Commit Graph

47594 Commits

Author SHA1 Message Date
Nicholas Bishop
0901438215 Another multires loading fix: if edge_flags is null, allocate a new array 2007-01-02 19:28:54 +00:00
Nicholas Bishop
abb9475729 Fix for a multires crash: when loading dverts, extra call needed to relink them. 2007-01-02 19:23:55 +00:00
Nicholas Bishop
557f2b5c8d Disabled interaction between multires and shape keys. Attempting to add a shape key on a multires mesh will give an error, and attempting to add multires to a mesh with shape keys will give the user an okee before deleting shape keys. (This isn't an optimal solution to the multires/shapekey situation, but a real fix is non-trivial.) 2007-01-02 18:42:41 +00:00
Robert Holcomb
60c2a7eeae The combine HSVA node was missing, now all the color space seperators
and combiners are available.
2007-01-02 14:45:59 +00:00
Matt Ebb
aa030ba90b == Compositor ==
* Added patch 5251 X/Y Offset to Split Viewer node, by Juho
(with some modifications from the patch version).

Also various small tweaks to compositor drawing & buttons.
2007-01-02 14:15:41 +00:00
Campbell Barton
05338c7c1b improved z-locking (would previously still try to rotate about the view axis and then right it).
also added error messages for libdata and dont allow views with object locking to fly.
2007-01-02 13:54:24 +00:00
Campbell Barton
426cc6dca3 weightpaint_envelope_assign - was making an error checking a null vgroup
API_intro - changed URL from elysuin
others - added __copy__() docs.
2007-01-02 13:12:23 +00:00
Joshua Leung
4f90a3a627 == Armatures - Bone Paths ==
* Shuffled a few bone-path buttons in the Armature Visualisation panel.

* Added a new option for bone-paths drawing: Calculate/show the path
travelled by the 'head' (fat end) of bone. By default, this option is off.

* Also, I forgot to mention in last commit that I had added an option which
specified the time-difference between each highlighted point on the curve.
2007-01-01 22:48:09 +00:00
Campbell Barton
e07a76ea3f bugfix for #5552, please check this is as you expect (argunda)
Also added ease in/out for roll correction and a small lag for directional changes to motion shouldnt be jurky.

If people are serious about using this to record camera path IPOs then we should have a panel for motion settings (roll correction speed x and z and motion lag for eg.)
2007-01-01 15:27:47 +00:00
Simon Clitherow
9a102223a2 Small change to keep MSVC happy -- defined variable at the start of a conditional block. 2007-01-01 11:30:47 +00:00
Geoffrey Bantle
d48a472fe5 -> Fix for bug #5472
Vertex snapping now works with backbuffered selection modes. Previously
backbuffer sampling had no way to check whether or not the indices that
it retrieved were selected or not. To resolve this I added two optional
arguments to sample_backbuf_rect in drawview.c. The first argument tells
the function that some additional testing  of the retrieved index values
needs to be done and the second argument is a pointer to a function to
do the testing. findnearestvert() in editmesh_mods.c now makes use of this
and passes sample_backbuf_rect() the appropriate argument when being used
for vertex snapping.
2007-01-01 09:41:10 +00:00
Joshua Leung
c96e3e6e7d == Armature Ghost and Path Drawing ==
The Plumiferos Team have requested some improvements to the
ghost and path drawing tools for armatures. These changes make
these more useful, with more customisable settings. A new panel in
the editing panels for armatures has been added to house these
settings.

-> Ghosts
In addition to the existing method of showing ghosts either side of the
current frame, it is now possible to show ghosts from a given frame range.
This is useful for visualising how the poses in another part of the animation
changed, while editing another part. The colour of ghosts goes from light
(earlier on) to darker (later on).

-> Paths
Several new options for path drawing have been added.
* It is now possibly specify a frame range in which to calculate paths too.
This offers speedups for longer timelines as a shorter span of time can be
sampled.
* Keyframes from the active action/action strip can be shown in a different
colour (in the default theme, this is yellow) on the path.
* Frame numbers for the highlighted positions on the path can be drawn.

Two notes of caution:
* For ghost range: keep the frame ranges relatively small (20-50 frames),
otherwise you will experience a slowdown.
* For path frame numbers: if you have a graphics card which is picky about
text in the 3d-view (like x,y,z labels on empty), this may cause issues.
2007-01-01 08:32:11 +00:00
Nicholas Bishop
2406567b7d Added support for load/save of multires edge flags 2007-01-01 07:53:14 +00:00
Geoffrey Bantle
7212711225 ->Fix for bug #5542
Missing a check for non-manifold edges in new alt-j code. Fixed now.
2007-01-01 01:05:40 +00:00
Joshua Leung
a20666f349 == Action Editor ==
Little cleanup to the drawing-internals removing the need for a little
hack I put in for drawing keyframes in the NLA editor for active action
strip.
2007-01-01 00:56:16 +00:00
Nicholas Bishop
a8cb4a7860 Fixed bug #5557, retopo - toggling fullscreen shifts painted lines 2006-12-31 22:18:21 +00:00
Nicholas Bishop
0909fa71ea Added Ctrl+FKey shortcut for rotating the brush texture. Also improved the drawing of rotated brushes in propset mode. 2006-12-31 21:55:12 +00:00
Nicholas Bishop
e9bdfa4a3a Fixed bug #5556, sculpt - rotated texture is shown unrotated in the brush image 2006-12-31 19:49:59 +00:00
Peter Schlaile
1834540830 == Sequencer ==
Bugfixes:
* The speed controller changes now dynamically the IPO-curve range to
  it's needs. (Frame matching and negative velocities didn't work...
  Obviously nobody tried ;-)
* Fixed some redraw bugs. The IPO window is correctly updated if one pushes
  the IPO Frame locking button.
2006-12-31 15:38:14 +00:00
Nicholas Bishop
d63a2760b0 Extended the brush texture rotate option to work with Tile mode. 2006-12-31 11:31:39 +00:00
Nicholas Bishop
8b60504199 Bugfix for sculptmode texture tiling: tile size should not be affected by brush size. 2006-12-31 11:17:57 +00:00
Nicholas Bishop
9903c78c12 Prevent user from applying editmode operations that will be ignored by multires. 2006-12-31 10:51:21 +00:00
Nicholas Bishop
c101ee5d22 Added propagation of the edge seam flag for multires. Note that the flag is only stored for level 1. 2006-12-31 10:36:48 +00:00
Joshua Leung
75735b839b == Bugfix #5550 ==
* UV and Radiosity passes are now visible in Outliner (like for other passes)

* Changed tooltip of overwrite material to:
"Name of Material to use as Materials instead"

* Also, fixed Reflection and Refraction passes in the Outliner - flags were
mixed up, so turning on Reflection turned on Refraction and vica-versa.
2006-12-31 07:26:23 +00:00
Matt Ebb
2dd1c96761 == Compositor ==
* Added a new top-level add menu category for compositing nodes: Distort

It currently contains Translate, Rotate, Scale, Flip, Displace and Map UV

Also did some cleaning up of the ordering of add node menu items to be a
bit better organised.
2006-12-31 00:28:46 +00:00
Willian Padovani Germano
91b2bc5c23 Python API:
-Added missing access to Node win theme (thanks Mickaël Le-bihan for pointing) and also options group and group_active.
-Added Node space to Window.Types dict.
-Tiny update to the save theme script version numbers (keeping 2.42 for now to avoid popups, but should change to 2.43 right before release).

BTW: Happy New Year everyone :).
2006-12-30 18:28:49 +00:00
Martin Poirier
822a88959b === Code Fixes ===
Adding missing define for displace node (Matt can change the number when he gets back, this is just to fix compilation)

Removing "#pragma mark" from node.c. IIRC, that's XCode leaving crap around, so be sure to remove them when you commit (it outputs warnings on other compilers).
2006-12-30 16:35:46 +00:00
Matt Ebb
7d7714a675 == Compositor ==
* Displace Node

Displaces an input image's pixels based on an input vector mask. This can be
useful for a lot of things, like hot air distortion, quick-and-dirty compo
refraction, compositing live footage behind refracting objects, and more!

The amount of displacement in the X and Y directions is determined by:
* The value of the mask's channels
  - (red) channel 1's value determines displacement along the positive or
  negative X axis
  - (green) channel 2's value determines displacement along the positive or
  negative Y axis

If both the channel's values are equal (i.e. a greyscale image) the input
image will be displaced equally in both X and Y directions, also according to:
* The X scale and Y scale buttons
  - These act as multipliers to increase or decrease the strength of the
  displacement along their respective axes. They need to be set to non-zero
  values for the node to have any effect.

Because of this, you can use the displace node in two ways, with a greyscale
mask(easy to paint, or take from a procedural texture), or with a vector
channel or RGB image, such as a normal pass, which will displace the pixels
based on the normal direction.

A quick practical example:
http://mke3.net/blender/etc/displace-desert-h264.mov
http://mke3.net/blender/etc/displace-desert.blend.zip

And some techie examples:

Using a greyscale mask
http://mke3.net/blender/etc/displace-bw-h264.mov
http://mke3.net/blender/etc/displace-bw.png

Using a vector mask
http://mke3.net/blender/etc/displace-vec-h264.mov
http://mke3.net/blender/etc/displace-vec.png
2006-12-30 14:47:03 +00:00
Campbell Barton
5af67129f8 * theme save script now saves iconThemes and supports string types.
* added .iconTheme variable
* bugfix. drawType was not being saved because Py_BuildValue and __members__ was missing an "s"
* added Blender.Get('icondir')
2006-12-30 07:32:58 +00:00
Joshua Leung
26719af48a A few little tweaks for compiling purposes. 2006-12-30 05:38:54 +00:00
Matt Ebb
69da3d93fb * Fix for bug #5555 Numpad zoom does not recognize that the
transform properties window is collapsed.

Just checks now to see if the floating panel is collapsed or not
and where the mouse is before zooming.
2006-12-30 05:37:45 +00:00
Matt Ebb
fd827ad6c8 * Redraw the node editor when render passes are enabled or disabled
in the outliner
2006-12-30 05:36:22 +00:00
Campbell Barton
6985409d6a added pose_bone.displayObject for getting/setting custom bones 2006-12-30 01:04:19 +00:00
Nicholas Bishop
04f9d7c604 Hopefully fixed bug #5437, sculpt - seam selection flushing eats lots of ram on low multires level
This appears to have been caused by the excessive amount of memory that multires was eating up every time an edit operation pushed a new undo copy. Added a hack for multires that allows it to use the same multires data for multiple undo copies until the user actually changes levels (which is when multires data is actually updated.)
2006-12-30 00:51:26 +00:00
Nicholas Bishop
34286476a5 Added texture rotation for sculpt brush (only drag mode for now.) 2006-12-29 23:14:34 +00:00
Nicholas Bishop
5d061a5100 Changed Add/Sub sculpt menu items to a single Add toggle, shortcut is Vkey 2006-12-29 22:09:05 +00:00
Nicholas Bishop
6a2ad12956 More improvements to the sculpt brush panel. Texture scale can now be set independently on the X/Y/Z axes for 3D textures and the X/Y axes for tiled brushes. The sizes can be locked together for 1:1 scaling. 2006-12-29 21:53:52 +00:00
Nicholas Bishop
b0dbba33f4 Reorganized brush palette into three columns. Changed brush View slider to the range [0-10], since there's really no need to it to values like 93%, 90% is close enough. 2006-12-29 20:13:03 +00:00
Campbell Barton
afb5f209d6 record while in fly mode when record is enabled from the timeline.
if play and record are enabled at the same time you can record the flight path.
adds a keyframe for every frame, dosnt support the Keying options in the user prefs.
If no rotation is being done on the camera, no rot keys are applied and same for location.
2006-12-29 18:09:05 +00:00
Campbell Barton
d734689895 draw the right pannel when weughtpaint+vcol modes are on at the same time.
(was drawing the vcol panel in wp mode)
it may be good to not allow both modes at once.
2006-12-29 13:13:17 +00:00
Nicholas Bishop
2f7abb43f7 Bug fix: if a file is saved with sculptmode on and a brush with a texture is enabled, the brush image must be loaded before it can be used. 2006-12-29 09:51:29 +00:00
Nicholas Bishop
dcb47000f7 Fixed case where sculpt brush texture is not set 2006-12-29 09:32:57 +00:00
Campbell Barton
9ca61ba44d Scene.c - deprecation warning for getScene
bvh_import.py - use old slow method of adding keyframes. setting IPO's was having problems.
2006-12-29 08:57:33 +00:00
Nicholas Bishop
d9e0e883f2 Sort-of-fix for bug #5382, sculpt - image/texture brush heavily distorted when not sculpting flat relative to screen
Fix for bug #5248, sculpt - mirrored tiled texture odd results

Changed the algorithm used for projecting the brush texture onto the model. The old algorithm was never implemented properly, causing increasingly
wonky distortions of the brush as it got farther away from parallel to the screen. The new system uses the screen coords of vertices, the obvious
advantage being that 2D screen coords can be mapped quite easily to 2D texture coords. The main disadvantage of this method is that there are still
distortions in the brush as the surface beneath it becomes less parallel the screen. These distortions, however, are not as bad as the old ones
because they are predictable from the user's perspective. (It's analogous to a movie being projected onto a sphere; if the viewer is in front of the
sphere there is no apparent distortion, but from the side the movie appears stretched and distorted.)

This may still be worth revisiting after the release.
2006-12-29 08:40:19 +00:00
Matt Ebb
efce404ddd * Patch #5337 from Juho: Ipo vertex size theme setting
(with some small modifications)
2006-12-29 06:58:39 +00:00
Matt Ebb
376ee50d3e * Dynamic icon file loading and themeability
This patch allows icon files (.png) to be loaded into Blender dynamically,
without having to go through the tedious and technical process of compiling
them in. It also makes them part of the theme settings so they can be
attached as part of a theme and saved in the default .B.blend.

Icon files should be stored in $HOME/.blender/icons/ . This really sucks on
Mac since it's hidden in the finder, but it's a separate issue. We need a
better system of finding things like this, python scripts etc, perhaps a
nice wrapped function something like BLI_getresourcedir(), then it's easy to
do platform specific stuff there, like using ~/Library/Application Data on Mac.

More info and docs in the patch tracker @
https://projects.blender.org/tracker/index.php?func=detail&aid=5334&group_id=9&atid=127
2006-12-29 04:46:47 +00:00
Nicholas Bishop
ef0d41b956 Fix for bug #5539, brush circle cursor is slow. 2006-12-28 23:23:10 +00:00
Martin Poirier
3c13561ab5 === Transform Snap ===
Fixed the bug where it would snap to a selected (moving) vertex.

Fixed a bug with Snap Closest with only one vertex selected.

=== Internals: EditMesh Mods ===

Modify and documented findnearestvert.

Added a new parameter to restrict the search to selected or unselected vert instead of just adding a bias to them (as previously). Currently, the "strict" method bypasses the openGL optimisation, people with more knowledge about that should feel invited to fix it.

=== Internals: EditMesh Tools ===

Adding missing newline at the end.
2006-12-28 22:42:58 +00:00
Joshua Leung
d665beb5df This just silences a compiler warning I got as a result of Nick's commit
last night.

warning: "struct View3D" declared inside parameter list
2006-12-28 22:08:33 +00:00
Campbell Barton
8866a62c8f was missing getColorLayerNames and getUVLayerNames from docs. 2006-12-28 12:56:00 +00:00