Commit Graph

978 Commits

Author SHA1 Message Date
Jeroen Bakker
778999cbbf Two pass execution:
1. first pass only fast nodes are calculated and only to the active
viewer node
2. second pass all nodes to all outputs

Temp disabled highlights because of random crashes.
2012-07-04 11:39:28 +00:00
Jeroen Bakker
33e12a2983 Highlight nodes that are being processed 2012-07-04 10:01:45 +00:00
Bastien Montagne
468ef74ed7 More spell and typo fixes (mostly visualise->visualize, grey->gray, normalise->normalize). 2012-07-03 19:09:07 +00:00
Bastien Montagne
37dc4006c7 First load of spell and typo fixes (mostly UI messages, but also one or two pieces of code using mis-spelled names). 2012-07-03 17:20:21 +00:00
Bastien Montagne
971ffd8fad Fix [#31977] Export Animated Mesh, terminate baking in fluid-sim
* Elbeem exporter code now overrides user settings to No Slip in case the object is animated;
* UI of fluid obstacles now disables slip settings when export animated is enabled;
* Added in this later option's tooltip a mention that it enforces No Slip!
2012-07-03 12:40:19 +00:00
Campbell Barton
314a275850 fix (actually nasty workaround), for groups incorrectly drawing in the object panel when the blend file has naming collisions with library data.
also minor style cleanup in bpy_rna.c
2012-07-03 10:32:10 +00:00
Bastien Montagne
63810ffcef Style edit (mostly), use """ for docstrings (not ''').
Should also fix the broken py ops tips...
2012-07-03 09:02:41 +00:00
Lukas Toenne
83093d6770 Extended modes for snapping in the node editor.
The transform operators in nodes will now use the unselected nodes to generate snapping points. Unlike object snapping, node snapping works for the x/y axes separately and snaps node borders to same borders of unselected nodes. The sensitive area for node borders extends over the whole view2D range, to enable simple alignment of nodes in both x and y direction.

For snap points in the node editor an additional enum value is stored to indicate the type of node border (left/right/top/bottom). This works as a constraint on possible node alignments: only same border types align with each other.
2012-06-29 14:34:46 +00:00
Lukas Toenne
855b6391ea Basic snapping in node transform operator.
Snapping actually was working already, but grid spacing was set to 1.0, which is basically pixel size in the node editor. Increased this to 1x grid step for fine snapping and 5x grid step for rough snapping.

Grid drawing in node editor now draws 2 levels in slightly different shades to indicate the different snapping modes better.

Node editor also supports the general use_snap tool setting to enable automatic snapping during transform. For now only the incremental snapping is supported, in future could be extended to enable alignment between nodes in a number of ways.
2012-06-28 08:47:22 +00:00
Campbell Barton
238d3fa4bb mask re-key feature - mango request. ability to reset selected points shape key data.
useful if you add many keys to one part of a curve, then later want to key another part - but dont want to continuously make the same corrections.
2012-06-22 11:53:49 +00:00
Bastien Montagne
19e81b12e7 Fix [#31714] Pinning object context causes texture list to disappear
Problem was py code of main texture panel was not doing any check on the pinned id, assuming it managed the textures itself - but this is not the case of the Object datablock...

All work actually done by Sergey, was just missing the Lamp specific case. Checked both in code and with tests, quite sure all cases are now correctly handled!
2012-06-21 07:32:06 +00:00
Mitchell Stokes
501922782f Fix for [#31792] "Character Physics type not detected by near sensor" reported by Mikko-Pentti Eronen.
Near sensors only pick up "actors," but objects with character physics did not have the actor option displayed. By setting the character physics object to actor, it can be picked up by the near sensor. However, it collides with the near sensor, which sounds like bug [#31701]
2012-06-21 05:30:57 +00:00
Sergey Sharybin
aa30e20272 Fix #31852: Sequencer duplicate cant move strips on Y axis in a meta
Issue was caused by some stuff happenign in wm_operator_finish() which uses
to somehow restore changes made by transformation invoke function.

Solved by not calling translation operator directly from duplication operator
(which is in fact really tricky) and use macros instead. This macros calls
duplication operator which simply duplicates strip, and then calls translation
operator.
2012-06-20 14:20:03 +00:00
Campbell Barton
72f7ab441d removing from group now shows menu to select group to remove. 2012-06-20 14:13:22 +00:00
Campbell Barton
fca0112ba3 add back blending for vertex and weight paint modes, you may want to keep the one brush and switch blending options. 2012-06-20 09:34:26 +00:00
Campbell Barton
98e6912480 style cleanup 2012-06-19 22:17:19 +00:00
Sergey Sharybin
a558eed3e4 Fix #31838: Console error with particle Child Simplification is enabled.
Patch by Philipp Oeser, thanks!
2012-06-18 12:29:44 +00:00
Campbell Barton
46ea5670db scale node - framing offset: compatible with camera shiftX/Y and the viewport option. 2012-06-15 07:50:27 +00:00
Campbell Barton
99f7c06d7e added mask tool to recalculate handles (Ctrl+N) 2012-06-13 14:09:20 +00:00
Campbell Barton
2e72720718 apply offset to the camera view - this works exactly like camera shift (transforms X/Y in the same space). 2012-06-13 13:23:48 +00:00
Campbell Barton
91781c76c4 framing options for camera background image: stretch/fit/crop 2012-06-13 12:58:01 +00:00
Sergey Sharybin
5dc0b35a01 Added frame offset slider to clip datablocks
In contrast to start_frame (which affects on where footage actually
starts to play and also affects on all data associated with a clip
such as motion tracking, reconstruction and so on) this slider only
affects on a way how frame number is mapping to a filename, without
touching any kind of tracking data.

The formula is:
  file_name = clip_file_name + frame_offset - (start_frame - 1)
2012-06-12 21:25:23 +00:00
Sergey Sharybin
128b0f9788 Added Selected Only and Show Hidden flags to clip editor's curve view 2012-06-12 17:11:16 +00:00
Sergey Sharybin
d3e098bb42 Some Clip Editor interface clean-ups:
- Display track's reprojection error in dopesheet
- Make sure track is selected when clicking on dopesheet channel
- Attempt to make headers a bit cleaner without long labels which
  doesn't actually make sense.
2012-06-12 17:11:00 +00:00
Sergey Sharybin
37612200fd Added options to display only selected tracks and show hidden tracks
in motion tracking dopesheet view.

By default all channels are displaying now.
2012-06-12 17:10:47 +00:00
Sergey Sharybin
55ca0e7636 Make dopesheet settings per-tracking data
It was a bit confusing to synchronize settings used in pre-calculated
dopesheet channels which was storing in tracking data with settings
used for display which is in space data.

This was initially done by converting one flags to other and checking
if space's settings matches pre-calculated one, but that had several
issues if two different dopesheet are using different settings:

- Channels would be re-calculated on every redraw for each of spaces
- Dopesheet operators could fail due to the could be using  channels
  calculated for other space.

That was also quite nasty code checking if requested settings matches
pre-calculated one.
2012-06-12 17:10:24 +00:00
Sergey Sharybin
552887251f Masking support for motion tracks
Added option to use Grease Pencil datablock as a mask for pattern
when doing motion tracking. Option could be found in Tracking Settings
panel.

All strokes would be rasterized separately from each other and every
stroke is treating as a closed spline.

Also added option to apply a mask on track preview which is situated
just after B/B/W channel button under track preview.
2012-06-12 11:13:53 +00:00
Bastien Montagne
2127e62c9b "Fix" for [#30704] Action Constraint mapping bug
Feature request rather than a real bug: allow constrained bone to use "object" part of the linked action, in addition to "same-named bone" part.
2012-06-12 06:22:23 +00:00
Antony Riakiotakis
854502d2e3 Add user preference "GPU Mipmap Generation" under the System/OpenGL
subpanel to calculate image mipmapping on the GPU, saving upload and
calculation time. Default is off just in case.
2012-06-11 16:23:10 +00:00
Joshua Leung
1022d0c257 Bugfix [#31766] Mouseover Label reads 'Alt Left Arrow' when over the right
arrow.

Patch by Philipp Oeser
2012-06-11 04:34:59 +00:00
Campbell Barton
3d88176269 fix [#31712] User prefs Input: Filter searches for names starting with entered phrase only 2012-06-10 21:38:24 +00:00
Sergey Sharybin
25bb441301 Planar tracking support for motion tracking
===========================================

Major list of changes done in tomato branch:

- Add a planar tracking implementation to libmv
  This adds a new planar tracking implementation to libmv. The
  tracker is based on Ceres[1], the new nonlinear minimizer that
  myself and Sameer released from Google as open source. Since
  the motion model is more involved, the interface is
  different than the RegionTracker interface used previously
  in Blender.

  The start of a C API in libmv-capi.{cpp,h} is also included.

- Migrate from pat_{min,max} for markers to 4 corners representation

  Convert markers in the movie clip editor / 2D tracker from using
  pat_min and pat_max notation to using the a more general, 4-corner
  representation.

  There is still considerable porting work to do; in particular
  sliding from preview widget does not work correct for rotated
  markers.

  All other areas should be ported to new representation:

  * Added support of sliding individual corners. LMB slide + Ctrl
    would scale the whole pattern
  * S would scale the whole marker, S-S would scale pattern only
  * Added support of marker's rotation which is currently rotates
    only patterns around their centers or all markers around median,

    Rotation or other non-translation/scaling transformation of search
    area doesn't make sense.

  * Track Preview widget would display transformed pattern which
    libmv actually operates with.

- "Efficient Second-order Minimization" for the planar tracker

  This implements the "Efficient Second-order Minimization"
  scheme, as supported by the existing translation tracker.
  This increases the amount of per-iteration work, but
  decreases the number of iterations required to converge and
  also increases the size of the basin of attraction for the
  optimization.

- Remove the use of the legacy RegionTracker API from Blender,
  and replaces it with the new TrackRegion API. This also
  adds several features to the planar tracker in libmv:

  * Do a brute-force initialization of tracking similar to "Hybrid"
    mode in the stable release, but using all floats. This is slower
    but more accurate. It is still necessary to evaluate if the
    performance loss is worth it. In particular, this change is
    necessary to support high bit depth imagery.

  * Add support for masks over the search window. This is a step
    towards supporting user-defined tracker masks. The tracker masks
    will make it easy for users to make a mask for e.g. a ball.

    Not exposed into interface yet/

  * Add Pearson product moment correlation coefficient checking (aka
    "Correlation" in the UI. This causes tracking failure if the
    tracked patch is not linearly related to the template.

  * Add support for warping a few points in addition to the supplied
    points. This is useful because the tracking code deliberately
    does not expose the underlying warp representation. Instead,
    warps are specified in an aparametric way via the correspondences.

- Replace the old style tracker configuration panel with the
  new planar tracking panel. From a users perspective, this means:

  * The old "tracking algorithm" picker is gone. There is only 1
    algorithm now. We may revisit this later, but I would much
    prefer to have only 1 algorithm. So far no optimization work
    has been done so the speed is not there yet.

  * There is now a dropdown to select the motion model. Choices:

        * Translation
        * Translation, rotation
        * Translation, scale
        * Translation, rotation, scale
        * Affine
        * Perspective

  * The old "Hybrid" mode is gone; instead there is a toggle to
    enable or disable translation-only tracker initialization. This
    is the equivalent of the hyrbid mode before, but rewritten to work
    with the new planar tracking modes.

  * The pyramid levels setting is gone. At a future date, the planar
    tracker will decide to use pyramids or not automatically. The
    pyramid setting was ultimately a mistake; with the brute force
    initialization it is unnecessary.

- Add light-normalized tracking

  Added the ability to normalize patterns by their average value while
  tracking, to make them invariant to global illumination changes.

Additional details could be found at wiki page [2]

  [1] http://code.google.com/p/ceres-solver
  [2] http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Motion_Tracker
2012-06-10 15:28:19 +00:00
Sergey Sharybin
c27472c04e Synchronize changes with tomato branch 2012-06-10 12:30:47 +00:00
Campbell Barton
5e29381825 mango request
- optionally display the histogram as lines (not filled areas).
- expand the enum for faster access.
- keep the sample line displayed after doing the line sample (running again clears).
2012-06-10 12:09:25 +00:00
Sergej Reich
221a787822 Don't show physics properties in game engine conext
Also rename fluid panels to be more consistent with other simulations
2012-06-08 15:24:28 +00:00
Sergey Sharybin
54297c8d13 Clip editor: cleanup up header
One side of change is related on making code easier to follow, due it started
being quite messy because of all in-lined mode/view checks. Now there's a bit
of code duplication, but it's much easier to see what's going on there.

Another side of patch is related on re-arranging elements in header in a way
that follows rule "depending elements are placed after elements they depends on".
This might be a bit against mostly-used-based elements placement, but now it's
much easier to figure out where to add new option. Also it fits better other
blender's areas such as image editor header, i.e.
2012-06-08 07:55:15 +00:00
Sergey Sharybin
fc07b1fce3 Mask editing: remove use_parent property and use check if paren't id is set instead 2012-06-08 07:54:46 +00:00
Campbell Barton
bdf9e02346 new sequence strip type for masks. 2012-06-07 18:24:36 +00:00
Sergey Sharybin
f43a733f59 Changed semantic of recently added start_frame
Now it's indicates at which scene frame number movie clip starts playing back.
This this setting is still belongs to clip datavlock and used by all users of
clip such as movie compositor nodes, constraints and so.

After long discussion and thoughts about this it was decided that this would
match image's current behavior (which initially seen a bit crappy), but that's
actually allows:

- Keep semantics of start frame in image and clip datablocks in sync
- Allows to support features like support of loading image sequences
  with crappy numbers in suffix which doesn't fit long int.
- Allows to eliminate extra boolean checkbox to control such kind of offset.

Hopefully from pipeline POV it wouldn't hurt because idea of having this things
implemented in original way was  working only if sequence before processing
started naming form 001.
2012-06-06 18:58:30 +00:00
Thomas Dinges
023fba4735 Transform Locks UI:
* Some beautifying and cleanup to show X, Y, Z label.

This fixes [#31717] Transform Locks panel -> no x,y,z coordinates are displayed
2012-06-06 18:11:12 +00:00
Daniel Genrich
0499200e39 Cloth: Add support for "Self Collision Vertex Group".
Self collision vertex groups enable artists to exclude selected vertices from getting involved in self collisions. This speeds simulations and it also resolves some self collision issues.
2012-06-06 13:30:05 +00:00
Campbell Barton
465b11e971 operator to reset feather weights on all shape keys 2012-06-05 19:39:12 +00:00
Sergey Sharybin
0d61876ed0 Configurable start frame for movie clip datablocks as alternative to automatic start frame number
Number of start frame in opened image sequence used to be distinguished automatically
in a way that file name used on open would be displayed at scene frame #1.

But sometimes it's useful to have it manually configurable (like in cases when you're
processing image sequence and replacing clip's filepath to postprocessed image sequence
and want new clip to show at the same frame range as it was rendered from).

Added Custom Start Frame flag to movie clip (could be accessed from Footage panel in
clip editor) and Start Frame which means number of frame from sequence which would
be displayed at scene frame #1.

For example if you've got clip pointing to file render_00100.png and Start Frame of 100
this file would be displayed at scene frame #1, if Start Frame is 1 then this image
would be displayed at scene frame #100,
2012-06-05 18:38:09 +00:00
Campbell Barton
8c71157af6 shrink/fatten transform for mask - adjusts the feather weight.
works in proportional editmode too.
2012-06-05 14:13:14 +00:00
Campbell Barton
ae8103240d mask editing
- clear feather weights (alt+s)
- fix for glitch where placing the feather would jitter.
2012-06-05 09:37:44 +00:00
Campbell Barton
d46a6dc59c abbreviate mask-editing to mask-edit 2012-06-04 17:30:54 +00:00
Campbell Barton
68a9dd54ec mask mode for clip editor developed by Sergey Sharybin, Pete Larabell and myself.
see:
http://wiki.blender.org/index.php/User:Nazg-gul/MaskEditor


note - mask editing tools need continued development, feather option is not working 100%
2012-06-04 16:42:58 +00:00
Campbell Barton
4414f38cbf patch [#31644] Py Console: Indent and unindent independent of cursor (aligned) [Tab / Shift + Tab / Ctrl + Tab]
from Sebastian Nell (codemanx)
2012-06-04 07:24:19 +00:00
Benoit Bolsee
58bc424b3c BGE #30734: add support for physics linear and angular thresholds and deactivation time from python and GUI.
========================
The linear and angular thresholds set the speed limit (in m/s) and rotation limit (in rad/s)
under which a rigid body will go to sleep (stop moving) if it stays below the limits for a 
time equal or longer than the deactivation time (sleeping is disabled is deactivation time is 
set to 0).
These settings help reducing the processing spent on Physics during the game.

Previously they were only accessible from python but not working because of a bug. 
Now the python functions are working and the settings are available in the Physics panel
of the World settings when using the Blender Game render engine.

Python API:
  import PhysicsConstraints
  PhysicsConstraints.setDeactivationLinearTreshold(float)
  PhysicsConstraints.setDeactivationAngularTreshold(float)
2012-05-29 20:30:33 +00:00
Benoit Bolsee
dfc19a1ff7 BGE patch #28476: Character object physics type
===============================================
This patch adds a new "Character" BGE physics type which uses Bullet's btKinematicCharacter for simulation instead of full-blown dynamics. It is appropiate for (player-controlled) characters, for which the other physics types often result unexpected results (bouncing off walls, sliding etc.) and for which simple kinematics offers much more precision.

"Character" can be chosen like any other physics type in the "Physics" section of the properties window. Current settings for tweaking are "Step Height" (to make the object automatically climb small steps if it collides with them), "Fall Speed" (the maximum speed that the object can have when falling) and "Jump Speed", which is currently not used.

See http://projects.blender.org/tracker/?func=detail&atid=127&aid=28476&group_id=9
for sample blends and a discussion on the patch: how to use it and what influences the behavior of the character object.

Known problem: there is a crash if the "compound" option is set in the physics panel of the Character object.
2012-05-28 21:36:29 +00:00