The legacy algorithm only considers two adjacent points when computing
the bezier handles, which cannot produce satisfactory results. Animators
are often forced to manually adjust all curves.
The new approach instead solves a system of equations to trace a cubic spline
with continuous second derivative through the whole segment of auto points,
delimited at ends by keyframes with handles set by other requirements.
This algorithm also adjusts Vector handles that face ordinary bezier keyframes
to achieve zero acceleration at the Vector keyframe, instead of simply pointing
it at the adjacent point.
Original idea and implementation by Benoit Bolsee <benoit.bolsee@online.be>;
code mostly rewritten to improve code clarity and extensibility.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D2884
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters.
Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values).
Reviewers: aligorith
Subscribers: aligorith
Tags: #animation
Differential Revision: https://developer.blender.org/D2796
This also:
- make sure to only compile the shader needed by the active effects.
- same thing for the shading groups.
- disable TAA if motion blur is active (avoid infinite refresh).
If an object is in any visible collection, the object will be visible.
This behaviour has changed in 9ad2c0b615.
If it will change again, it will be for:
https://developer.blender.org/D2878
Bug introduced on 1c4c288727 (well technically in b48694639a).
We should not remove the renderlayer from the context, but instead the one that
is active from scene.
That said, the UI should make a distinction between the scene active render layer
and the one that is active in the UI (and that should be the one used when
removing it).
But for now this is at least more consistent for the users.