Node curves maintain handles status (normal, auto, vector) even after adding
a control point now. This makes the behavior the same as in case of removing a control
point. Previously the status of handles was reseted.
Moved N-keys dialog into panel (sub panel of "Scene")
_much_ better :)
Since UI-code isn't directly my main field of coding, please check
thoroughly...
"A slightly late Christmas present for the Animators out there :-)"
This tool allows animators to store frequently used poses in an action, and be able to label those poses to help them retrieve them later. In a way, it acts as a glorified clipboard for poses.
One of the cool features with this is the ability to select which stored pose to use interactively in the 3d-view. Once a few poses have been stored in the PoseLib, simply use the "Ctrl L" hotkey to start previewing. Use the Mousewheel or the Page Up/Down keys to change poses, and confirm/cancel the preview in the same way as you do for transforms.
Usage Notes:
* Each Armature may get its own PoseLib. PoseLibs are simply actions with extra data, so they can get relinked.
* Manually editing actions used as PoseLibs is not a good idea, as some data may not be able to be found. Tools to automagically find poses in an action could be investigated...
* PoseLib will only apply/retrieve poses to/from selected bones
* A basic UI for this can be found in the "Links and Materials" panel. Most of the PoseLib tools are presented there.
Useful Hotkeys (also found in Pose->PoseLib menu):
* Ctrl L - interactively preview poses
* Shift L - add a new pose or replace an existing pose in the PoseLib with the current pose
* Ctrl Shift L - rename an existing pose in the PoseLib
* Alt L - remove a pose from the poselib.c
Cleaned up bad level calls for multires; moved most of multires functions to blenkern, where they should have been in the first place. Functionality of the tool is unchanged.
Adding special hotkey (MMB) to reverse the direction of the warp.
Normal input is 0..360 mapped to the horizontal position of the mouse on the 3D view (the 3D view becomes a sort of giant horizontal slider), pressing MMB reverses the value to 0..-360 and back if you press it again.
I've used MMB mostly because it's unused in Warp, easily accessible and already used to switches mode for Shear (shear x/y).
Indirectly suggested by a user question on ba.
Reworked image / movie loading, to add the following features:
- Mute strip
- Lock strip (peach request :)
- Crop / Translate _before_ image rescaling
- N-keys editing of start, startofs, endofs, startstill, endstill
Added (currently disabled) data structures for
- proxy support
- strip blend modes (currently only "REPLACE" works, which always did :)
Planed:
- automatic FPS rescaling
- command keys to lock/mute a bunch of selected strips
(which would complete the peach request to lock tracks)
Caveats: now the N-keys dialog is four-tabbed. I think, we should move those
tabs into the panels dialog in the future...
Updated scons to work with the ffmpeg binaries in
lib/windows/gcc again. Also fixed a bug reported by
Debolaz on irc. Blender's internal avi reading (which can
only read simple formats like motion jpeg) was telling the
video code it could read all avis, without checking their
codec.
To fix this, I copied AVI_open_movie(), and modified it to
to replace AVI_is_avi(). Now it properly checks the codec,
and validates the header.
[#7861] Sequencer segfaults when trying to add images
Fixed some _really_ stupid bugs in transform_seq, that made it segfault
if one selected 0 images.
Fixes [#7475] no video as background
libswscale sets the alpha channel to 0 by default... grmbl.
Added a workaround. Big endian users please complain, if it doesn't work.
Correct playback frames per second when "Play" is pressed. (Play spawns a new instance of blender, it could pass an argument that sets the frames per second)
(double credit :)
Make the "Sync" button work when sound is disabled, Animators use this as a way to play animations at the right speed, could be renamed to "Drop Frames" and work even when blender built without audio enabled.
(do not forget to give credit to me :)
Apparently on some cards/drivers setting alpha clip to 1.0 will make every
pixel get clipped out regardless of its associated alpha value being 1.0.
Added a fix for this.
Related to bug [#7792] ("Around Selection" user preference doesn't work for linked objects), this commit makes Linked objects be considered in Transform.
This has a couple of effects:
Linked objects are used to calculate the center of transformation and such but are skipped during the actual transformation.
Linked objects can be used as orbiting targets (see previously mentionned bug).
The offshot is that selecting a linked object and hitting G doesn't cancel immediately as it did before (this could eventually be worked around, but I don't think it's that much of a problem. Disagreeing people should express themselves).
Applying Stephan Kassemeyer's patch (#6750) to add a curve modifier for sculpting.
A few changes from the patch:
* The default curve is closer to the old behavior
* Fixed loading files already saved in sculpt mode
* Changed the interface; split the brush texture controls off into a third sculpt tab, and put the curve (and curve reset) into the Brush tab.
============================
- Strand render now has options to remove child strands as
the object's faces becomes smaller, in the Simplification
particle panel.
- "Reference Size" is the approximate size of the object on
screen, after which simplification starts.
- "Rate" is how fast strands are removed.
- "Transition" is the percentage of strands being faded out as
they are removed.
- Another "Viewport" option removes strands on faces that are
outside of the viewport. "Rate" again controls how fast these
are removed.
- Strand render in Blender Units now has an adjustable minimum
width. Below this minimum width, strands start fading out
instead of getting smaller.
Useful to use before sending blend files to the renderfarm.
* Make all Paths Relative - makes any absolute paths relative.
* Report Missing Files - creates a textblock listing all missing files.
* Find Missing Files - searches a directory recursively for filenames that dont exist at their current path.
Added a path looper type and functions that currently loop on image, sound, font and external library paths.
This option (found in the View menu) shows all Action Channels, regardless of whether the data they represent is visible or not.
It's better than having to have multiple pinned Action Editors open to be able to move all keyframes of all bones at once (when blocking for example).
Also, fixed some compile errors caused by previous commit...
The TIFF reader did error handling with assert which is a pretty bad
idea (tm).
This fixes the assert-crash, that the TIFF reader triggers, if one tries
to open a RAW-DV file within the compositor. (File extension is only
two characters long, which is enough for an assert... EVEN IF IT ISN'T
A TIFF FILE, WE ARE GOING TO OPEN. GRMBL)
Removed all other assertions and added proper error handling.
(using STDERR, where it belongs.)
Now the Copy/Paste functionality stores more info about where keyframes came from. This allows users to copy full poses in the Action Editor and paste them in another action.
Peach request/bugfix for William.
rendering to the image editor missed one case, could result in
modifiers and particles being evaluated with G.rendering == 1 but
still showing in the viewport.
Now Long-Keyframes in the Action Editor (yellow/pink strips between keyframes) take into account whether the keyframe handles which help control the interpolation between the two keyframes stay at the same value as the keyframes do.
This way, long keyframes are not drawn when the keys have the same value, but there's still movement between them.
When using a pinned action, "Add New" now makes a new action. This new action is only assigned to the current Action Editor (i.e. not to any active object, as one might not exist, or might not be the object that the action is related to).