Commit Graph

7673 Commits

Author SHA1 Message Date
Sergey Sharybin
341a99189e Ignore track's disabled channels when requesting for pattern used in keying screen node 2012-06-01 14:42:55 +00:00
Sergey Sharybin
c9aa6cf80d Merging r47307 through r47325 from trunk into soc-2011-tomato 2012-06-01 14:08:18 +00:00
Joshua Leung
1ced356009 Action Group Colors for Bones (Part 2)
Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.

Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.

Other notes:
* Split out the code for copying colors to a common library function
2012-06-01 13:54:44 +00:00
Sergey Sharybin
7f0be018bf Style cleanup of own recent changes 2012-06-01 13:46:38 +00:00
Lukas Toenne
17935168c0 Reroute nodes, by Jeroen Bakker (patch #28443).
By holding shift and "cutting" a node link a new reroute helper node can be inserted. This consists of a single socket that can be used to insert additional connection points into a link. This can be used to keep a connection point in the tree when  deleting a node, or to control the path of long connections for layout cleanup.
2012-06-01 12:38:03 +00:00
Sergey Sharybin
44693e709a Change in debug print for BKE_mask_spline_ensure_deform -- "alloc new spline" was a bit misleading,
changed with "alloc new deform spline"
2012-06-01 12:34:44 +00:00
Sergey Sharybin
1450bc244f Cleanup in spline diffirintiation code - encapsulate max segment length
to resolution calculation functions rather than doing this from callee.

Also switch mask drawing code do the same spline resolution calculation
as used for compositor (which takes frame dimensions into account).
2012-06-01 12:25:18 +00:00
Sergey Sharybin
ecac5aef75 Changes to mask point slide operator:
- Original slide would create overall feather for spline
- Sliding of feather points for already defined feather would control
  individual feather points weight
- Sliding of feather points with Ctrl hold down would switch to
  overall feather control
2012-06-01 11:44:52 +00:00
Sergey Sharybin
70df1956a9 Small refactor of mask sliding operator
Also aspect ratio correction is not needed for BKE_mask_point_set_handle
2012-06-01 11:44:46 +00:00
Campbell Barton
04854d9048 svn merge ^/trunk/blender -r47272:47306 2012-06-01 05:50:17 +00:00
Campbell Barton
7f6dd1861d style cleanup 2012-06-01 05:46:09 +00:00
Campbell Barton
192a28bb32 rename mask-objects to mask-layers. 2012-05-31 19:12:22 +00:00
Campbell Barton
02b927b8c4 style cleanup 2012-05-31 18:40:06 +00:00
Jason Hays
9547b76c2e This fixes a precision issue in multi-paint so that near zero values do not cause flickering as you paint.
It also changes multi-paint's "zero weight color" to black again--it was unintentionally changed to red some time late last year when an aspect of the colors were changed.
2012-05-31 17:22:52 +00:00
Peter Larabell
3834134cf0 Add dynamic mask curve differentiation for more accurate feather gradients. 2012-05-31 16:59:25 +00:00
Peter Larabell
f7fb32fb8a Fix possible memory leak where spline differentiation fails but feather differentiation does not. 2012-05-31 14:36:22 +00:00
Peter Larabell
0451dedf6f remove some redundant checks when freeing memory after rasterizing masks. 2012-05-31 14:29:09 +00:00
Campbell Barton
198a914db1 save calling srgb_to_linearrgb() for 0 or 1 when converting mask color. 2012-05-31 13:43:21 +00:00
Campbell Barton
58a7c451c1 convert mask to linear color. 2012-05-31 13:37:32 +00:00
Campbell Barton
153259ff74 support for mask keyframing 2012-05-31 12:24:06 +00:00
Campbell Barton
7443604790 mask object blending and alpha options 2012-05-31 12:12:28 +00:00
Campbell Barton
332366643b use malloc for point arrays since they are filled in immediately. 2012-05-31 09:46:17 +00:00
Campbell Barton
038f41c087 minor refactor - use float (*)[2] for 2D point arratys. 2012-05-31 09:35:50 +00:00
Sergey Sharybin
1794b9b00f Fixed memory leak caused by not freeing uw array for points in deformed spline 2012-05-31 09:01:15 +00:00
Campbell Barton
1308cad234 patch from pete larabell - feather support for masking. 2012-05-31 08:39:22 +00:00
Campbell Barton
d74200a3af svn merge -r47246:47245 . --- revert 47246, this needs more considersation and planning to do this well 2012-05-31 08:24:53 +00:00
Campbell Barton
1541c5f6d0 fix for own mistake 2012-05-31 07:55:04 +00:00
Peter Larabell
3795d73235 Adds property to mask splines to allow them to be negated (black masks), still needs work in tracking.c 2012-05-30 21:15:17 +00:00
Sergey Sharybin
39e6acfb08 Merging r47215 through r47226 from trunk into soc-2011-tomato 2012-05-30 14:33:24 +00:00
Daniel Genrich
be21080cb6 Provide ray hit/nearest information on which side of the quad the ray hit.
Patch by MiikaH.
2012-05-30 12:53:13 +00:00
Campbell Barton
ad00c1210a rename macros for mask point selection - were a bit confusing. 2012-05-30 11:52:44 +00:00
Campbell Barton
03136f0680 mask object hide/reveal - access from H/Alt+H/Shift+H and eye icon in listview.
added alpha setting though its not used for rendering yet.
2012-05-30 06:07:26 +00:00
Campbell Barton
766307e311 svn merge ^/trunk/blender -r47184:47201 2012-05-30 04:48:10 +00:00
Benoit Bolsee
58bc424b3c BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI.
========================
The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a 
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is 
set to 0).
These settings help reducing the processing spent on Physics during the game.

Previously they were only accessible from python but not working because of a bug. 
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.

Python API:
  import PhysicsConstraints
  PhysicsConstraints.setDeactivationLinearTreshold(float)
  PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29 20:30:33 +00:00
Daniel Genrich
3495479b4f Bugfix [#31629] Cloth simulation results are much different from older ones
This is only a partial bugfix, reducing the repulse to 1/3.

Cloth collision will still behave different because it is now catching more collisions.
2012-05-29 19:12:49 +00:00
Campbell Barton
7d04e4c53e svn merge ^/trunk/blender -r47150:47184 2012-05-29 15:02:21 +00:00
Campbell Barton
b63a2be5c1 fix for using uninitialized memory when adding spline points, also fix for deleting points not working right. 2012-05-29 14:54:40 +00:00
Sergey Sharybin
876665ac25 Initial commit of new keying nodes
First node is called Keying Screen (Add -> Matte -> Keying Screen) and it's
aimed to resolve issues with gradients on green screens by producing image
with gradient which is later used as an input for screen color in keying nodes.

This node gets motion tracks from given movie clip and trackign object and uses
them to define color and position of points of gradient: for position marker's
position on current frame is sued, for color average color of pattern area is
used.

Gradient is calculating in the following way:
- On first step voronoi diagram is creating for given tracks.
- On second step triangulation of this diagram happens by connecting sites
  to edges which defines area this site belongs to.
- On third step gradient filling of this triangles happens. One of triangle
  vertices is colored with average track color, two rest vertoces are colored
  with average color between two neighbor sites. Current pixel's color in
  triangle is calculating as linear combination of vertices colors and
  barycentric coordinates of this pixel.

This node is implemented for both tile and legacy compositor systems.

Second node is basically a combination of several existing nodes to make keying
more straighforward and reduce spagetti mess in the compositor, but it also
ships some fresh approaches calculating matte which seems to be working better
for not actually green screens.

This node supports:
- Chroma preblur
- Dispilling
- Clip white/black
- Dilate/Erode
- Matte post blur

This node doesn't support chroma pre-blur for legacy compositor (yet).

There're still lots of stuff to be improved here, but this nodes night already
be used i think.

Some details might be found on this wiki page:
http://wiki.blender.org/index.php/User:Nazg-gul/Keying

This patch also contains some currently unused code from color math module, but
it was used for tests and might be used for tests in the future. Think it's ok
to have it in branch at least.
2012-05-29 14:00:47 +00:00
Campbell Barton
f5917b15b5 support for marker parent offset 2012-05-29 13:23:34 +00:00
Campbell Barton
777d0255ff fix for parenting, offset isnt needed anymore 2012-05-29 13:18:11 +00:00
Campbell Barton
74438b6336 fix for parent + animation handles. 2012-05-29 11:00:02 +00:00
Campbell Barton
0b7593a3dc finish cleanup for plugins 2012-05-29 10:31:42 +00:00
Thomas Dinges
16117143d8 Massive Code cleanup:
* Remove all code for Texture and Sequencer plugin system, this never worked in 2.5x / 2.6x and is therefore not needed anymore.

* DNA structures are kept, all read/writefile code is gone.
2012-05-29 10:21:07 +00:00
Campbell Barton
0c7fa76e59 remove some more pynode references in the code 2012-05-29 09:42:11 +00:00
Campbell Barton
d8d3a6455f remove pynodes, were not working in 2.5, not ported to py3.x 2012-05-29 09:37:23 +00:00
Campbell Barton
edad58c5b1 initial support for animating parented mask points. 2012-05-29 08:55:16 +00:00
Campbell Barton
b9d1830d77 check for parent before applying offset 2012-05-29 06:31:42 +00:00
Campbell Barton
b6a28065c9 svn merge ^/trunk/blender -r47103:47150 2012-05-29 05:48:07 +00:00
Benoit Bolsee
dfc19a1ff7 BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00
Campbell Barton
4e0492e3bc fix compiler error 2012-05-28 21:25:17 +00:00