===============================
An improved CrazySpace correction is now used for Armature modifiers that use
vertex groups, and that are the first enabled modifiers in the stack. This is
a a specific case, but also a common one.
http://www.blender.org/development/current-projects/changes-since-244/skinning/
Implementation Notes:
- The quaternion crazyspace correction is still used for modifiers other than
the armature modifier.
- Modifiers can now provide a deform matrix per vertex to be used for
crazyspace correction, only the armature modifier implements this now.
===================
This is a new automatic vertex weighting method, next to the existing
envelope based method. The details are here:
http://www.blender.org/development/current-projects/changes-since-244/skinning/
This is based on section 4 of the paper:
"Automatic Rigging and Animation of 3D Characters"
Ilya Baran and Jovan Popovic, SIGGRAPH 2007
Implementation Notes:
- Generic code for making mesh laplacian matrices has been added, which
is only used by bone heat weighting at the moment.
- Bone to vertex visibility checking is done with the raytracing code.
- Fixed an issue in the subsurf limit calculation function, where the
position of vertices on boundary edges was wrong. It is still not the
correct position, but at least it's in the neighbourhood now.
After just over a week of coding, I've finished doing a major refactor/cleanup of the constraints code. In the process, quite a few old kludges and ugly hacks have been removed. Also, some new features which will greatly benefit riggers have been implemented.
=== What's New ===
* The long-awaited ``ChildOf Constraint'':
This allows you to animate parent influences, and choose which transformation channels the parent affects the child on (i.e. no translation/rotation/scaling). It should be noted that disabling some combinations may not totally work as expected. Also, the 'Set Inverse' and 'Clear Inverse' buttons at the bottom of this constraint's panel set/clear the inverse correction for the parent's effects. Use these to make the owner not stick/be glued to the parent.
* Constraint/Target Evaluation Spaces:
In some constraints, there are now 1-2 combo boxes at the bottom of their panel, which allows you to pick which `co-ordinate space' they are evaluated in. This is much more flexible than the old 'local' options for bones only were.
* Action Constraint - Loc/Rot/Size Inputs
The Action Constraint can finally use the target's location/rotation/scaling transforms as input, to control the owner of the constraint. This should work much more reliably than it used to. The target evaluation should now also be more accurate due to the new space conversion stuff.
* Transform - No longer in Crazy Space (TM)
Transforming objects/bones with constraints applied should no longer occur in Crazy Space. They are now correctly inverse-corrected. This also applies to old-style object tracking.
=== General Code Changes ===
* solve_constraints is now in constraints.c. I've removed the old `blend consecutive constraints of same type' junk, which made the code more complex than it needed to be.
* evaluate_constraint is now only passed the constraint, and two matrices. A few unused variables have been removed from here.
* A tempolary struct, bConstraintOb, is now passed to solve_constraints instead of relying on an ugly, static workobject in some cases. This works much better.
* Made the formatting of constraint code consistent
* There's a version patch for older files so that constraint settings are correctly converted to the new system. This is currently done for MajorVersion <= 244, and SubVersion < 3. I've bumped up the subversion to 3 for this purpose. However, with the imminent 2.45 release, this may need to be adjusted accordingly.
* LocEulSizeToMat4 and LocQuatSizeToMat4 now work in the order Size, Rot, Location. I've also added a few other math functions.
* Mat4BlendMat4 is now in arithb. I've modified it's method slightly, to use other arithb functions, instead of its crazy blending scheme.
* Moved some of the RigidBodyJoint constraint's code out of blenkernel, and into src. It shouldn't be setting its target in its data initialisation function based + accessing scene stuff where it was doing so.
=== Future Work ===
* Geometry to act as targets for constraints. A space has been reserved for this already.
* Tidy up UI buttons of constraints
In order to give import/export script authors the ability to add properties
to inidividual faces, vertices and edges in the same manner as they are able
to do with ID structures three new custom data types have been added to blender
for floats, integers and strings.
Things to note:
-Since property Layers are custom data, they are added to all verts, edges
or faces at once.
-Only one property layer for each unique property name may exist. In other
words, you cannot have a float layer as well as an integer layer
both with the same name.
-No user interface for this exists at the moment.
The following methods and attributes have been added to the Blender.Mesh
Python module and it's object types:
->MVert/Edge/FaceSeq:
addPropertyLayer(name, type)
removePropertyLayer(name)
renamePropertyLayer(original name, new name)
properties(readonly list.)
->MVert/Edge/Face
getProperty(name)
setProperty(name, value)
->Mesh module
PropertyTypes (readonly dictionary)
The good news; previously written 64 bits are still valid! All fixes
appeared to be possible in code, no versioning patches needed. :)
That also removes the I AM STUPID 64 bits ban from the code.
The bad news:
I couldn't get a 64 bits Blender running here (ghost-mac issues... it
has to be recoded using Quartz to be able to run 64 bits). So what I
have tested was:
32 bits binary:
- Appending/linking data from 64 bits file.
- Reading 64 bits chained library-linked files (file -> file -> etc)
- Linking 32 bits files with 64 bits files
This has to be tested for 64 bits too. Will drop in IRC now to help.
Note: part 3 is fixing memory issues for addressing > 4 GB data. A first
start has been made for a blenlib API function.
Checked every instance of testbase to see this dosnt break anything, also changed TESTBASE and TESTBASELIB, both were used incorrectly in places.
added error_libdata() for library error messages that are everywhere.
added object_data_is_libdata to test if the object and its data's are from a library.
fixed 2 crashs in adding Curve points to a library object (remember to check, verify_ipocurve returns NULL!)
made duplicating and making dupli's real for lib objects possible, disabled joining into lib armatures and meshes.
- added replacement BLI_snprintf for snprintf to avoid MSVC specific #defines for snprintf.
- BLI_snprintf also ensures trailing zero, so helps preventing buffer overflows
Option to draw object name in 3d window corner, now also displays for
meshes the (pinned) shape key name.
Threads: warning fix, added (void) for function declaration.
-----
Bugfix #6174: files larger than (2^31)-1 bytes were reported with negative
sizes in file manager windows. Added a cast to unsigned int before doing
conversions for the UI.
[ #6077 ] Scripts in sub-sub-folders of Blender's scripts folder won't run.
[ #5572 ] Scripts in sub-folders of Blender's scripts folder won't run
- I've added a function in blenlib to join two strings with a path separator in between.
- Willian, Campbell, please check if commit in BPY_menus is ok and test - thanks!
filename and path issues:
[ #6107 ] Animation crashes when ouput folder does not exist
- using the Windows drive as default and only then degrading to the
Blender installation drive and then the first valid drive.
- in case of degrading added error message print to console to make it
transparent
[ #6106 ] fluids - no default path
- setting the default path to U.tempdir where Blender stores temporary files
- path without volume name still caused error when used as name for relative base
- could happen with name in .Blog file saved by older blender version
- fix for [ #6065 ] Blender refuses to save any renders
Fixed bug #5829, Exiting editmode with TAB key toggles RETOPO
* Moved the retopo_mode setting to ToolSettings.
* Renamed the other retopo_mode to the (more accurate) retopo_paint_tool
Now the Snap To Location (Shift S) tools for bones in pose-mode
work correctly. Previously, only one of these tools was implemented,
but it only worked in some cases.
This fixes item #4874 in Todo Tracker. Was patch #5012.
Please read:
http://www.blender3d.org/cms/Imaging.834.0.html
Or in short:
- adding MultiLayer Image support
- recoded entire Image API
- better integration of movie/sequence Images
Was a whole load of work... went down for a week to do this. So, will need
a lot of testing! Will be in irc all evening.
This commit upgrades the modifier stack to only calculate the data which is
needed, either by modifiers further down the stack or by other functions at
the end of the stack (e.g. drawing functions).
This speeds up modifier stack recalculation, especially where vertex
groups and UV coordinates are concerned. For example, a mesh with an Armature
modifier followed by a Subsurf modifier would previously have required the
Subsurf modifier to interpolate all the vertex groups in the mesh, slowing
down modifier calculations considerably. With this update, vertex group data
is not propagated beyond the Armature modifier, so calculations are faster.
Note that this depends on the order of modifiers in the stack. If the Armature
and Subsurf modifiers were swapped in the above example, the Subsurf modifier
would have to interpolate vertex groups, as they are needed by the Armature
modifier.
although it has a lot of noise. Not to mention our bad string code gives
a load of warnings.
I've reviewed specifically:
- file reading/write
- dna and library code
- node system
- entire render module
Done a couple of files in src/ too, seemed to be nice errors.
Removed all limitations from render code for maximum threads. The only
define for this now is in BLI_threads.h, and currently set to 8.
Note that each thread renders an entire tile, and also allocates the
buffers for the tiles, so; more threads might work better with smaller
tiles.
IMPORTANT: node system won't work yet with more than 2 threads! So, don't
try material nodes or compositing with over 2 threads. That I'll commit
later today.
What does work (should work :) is AO and soft shadow now.
- Now baking itself is threaded too (like for render, max 2 cpus. Moving
this to 4 cpus is on todo. Goes twice as fast!
- fix: ESC from bake was broken...
- other fix: toolbox menus didn't treat sublevel string lengths OK,
truncating items like for Group library names.
- New perspective projection capability. If a camera is used as the
projection object, the modifier detects whether to do perspective or
orthographic projection based on the camera type. If any other object
type is used as the projection object, orthographic projection is used.
- Orthographic projection actually works properly now.
- The projected UVs are scaled and offset so that the image is centred in
the projecting camera's view.
- AspX and AspY inputs have been added to control the aspect ratio of the
projected UVs.
Also:
- I have added the Mat4MulVec3Project() function to BLI_arithb.h; this
function converts a 3-dimensional vector to homogeneous coordinates
(4-dimensional, with the 4th dimension set to 1), multiplies it with the
given matrix, then projects it back to 3 dimensions by dividing through
with the 4th dimension. This is useful when using projection matrices.
Random seeding is still not perfect in render, especially lack of good
thread support still.
- VectorBlur node was calling seed for each exec, causing other nodes to
get fixed random too.
- added seed in non-OSA main loop for render
- use BLI_srandom, is better than BLI_srand
2006/11/19 00:07:32 CET
Fix for bug #5250: inaccurate conversion between edit and pose mode bones.
Two very bad bugs:
- replacing atan() with atan2() should also remove the M_PI correction!
This is the equivalent:
angle=atan(x/y); if(y<0) angle+=M_PI;
angle= atan2(x, y);
- the new NormalizedVecAngle2() call was negating an input vector, causing
calling code to screw up. All arithb.c calls should not alter input.
Using acos(dot(u, v)) to find the angle between two vectors is quite
inaccurate, and there's a better way to do it, as explained here:
http://www.plunk.org/~hatch/rightway.php
Also changed the use of atan for computing roll to atan2 in some places,
the latter avoids accuracy and division by zero issues.
Loadsa new compo nodes, most added in new menu "Mattes".
- Seperate into YCC
- Combine YCC
- Seperate into YUV
- Combine YUV
- (Chroma) Difference Matte
- Chroma Key
- Luminance Key
- Color Spill correction
Main problem is missing docs still... Bob is working on it, he'll also
make tooltips for all buttons.
Some UI things might change too, like more clear names.
now, others can be added later (sticky, shape keys). Beside one small fix
for knife exact vertex group interpolation, is intended to work the same
as before.
Also fixes bug #5200, related to editmode undo and vertex groups. And
corrects the editmode to faceselect mode selection conversion, that was
broken in a previous commit.
the CustomData module from the modifier stack rewrite, but with additions
to make it also usable in edit mode. Some of the datatypes from that
module were move to a DNA header file, they are not saved to file now, but
will be soon.
The only code that wasn't abstracted is the uv collapse / merging code. It
is rather complicated, will look into that in the future.
There should be no user level changes.
duplicate code. Also removed redundant files from the bsp module,
that where replaced by boolop last year, no sense in updating them
for these changes. On the user level things should still work the
same, this is only preparation work.
Not counting the removed files, -1501 lines of code, not too bad :)
Creates a 4x4 matrix from location, size and euler angles components.
Coded by Joshua Leung (aligorith) for one of his patches. Integrating right now because it's useful in and of itself.
Made nice crashes that way... but not in !@%@$ OSX because it seems to
clear memory unwanted. Solve dit with adding API call in MemArena to default
to callocs.
Also removed malloc() from MemArena, replaced with MEM_mallocN().