Commit Graph

951 Commits

Author SHA1 Message Date
Joshua Leung
cd137f2898 == Bone Groups ==
I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems). 

Anyway, in this commit, the following things for "bone groups" have been done:
* Bone groups are stored per armature (internally, this is per bPose block)
* Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib.
* Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there.

Some stuff I'd been originally planning to do before committing:
* When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that. 
* New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it)
* There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
2008-01-20 02:55:35 +00:00
Campbell Barton
9afc417bed 2 new timeoffset buttons in the animation panel "Ofs" and "Rand"
Useful when animating many objects falling at different times (for instance).
2008-01-18 12:20:28 +00:00
Joshua Leung
44c31bb045 == Action Editor - Groups for Action Channels (Peach Request) ==
Now, you can assign Action Channels to named (folder-like) groups, which help to organise the channels (important for more complex rigs). These are collapsible, can be "protected", and show a "summary" of the keyframes in the channels the Group contains. They are drawn as bright-green (active) or a darker shade of green (not active) channels.

* Each Action has its own set of Groups. 
* An Action-Channel can only occur in one Group at a time. It can also not occur in any group.
* Action-Channels can be moved between Groups
* Groups + grouped-channels always occur BEFORE un-grouped channels

Important Hotkeys:
* Shift-G  :  Adds the selected Action-Channels to the Active Group. This will create a new group if need be
* Ctrl-Shift-G : Always adds a new group, and adds the selected Action-Channels to it
* Alt-G : Removes selected Action-Channels from their groups
* Ctrl-Shift-Alt-G : (Note: this will be removed soon) This is a simple debugging-hotkey I added, which just prints a list of the groups, channels, and their addresses...
* NKey / Ctrl-LMB: While hovering over the name of a group, this shows a popup like for other channels, which allows the editing of the channel's name, etc.


Assorted Notes:
* Some tools may not work yet with this (Ctrl Numpad+/- for example)
* Fixed some bugs in various places in Action Editor code
* Added theme colours for group channels
* The nomenclature of these tools may change in future when a better alternative is found
* The ability to auto-assign action-channels to groups when they are keyframed will be coming up shortly
2008-01-17 23:02:11 +00:00
Nicholas Bishop
c6118036bc == Radial Control ==
* Generalized the interactive brush property control from sculpt mode into a simple API
* Modified sculpt mode to take advantage of this (even fixes some minor bugs!)
* Added shortcuts in particle edit to set brush size/strength (FKEY/shift+FKEY)

Still todo are the other modes that have brushes...
2008-01-16 07:19:21 +00:00
Campbell Barton
d75a940828 sequence transform buttons didnt correct for overlap, also made them account for color generator and single image types. 2008-01-15 21:44:09 +00:00
Ton Roosendaal
28667a314e Feature + Fix:
- while sampling color in image window, you now get the sampled color as a line
drawn in the node editor Curve nodes, allowing quicker view of what values you
actually change.

- reverted temporary the patch [#6779] by Matthew Plough
  He replaced image drawing of backdrop-node-editor with our Texture drawing
  function. That call is extremely slow, and should be by definition slower
  than glDrawPixels (unless you don't upload the image each time to gfx mem).

  Drawing large frames (2k, 4k) in node editor became unacceptable slow, even 
  with the neatest hardware around. (tested nvidia, ati) 

  Probably (Campbell thinks) this is a bypass for Linux ATI cards? 
  Anyhoo, this should be investigated further before applying. It better then
  becomes a user pref, or even much better: part of the OpenGL profiler we need.
2008-01-14 19:03:27 +00:00
Martin Poirier
e4e66c9aa4 === Transform Snap ===
Snapping for object mode

Changes:
- Transform snap now working in object mode and not just mesh edit mode
- Shift-Tab can be used to toggle snap on/off inside transform too (no more Esc,toggle,restart)
- Object mode snap: Closest uses the bounding box corners of all selected objects, Median uses object center and Center uses transform center (same as edit mode).
- Object mode snap: all visible meshes can be used to get the snapping point (unlike edit mode snap which is limited to selected mesh: this might be adjusted to make edit mode snap use all visible too).

To Do:
- Add "Active" snap target method: use active object (or mesh element) as snap target
- Add snapping capabilities to Scale
- (Maybe) Add "Near pointer" snap target method: use selected element that is closest to mouse pointer as snap target. Active could probably accomplish that already in a less confusing manner, so I might skip this.
2008-01-13 22:20:18 +00:00
Martin Poirier
d660e29365 === Custom Transform Orientation ===
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel.

If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time.

Custom Orientations are save in the scene and are selected per 3D view (like normal orientation).

Adding from an object, the orientation is a normalized version of the object's orientation.
Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest.
(More logical orientations can be suggested).

I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation

Differences from the patch:
- orientations no longer link back to the object they came from, everything is copy on creation.
- orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13 18:24:09 +00:00
Joshua Leung
38a33eb7da == Auto-Keyframing Refactor (Peach Request) ==
Refactored Auto-Keyframing to make it easier to add more options. There are now three "states" for auto-keying: off, add/replace keys, replace keys.

Description of modes:
1) No auto-keying is done
2) Add new keyframes or replace existing ones if possible (old behaviour)
3) Only modify existing keys, but not insert new ones. 

Internally, I've moved the auto-keying settings out of G.flag and U.uiflag and moved them into their own variables in Userdef, and provided some macros to access those easily. As a result, old auto-keying settings are currently lost.

Also, removed the manual calls to insertkey done in pose-relax. The reason auto-keying didn't work before was because the bones didn't have the BONE_TRANSFORM flag applied. Now, these are set temporarily.


Todo(s):
* Make icons for the TimeLine header menu (currently just a text menu)
* Add version-patches for old files
* Double-check code for all places that use auto-keying (i.e. PoseLib)
2008-01-10 01:36:22 +00:00
Joshua Leung
8b78a5cf35 == Action Editor - Editing Goodies ==
* Peach Request - Added Ctrl-PageUp/Down to jump to next/previous keyframe (respectively), just like elsewhere in Blender.

* As a result, Action Channel rearranging has been remapped so that:
  - Ctrl-Shift-PageUp/Down is move to top/bottom
  - Shift-PageUp/Down is move up/down

* Added a hotkey ("accentgravekey", i.e. ~/`) to toggle whether all Action Channel levels are expanded or not. This affects all visible Action Channels.

* Added Ctrl-Numpad+ and Ctrl-Numpad- to expand and collapse all Action Channel levels by one level (as appropriate). This only affect selected Action Channels.
2008-01-09 12:07:38 +00:00
Joshua Leung
5b6f977970 == Action Editor - Sample Keys ==
Cessen Request - Added a tool which inserts keyframes on every frame between two selected keyframes. This is useful for adding overlapping motion (apparently). 

Use Alt-O to run this tool. The name of this tool is also open to suggestions ;)

Note:
There is currently a bug with this. When there are 4 consecutive keyframes, it won't add keyframes between keyframes 2 and 3.
2008-01-08 11:51:44 +00:00
Juho Vepsalainen
aa1c0281c6 Custom Names for Nodes
This commit makes it possible to add a custom name to a node. The feature can be
accessed either by using a menu or shortcut ctrl-r. It currently works only when
a single node is selected. Invoking the feature gives a popup menu in which a new
name can be entered. If the given name is not empty, it will be shown like
"(myCustomName) NodeName" in the node header.

This feature is particularly useful when documenting complex node setups.

I also fixed the size of blur node. It was too short before due to my previous
commit.

Thanks to David Millan Escriva for contribution!
2008-01-07 19:38:01 +00:00
Juho Vepsalainen
e895b7a36a Conversion of "Toggle Link" tool to "Make Link"
This commit alters the behaviour of "Toggle Link" tool found in the node
editor so that it only makes link between selected sockets. Links cannot
be deleted by using the tool again as before. Instead deleting links can
be done by using the old method (drag with lmb).

The delete functionality may require further investigation to see if it
should be improved.
2008-01-07 12:55:37 +00:00
Joshua Leung
8e54dc2579 == Constraints - Code Cleanups ==
* Tidied up coding style of code in editconstraint.c 
- removed blank lines, made whitespace-use more consistent

* Shuffled code in editconstraint.c and BIF_editconstraint.h so that it was in a more orderly fashion

* Reduced code redundancy in test_constraints 
- tests which can apply to general constraints (target existance, and clashes with the owner) are not copied out for each constraint that needs it
- ChildOf constraint now gets validated too (before it was missing such checks)

* Recoded the way PyConstraints build the menu for displaying scripts available for use. It now uses dynstr instead of guessing how much memory to allocate for each entry
2008-01-05 09:31:43 +00:00
Campbell Barton
9ac2817fef some changes needed to get blender compiling with 64bit libs, use the systems Mesa now. 2008-01-04 11:55:37 +00:00
Peter Schlaile
3ef896a945 == Sequencer ==
Attention! Rather large sequencer rewrite:

* Implemented layer blending using implicit effects. (works like layers 
  in "The Gimp" or Photoshop.)
* Fixed Space-Bar start-stop in preview windows.
  You can start playback using spacebar within a preview-window and it _works_!
* Fixed Flip Y (didn't work for float)
* Fixed premul (didn't work for float)
* Added IPOs to _all_ tracks. In blend-mode REPLACE it drives the 
  "mul"-parameter in all other blend modes it drives the effect.
* you can meta single tracks.
* moved "mute track" from "M" to "Shift-M"
* added "Shift-L" for "lock track"
* changed inner workings for Metas. Now all ImBufs have to use the
  reference counting mechanism. (Only interesting for coders :)

!!! Really important change, that affects current files!

Since you can mute tracks and now there is real layer blending capabilities
in place, I changed the silly behaviour that chose the output track.

Old behaviour: if we have an effect track visible, use the uppermost effect
track. If there is _no_ effect track visible, use the lowest input track.

New behaviour: always use the uppermost track. With blend modes active: 
work our way down starting from the uppermost track to the first 
"replace"-mode track. This is the way the gimp, photoshop, basically _all_
other applications work...

So if this change ruins your day: please try to fix your files using
"mute". If this doesn't work out, I can still restore the old behaviour,
but I really hope, that this is _not_ necessary!

Rational: most people won't get affected by this change, since you can't
really do anything usefull with the (old) sequencer without at least one 
effect track and then you are on the safe side...
2008-01-01 11:44:42 +00:00
Joshua Leung
d00d1f1c89 Routine purge of compiler warnings
* Most were uninitialised vars
* Fixed whitespace in a few places 
* The change I made in rendercore.c -> do_bake_shade() was for an uninitialised var, but I hope it does't cause any rendering errors...
2007-12-30 23:27:35 +00:00
Joshua Leung
5be2e5aa98 == PoseLib - Overhauled Implementation ==
Based on feedback from Ton, I've recoded the way "PoseLibs" are implemented/exposed. Therefore, quite a bit of code has been changed to fit this in better.

Now, ANY ACTION can be a "PoseLib". A set of Markers which belong to the Action (it's taken a year, but they're finally back), are used to tag "poses" in the Action. These markers are shown using diamond-shaped blue icons (designed by Matt Ebb) in three shades - unselected/normal, selected, active. 

Notes:
* Each Armature Object has an Action which acts as a PoseLib.
* Improved UI presented in buttons panel for this
-- added proper buttons for action assigning
-- renamed "Validate PoseLib" to "Auto-Sync PoseLib" (this option auto-tags poses based on keyframes found) 

Like in the 3d-view, use the hotkeys:
* Shift-L to add a local marker 
* Ctrl-Shift-L to rename a local marker
* Alt-L to delete selected local markers

Note: transforms, etc. are not currently available with these markers 

== PoseLib Preview ==
Added a few features here:
* Left/Right-Arrow keys now change the poses too (previous and next respectively)
* Up/Down-Arrow keys also change the poses, but "jump" to a pose 5 steps away in their respective directions
2007-12-30 12:08:28 +00:00
Campbell Barton
1c02a5f620 Added a new option for 'Apply Object', (Ctrl+A) Called "Apply Visual Transform to Loc/Size/Rot"
Since there was no easy way to apply a constraint's transformation back to the original objects transformation.

Also adjusted how Apply Scale/Rot works so that it wont change some objects then raise an error and leave others unchanged, better to check first so it changes everything or nothing.
2007-12-28 17:10:55 +00:00
Joshua Leung
c020b9b146 == PoseLib - Bugfixes ==
* Fixed crash using Interactive Preview, on an armature without a PoseLib 

* Cancelling Interactive Preview now correctly restores the original Pose 

* Interactive Preview now sets the correct active pose after it is run

* Interactive Preview now also updates the buttons window after it is run

* Clicking on the "New PoseLib" button now creates a new PoseLib action, even when one existed before

* Poses can be applied using the Pose browsing menu (i.e. when a menu item from that list is clicked, that pose is assigned)
2007-12-27 11:20:37 +00:00
Juho Vepsalainen
d06dc00af9 Toggle links tool for Node Editor
This commit adds a new tool, Toggle Links, to the node editor. This tool
allows the user to toggle the status (linked/not linked) between desired
sockets. The tool can be used either by using the f key or the menus.

This functionality is analogue to one found in object editing modes except
for its additional toggle functionality.

To use this tool, the user has to first select an input and an output socket.
Selecting is done by clicking with right mouse button on a socket. After the 
tool has been invoked, the link between those two sockets is toggled. The 
result may vary based on existing linkage.

There can be only one input and one output selected at maximum in a node 
tree. This means that if the user selects a socket while one of the same 
type is already selected, the old one will be deselected.

The tool complements the current way of connecting nodes. One possible use
for it is to use it to review output of nodes by using a viewer node. Just
select wanted input socket of a viewer node, set it visible and use selection 
of an output socket in conjuction with f key to show the output in the viewer
node. Select another output and hit f to see its output and so on.
2007-12-27 10:17:33 +00:00
Joshua Leung
0dc38a5bd9 == PoseLib - Added 2 features ==
* When previewing poses, it is now possible to manipulate the view to look at the pose from another angle. It is a known issue, that the normal header displays when using the MMB to do so.

* Added a tool to "validate" or sync its PoseLib data to the keys stored in the Action.
2007-12-27 08:36:27 +00:00
Nicholas Bishop
55d49ed63b == Multires ==
Fixed a crash on adding a UV layer to a multires mesh while in editmode.
2007-12-27 07:27:03 +00:00
Nicholas Bishop
fc2cf13fc6 == Sculpt ==
Fixed a memory leak when using the interactive brush resize tool.
2007-12-26 23:08:00 +00:00
Nicholas Bishop
015007beaf == Sculpt ==
Fixed bad level calls in sculptmode.
2007-12-26 22:40:56 +00:00
Peter Schlaile
6d13d44734 == Sequencer ==
Moved status info bar into panels. It was always shown on the wrong place...
Added anim-startofs and anim-endofs, so that one can specify the range of 
_input_ that should be used. 

There is a subtle difference to start-ofs and end-ofs,
which will show, when you use "Reverse Frames" or "Speed Control". Both
effects operate on the input-range and _not_ on the display range! Now
you can control both in a comfortable way. Only thing missing: a button
to copy start-ofs and end-ofs to anim-startofs and anim-endofs.
(Andy: that was the feature you missed, when storyboarding with the sequencer
and the speed control effect :)

Also: added File-Name and Dir-Name to redirect input as needed.
2007-12-26 19:30:49 +00:00
Peter Schlaile
237ba0291a == Sequencer ==
Moved N-keys dialog into panel (sub panel of "Scene")
_much_ better :)

Since UI-code isn't directly my main field of coding, please check
thoroughly...
2007-12-26 16:07:16 +00:00
Joshua Leung
10b8237eab == PoseLib - Pose-Library Tool for Blender ==
"A slightly late Christmas present for the Animators out there :-)"

This tool allows animators to store frequently used poses in an action, and be able to label those poses to help them retrieve them later. In a way, it acts as a glorified clipboard for poses.

One of the cool features with this is the ability to select which stored pose to use interactively in the 3d-view. Once a few poses have been stored in the PoseLib, simply use the "Ctrl L" hotkey to start previewing. Use the Mousewheel or the Page Up/Down keys to change poses, and confirm/cancel the preview in the same way as you do for transforms.

Usage Notes:
* Each Armature may get its own PoseLib. PoseLibs are simply actions with extra data, so they can get relinked.
* Manually editing actions used as PoseLibs is not a good idea, as some data may not be able to be found. Tools to automagically find poses in an action could be investigated...
* PoseLib will only apply/retrieve poses to/from selected bones
* A basic UI for this can be found in the "Links and Materials" panel. Most of the PoseLib tools are presented there.

Useful Hotkeys (also found in Pose->PoseLib menu):
* Ctrl L  - interactively preview poses
* Shift L - add a new pose or replace an existing pose in the PoseLib with the current pose
* Ctrl Shift L - rename an existing pose in the PoseLib 
* Alt L - remove a pose from the poselib.c
2007-12-26 11:17:26 +00:00
Nicholas Bishop
9807586192 == Multires ==
Fixed bad level calls within multires usage.
2007-12-26 10:43:51 +00:00
Nicholas Bishop
88e71a5b79 == Multires ==
Cleaned up bad level calls for multires; moved most of multires functions to blenkern, where they should have been in the first place. Functionality of the tool is unchanged.
2007-12-26 09:39:15 +00:00
Martin Poirier
b0b3a69c19 == Transform: Warp ==
Adding special hotkey (MMB) to reverse the direction of the warp.

Normal input is 0..360 mapped to the horizontal position of the mouse on the 3D view (the 3D view becomes a sort of giant horizontal slider), pressing MMB reverses the value to 0..-360 and back if you press it again.

I've used MMB mostly because it's unused in Warp, easily accessible and already used to switches mode for Shear (shear x/y).

Indirectly suggested by a user question on ba.
2007-12-26 03:06:59 +00:00
Peter Schlaile
6e812d5901 == Sequencer ==
* Make Lock flag work for metastrips
* Fixes: flags are cleared on exit of metastrips
* Fixes (hopefully): red picture on big endian
2007-12-25 20:31:07 +00:00
Campbell Barton
6f730601af Text draw assumed curarea->spacedata.first was always a text space - which in some cases is not correct.
This fixes a crash where python changing screens then raising an error would cause a crash.
2007-12-22 17:16:06 +00:00
Nicholas Bishop
801c0799c1 == Sculpt Mode ==
Applying Stephan Kassemeyer's patch (#6750) to add a curve modifier for sculpting.

A few changes from the patch:
* The default curve is closer to the old behavior
* Fixed loading files already saved in sculpt mode
* Changed the interface; split the brush texture controls off into a third sculpt tab, and put the curve (and curve reset) into the Brush tab.
2007-12-20 19:07:47 +00:00
Brecht Van Lommel
26b0261a53 Particle Edit Mode
==================

- Added a Remove Doubles tool, to remove two particles with the
  same root position.
2007-12-20 17:04:10 +00:00
Joshua Leung
faf638238d == Auto-IK ==
-- Peach request (from wiki feature request list) --

When translating a bone using Auto-IK, you can now use the ScrollWheel on the Mouse or the Page Up/Down keys to adjust the chain length. 

Notes:
* Up decreases the length, while Down increases it.
* The previously used chain-length is stored per scene
* Currently, it might be too sensitive. Also, it would help to have some kind of indication of the current chain-length somewhere...
* The chain length specified this way determines the MAXIMUM chain length possible for all chains (if 0, then the default chain-length is used). Chains are clamped to have a chain length which does not exceed the default chain length. This restriction may be removed following further feedback...
2007-12-15 07:35:16 +00:00
Campbell Barton
f1b78cb4da chenge the default location of mesa/gl header, added to lib path 2007-12-14 13:56:06 +00:00
Joshua Leung
8e81daa8bc == 2 New Rigging Tools ==
This commit introduces two (currently only one is actually functional) new features for working with armatures.

* Bone Merging (Alt-M)
It is now possible to select a bunch of linked bones and "merge" them together. Currently, there's only one option to merge bones that are selected and linked to each other in a chain.

* Add Bone Between Joints (FKEY)
This allows you to select a few joints, and have a bone created between them. Currently, this is not yet functional (but the code is there)
2007-12-13 10:55:10 +00:00
Campbell Barton
6dc52c893f for button popups, dont close unless you click or press escape, this would often close when dragging a button value (or when using a tablet I am told) 2007-12-11 23:05:10 +00:00
Brecht Van Lommel
65758a9a20 Bugfixes for:
- Disabled particle modifiers in particle mode.
- Particle col option without material.
2007-12-11 15:03:45 +00:00
Martin Poirier
be354c3d09 Merge from Harmonic Skeleton branch
This code adds a basic and simple skeleton generator.

Examples and links are in the wiki, docs will come eventually: http://wiki.blender.org/index.php/User:Theeth/skeletor

In a nutshell, select a vertex at the top of the head and press "Generate Skeleton". UI Panel is in the Editing buttons in Edit Mode, tooltips and semi-useful.
2007-12-10 21:14:19 +00:00
Joshua Leung
ac6efff0d7 == Action Editor - Snap Current-Frame Marker to Keys ==
This little feature snaps the current frame marker to the average frame of all the selected keyframes. Use the hotkey Ctrl-Shift-S to use it.
2007-12-06 09:41:46 +00:00
Kent Mein
7b2e348d4f This is a modified version of this patch:
[#7660] Solaris 10 x86 support (Makefiles)

Hopefully it will not mess up anything for anyone else.  I removed
some hardcoded static libs and made NAN_*_LIB definitions so they could be 
overridden, to allow greater flexability.

Let me know if there are any problems/questions.

Kent
2007-12-05 16:58:52 +00:00
Joshua Leung
5c13e82140 Two transform tweaks:
* [Peach Request] AutoIK now respects axis locking (rotation locks).
- Temporary DOF-Locks are turned on for those bones that are part of an AutoIK chain while transforming. These locks get cleared after transforming.
- This works for all bones except the root bone of the chain, which doesn't seem to be able to be locked.

* Limit Location constraint can now optionally affect Translations too (i.e. NKEY panel values won't change). 
- LimitRot,LimitScale support (for their respective transforms) will be done at a later date
- This only works if the constraint is using World/Local space (the other spaces are not supported yet).
- I've added a temporary button in the LimitLoc panel to enable this option (it is disabled by default). This button will be properly assigned a place in that panel sometime.
2007-12-05 11:19:36 +00:00
Roland Hess
aa39d56692 Little workflow goody for animators. Adds Alt-RMB select to Action Editor. Alt-RMB in the key area selects all keys on that side of the current frame line. Shift-Alt-RMB builds selection. Commands are also in the headers. 2007-12-05 00:03:39 +00:00
Campbell Barton
aa2389c539 peach request, pose relax - similar to mesh smooth, moves selected pose bones to closer match keyframes on either side. 2007-12-04 21:12:23 +00:00
Brecht Van Lommel
114e3f35c3 Particles
=========

- Like sculptmode, a brush can now be selected from a menu with
  Ctrl+Tab in particle mode.
2007-12-04 14:21:58 +00:00
Brecht Van Lommel
32a8b4f8e6 Particles
=========

- Fix crash in particle transform with the particle system not editable.
- Particle child distribution and caching is now multithreaded.
- Child particles now have a separate Render Amount next to the existing
  Amount. The render amount particles are now only distributed and cached
  at render time, which should make editing with child particles faster.

- Two new options for diffuse strand shading:
	- Surface Diffuse: computes the strand normal taking the normal at
	  the surface into account.
	- Blending Distance: the distance in Blender units over which to
	  blend in the normal at the surface.
- Special strand rendering for more memory efficient and faster hair and
  grass. This is a work in progress, and has a number of known issues,
  don't report bugs to me for this feature yet.

More info:
http://www.blender.org/development/current-projects/changes-since-244/particles/
2007-12-04 13:57:28 +00:00
Joshua Leung
cfa83dbb9b == Bone Paths - Auto-Recalc Improvements ==
Added a new function which specially caters for auto-recalculation of paths after updates (such as keyframing). 

Currently, all that differs between this and pose_calculate_path, is that it only recalculates for bones with paths. Also, it only updates what it needs to (minimum frame range affected).

Warning: WIP commit (hopefully it compiles ok)
2007-12-04 11:34:26 +00:00
Campbell Barton
89205964b3 curve proportional edit mode wasn't working with draw handles disabled (own error) 2007-12-03 23:26:45 +00:00