Commit Graph

3839 Commits

Author SHA1 Message Date
Martin Poirier
56b0880d2f Null check for baking progressend function
Simplify end of line for console progress.
2009-12-04 19:08:07 +00:00
Matt Ebb
a358b6386d * Fix for incorrect disabling after baking cloth sim
* Fix for time cursor getting 'stuck' after baking point caches
2009-12-04 04:28:50 +00:00
Martin Poirier
b1a1a0f135 Cleaning: update a couple of functions to use scene from context instead of from screen. 2009-12-04 01:25:43 +00:00
Janne Karhu
47b457f19e Bug fix: Verlet integration didn't work properly with moving particle emitters.
Thanks for mcreamsurfer for reporting and Farsthary for the patch!
2009-12-02 20:53:28 +00:00
Matt Ebb
b89138564e Changes to Color Management
After testing and feedback, I've decided to slightly modify the way color 
management works internally. While the previous method worked well for 
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult 
for other areas such as compositing.

This implementation now considers all color data (with only a couple of 
exceptions such as brush colors) to be stored in linear RGB color space, 
rather than sRGB as previously. This brings it in line with Nuke, which also 
operates this way, quite successfully. Color swatches, pickers, color ramp 
display are now gamma corrected to display gamma so you can see what 
you're doing, but the numbers themselves are considered linear. This 
makes understanding blending modes more clear (a 0.5 value on overlay 
will not change the result now) as well as making color swatches act more 
predictably in the compositor, however bringing over color values from 
applications like photoshop or gimp, that operate in a gamma space, 
will give identical results.

This commit will convert over existing files saved by earlier 2.5 versions to 
work generally the same, though there may be some slight differences with 
things like textures. Now that we're set on changing other areas of shading, 
this won't be too disruptive overall.

I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png

and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
2009-12-02 07:56:34 +00:00
Joshua Leung
a96f6f2e15 * Moved rotation initialisation code for new objects to 'the other' add object function that campbell fixed earlier. This should mean that the py-api does everything in the right way now.
* Tried adding 'Load Factory Settings' to File menu, but I seem to be running up against some RNA bugs. Can be removed if is too problematic.
2009-11-29 23:54:41 +00:00
Campbell Barton
2bef608fb3 - new objects added from the rna api defaulted to quat rotation, not even using an identity quat.
- making meshes in python isnt nice at the moment, added a helper function.
    mesh.from_pydata(verts, edges, faces)
2009-11-29 23:14:41 +00:00
Arystanbek Dyussenov
92b4316708 Merge from COLLADA branch into trunk of -c 24572 (cmake and scons for OpenCollada @ 675, Linux) and 25001 (bone animation import). See corresponding log entries for more detail. 2009-11-29 19:16:52 +00:00
Peter Schlaile
a22cfe99db == Sequencer ==
Brought back default effect fading: (adding a wipe effect makes it
wipe by default for the length of the strip)

First round in upgrading IPOs from older versions. (works for non-IPO
case now and sets at least the new "default effect fade"-flag)

Still non-working for old IPOs, since Sequence-Strips aren't real IDs!

And: non-frame-lock case should stretch the FCurve to the right length!
2009-11-29 18:14:16 +00:00
Nicholas Bishop
da442c1d43 UI/RNA:
* Set default particleedit selection mode in add scene (TODO: not yet changed in the default blend)
* Corrected names for particleedit selection mode in RNA, added icons
* Added occlude geometry flag to view3d RNA
* Converted particleedit buttons to uiItems in view3d header
2009-11-28 18:19:34 +00:00
Campbell Barton
a2b370dd6f py/rna api
- object.modifiers.add()/remove()
- armature.edit_bones.active wasnt named correctly
2009-11-28 13:33:56 +00:00
Brecht Van Lommel
c4933cccfa Mesh Deform Modifier
* Now support a Surface mode next to the existing Volume mode. This binds
  the mesh to the cage mesh surface rather than it's volume.
* Implemented reusing the bone heat weighting code.
* Advantage is that it works for cage meshes that are not volumes and that
  binding is much faster.
* Weak point is that disconnected components of a mesh are not guaranteed
  to stick together (same problem exists with bone heat weighting).
* Bind weights could still be compressed better to use less memory.

Example file:
http://download.blender.org/ftp/incoming/cloth_mdef_surface.blend
2009-11-28 13:33:17 +00:00
Joshua Leung
54c5859578 Durian Rigging Requests: (Armature Layers + Rotation Locking Tweaks)
* Increased the number of Armature and Bone Layers from 16 to 32. Please note that older versions of Blender may not correctly resolve the layers that bones are on when loading new files.

* Newly added objects are now made by default to allow locking of 4-component rotations using 4 separate locks (i.e. one by component) instead of requiring the obscure 'W' toggle (renamed '4L' now) to be enabled first. The objects in the default scene need modifying manually though.
2009-11-28 03:49:45 +00:00
Campbell Barton
5ca3d1919c fix for undo crashing when animating proxies that had ID props 2009-11-27 12:42:42 +00:00
Elia Sarti
3764c1ea26 Fixed typo 2009-11-26 17:20:02 +00:00
Brecht Van Lommel
7828f822df Bugfix: pose bone was doing double translation in some cases,
due to my commit yesterday.
2009-11-26 11:38:28 +00:00
Joshua Leung
802cc77f71 Patch #20037: Use named components for Drivers instead of array_index
This patch, by Elia Sarti (vekoon), simply adds the possibility to specify the final array component of the RNA path in the path itself, 
e.g. using location[0] or location["x"] or even location.x,  
instead of specifying this using an "array_index"

This should be easier for users to understand the driver system. The array-indices have been kept (but hidden from the UI under standard situations) since they are theoretically a tad faster than the in-path lookups still, and are easier for internal-tools to set for now...
2009-11-26 11:13:10 +00:00
Joshua Leung
1fcffd1aa0 Bugfix #20041: Drivers don't work on bone visiblity
- Drivers on added to the 'armature' datablock (i.e. keyframing some settings for a "Bone" as opposed to "PoseBone") now evaluate correctly. Added proper recalcs for this case too.

- Also fixed some memory leaks and loading problems I encountered with the test file provided. After having problems loading the test file, I ended up reproducing and finding the error.
2009-11-26 03:43:39 +00:00
Jens Ole Wund
12968cdd8a adding function
vcloud_estimate_transform(..) to math library
comments there (@math_geom.c) should explain what it does
-- removing attached clutter from softbody.c
2009-11-25 23:54:21 +00:00
Brecht Van Lommel
2b121e6599 Pose Bone Local Location: now also works for non-connected bones with parents. 2009-11-25 18:48:29 +00:00
Janne Karhu
323aa65671 Verlet integration method for particles (patch provided by farsthary). 2009-11-25 17:46:10 +00:00
Campbell Barton
553374bd4c selected_pchans --> selected_pose_bones, same for visible_pchans
added use_ prefix to bools offset --> use_offset, tail --> use_tail for eg.
2009-11-25 15:00:29 +00:00
Brecht Van Lommel
b129ccf000 Pose Bone "Local Location" option. This is enabled by default, disabling it
puts the bone location in pose space rather than local bone space.
2009-11-25 14:59:02 +00:00
Joshua Leung
6c881a7a6d AnimSys - Transform Locks + RNA:
The Animation System now respects the Transform Locks too (i.e. lock x-location, etc.) when writing settings. This means that it is no longer necessary to set up "constant drivers" to make sure some values don't get accidentally animated. 

Internally, added a new callback for properties in RNA, which is responsible for checking if the item at some array-index is editable. This needs to be manually called for each place which uses rna to set settings for arrays (see the code changes in anim_sys.c for changes how to do this; the same thing needs to be done in the UI code too, and probably in py-api too)
2009-11-25 12:00:31 +00:00
Joshua Leung
802779eb2d Assorted fixes - compile + drivers:
* Fixed a few compile warnings for scons+mingw
* Driver variables are now added with the ID-type set to ID_OB (objects) by default since this is more convenient
2009-11-25 09:25:58 +00:00
Campbell Barton
dcd1642121 RNA api
- EditBone was missing 'selected'
- renamed 'selectable' to --> 'restrict_select', matching object mode.
- renamed 'active_pchan' --> 'active_pose_bone'
2009-11-24 17:12:32 +00:00
Campbell Barton
89f9d3873d bugfix [#19983] clicking onto normal input of a material node crash
actually happened when clicking on any input
2009-11-24 14:03:29 +00:00
Campbell Barton
d55ac4da2b - added rna api function scene.update(), needed for rig generation to update driver deps
- removed some warnings
2009-11-24 09:24:32 +00:00
Campbell Barton
b7d717cead added a function to duplicate bPoseChannel's internal data - constraints, id-props etc.
duplicate_pose_channel_data(), the code to do this was inline in editarmature.c

duplicating editbones now duplicates posebone id-props

also removed an if test for &channew->constraints since it will always be true.
2009-11-23 23:03:04 +00:00
Campbell Barton
1baaa0134c copying a pose didnt copy its ID props, both poses would reference the same pointer (made proxy on objects with ID-prop pose channels fail) 2009-11-23 13:35:21 +00:00
Joshua Leung
6555eca6fe 2009-11-23 00:03:51 +00:00
Benoit Bolsee
d83b251486 Repair display of iTaSC IK constraint. Fix crash in GE with high priority action overwriting low priority action. 2009-11-22 22:42:57 +00:00
Peter Schlaile
2c461af8a3 == Sequencer ==
Broad back SCENE-rendering. (Hopefully did everything right)

Still missing: UI part (one can't select a scene, neither on add nor
in N-keys dialog...)
2009-11-22 20:49:13 +00:00
Peter Schlaile
42f99939f6 == Sequencer ==
This should make animations in sequencer work again at most
places.

It removes facf0 and facf1 and replaces them by

* effect_fader (the fader position for transition effects
  limited 0-1 value range)
* speed_fader (full range fader for speed effect)

Also: default transitions should work again.

Still not working: non-IPO-locked curves. (Don't really know,
if we can / want to bring them back in new animation system.)
2009-11-22 20:22:35 +00:00
Matt Ebb
8be7b757e3 * New option on modifiers that don't change topology: Apply as Shape
Rather than applying the modifier to the object data, it will create a new shape 
with the deformed vertices in there. Only mesh at the moment, other object 
types on the todo.
2009-11-22 13:44:09 +00:00
Joshua Leung
0fe908181e Just a few compiler warnings... 2009-11-22 12:45:37 +00:00
Joerg Mueller
8e877c1f9f Added a first version of the Sound F-Curve Modifier, not really usable yet, but you can play around with it. 2009-11-22 12:10:45 +00:00
Jens Ole Wund
7343de983e small fix
void SB_estimate_transform
no need for static now
2009-11-21 23:06:13 +00:00
Jens Ole Wund
70e38422d2 new property for soft bodies
sb->lcom   : Center Of Mass .. might be used to create loc IPO
sb_>lrot   : is a matrix[3] esitmates the roatation in world coordinates .. might be used to create rot IPO
sb_>lscale : is a matrix[3] esitmates the scaling   in world coordinates .. might be used to create scale IPO
(no python for that yet .. but may be matt has mercy on me )

can be cropped direclty  in soft body module by function 
static void SB_estimate_transform(Object *ob,float lloc[3],float lrot[3][3],float lscale[3][3])

The targets lloc,lrot,lscale should work to be NULL, just in case you don't need it. 

However i'd prefer if they were accessed via properties 
which should be calculated automagically if
sb->solverflags & SBSO_ESTIMATEIPO
is set, like they do in draw_sb_motion(..) in drawobject.c 

added static void draw_sb_motion(Scene *scene, Object *ob) to drawobject.c 
for debuggering (had a hard time with destructive matrix operations )
if it causes any trouble with your build on any OS make sure to comment that away.
softbody.c and DNA should compile fine in any case.
2009-11-21 22:45:25 +00:00
Dalai Felinto
d875f4927e patch [#19796] GLEW update by Mitchell Stokes (Moguri)
GLEW update to version 1.5.1 [11-03-08]
this opens room for Geometry Shader support.

* - Brecht, Campbell told me you did some local changes in order to make it right in Linux. I get to you in order to know what those changes are (or feel free to commit them directly)
2009-11-21 20:36:03 +00:00
Campbell Barton
bd1f548d8e fix for [#19655] Curve is a disaster
when changing curve twist I assumed 2D curves would not need dir or quat values set, however these are used when getting a path from a curve.
also added interp_v3_v3v3v3v3
2009-11-21 14:35:28 +00:00
Campbell Barton
684405e0fb id properties for editbones and pose channels were not being freed in a number of cases,
added free_pose_channel(pchan) and use this in all places that free pose bones
2009-11-21 11:26:09 +00:00
Willian Padovani Germano
525a4ec6a5 Improvements to tab -> spaces conversions and use in the Text Editor:
- A single undo removes all 4 inserted spaces at once.
- Indent and unindent now use spaces.

The number of spaces is still hardcoded as 4. PS: Campbell sharing a couple of the minor todo's with me, thanks :).
2009-11-20 19:15:57 +00:00
Joshua Leung
e6d382bd53 Node Editor: Various usability and code tidyups
* Fixed a nasty bug which meant that it was impossible to set an active node. Was caused by ntreeCopyTree() getting called when compo updates were done and clearing the active flags. The active flag clearing is only really needed for the "internal_select" case which is only used for duplicating selected nodes (from Shift-D duplicate).

* Recoded click-selection code. Was a mess of old code, bad exceptions from the old code half ported, duplicate operators, unnecessary flags/modes.

* Fixed bug #19927: compositing node groups can't be access via "tab" or ungrouped via "alt+g". Was probably related to the active group not being able to be set.

* Made resizing nodes work again. Again, this was due to the active node bug.

* Made adding a new group with Ctrl-G correctly update the views
2009-11-20 04:19:57 +00:00
Matt Ebb
3d1e618864 Simpler default smooth brush curve preset - less points, easier to tweak 2009-11-20 04:12:52 +00:00
Matt Ebb
38e1590fa7 * Removed tablet pressure sensitive number field widget scrubbing, wasn't that useful and I suspect it was the cause of a few bugs
* Added tablet pressure support (size/strength) for weight paint and vertex paint

* Added tablet eraser support for weight paint and vertex paint (inverts the effect of the current tool)

* Removed the old 'soft' option, now weight paint and vertex paint use the influence curve

* Made the default brush use a smooth influence curve, rather than sharp
2009-11-20 01:39:27 +00:00
Matt Ebb
2c08e182c7 * Added control and animation of sound volume of sequence sound strips (found in properties pane)
To insert keys, use I key while hovering over the button for now, rmb clicking on the property to insert a key doesn't work (general bug for all regions except property editor - will investigate).

Doesn't convert over from old fac0 ipos on opening old files though for the time being.

* Made sequence strip names unique while I was at it, to allow strip properties to be animated properly.
2009-11-19 03:21:37 +00:00
Campbell Barton
ae5a814f26 ID properties that are displayed via RNA can now define their own UI settings,
only implimented min/max precision & step.

at the moment there is no way to edit these other then via python

example of setting UI limits...

>>> C.object['foo'] = 0.5
>>> C.object['_RNA_UI'] = {'foo': {'step': 0.5, 'soft_max': 10.0, 'soft_min': 0.0, 'precision': 2, 'description': 'Some setting'}}

Also fixed typo's: precission -> precision
2009-11-18 20:01:35 +00:00
Daniel Genrich
6a357cabbf Durian request: Cloth
* structural can be set to 0

* pre-roll now available through GUI and works like following:
a) Pre rolled frames are NOT cached
b) reset cache + cloth on pre roll setting change
2009-11-18 13:33:52 +00:00
Campbell Barton
67c295da9c rename pose_channels to bones
was: object.pose.pose_channels["Bone"]
now: object.pose.bones["Bone"]
2009-11-18 11:40:55 +00:00