Selecting option conflict... shift+alt+click was used both for 'select with
a menu' as for 'flush selection to group members'.
Solution for now: keep the group select for shift+alt+click, and menu select
for alt+click.
Now, when several highlighted points on the path occur at the same place
(i.e. when there is a pause) only the first frame number when this is the case
is drawn. This results in less overlapping frame numbers (causing an unreadable
blob of digits)
Having splitted a screen almost into 128 subwindows gives crashes when you
try to make a 'full window'. Code was missing NULL pointer checks for when
new window failed to open...
'Smarter' keyframing tools ('needed' option for manual and auto keyframing)
now work better than before, with more cases handled in an predictable
manner. There are still a few cases it still doesn't handle well yet. Those will be
fixed in the next few days.
See comments in code for rules in place now. Also, I've changed the code
to use the IS_EQ macro instead of my clumsy sqrt((a-b)*(a-b)) calculations.
* Added patch 5251 X/Y Offset to Split Viewer node, by Juho
(with some modifications from the patch version).
Also various small tweaks to compositor drawing & buttons.
* Shuffled a few bone-path buttons in the Armature Visualisation panel.
* Added a new option for bone-paths drawing: Calculate/show the path
travelled by the 'head' (fat end) of bone. By default, this option is off.
* Also, I forgot to mention in last commit that I had added an option which
specified the time-difference between each highlighted point on the curve.
Also added ease in/out for roll correction and a small lag for directional changes to motion shouldnt be jurky.
If people are serious about using this to record camera path IPOs then we should have a panel for motion settings (roll correction speed x and z and motion lag for eg.)
Vertex snapping now works with backbuffered selection modes. Previously
backbuffer sampling had no way to check whether or not the indices that
it retrieved were selected or not. To resolve this I added two optional
arguments to sample_backbuf_rect in drawview.c. The first argument tells
the function that some additional testing of the retrieved index values
needs to be done and the second argument is a pointer to a function to
do the testing. findnearestvert() in editmesh_mods.c now makes use of this
and passes sample_backbuf_rect() the appropriate argument when being used
for vertex snapping.
The Plumiferos Team have requested some improvements to the
ghost and path drawing tools for armatures. These changes make
these more useful, with more customisable settings. A new panel in
the editing panels for armatures has been added to house these
settings.
-> Ghosts
In addition to the existing method of showing ghosts either side of the
current frame, it is now possible to show ghosts from a given frame range.
This is useful for visualising how the poses in another part of the animation
changed, while editing another part. The colour of ghosts goes from light
(earlier on) to darker (later on).
-> Paths
Several new options for path drawing have been added.
* It is now possibly specify a frame range in which to calculate paths too.
This offers speedups for longer timelines as a shorter span of time can be
sampled.
* Keyframes from the active action/action strip can be shown in a different
colour (in the default theme, this is yellow) on the path.
* Frame numbers for the highlighted positions on the path can be drawn.
Two notes of caution:
* For ghost range: keep the frame ranges relatively small (20-50 frames),
otherwise you will experience a slowdown.
* For path frame numbers: if you have a graphics card which is picky about
text in the 3d-view (like x,y,z labels on empty), this may cause issues.
Bugfixes:
* The speed controller changes now dynamically the IPO-curve range to
it's needs. (Frame matching and negative velocities didn't work...
Obviously nobody tried ;-)
* Fixed some redraw bugs. The IPO window is correctly updated if one pushes
the IPO Frame locking button.
* UV and Radiosity passes are now visible in Outliner (like for other passes)
* Changed tooltip of overwrite material to:
"Name of Material to use as Materials instead"
* Also, fixed Reflection and Refraction passes in the Outliner - flags were
mixed up, so turning on Reflection turned on Refraction and vica-versa.
* Added a new top-level add menu category for compositing nodes: Distort
It currently contains Translate, Rotate, Scale, Flip, Displace and Map UV
Also did some cleaning up of the ordering of add node menu items to be a
bit better organised.
-Added missing access to Node win theme (thanks Mickaël Le-bihan for pointing) and also options group and group_active.
-Added Node space to Window.Types dict.
-Tiny update to the save theme script version numbers (keeping 2.42 for now to avoid popups, but should change to 2.43 right before release).
BTW: Happy New Year everyone :).
Adding missing define for displace node (Matt can change the number when he gets back, this is just to fix compilation)
Removing "#pragma mark" from node.c. IIRC, that's XCode leaving crap around, so be sure to remove them when you commit (it outputs warnings on other compilers).
* Displace Node
Displaces an input image's pixels based on an input vector mask. This can be
useful for a lot of things, like hot air distortion, quick-and-dirty compo
refraction, compositing live footage behind refracting objects, and more!
The amount of displacement in the X and Y directions is determined by:
* The value of the mask's channels
- (red) channel 1's value determines displacement along the positive or
negative X axis
- (green) channel 2's value determines displacement along the positive or
negative Y axis
If both the channel's values are equal (i.e. a greyscale image) the input
image will be displaced equally in both X and Y directions, also according to:
* The X scale and Y scale buttons
- These act as multipliers to increase or decrease the strength of the
displacement along their respective axes. They need to be set to non-zero
values for the node to have any effect.
Because of this, you can use the displace node in two ways, with a greyscale
mask(easy to paint, or take from a procedural texture), or with a vector
channel or RGB image, such as a normal pass, which will displace the pixels
based on the normal direction.
A quick practical example:
http://mke3.net/blender/etc/displace-desert-h264.movhttp://mke3.net/blender/etc/displace-desert.blend.zip
And some techie examples:
Using a greyscale mask
http://mke3.net/blender/etc/displace-bw-h264.movhttp://mke3.net/blender/etc/displace-bw.png
Using a vector mask
http://mke3.net/blender/etc/displace-vec-h264.movhttp://mke3.net/blender/etc/displace-vec.png