This is the case:
- Empty has Group duplicator
- Empty has NLA strips to animate the group
On linking the Empty to another group (with button in ObjectButtons), it
checks for the current strips in NLA, and tries to find the proper objects
in the new Group, based on name matches.
If not found, it sets the strip-objects to zero.
don't work consistant;
BLI_makestringcode()
This one works correct for paths that go up; it then makes a relative
path like : //../lib/file.blend
BLI_convertstringcode()
This one delivers different paths when it expands, the previous case
will just append the relative path, like /work/project/../lib/file.blend.
That string cannot be compared with the original... which happened to find
out if a library was read already.
Solution for now is that only the relative paths are compared, but it
won't work if multiple relative levels are used... like for libraries
that link recursive. To solve that, the entire 'relative' concept has to
be redesigned.
Image.New(name, w,h,depth)
Image.start- for animtex
Image.end - for animtex
Image.speed - for animtex
Image.packed - read only bool
See the pydocs for details.
data (local data links to lib data) and "indirect" (lib links to same lib
data).
A real solution should be found though... there's a conflict in the code
I don't fully grasp yet.
when it duplicated mesh data.
I'm not thrilled with how I implemented this code, but currently don't
know a better way. If someone more familiar with how blender duplicates
objects and converts things to meshes wants to have a look, it would be
appreciated.
Apparently python allows to create Key blocks without proper *from pointer
back to the owner of the Key. The Key unfortunately wasn't mean to be a
dynamic block linkable to any Mesh...
This patch sets the from pointer on any call to do_mesh_key, which is safe
to do anyway. I made a note to get rid of that convention once, but at
least now we got non-crashing blenders. :)
(In bugreport noted that we need to check Python code for it too!)
Adding Ipos to Sound strips in Sequencer didn't work anymore. Adding a new
curve with CTRL+click also wasn't smart enough to detect that only one
channel existed there... fixed that too.
Another ancient bug in unified render... the lamphalo wasn't filled in
correctly over sky, especially when the background had halos (or stars).
Only shows when using filters other than box though.
wire frame became very limited... the information of faces (vertex colors
and UV reside there) got lost.
Solved it nicely with creating a large index table, and use bsearch() to
get quickly the matching information.
Then I noticed the render code needed fixes too for wire, no proper UV's
were calculated over the wire edge.
The tool "Single User" -> "Object data" missed a tag to recalculate the
geometry. This caused meshes to disappear after entering editmode on the
former linked mesh.
Previously the only way to get the current image was flaky and relyd on the image being assigned to a mesh.
try:
me = Scene.GetCurrent().getAttiveObject().getData(mesh=1)
image = me.faces[me.activeFace].image
except:
image = None
...Can new be replaced by the following, and works even when there is no mesh.
image = Image.GetCurrent()
epydocs:
Get the currently displayed Image from Blenders UV/Image window.
When multiple images are displayed, the last active UV/Image windows image is used.
Strips with a repeat fraction (like 3.51) should also "hold" on the
fraction of .51 when indicated so.
Patch provided by Roland Hess, but cleaned up (exisiting) mess a bit too.
Unified render didn't treat the alpha for raytraced transparent correct...
unified is based on layering with alpha, so it cannot support alpha in
raytraced transparent correctly.
I'm going to kill unified one day... its giving me headaches. :)
* this resolves a number of outstanding issues with the armature api and gets this ready for release
- add/remove bones possible
- rolls work correctly now!
- ik'ing to parent should work
- flags for tip/root/bone selection
- etc.
30, the databrowse option didnt work.
Made popup menu to go to 60 now, in 3 collums max. Databrowse works too
now.
Next commit; check all other databrowsers for it.
- If a library became unreadable, with a print like:
ERROR: can't find lib //../../../../../../..//jorma_light.blend
Then set the F10 "rt" button to 111. :)
That will read files with a stripping routine to fix it.
- For lost actions in strips: press Lkey in NLA editor, this is the new
"re-link action" option. To get it work, dont forget to fill in the
proper Armature in NKey panel.
The real fix, for the code that corrupted relative paths, will be
part of the bf-blender branch merging, which follows.
particle generator can be duplicated.
Note that the particles are only generated once, on the original, and just
get duplicated.
For static particles it worked already OK.
Added note for previous grouping commit; group-duplicators should support
fully all animation systems, including modifiers and particles.
-> Any Group Duplicate now can get local timing and local NLA override. This
enables to control the entire animation system of the Group.
Two methods for this have been implemented.
1) The quick way: just give the duplicator a "Startframe" offset.
2) Advanced: in the NLA Editor you can add ActionStrips to the duplicator
to override NLA/action of any Grouped Object.
For "Group NLA" to work, an ActionStrip needs to know which Object in a
group it controls. On adding a strip, the code checks if an Action was
already used by an Object in the Group, and assigns it automatic to that
Object.
You can also set this in the Nkey "Properties" panel for the strip.
Change in NLA: the SHIFT+A "Add strip" command now always adds strips to
the active Object. (It used to check where mouse was). This allows to add
NLA strips to Objects that didn't have actions/nla yet.
Important note: In Blender, duplicates are fully procedural and generated
on the fly for each redraw. This means that redraw speed equals to stepping
through frames, when using animated Duplicated Groups.
-> Recoded entire duplicator system
The old method was antique and clumsy, using globals and full temporal
copies of Object. The new system is nicer in control, faster, and since it
doesn't use temporal object copies anymore, it works better with Derived
Mesh and DisplayList and rendering.
By centralizing the code for duplicating, more options can be easier added.
Features to note:
- Duplicates now draw selected/unselected based on its Duplicator setting.
- Same goes for the drawtype (wire, solid, selection outline, etc)
- Duplicated Groups can be normally selected too
Bonus goodie: SHIFT+A (Toolbox) now has entry "Add group" too, with a
listing of all groups, allowing to add Group instances immediate.
-> Library System
- SHIFT+F4 data browse now shows the entire path for linked data
- Outliner draws Library Icons to denote linked data
- Outliner operation added: "Make Local" for library data.
- Outliner now also draws Groups in regular view, allowing to unlink too.
-> Fixes
- depsgraph missed signal update for bone-parented Objects
- on reading file, the entire database was tagged to "recalc" fully,
causing unnecessary slowdown on reading.
Might have missed stuff... :)
This first implementation only supports it for Meshes with UV maps, and
only tangents in V direction.
Tangent diffuse:
http://www.blender.org/bf/0001_0080.avi
Tangent spec, diffuse, and bump:
http://www.blender.org/bf/20001_0080.avi
NOTE: since UV coordinates are still very badly subsurfed, this won't work
well for subsurf meshes... on the todo.
On the todo;
- generate tangents for meshes without UV (with some options)
- use tangents from Curve/Surface
- add the Ashkimin shader from tracker
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Important bugfix; curves didn't render anymore since yesterday. :)