Commit Graph

49 Commits

Author SHA1 Message Date
Ton Roosendaal
c01aaac311 Two in one:
- Bugfix #5714
  New option "Save changed images" didn't respect relative file names

- Bugfix #5621
  New camera (shiftx, shifty) was missing in IpoWindow as animatable option
2007-01-15 12:44:45 +00:00
Ton Roosendaal
e61dec0767 Defocus Composite Node, by Alfredo de Greef
Log:
http://www.blender3d.org/cms/Composite__Defocus.836.0.html

An incredible quality composite effect, might be slow but worth waiting
for!
2006-12-21 18:11:07 +00:00
Ton Roosendaal
a720296999 Another 3-in-one commit:
- Unitialized variable in new shadow code caused Sun lamp shadow to not
  work.
- Ipo handle bug: when the handle was vertical it flipped around
- Loop select: unitialized variable caused it to work unpredictable in
  cases. Also found an unitialized var in collaps_edgeuvs().
2006-12-06 11:17:34 +00:00
Joshua Leung
d68d2528ac == Action Editor ==
Cleaned-up drawing code of keyframes. Code redundancy has been
reduced, and there should be slight performance gains (less looping,
no sorting of keys needed, possibly less memory usage).
2006-12-05 01:11:51 +00:00
Ton Roosendaal
342c900220 Proxy Objects revisited!
The first incarnation assumed that proxies were local objects per
definition. Unfortunately that makes it impossible to - for example -
reference-link an entire Scene with proxies, to be used as a special
character set.

This commit makes the proxy implementation also a bit more clear.

Related work: the scene-sets were not executed fully or correctly for
the dependency graph. That happens now (in 3d view) as well.
2006-11-30 15:54:21 +00:00
Ton Roosendaal
ed25eb9d9e Group Proxy: now drivers from proxy to Shape keys work :) 2006-11-14 21:06:11 +00:00
Ton Roosendaal
787ba4ea08 Bugfix #5085
An Ipo optimize commit of 2 months ago broke the Ipo "Linear" type for
extending.
2006-11-03 14:23:19 +00:00
Campbell Barton
a8461d2c40 DNA_ipo_types.h comments only
other are changes so calchandles_ipocurve only calc handels on a bezier line.
This makes bvh import faster but should also speed up internal IPO operations.
2006-08-04 14:08:21 +00:00
Ton Roosendaal
0458c50f63 Bug #4597
More Driver fixing...
Commit of over week ago to make drivers update correctly on cyclic
situations, forgot to fix another driver call... which then got called
always with 'current frame' set to zero.

Error only happened with animated (Ipos) Object-Object driver relations.

Also in this commit: when loading file, lattices with hooks were not
updated correctly.
2006-07-04 10:19:26 +00:00
Ton Roosendaal
1fa9af5dbc Plumiferos report: Ipo for material 'hardness' didn't go beyond 128
(Note; this value is stored in the curve when you make it, so you have
to remove the curve and insert it again...)
2006-06-26 16:57:44 +00:00
Ton Roosendaal
1aab013bcc Bugfix #4483
Fix for bugfix! The code added to solve Driver lag should not be called
when Bones in Armature are drivers (only when Objects are drivers).
2006-06-26 11:29:33 +00:00
Ton Roosendaal
03a1ee30b6 Bugfix #4420 + #3975
Found reasonable OK solution for a cyclic dependency that was bothering
a lot of (character) animators. They would like to drive bones with
Objects, but that lagged when you parent these Objects to the
armature, since that's a circular dependency.

Since Driver relations are only looking at local object properties (i.e.
it's local position/rotation) there's a simple way to solve it. In case
such Objects have an Ipo, it reads driver values directly from the
Object Ipo (on correct time) instead of Object values.
2006-06-23 12:15:22 +00:00
Ton Roosendaal
71f349e9dd Plumiferos bugfix:
The new (months ago) added option for "Local Constraint" always copied
and restored a PoseChannel quaternion, that disabled the required
normalizing of quaternions.

Only visible when you manually draw Ipo Curves, but it's probable that
it showed in other cases too.
2006-06-03 11:49:30 +00:00
Ton Roosendaal
e5b39b69d1 So! Finally time to work on finishing render pipeline project.
This commit brings back:

- Field Render
- MBlur Render (old style)
- Border render with or without cropping

Note: Field Render is not supported in Compositor yet. Blurring or filter
will destroy field information.
Both MotionBlur as Field render are done before Compositing happens.

Fixes:

- The "Save Buffers" option only worked on single frame renders, not for
  Anim render.
- Found an un-initalized variable in Render initialize... this might have
  caused the unknown random crashes with render.

Code restructure:

Cleaned up names and calls throughout the pipeline, more clearly telling
what goes on in functions.
This is visible in the updated first image of the Wiki doc:
http://mediawiki.blender.org/index.php/BlenderDev/RenderPipeline
2006-05-27 13:35:03 +00:00
Willian Padovani Germano
89dab4397d Pydrivers: Ipo Drivers controlled by Python expressions
wiki with info: http://mediawiki.blender.org/index.php/BlenderDev/PyDrivers

(there are two sample .blends in the patch tracker entry, last link in
the wiki page)

Notes:

In usiblender.c I just made Python exit before the main library gets
freed. I found a situation with pydrivers where py's gc tried to del
objects on exit and their ID's were not valid anymore (so sigsegv).

Ton needs to check the depsgraph part.

For now pydrivers can reference their own object, something normal
ipodrivers can't. This seems to work fine and is quite useful, but if
tests prove the restriction is necessary, we just need to uncomment a
piece of code in EXPP_interface.c, marked with "XXX".

Thanks Ton for the ipodrivers code and adding the hooks for the py part
and Martin for the "Button Python Evaluation" patch from which I started
this one.

Anyone interested, please check the wiki, the .blends (they have
README's) and tell me about any issue.
2006-04-30 16:22:31 +00:00
Peter Schlaile
2dce179e9d ==Sequencer==
This patch is mostly a usability patch for the sequencer, mainly written by
Anders Gudmundson and twisted a little bit by me.

- Lock Time to other windows
- Possibility to switch the X-Axis between frames and seconds-display
- IPO-Frame Locking for plugins (T-Key)
- Additional Popup to add HD-Sound and Movie at once
- In Timeline-Window: Sequencer windows only playback
- Make the IPOs a little bit IPO-Frame-Lock friendlier (doesn't jump;
  the frame that is drawn has the right dimension)
- Wheel-Mouse buttons make the sequencer window zoom again.
- The "This is not a sound/movie-file message" now reads "... or
  FFMPEG-support not compiled in!" since I learned some prominent
  people who complained, that hdaudio does not work for them ;-)
- Make SPACEKEY open up the "Add Strip"-Popup on the timeline and start
  playback in the preview window.
2006-03-26 21:36:42 +00:00
Nils Thuerey
9a36e9b651 Sorry for the big commit, but I've been fixing many of these
issues in parallel... So this commit contains: an update of
the solver (e.g. moving objects), integration of blender IPOs,
improved rendering (motion blur, smoothed normals) and a first particle
test. In more detail:

Solver update:
- Moving objects using a relatively simple model, and not yet fully optimized - ok
  for box falling into water, water in a moving glass might cause trouble. Simulation
  times are influenced by overall no. of triangles of the mesh, scaling meshes up a lot
  might also cause slowdowns.
- Additional obstacle settings: noslip (as before), free slip (move along wall freely)
  and part slip (mix of both).
- Obstacle settings also added for domain boundaries now, the six walls of the domain are
  obstacles after all as well
- Got rid of templates, should make compiling for e.g. macs more convenient,
  for linux there's not much difference. Finally got rid of parser (and some other code
  parts), the simulation now uses the internal API to transfer data.
- Some unnecessary file were removed, the GUI now needs 3 settings buttons...
  This should still be changed (maybe by adding a new panel for domain objects).

IPOs:
- Animated params: viscosity, time and gravity for domains. In contrast
  to normal time IPO for Blender objects, the fluidsim one scales the time
  step size - so a constant 1 has no effect, values towards 0 slow it down,
  larger ones speed the simulation up (-> longer time steps, more compuations).
  The viscosity IPO is also only a factor for the selected viscosity (again, 1=no effect).
- For objects that are enabled for fluidsim, a new IPO type shows up. Inflow
  objects can use the velocity channels to animate the inflow. Obstacles, in/outflow
  objects can be switched on (Active IPO>0) and off (<0) during the simulation.
- Movement, rotation and scaling of those 3 types is exported from the normal
  Blender channels (Loc,dLoc,etc.).

Particles:
- This is still experimental, so it might be deactivated for a
  release... It should at some point be used to model smaller splashes,
  depending on the the realworld size and the particle generation
  settings particles are generated during simulation (stored in _particles_X.gz
  files).
- These are loaded by enabling the particle field for an arbitrary object,
  which should be given a halo material. For each frame, similar to the mesh
  loading, the particle system them loads the simulated particle positions.
- For rendering, I "abused" the part->rt field - I couldnt find any use
  for it in the code and it seems to work fine. The fluidsim particles
  store their size there.

Rendering:
- The fluidims particles use scaled sizes and alpha values to give a more varied
  appearance. In convertblender.c fluidsim particle systems use the p->rt field
  to scale up the size and down the alpha of "smaller particles". Setting the
  influence fields in the fluidims settings to 0 gives equally sized particles
  with same alpha everywhere. Higher values cause larger differences.
- Smoothed normals: for unmodified fluid meshes (e.g. no subdivision) the normals
  computed by the solver are used. This is basically done by switching off the
  normal recalculation in convertblender.c (the function calc_fluidsimnormals
  handles other mesh inits instead of calc_vertexnormals).
  This could also be used to e.g. modify mesh normals in a modifier...
- Another change is that fluidsim meshes load the velocities computed
  during the simulation for image based motion blur. This is inited in
  load_fluidsimspeedvectors for the vector pass (they're loaded during the
  normal load in DerivedMesh readBobjgz). Generation and loading can be switched
  off in the settings. Vector pass currently loads the fluidism meshes 3 times,
  so this should still be optimized.

Examples:
- smoothed normals versus normals from subdividing once:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_1smoothnorms.png
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_2subdivnorms.png
- fluidsim particles, size/alpha influence 0:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_3particlesnorm.png
  size influence 1:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_4particlessize.png
  size & alpha influence 1:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/v060227_5particlesalpha.png
- the standard drop with motion blur and particles:
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t2new.mpg
  (here's how it looks without
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t1old.mpg)
- another inflow animation (moving, switched on/off) with a moving obstacle
  (and strong mblur :)
  http://www10.informatik.uni-erlangen.de/~sinithue/temp/elbeemupdate_t3ipos.mpg

Things still to fix:
- rotating & scaling domains causes wrong speed vectors
- get rid of SDL code for threading, use pthreads as well?
- update wiki documentation
- cool effects for rendering would be photon maps for caustics,
  and motion blur for particles :)
2006-02-27 11:45:42 +00:00
Peter Schlaile
42d67ebd4f Enables sequencer ipos for effect plugins and audio-tracks
to be locked to frames instead of the range from 0-100.
Comes very handy on long timelines...
2006-02-05 19:13:44 +00:00
Ton Roosendaal
042d612df2 Giant commit!
A full detailed description of this will be done later... is several days
of work. Here's a summary:

Render:
- Full cleanup of render code, removing *all* globals and bad level calls
  all over blender. Render module is now not called abusive anymore
- API-fied calls to rendering
- Full recode of internal render pipeline. Is now rendering tiles by
  default, prepared for much smarter 'bucket' render later.
- Each thread now can render a full part
- Renders were tested with 4 threads, goes fine, apart from some lookup
  tables in softshadow and AO still
- Rendering is prepared to do multiple layers and passes
- No single 32 bits trick in render code anymore, all 100% floats now.

Writing images/movies
- moved writing images to blender kernel (bye bye 'schrijfplaatje'!)
- made a new Movie handle system, also in kernel. This will enable much
  easier use of movies in Blender

PreviewRender:
- Using new render API, previewrender (in buttons) now uses regular render
  code to generate images.
- new datafile 'preview.blend.c' has the preview scenes in it
- previews get rendered in exact displayed size (1 pixel = 1 pixel)

3D Preview render
- new; press Pkey in 3d window, for a panel that continuously renders
  (pkey is for games, i know... but we dont do that in orange now!)
- this render works nearly identical to buttons-preview render, so it stops
  rendering on any event (mouse, keyboard, etc)
- on moving/scaling the panel, the render code doesn't recreate all geometry
- same for shifting/panning view
- all other operations (now) regenerate the full render database still.
- this is WIP... but big fun, especially for simple scenes!

Compositor
- Using same node system as now in use for shaders, you can composit images
- works pretty straightforward... needs much more options/tools and integration
  with rendering still
- is not threaded yet, nor is so smart to only recalculate changes... will be
  done soon!
- the "Render Result" node will get all layers/passes as output sockets
- The "Output" node renders to a builtin image, which you can view in the Image
  window. (yes, output nodes to render-result, and to files, is on the list!)

The Bad News
- "Unified Render" is removed. It might come back in some stage, but this
  system should be built from scratch. I can't really understand this code...
  I expect it is not much needed, especially with advanced layer/passes
  control
- Panorama render, Field render, Motion blur, is not coded yet... (I had to
  recode every single feature in render, so...!)
- Lens Flare is also not back... needs total revision, might become composit
  effect though (using zbuffer for visibility)
- Part render is gone! (well, thats obvious, its default now).
- The render window is only restored with limited functionality... I am going
  to check first the option to render to a Image window, so Blender can become
  a true single-window application. :)
  For example, the 'Spare render buffer' (jkey) doesnt work.
- Render with border, now default creates a smaller image
- No zbuffers are written yet... on the todo!
- Scons files and MSVC will need work to get compiling again

OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
Ton Roosendaal
e7285229b8 Tuesday merger of bf-blender into orange branch. 2006-01-10 22:10:14 +00:00
Nathan Letwory
b0d0c87a1f #3706 (patch tracker)
- Adds missing ipos for texture
   * color, contrast, brightness
- Adds IKey menu in the texture subcontext

#3711 (bug tracker)
- report and patch for missing blend types Halo and Radial

Patches by Levon Hudson
2006-01-06 13:33:20 +00:00
Toni Alatalo
fae20e494e orange: animation baking code. also a patch to autokey, to only key the keys made. 2005-12-18 20:14:22 +00:00
Ton Roosendaal
41c5328dd4 Two half working commits!
- Python Drivers
  In Ipo Window "transform properties" Panel, added the buttons, and the
  initial handling (now only printing text). Willian makes it work!

- Better Matrix to Eul, code submitted by Brecht. No time yet to do it
  really nice (like a Mat3ToEulCompat(mat, eul, eulc))
2005-10-30 20:56:19 +00:00
Ton Roosendaal
595447a85e Here's another milestone: Shape Keys now can be inserted in Actions and NLA
It works like for moving Object Ipos to the Action, press the Action icon
in the header of the IpoWindow, to the left of the mode selection menu.
It then creates an Action (if not existed) and moves the Shape Ipo to the
Action, using custom channel "Shape".

Main code change was that evaluating Ipo Curves for Relative Shapes had to
be recoded, but that's pretty minor and even much cleaner. (added "curval"
in the KeyBlock struct).
That this feature can work is thanks to the full modifier/derivedmesh
recode Daniel did, can't give him enough credits! :)

Also; small fixes in Outliner, for clicking on the Ipo icon (sets the Ipo
window to show that Ipo).
2005-10-28 08:11:15 +00:00
Ton Roosendaal
4bd9775936 Stupid me! Committed in wrong console with wrong dir... here's the rest of
all files for the Ipo/Action/NLA makeover...
2005-10-10 18:05:30 +00:00
Daniel Dunbar
af8b623002 o some warning fixes (compare of int to NULL, missing prototype) 2005-10-09 16:57:49 +00:00
Ton Roosendaal
015fe7ea81 Version 1.0 of IpoDrivers.
First note that this is new functionality, unfinished, and only for
testing and feedback purposes. I'll list below what works, and what will
need work still.

This text is also in cms: http://www.blender.org/cms/Ipo_Drivers.680.0.html

An IpoDriver is like an IpoCurve, but instead of a Bezier curve, it allows
to connect a property of other Objects as input for the "channel". For
example, IpoDrivers can be used to have a Shape Key being "driven" by
the rotation of a Bone. Or the RGB colors of a Material get driven by the
XYZ location of an Object.

Editing of Drivers happens in the IpoWindow. Here you can notice that the
channels (right hand window) now have an "active" channel indicator.
To add a Driver, you have to use the "Transform Properties" Panel (Nkey).
Here you can add or remove a Driver to the active channel, and use the
buttons to fill in what kind of relationship you want to establish.

Driver Objects

Note that any Ipo Channel can become driven now, but that only Object
transformation or Pose Bone transformation can be used to become a
Driver now.
At this moment, only the local transformation is taken into account.
For Objects that means the location/rotation/scale value without Parent
transform (as shown in "Transform Properties" Panel for Objects).
For Pose Bones it means that only the Pose transform (changes of rest
position) is Driver information (also as shown in Transform Property
Panel in Pose Mode).

Mapping of Drivers

When an Ipo Channel is "driven", the mapping is by default one-to-one.
It is only restricted by already built-in limits for Channels, like
for Material the "R" value can only range from 0.0 to 1.0.

Also note that when mapping rotations, the actual rotation values
in Ipos are scaled down with a factor 10.0. (180 degrees actually has
in the Ipo system a value of 18.0). This is an ancient year zero
convention in Blender... it is a bit hidden, because the ruler
(vertical as well as horizontal) displays the virtual values correctly.
Only the Properties panel shows the actual value.

When you draw an IpoCurve in a Driven channel, this curve will define
the mapping between the Driver output (horizontal) and Driven input
(vertical, as usual).
A nice new option to use is "Insert one-to-one curve" (press I-key,
or in pulldown menu). This will also zoom the display in exactly to
fill the window, allowing easy edit. If you use this option with
degrees, it will map 180 degree rotation to a range of 1.0 unit.

Live updates

Since the Drivers are integrated in the Ipo system, they will always
be updated whenever an Ipo is evaluated. This happens at least on
frame changes.
For interactive feedback, updates while transforming objects were
added in these cases:

- Driven Object Ipos, by other Objects or Pose Bones
- Driven Shape Key Ipos, by other Objects or Pose Bones

You can also insert Drivers on Action Ipos, but these are only evaluated
on frame change now.

Todo

- Drivers can also get a text button, allowing a 1 line Python script
  to be executed.
- Make UI for it a bit less hidden... maybe with visualization in 3D?
- Allowing global transform coordinates as Driver too.

Issues

- renaming Bones won't rename drivers
- (file) appending the Ipo won't append the linked driver Objects
2005-10-02 20:51:35 +00:00
Ton Roosendaal
96253376e7 Recommitted this commit yesterday, was apparently done in the wrong
directory... so the slowdown was still evident!

Maintenance commit;

  - *Giant* speedup for LMB frame-dragging in ipo/action/nla windows. It was
    calling a routine that accessed frontbuffer drawing.... a very old patch
    for SGIs even! :)
  - Prepared code for support of unlimited Shape keys
  - Curve objects didnt draw correct for selection-outline option
2005-09-27 21:52:04 +00:00
Ton Roosendaal
43d2904037 Cleanup and new features for vertex keys.
User doc: http://www.blender3d.org/cms/Shape_Keys.678.0.html

- The mixed use of "Vertex Key","Key" or "RVK" in Blender was a bit
confusing. Also a 'vertex key' assumes keys per vertex, which actually is
only a single key for the entire shape. The discussions on blender.org
forums all mentioned "Shape" or "Blend Shapes", which I think is an OK
name for a "Vertex Key" in the UI. :)

- Most work was code spaghetti cleanup. Doing shape-keys now nicely goes
via the depgraph and DerivedMesh. That then allows to have different
shapes per object, with the new "Pin" feature.
Objects now define what Shape is shown (ob->shapenr)

- Added a Shape Panel in the Edit buttons with the various options

- Fixed a lot of issues in the IpoWindow, with drawing the channels.
For example, deleting a key-line there caused the entire Relative option to
go wrong, same for moving the lines up/down.
Changing key-line order now reflects in order of channels. The active
Shape is drawn more clear now too.

- Noticed it doesnt work yet for curves/lattice. Need modifier advise!
2005-09-26 15:34:21 +00:00
Ton Roosendaal
6787e21a63 Two little bugskis;
- Solid armature drawing didn't do well for negative scaled armatures
- Layer Ipos were not evaluated for invisible objects (there goes another
  exception bypassing dependency...!)
2005-07-12 17:46:39 +00:00
Ton Roosendaal
31f50d9247 For long on the wanna-have list;
Ipocurves with "Auto" handles now have option to remain horizontal on the
extrema (tops & valleys). Use ALT+H to set this per selected curve.
Note this is a per-curve feature, not per-handle.

If it works satisfying I can check on making this the default new added
curve.
2005-07-10 12:50:14 +00:00
Ton Roosendaal
28a1e8277b Result of 2 weeks of quiet coding work in Greece :)
Aim was to get a total refresh of the animation system. This
is needed because;
- we need to upgrade it with 21st century features
- current code is spaghetti/hack combo, and hides good design
- it should become lag-free with using dependency graphs

A full log, with complete code API/structure/design explanation
will follow, that's a load of work... so here below the list with
hot changes;

- The entire object update system (matrices, geometry) is now
  centralized. Calls to where_is_object and makeDispList are
  forbidden, instead we tag objects 'changed' and let the
  depgraph code sort it out
- Removed all old "Ika" code
- Depgraph is aware of all relationships, including meta balls,
  constraints, bevelcurve, and so on.
- Made depgraph aware of relation types and layers, to do smart
  flushing of 'changed' events. Nothing gets calculated too often!
- Transform uses depgraph to detect changes
- On frame-advance, depgraph flushes animated changes

Armatures;

Almost all armature related code has been fully built from scratch.
It now reveils the original design much better, with a very clean
implementation, lag free without even calculating each Bone more than
once. Result is quite a speedup yes!

Important to note is;

1) Armature is data containing the 'rest position'
2) Pose is the changes of rest position, and always on object level.
   That way more Objects can use same Pose. Also constraints are in Pose
3) Actions only contain the Ipos to change values in Poses.

- Bones draw unrotated now
- Drawing bones speedup enormously (10-20 times)
- Bone selecting in EditMode, selection state is saved for PoseMode,
  and vice-versa
- Undo in editmode
- Bone renaming does vertexgroups, constraints, posechannels, actions,
  for all users of Armature in entire file
- Added Bone renaming in NKey panel
- Nkey PoseMode shows eulers now
- EditMode and PoseMode now have 'active' bone too (last clicked)
- Parenting in EditMode' CTRL+P, ALT+P, with nice options!
- Pose is added in Outliner now, with showing that constraints are in
  the Pose, not Armature
- Disconnected IK solving from constraints. It's a separate phase now,
  on top of the full Pose calculations
- Pose itself has a dependency graph too, so evaluation order is lag free.

TODO NOW;

- Rotating in Posemode has incorrect inverse transform (Martin will fix)
- Python Bone/Armature/Pose API disabled... needs full recode too
  (wait for my doc!)
- Game engine will need upgrade too
- Depgraph code needs revision, cleanup, can be much faster!
  (But, compliments for Jean-Luc, it works like a charm!)
- IK changed, it now doesnt use previous position to advance to next
  position anymore. That system looks nice (no flips) but is not well
  suited for NLA and background render.

TODO LATER;

We now can do loadsa new nifty features as well; like:

- Kill PoseMode (can be option for armatures itself)
- Make B-Bones (Bezier, Bspline, like for spines)
- Move all silly button level edit to 3d window (like CTRL+I = add
  IK)
- Much better & informative drawing
- Fix action/nla editors
- Put all ipos in Actions (object, mesh key, lamp color)
- Add hooks
- Null bones
- Much more advanced constraints...


Bugfixes;

- OGL render (view3d header) had wrong first frame on anim render
- Ipo 'recording' mode had wrong playback speed
- Vertex-key mode now sticks to show 'active key', until frame change

-Ton-
2005-07-03 17:35:38 +00:00
Ton Roosendaal
ef2855bcab Timline goodies;
- Mkey while ALT+A inserts markers.
  Note for Matt; You forgot to check for 'val'. The delay in tuho I brought
  back to max 1 frame. Delays are common in realtime gfx apps, the picture
  you see is old, and its possible you press a key while next frame is
  already drawing, and then it has to increase the frame value still... :)

- RMB escapes from anim playback

- on activate object, Timeline redraws too

- Added keyline drawing for Material Ipos. The CTRL+Page keys work with it.

Softbody:

- Renamed buttons to call "Spring constant" now "Stiff(ness)" and the
  "Friction" became "Damping".
2005-05-08 20:10:59 +00:00
Ton Roosendaal
2887e68705 Bug fix #2515
Bumped up ipo limit for material "normal" mapping to 25.0 max.
2005-05-05 20:39:50 +00:00
Ton Roosendaal
f0a4ce98f9 Added the new Timeline Window, copied from Tuhopuu, coded by Matt Ebb.
Main change is that it's an own Space type now, not part of the Audio
window... the audio window should restrict to own options. This way
functionality is nicely separated.

Since it's the first time I added a new space (since long!) I've made an
extensive tutorial as well. You can find that here:
http://www.blender3d.org/cms/Adding_new_Space_Window.557.0.html

Notes for using timewindow;

- Add time markers with MKey
- CTRL+M gives option to name Marker
- Markers cannot be moved yet...
- Pageup-Pagedown keys moves current frame to next-prev Marker
- Xkey removes Markers

- If an object has Ipos or an Action, it draws key lines
- CTRL+Pageup-Pagedown moves current frame to next-prev Key

- Press S or E to set start/end frame for playback

Notes about the implementation in Tuhopuu:

- Add new Marker now selects new, deselects others
- Selecting Marker didn't work like elsewhere in Blender, on click it
  should deselect all, except the indicated Marker. Not when holding SHIFT
  of course
- Not exported functions are static now
- Removed unused defines (MARKER_NONE NEXT_AVAIL)
- Drawing order was confusing, doing too many matrix calls
- Removed not needed scrollbar, added new function to draw time values.
  (Has advantage the MMB scroll works not confusing on a scrollbar)
- Added proper support for 'frame mapping'
- The string button (name Marker) had a bug (checked str[64] while str
  was only 64 long)
- String button itself didn't allow "OK on enter"
- Made frame buttons in header larger, the arrows overlapped
- Removed support for negative frame values, that won't work so simple!
2005-05-05 17:19:21 +00:00
Ton Roosendaal
42126cb5fc Added baking for softbodies.
Works as follows;
- press the 'show bake settings' button (no space left... :)
- define start/end frame for bake, and an interval step.
  The baked result interpolates nicely (Bspline, 4 keys) so in general a
  step size of 2 or 3 still gives OK results.
- Press "BAKE". This will do a full animation + playback. Press ESC if it
  you don't want it.

Once Baked, the BAKE button becomes a FREE BAKE. As reminder the softbody
buttons get blocked with error() menu.

This saves OK in a file. Renders any frame, including fields and moblur.
You can also set a "Timeoffs" for the softbody. And yes, this should be
in the NLA once... :)

NOTE! With this commit, files saved with the old (first commit) version by
Jens Ole won't read the settings back... he stored all sofbody variables in
Object, which was moved to a new struct when I did my first commit on SB
(over a month ago)

Also note that I moved particle deflecting & softbody to a new include.
2005-05-02 13:28:13 +00:00
Daniel Dunbar
8e92ee8684 - remove all obsolete inclusions of BLI_winstuff.h (due to recent changes)
NOTE: BLI_winstuff.h was meant to be a wrapper around windows.h to handle
undefining various crap that windows.h defines. Platform specific headers
should only have to be included in a few places. This reduces the number
of inclusions of BLI_winstuff.h to 16 which is a much more reasonable
number (than the 144 or whatever it used to be)
2005-03-19 21:08:13 +00:00
Jean-Luc Peurière
c78e44cdc5 big warning hunt commit
lot of casts, added prototypes, missing includes and some true errors
2005-03-09 19:45:59 +00:00
Ton Roosendaal
aad31875d7 Special bf-committers request; Lamp/World/Material now each have 10
channels to link texture to.

The amount of code changes seems large, but is mostly getting rind of
hardcoded values (6 and 8) for channels, replacing it with MAX_MTEX.

Further did some fixes;
- Ipo for Lamp showed too many mapping channels
- Texture MapTo buttons for lamp missed the slider to blend texture color
- Lamp texture mapping "View" only worked for Spot, now it uses lamp-
  view vector for all types. (Nice for projections!)
2004-12-04 21:49:02 +00:00
Alfredo de Greef
459deaf11f Fixed:
Texture matrix bug in plugin code reported by Mel_Q.
Vertex colors, this was basically the same as the previous uv coord
splitting bug, for xml export, uv coord splitting was actually not quite
complete either (reported by richie).

Added:
Camera Ipo curves for DoF aperture and focal distance.

Aspect ratio set with AspX & AspY are now taken into account as well.
(needs yafray from cvs)

Bokeh parameters for DoF (also needs yafray from cvs).
'Bokeh' controls the shape of out of focus points when rendering
with depth of field enabled.
This is mostly visible on very out of focus highlights in the image.
There are currently seven types to choose from.:
'Disk1' is the default, the same as was used before.
'Disk2' is similar, but allows you to modify the shape further with the 'bias'
parameter, see below.
Triangle/Square/Pentagon/Hexagon, in addition to the bias control, you can
offset the rotation with the 'Rotation' parameter (in degrees).
'Ring', a weird ring shaped lens, no additional controls.
The 'bias' menu controls accentuation of the shape.
Three types available, uniform, center or edge, with uniform the default.

Although based on an actual phenomenon of real camera's, the current
code is bit of a hack and not physically based, and doesn't work all that
well yet (in yafray anyway). Since this is also mostly visible in the very
out of focus parts of the image, it usually also means that you need lots
of samples to get a reasonably smooth result.
2004-11-08 03:55:44 +00:00
Nathan Letwory
2ea5ce017e Fix two problems in my code as reported on Forums and in release article thread on frontpage:
* Quaternion action ipos accidently got swapped in the Ipo module
* Ipos not editable if not linked to a datablock (was possible in 2.33a)

Also fixed a typo in Object.getMatrix(): localespace -> localspace

And I add:

* channels Key 32 through Key 63 for relative vertex keys
2004-08-14 09:20:38 +00:00
Ton Roosendaal
73f1da749b Nathan's huge ipo patch.
- now more than 31 channels possible for ipos
- added lotsa new channels all over
- Texture block has ipo now too
- recoded getname_ei functions

(Will ask nathan to give release log info when he's back!)
2004-07-26 21:44:55 +00:00
Nathan Letwory
6757a8159b * fixed bug in rainbow color for material and world ipoview
* removed 32 channel limit (can now have 50, or of you know what number to change, 999 ;)
* added new IPOs: mirror fresnel and fac, transparency fresnel and fac, and glow factor transparent materials (add)
2004-07-07 08:49:33 +00:00
Nathan Letwory
0576268c22 * Added IPO for displacement, translucency and raymirror
* Cleaned out IPO #defines
2004-07-05 09:15:02 +00:00
Ton Roosendaal
e750478ce3 The revised patch from Leon for new particle effects.
New is that objects can have a force field, and Meshes can even deflect
(collide) particles. This is in a new sub-menu in Object buttons F7

The full instructions where on the web, Leon mailed it me and I will put
it in CMS tomorrow. For those who like to play with it now, here are demo
files:

http://download.blender.org/demo/test/

Quite some changes where in the integration though... so previous created
particle deflectors will not work. Changes to mention now are:
- gravity is renamed to 'force field'
- force field and deflector options are in Object now, not in Mesh
- the options also have its own struct, doesnt add to Object by default
- force fields are possible for all object types, but only work on center.
  So empty objects are typical for it.

Work to do:
- add draw method in 3d win to denote forcefield objects
- check on the UI (panel with different size?)
- add 'recalc' button in deflector panel
2004-06-26 18:18:11 +00:00
Alexander Ewering
d3e2e5e660 Fix volume envelopes for audio strips, they now work in all spaces. 2003-08-05 13:39:27 +00:00
Ton Roosendaal
76fe6daa15 - another series of translated c files.
-Ton-
2003-04-26 11:56:44 +00:00
Kent Mein
d0e346d544 updated .c files to include:
#ifdef HAVE_CONFIG_H
#include <config.h>
#endif

Just need to finish cpp files now :)

Kent
--
mein@cs.umn.edu
2002-11-25 12:02:15 +00:00
Hans Lambermont
12315f4d0e Initial revision 2002-10-12 11:37:38 +00:00