Commit Graph

53000 Commits

Author SHA1 Message Date
Joshua Leung
8072d88c75 Added menu entries to 3d-view for the auto-bone-extension tools I added yesterday. 2008-01-29 00:12:34 +00:00
Brecht Van Lommel
c68f48d964 - Fix for adding rendering passes. It seems the result was multiplied
by alpha twice, which gave dark edges on an grass AO pass for example.
2008-01-28 22:43:16 +00:00
Brecht Van Lommel
db9f702db9 - Fix for approximate AO pixel cache crash.
- Fix in FSA pass sample adding (more fixes to come).
2008-01-28 22:34:14 +00:00
Brecht Van Lommel
9b0c2efeed Handle OpenEXR exception and print it, for writeTile. It's sometimes
crashing there now with FSA, if it crashes again this should give
more info.
2008-01-28 21:28:32 +00:00
Peter Schlaile
87eaa637c5 == Sequencer ==
Fixed two issues with the sequencer:
* using blend modes with startstill / endstill in combination with IPOs
  failed, since there was no room to store the composited result. 
  (It was stored into the same TStripElem thereby effectively disabling the
  effect of the IPO)
  If you have no idea, what this is all about:
  A common case was: use a single PNG as a title, extrude and try to fade 
  in / out using IPOs. 
* startstill / endstill are always displayed, so that one can change them
  also on movie-strips and scene-strips.
2008-01-28 21:24:08 +00:00
Campbell Barton
d4411e6769 object in dupli instances were not getting modifiers applied with render settings 2008-01-28 20:45:28 +00:00
Brecht Van Lommel
f25d2dbb41 Strands now mix together correctly with ZTransp.
They now also store a list of samples per pixel, and then get
shaded together with the ztransp samples. This comes with a
slight speed hit, but mainly memory might be a concern. However,
testing some peach scenes I haven't problems.
2008-01-28 16:54:52 +00:00
Ton Roosendaal
703f248ab4 New rendering option: FSA!
This completes the pipeline make-over, as started in 2006. With this
option, during rendering, each sample for every layer and pass is being
saved on disk (looks like non-antialiased images). Then the composite 
and color correction happens, then a clip to 0-1 range, and only in end 
all samples get combined - using sampling filters such as gauss/mitch/catmul.

This results in artefact-free antialiased images. Even Z-combine or
ID masks now work perfect for it! 

This is an unfinished commit btw; Brecht will finish this for strands.
Also Halo doesnt work yet.

To activate FSA: press "Save Buffers" and the new button next to it. :)
2008-01-28 16:33:59 +00:00
Joshua Leung
b9842ec247 == Action Editor - Overlapping Keyframes Bugfix ==
Now when moving keyframes in the Action Editor, any existing keyframes on the frames where a selected keyframe lands (after the transform) will be removed. This is to prevent stacks of keyframes which cause blips and headaches for animators (especially stressed animators with a looming deadline).

I've added an option to the Action Editor's View menu to turn this behaviour on/off (by default, it's on). This shouldn't need to be used too much, and may be removed in due course. If it stays, it'll need a better name...
2008-01-28 11:38:12 +00:00
Campbell Barton
0f157c6304 tooltips for some dual toggle buttons as well as tooltips from wim van hoydonck ([#8166] [python-scripts] fix for tooltips of torus primitive + newline) 2008-01-28 10:56:42 +00:00
Jens Ole Wund
0751592d7a fixing typo in tool tips 2008-01-28 09:39:55 +00:00
Ken Hughes
232be3a2e8 Fix syntax error in earlier commit. 2008-01-28 05:20:42 +00:00
Martin Poirier
0799c2665c === Custom Orientations ===
Change selection icon in the panel to the more appropriate Checkbox icon.
2008-01-28 01:15:21 +00:00
Martin Poirier
39689cbf73 typo in text 2008-01-28 01:02:38 +00:00
Joshua Leung
354e6b9c18 == Automatic Bone Extension Adder ==
Added three new tools to the WKEY menu for Armatures in EditMode/PoseMode. These add .* extensions to the names of selected bones based on their position in 3d-space on the axis considered by that tool.

The current naming schemes are based upon the extensions I normally apply. Some people may have slightly different preferences though.

There is one for:
* Left-Right names (along x-axis)
* Front-Back names (along y-axis)
* Top-Bottom names (along z-axis)
2008-01-28 00:53:54 +00:00
Campbell Barton
b115bd677b some bugs with previous renderlayer api 2008-01-28 00:07:59 +00:00
Campbell Barton
5e512afa0a renderLayer access for the render api, no epydocs yet 2008-01-27 22:22:41 +00:00
Martin Poirier
ef1295e723 === Custom Transform Orientation ===
Adding the possibility to use 2 or 3 vertice to define an edge or face-like orientation.
Adding the possibility to use 2 connected edges to define a face-like orientation.
2008-01-27 19:26:17 +00:00
Martin Poirier
1dbf4deb8e Cursor to Active, adding missing redraw call. 2008-01-27 17:24:03 +00:00
Martin Poirier
55468e405c === Snap Menu ===
New Cursor-> Active option

Useful on Edit Mesh too!
2008-01-27 16:43:51 +00:00
Joshua Leung
ef74d56f66 VertexGroup Editing:
Added a new option to the "Vertex Groups" menu: "Remove Selected from All Groups". This menu can be accessed using Ctrl-G in EditMode for Meshes and Lattices.
2008-01-27 10:34:35 +00:00
Joshua Leung
a14b83a8a0 Bugfix:
Previous changes for Constraint Up/Down buttons broke the drawing of some constraints. It seems the lack of any buttons within an pair of uiBeginBlockAlign() and uiEndBlockAlign() caused problems.
2008-01-27 09:39:26 +00:00
Joshua Leung
c8971388a7 Bugfix:
Line-bones without any constraints-colours/custom-colours were being drawn the wrong colour (i.e.  they insides were drawn black)
2008-01-27 06:08:43 +00:00
Joshua Leung
8c59520060 == Action Editor Drawing - Optimisations (Part 2 out of ?) ==
Keyframes are now checked for whether they are visible or not before they are prepared for drawing. This should provide some improvements for large data-sets... 

In general there don't appear to be any major issues, although in a few situations, long-keyframes may end up appearing/disappearing.
2008-01-27 03:21:24 +00:00
Campbell Barton
4213dac345 particle draw was doing glEnable(GL_DEPTH_TEST) which messed up the wire view, if this is needed for some particle drawing it needs to test the 3dview state. 2008-01-26 22:39:07 +00:00
Daniel Genrich
1f0e182f35 svn merge -r 13382:13415 https://svn.blender.org/svnroot/bf-blender/trunk/blender 2008-01-26 21:54:09 +00:00
Campbell Barton
bda73e2f35 solaris was crashing on file open because of statfs, aparently linux-standards-base and solaris have depricated statfs so probably all unix os's should use statvfs. for now only solaris does. 2008-01-26 20:36:14 +00:00
Jens Ole Wund
b606f5e0fa feature request-(PapaSmurf)
tiny little little thing 
allow negative gravity on input
for hot air balloons or under water plants
2008-01-26 19:54:25 +00:00
Campbell Barton
f1ed7337bb render touch didnt work when the directory wasnt there. 2008-01-26 17:05:38 +00:00
Campbell Barton
78cedbd1f9 added function to get the full path for a rendered frame (before its rendered) 2008-01-26 15:38:06 +00:00
Joshua Leung
d677e30a04 == Action Editor Drawing - Optimisations (Part 1 out of ?) ==
Now the Action Editor doesn't bother drawing channels which are out of view. This should give some performance improvements when there are many channels with heaps of keyframes, as the keyframes that occur in that channel don't need to be sampled (which is a major performance bottleneck).
2008-01-26 11:29:44 +00:00
Ton Roosendaal
dbefdd34ca Improvements in Zmask feature of yesterday:
- zmask now allows to have solid faces included too
- ctrl+click on render-layer layers (whats in a name!) now works better

Here's the revised and extended doc:

http://www.blender.org/development/current-projects/changes-since-244/rendering-features/

It's a difficult to explain feature... but important for a good compo pipeline
here. Being tested still!
2008-01-26 10:58:31 +00:00
Joshua Leung
3206acdc40 Bugfix #8155:
Selecting markers in the sequencer crashed Blender
2008-01-26 10:55:24 +00:00
Chris Want
40413c9a4a == Mirror Modifier & Subdivide ==
Vertices that are newly created by a subdivision of a mesh object
with mirror modifiers (with clipping option set) are projected to
the plane of symmetry when they are created on edges that lie on
that plane.

For regular subdivide this is trivial by linearity, so this mainly
effects subdivide smooth, loopcut smooth, and subdivide fractal.
This commit basically prevents nasty seam rips on the mirror when
doing these operations.
2008-01-25 23:21:22 +00:00
Daniel Genrich
a1a9e011b8 untested fixes for vgroups 2008-01-25 21:47:43 +00:00
Daniel Genrich
a01a606b1f Weekend commit -> New: 3rd tab for advanced users mit many things to play with. Fixed: Free modifier correctly when deactivating cloth on panel, be carefull: could eventually put weird values on the GUI due to changed DNA 2008-01-25 16:14:54 +00:00
Ton Roosendaal
019817d95c New feature: Zmask rendering
It's quite a complex feature for simple log, so here's the log as
it should be, with images:

http://www.blender.org/development/current-projects/changes-since-244/rendering-features/
2008-01-25 15:31:43 +00:00
Ton Roosendaal
bd4cf4bc66 Feature: we're using "non linear lighting" now, using exposure/range in
world. That allows more extreme lamps (areas too). 

To make it work more intuitive, the preview renders in buttons now use
the settings for exposure too.
2008-01-25 15:06:35 +00:00
Joshua Leung
bd321b8afe Two bugfixes:
* Buttons to change position of constraints in constraint stack are now totally hidden if they don't do anything valid. It'll have to be this way until we get grey-able buttons.

* Duplicating keyframes in Action Editor now sets correct undo-string
2008-01-25 11:27:38 +00:00
Joshua Leung
264c8d94f9 == Limit Distance Constraint ==
Added a new constraint, "Limit Distance". This constraint defines a 'virtual sphere' around the target which the owner can be made to stay inside, outside, or on the surface of it. 

This constraint is best used when applied using the Ctrl-Alt-C hotkey, as the radius is set correctly that way. 
One usage, is to prevent the target of an IK-chain from straying away from the chain. Care should be taken to not use a member of the IK-chain as the target though.

Description of Variables:
* 'Dist' - Radius of virtual sphere
* 'R' - Click on this to recalculate the 'Dist' value (note: like the 'R' button in the StretchTo constraint, this is currently buggy)
' Mode' - This menu gives different options for how the limiting sphere should act. The mode names are self explanatory.
* 'Soft' and 'SoftDistance' - currently not functional (so settings are hidden). These are used to define a smaller radius around the sphere of influence where a non-linear relationship between input and resulting locations occurs to prevent the owner 'crashing' into the sphere.
2008-01-25 11:23:36 +00:00
Daniel Genrich
589870100d Fix: clear cache button works again even with protected cache, edited cache doesn't get saved to wrong frame anymore when moving frames forward in editmode 2008-01-25 10:33:19 +00:00
Daniel Genrich
e7f5d07781 New: load cached data on file load; Fixed: Don't destroy cache on fileload, calculate normals correctly, don't reset all data when pressing partial free, making also cache free buttons available when cache is protected, duplicating cloth with shift-d should work properly now 2008-01-25 08:55:27 +00:00
Martin Poirier
ee19d9a24e === Mirror Tool ===
Fix call order mix up.

That's what I get for doing "cleanup" before a commit.

Tested as working ok with this.
2008-01-25 04:38:08 +00:00
Nicholas Bishop
7d157e2cd0 == Sculpt ==
Cleaned up some old parts of sculpt. Got rid of the old EditData struct in favor of two new "brush action" structures, which split the symmetry data out from everything else. Cleaned up various names and such as well. There should be no user-visible changes.
2008-01-25 04:17:38 +00:00
Jens Ole Wund
0252ad5d26 made correct physics visible on solver panel
i did not like the accusation blenders soft body module is too bad coded to not respect law of energy conservation.  
well .. animators most of the times don't care if there was a theoretical physics law .. they want to get things done 
hum i think 
on the other hand it is for sure raising confidence to the soft body module when simple physical rules can be verified
so i won't 'turn a hand' on either approach
IMHO the inaccurate soft approach serves best to animators 
anyhow 
you have both so you can decide devil or Beelzebub
have fun BM
2008-01-24 23:27:16 +00:00
Campbell Barton
f289bb8d91 added a function to the outliner for groups - "Link Group Objects to Scene"
in some cases 
removed some globals from the
2008-01-24 23:23:34 +00:00
Campbell Barton
64109d8a0d Select linked particles (Shift+L) 2008-01-24 21:32:36 +00:00
Martin Poirier
450b3664e1 === Mirror Tool ===
Making the mirror tool axis selection interactive instead of using a popmenu.

Mirror is now just a constant -1 scaling transform, which enables you to choose the mirror axis through hotkeys (x,y,z) and with MMB. It also means it's easier to select the correct axis if you're not sure which is which and gives access to all the orientation supported in transform (including custom user orientations).

Mesh and Object header menus still have the individual axis as options but have an added "Interactive Mirror" which just enters transform and lets user pick the axis there. Ctrl-M enters "Interactive Mirror" too.

In a nutshell, this changes adds more possible mirroring axis and unifies the mirror axis selection process with transform constraint axis selection.
2008-01-24 20:11:54 +00:00
Brecht Van Lommel
9c02ca37d6 Fixes for SSS with render layers. Now in the preprocessing pass
it uses flags from all render layers added together, not fully
correct yet, but it's not so easy to separate passes cleanly with
SSS.
2008-01-24 15:41:21 +00:00
Ton Roosendaal
5219b56e92 Phase one of better masking support while rendering.
Problem: artist wants character to walk in grass, but still have all rendered
in seperate render-layers, for postpro effects and vblur. How to efficiently
create a mask image you can put *over* the character for the grass?

Solution has two parts; this commits allows any layer inside of the renderlayers
to become a Z-mask (Z values for solid gets filled in, but not rendered).

Second part of commit is render option "Only render stuff that's in front of
a zbuffer value that was filled in (saves render time)
2008-01-24 15:03:34 +00:00