the
constraint gets applied to interactive transforms in the 3D View too,
preventing controllers from getting large values without the animator
knowing.
Additional code changes:
* Split code to get constraint targets and grab their matrices for
solving out to a separate helper function:
get_constraint_targets_for_solving()
* Fixed a bug where "found constraint ...." prints would appear in the
console. Looks like some warning print that was forgotten
TODO:
* While coding this, I noticed potential division by zero bugs with
the Limit Distance constraint. Looking into these after this commit.
Added operator to convert animation for standard object transforms
(i.e. loc/rot/scale) to delta transforms.
This can be accessed from the Object -> Transform -> Animated
Transforms To Deltas menu entry in the 3D View.
Since the situation which causes this is quite common (especially for
motion-graphics type applications), where users animate some object
first and then decide to duplicate this and place it around the place
in different locations, it's probably important that we have some
support for this kind of thing. Newbies with the "help, all my anmated
duplicates disappear" problem are recommended to use this operator
from hereon in.
For reference of rationale, see:
http://blenderartists.org/forum/showthread.php?219126-Move-Existing-f
-Curve-to-delta-equivalent
"On Selected Only" option is now on by default. Stored poses only get
pasted on to bones that are selected when pasting, instead of on the
bones that were selected when copying.
(First GSoC11 commit. Yay!)
* Adding a BL_Action and a BL_ActionManager
* Each KX_GameObject has a BL_ActionManager, which can control up to for BL_Action objects at a given time
* Currently, the only interface to BL_ActionManager is through KX_GameObject via Python
* Only armature animations are currently supported
when loading them. Custom cursor shown during load was not freed correctly
when closing the old window, which resulted in unpredictable crashes later on.
- don't allow building if the LIBDIR is not found on mac/windows.
- by default use -O2 rather then -O3 for GCC release flags, was crashing some GCC versions and blender releases are supposed to use -O2.
for durian we had camera rigs which needed to have the parent transformed rather then the camera, for this reason I made fly mode fly the parent rather then the camera its self.
Make this a preference and use this for view camera/view locking too.