- Rotation now happens around initial stroke location rather than around scene origin
- Added slider for rotation strength which helps in cases only few rotation is needed
to be to increase the precision of such strokes
Warning! Tesselation uvs or vcol data got out of sync, "had to reset!
This would happen on every editmode edit with UV's and wasn't too reassuring that blender was handling uvs/vcols correctly.
From looking into the problem I found that creating the undo mesh would act as if it was tessellating the existing mesh each time and complain that the data was out of sync, when infact the mesh was just created and being filled in.
Also, allocating uv and vcol customdata arrats for tessfaces isn't needed for undo mesh, so save some memory and dont allocate these in the first place.
This commit implements basis stuff needed for object tracking,
use case isn't perfect now, interface also should be cleaned a bit.
- Added list of objects to be tracked. Default there's only one object called
"Camera" which is used for solving camera motion. Other objects can be added
and each of them will have it;s own list of tracks. Only one object can be used
for camera solving at this moment.
- Added new constraint called "Object Tracking" which makes oriented object be
moving in the save way as solved object motion.
- Scene orientation tools can be used for orienting object to bundles.
- All tools which works with list of tracks or reconstruction data now
gets that lists from active editing object.
- All objects and their tracking data are available via python api.
this means use of deprecated struct members gives a warning.
- makesdna.c preprocessor skips this.
- DNA_DEPRECATED_ALLOW is used so readfile.c can do versioning without warnings.
- this exposes some use of deprecated struct members, will deal with this after.
This flag shouldn't be saved in .blend files but because of strange reason
some files contains this flags which leads to object disappearing when
disabling buffer shadow in material. Current trunk shouldn't be saving
this flag and most probably buggy files were saved in some intermediate
version of blender where this flag can be be saved.
This should fix remained issue in #29255: Object invisible and weird polygons appearance
In some cases solving can take a while (especially when refining is used)
and keeping interface locked is a bit annoying. Now camera solver is moved
to job system and interface isn't locking.
Reporting progress isn't really accurate, but trying to make it more linear
can lead to spending more effort on it than having benefit. Also, changing
status in the information line helps to understand that blender isn't hang
up and solving is till working nicely.
Main changes in code:
- libmv_solveReconstruction now accepts additional parameters:
* progress_update_callback - a function which is getting called
from solver algorithm to report progress back to Blender.
* callback_customdata - a user-defined context which is passing
to progress_update_callback so progress can be updated in needed
blender-side data structures.
This parameters are optional.
- Added structure MovieTrackingStats which is placed in MovieTracking
structure. It's supposed to be used for displaying information about
different operations (currently it's only camera solver, but can be
easily used for something else in the future) in clip editor.
This statistics structure is getting allocated for time operator is
working and not saving into .blend file.
- Clip Editor now displays statistics stored in MovieTrackingStats structure
like it's done for rendering.
This commit implements:
- Configurable settings for newly creating tracks
Now it's possible to set tracking algorithm and it's settings for
all newly creating tracks including manual tracks creation and
tracks creation by "Detect Features" operator.
- Moves margin, frames limit and adjust frame inside per-track
settings.
Was request from Francois for this.
- Adjust Frames replaced with menu called Pattern Match where it's
possible to choose between matching pattern from keyframe frame
or from previously tracked frame.
Didn't see somebody used adjust frames values differ from 0 and 1,
and this menu should make things more clear here/
by Gaia Clary.
Rationale: the name was confusing and not always used consistently, and this
map itself is not something that can be layered, rather the map can be used
as texture coordinates in some layered setup.
The original intent was to indicate this contained more than just UV's, but
the game engine settings have already been moved out, and apparently users
didn't really get this from the name anyway.
Warning!
Angles in nodes have just been moved to consistant Radians values (ANGLE subtype of RNA Float property). You will still see them as degrees in the GUI, though, unless you chose otherwise in Scene properties, Units panel.
Conversion from degrees to radians for old files is obviously done at loading time, but if you use a mixed pipeline of trunk and releases, be carefull!
Loading a 2.60.4 file (or higher) into any previous version of Blender, your angles in nodes will have odd values (well, radians interpreted as degrees)!
And if you save such file in a pre-2.60.4 version, the angle node values will be converted again when loaded in Blender 2.60.4 or higher...
This affects following nodes:
* Compo: Rotate, Defocus, ChromaMatte, Glare and DirectionalBlur
* Shader: Mapping
And all future code using the TexMapping struct’s rotation part (its rot memember is now in radians).