Three new features:

1) Stride Bone

For walkcycles, you could already set an NLA strip to cycle over a path
based on a preset distance value. This cycling happens based on a linear
interpolation, with constant speed.
Not all cycles have a constant speed however, like hopping or jumping.
To ensure a perfect slipping-less foot contact, you now can set a Bone
in an Armature to define the stride. This "Stride Bone" then becomes a
sort-of ruler, a conveyor belt, on which the character walks. When using
the NLA "Use Path" option, it then tries to keep the Stride Bone entirely
motionless on the path, by cancelling out its motion (for the entire
Armature). This means that the animation keys for a Stride Bone have to be
exactly negative of the desired path. Only, at choice, the X,Y or Z Ipo
curve is used for this stride.

Examples:

http://www.blender.org/bf/0001_0040.avi
The top armature shows the actual Action, the bottom armature has been
parented to a Path, using the Stride Bone feature.

http://www.blender.org/bf/0001_0080.avi
Here the Stride Bone has a number of children, creating a ruler to be
used as reference while animating.

Test .blend:
http://www.blender.org/bf/motionblender1.blend

Notes:
- Note that action keys for Bones work local, based on the Bone's
  orientation as set in EditMode. Therefore, an Y translation always
  goes in the Bone's direction.
- To be able to get a "solvable" stride, the animation curve has
  to be inverse evaluated, using a Newton Raphson root solver. That
  means you can only create stride curves that keep moving forward, and
  cannot return halfway.
- Set the Stride Bone in the Editing Buttons, Bone Panel. You can set
  change the name or set the axis in the NLA Window, Strip Properties Panel.
- Files in this commit will move to the blender.org release section.

2) Armature Ghosting

In EditButtons, Armature Panel, you can set an armature to draw ghosts.
The number value denotes the amount of frames that have to be drawn extra
(for the active action!) around the current frame.
Ghosts only evaluate its own Pose, executing it's Actions, Constraints and
IK. No external dependencies are re-evaluated for it.

3) NLA/Action time control

If you click in the NLA window on the action (linked to Object), it makes
sure the Timing as drawn in the Action editor is not corrected for NLA.
If you also set the Object to "Action", this timing will be executed on the
Object as well (not NLA time).
(It's a bit confusing... will make a good doc & maybe review UI!)
This commit is contained in:
Ton Roosendaal 2005-11-01 12:44:30 +00:00
parent ca85fc5c8a
commit 8906e4ec98
14 changed files with 332 additions and 97 deletions

@ -416,16 +416,15 @@ void calc_action_range(const bAction *act, float *start, float *end)
const bConstraintChannel *conchan; const bConstraintChannel *conchan;
const IpoCurve *icu; const IpoCurve *icu;
float min=999999999.0f, max=-999999999.0; float min=999999999.0f, max=-999999999.0;
int i;
int foundvert=0; int foundvert=0;
if(act) { if(act) {
for (chan=act->chanbase.first; chan; chan=chan->next) { for (chan=act->chanbase.first; chan; chan=chan->next) {
if(chan->ipo) { if(chan->ipo) {
for (icu=chan->ipo->curve.first; icu; icu=icu->next) { for (icu=chan->ipo->curve.first; icu; icu=icu->next) {
for (i=0; i<icu->totvert; i++) { if(icu->totvert) {
min = MIN2 (min, icu->bezt[i].vec[1][0]); min= MIN2 (min, icu->bezt[0].vec[1][0]);
max = MAX2 (max, icu->bezt[i].vec[1][0]); max= MAX2 (max, icu->bezt[icu->totvert-1].vec[1][0]);
foundvert=1; foundvert=1;
} }
} }
@ -433,9 +432,9 @@ void calc_action_range(const bAction *act, float *start, float *end)
for (conchan=chan->constraintChannels.first; conchan; conchan=conchan->next) { for (conchan=chan->constraintChannels.first; conchan; conchan=conchan->next) {
if(conchan->ipo) { if(conchan->ipo) {
for (icu=conchan->ipo->curve.first; icu; icu=icu->next) { for (icu=conchan->ipo->curve.first; icu; icu=icu->next) {
for (i=0; i<icu->totvert; i++){ if(icu->totvert) {
min = MIN2 (min, icu->bezt[i].vec[1][0]); min= MIN2 (min, icu->bezt[0].vec[1][0]);
max = MAX2 (max, icu->bezt[i].vec[1][0]); max= MAX2 (max, icu->bezt[icu->totvert-1].vec[1][0]);
foundvert=1; foundvert=1;
} }
} }
@ -482,7 +481,7 @@ void extract_pose_from_action(bPose *pose, bAction *act, float ctime)
/* Copy the data from the action into the pose */ /* Copy the data from the action into the pose */
for (pchan= pose->chanbase.first; pchan; pchan=pchan->next) { for (pchan= pose->chanbase.first; pchan; pchan=pchan->next) {
achan= get_action_channel(act, pchan->name); achan= get_action_channel(act, pchan->name);
pchan->flag= 0; pchan->flag &= ~(POSE_LOC|POSE_ROT|POSE_SIZE);
if(achan) { if(achan) {
ipo = achan->ipo; ipo = achan->ipo;
if (ipo) { if (ipo) {
@ -499,21 +498,21 @@ void extract_pose_from_action(bPose *pose, bAction *act, float ctime)
/* for do_all_pose_actions, clears the pose */ /* for do_all_pose_actions, clears the pose */
static void rest_pose(bPose *pose) static void rest_pose(bPose *pose)
{ {
bPoseChannel *chan; bPoseChannel *pchan;
int i; int i;
if (!pose) if (!pose)
return; return;
for (chan=pose->chanbase.first; chan; chan=chan->next){ for (pchan=pose->chanbase.first; pchan; pchan=pchan->next){
for (i=0; i<3; i++){ for (i=0; i<3; i++){
chan->loc[i]=0.0; pchan->loc[i]=0.0;
chan->quat[i+1]=0.0; pchan->quat[i+1]=0.0;
chan->size[i]=1.0; pchan->size[i]=1.0;
} }
chan->quat[0]=1.0; pchan->quat[0]=1.0;
chan->flag =0; pchan->flag &= ~(POSE_LOC|POSE_ROT|POSE_SIZE);
} }
} }
@ -716,6 +715,65 @@ static float nla_time(float cfra, float unit)
return cfra; return cfra;
} }
static float stridechannel_frame(bAction *act, int stride_axis, char *name, float pdist)
{
bActionChannel *achan= get_action_channel(act, name);
if(achan && achan->ipo) {
IpoCurve *icu= NULL;
float minx=0.0f, maxx=0.0f, miny=0.0f, maxy=0.0f;
int foundvert= 0;
if(stride_axis==0) stride_axis= AC_LOC_X;
else if(stride_axis==1) stride_axis= AC_LOC_Y;
else stride_axis= AC_LOC_Z;
/* calculate the min/max */
for (icu=achan->ipo->curve.first; icu; icu=icu->next) {
if(icu->adrcode==stride_axis) {
if(icu->totvert>1) {
foundvert= 1;
minx= icu->bezt[0].vec[1][0];
maxx= icu->bezt[icu->totvert-1].vec[1][0];
miny= icu->bezt[0].vec[1][1];
maxy= icu->bezt[icu->totvert-1].vec[1][1];
}
break;
}
}
if(foundvert && miny!=maxy) {
float stridelen= fabs(maxy-miny), striptime;
float actiondist, step= 0.5, error, threshold=0.00001f*stridelen;
int max= 20;
/* amount path moves object */
pdist = (float)fmod (pdist, stridelen);
/* wanted; the (0-1) factor that cancels out this distance, do simple newton-raphson */
striptime= step;
do {
actiondist= eval_icu(icu, minx + striptime*(maxx-minx)) - miny;
error= pdist - fabs(actiondist);
step*=0.5f;
if(error > 0.0)
striptime += step;
else
striptime -= step;
max--;
}
while( fabs(error) > threshold && max>0);
return striptime;
}
}
return 0.0f;
}
/* ************** do the action ************ */ /* ************** do the action ************ */
static void do_nla(Object *ob, int blocktype) static void do_nla(Object *ob, int blocktype)
@ -772,12 +830,16 @@ static void do_nla(Object *ob, int blocktype)
} }
pdist = ctime*cu->path->totdist; pdist = ctime*cu->path->totdist;
if (strip->stridelen) if(strip->stridechannel[0])
striptime = pdist / strip->stridelen; striptime= stridechannel_frame(strip->act, strip->stride_axis, strip->stridechannel, pdist);
else else {
striptime = 0; if (strip->stridelen) {
striptime = pdist / strip->stridelen;
striptime = (float)fmod (striptime, 1.0); striptime = (float)fmod (striptime, 1.0);
}
else
striptime = 0;
}
frametime = (striptime * actlength) + strip->actstart; frametime = (striptime * actlength) + strip->actstart;
frametime= bsystem_time(ob, 0, frametime, 0.0); frametime= bsystem_time(ob, 0, frametime, 0.0);

@ -1278,7 +1278,7 @@ static void execute_posetree(Object *ob, PoseTree *tree)
if(data->weight != 0.0) if(data->weight != 0.0)
IK_SolverAddGoal(solver, iktarget, goalpos, data->weight); IK_SolverAddGoal(solver, iktarget, goalpos, data->weight);
if((data->flag & CONSTRAINT_IK_ROT) && (data->orientweight != 0.0)) if((data->flag & CONSTRAINT_IK_ROT) && (data->orientweight != 0.0) && (data->flag & CONSTRAINT_IK_AUTO)==0)
IK_SolverAddGoalOrientation(solver, iktarget, goalrot, data->orientweight); IK_SolverAddGoalOrientation(solver, iktarget, goalrot, data->orientweight);
} }

@ -265,6 +265,8 @@ static VFontData *vfont_get_data(VFont *vfont)
struct TmpFont *tmpfnt = NULL; struct TmpFont *tmpfnt = NULL;
PackedFile *tpf; PackedFile *tpf;
if(vfont==NULL) return NULL;
// Try finding the font from font list // Try finding the font from font list
tmpfnt = G.ttfdata.first; tmpfnt = G.ttfdata.first;

@ -855,11 +855,11 @@ Object *copy_object(Object *ob)
obn->soft= copy_softbody(ob->soft); obn->soft= copy_softbody(ob->soft);
/* NT copy fluid sim setting memory */ /* NT copy fluid sim setting memory */
if(ob->fluidsimSettings) ob->fluidsimSettings = MEM_dupallocN(ob->fluidsimSettings); if(obn->fluidsimSettings) obn->fluidsimSettings = MEM_dupallocN(ob->fluidsimSettings);
else ob->fluidsimSettings = NULL; else obn->fluidsimSettings = NULL;
ob->derivedDeform = NULL; obn->derivedDeform = NULL;
ob->derivedFinal = NULL; obn->derivedFinal = NULL;
return obn; return obn;
} }

@ -433,6 +433,7 @@ enum {
#define B_ARMBUTS 2400 #define B_ARMBUTS 2400
#define B_ARM_RECALCDATA 2301 #define B_ARM_RECALCDATA 2301
#define B_ARM_STRIDE 2302
/* *********************** */ /* *********************** */
#define B_CAMBUTS 2500 #define B_CAMBUTS 2500

@ -138,7 +138,8 @@ enum {
POSE_HAS_IK = 0x0100, POSE_HAS_IK = 0x0100,
POSE_CHAIN = 0x0200, POSE_CHAIN = 0x0200,
POSE_DONE = 0x0400, POSE_DONE = 0x0400,
POSE_KEY = 0x1000 POSE_KEY = 0x1000,
POSE_STRIDE = 0x2000
}; };
/* PoseChannel constflag (constraint detection) */ /* PoseChannel constflag (constraint detection) */
@ -147,6 +148,8 @@ enum {
/* only used for drawing Posemode, not stored in channel */ /* only used for drawing Posemode, not stored in channel */
#define PCHAN_HAS_ACTION 4 #define PCHAN_HAS_ACTION 4
#define PCHAN_HAS_TARGET 8 #define PCHAN_HAS_TARGET 8
/* only for drawing Posemode too */
#define PCHAN_HAS_STRIDE 16
/* PoseChannel->ikflag */ /* PoseChannel->ikflag */
#define BONE_IK_NO_XDOF 1 #define BONE_IK_NO_XDOF 1

@ -77,7 +77,7 @@ typedef struct bArmature {
int flag; int flag;
int drawtype; int drawtype;
int deformflag; int deformflag;
int res3; short ghostep, pad;
}bArmature; }bArmature;
/* armature->flag */ /* armature->flag */

@ -38,9 +38,8 @@ struct Ipo;
typedef struct bActionStrip { typedef struct bActionStrip {
struct bActionStrip *next, *prev; struct bActionStrip *next, *prev;
short flag; short flag, mode;
short mode; short stride_axis, pad; /* axis 0=x, 1=y, 2=z */
int reserved1;
struct Ipo *ipo; /* Blending ipo */ struct Ipo *ipo; /* Blending ipo */
struct bAction *act; /* The action referenced by this strip */ struct bAction *act; /* The action referenced by this strip */
@ -51,6 +50,8 @@ typedef struct bActionStrip {
float repeat; /* The number of times to repeat the action range */ float repeat; /* The number of times to repeat the action range */
float blendin, blendout; float blendin, blendout;
char stridechannel[32]; /* Instead of stridelen, it uses an action channel */
} bActionStrip; } bActionStrip;
#define ACTSTRIPMODE_BLEND 0 #define ACTSTRIPMODE_BLEND 0
@ -64,5 +65,6 @@ typedef struct bActionStrip {
#define ACTSTRIP_ACTIVE 0x10 #define ACTSTRIP_ACTIVE 0x10
#define ACTSTRIP_LOCK_ACTION 0x20 #define ACTSTRIP_LOCK_ACTION 0x20
#endif #endif

@ -62,6 +62,7 @@
#include "DNA_mesh_types.h" #include "DNA_mesh_types.h"
#include "DNA_meshdata_types.h" #include "DNA_meshdata_types.h"
#include "DNA_modifier_types.h" #include "DNA_modifier_types.h"
#include "DNA_nla_types.h"
#include "DNA_object_types.h" #include "DNA_object_types.h"
#include "DNA_object_force.h" #include "DNA_object_force.h"
#include "DNA_radio_types.h" #include "DNA_radio_types.h"
@ -2523,11 +2524,49 @@ static void editing_panel_lattice_type(Object *ob, Lattice *lt)
void do_armbuts(unsigned short event) void do_armbuts(unsigned short event)
{ {
Object *ob= OBACT;
switch(event) { switch(event) {
case B_ARM_RECALCDATA: case B_ARM_RECALCDATA:
DAG_object_flush_update(G.scene, OBACT, OB_RECALC_DATA); DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 1); allqueue(REDRAWVIEW3D, 1);
allqueue(REDRAWBUTSEDIT, 0); allqueue(REDRAWBUTSEDIT, 0);
break;
case B_ARM_STRIDE:
if(ob && ob->pose) {
bPoseChannel *pchan;
bActionStrip *strip;
for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next)
if(pchan->flag & POSE_STRIDE)
break;
/* we put the stride bone name in the strips, for lookup of action channel */
for (strip=ob->nlastrips.first; strip; strip=strip->next){
if(strip->flag & ACTSTRIP_USESTRIDE) {
if(pchan) BLI_strncpy(strip->stridechannel, pchan->name, 32);
else strip->stridechannel[0]= 0;
}
}
DAG_object_flush_update(G.scene, ob, OB_RECALC_DATA);
allqueue(REDRAWVIEW3D, 1);
allqueue(REDRAWNLA, 0);
allqueue(REDRAWBUTSEDIT, 0);
}
break;
}
}
static void validate_stridebutton_cb(void *pchanv, void *poin)
{
Object *ob= OBACT;
bPoseChannel *pchan;
if(ob && ob->pose) {
for (pchan=ob->pose->chanbase.first; pchan; pchan=pchan->next){
if(pchan!=pchanv)
pchan->flag &= ~POSE_STRIDE;
}
} }
} }
@ -2681,8 +2720,9 @@ static void editing_panel_armature_type(Object *ob, bArmature *arm)
uiDefButI(block, ROW, REDRAWVIEW3D, "B-Bone", 155, 100,70,20, &arm->drawtype, 0, ARM_B_BONE, 0, 0, "Draw bones as boxes, showing subdivision and b-splines"); uiDefButI(block, ROW, REDRAWVIEW3D, "B-Bone", 155, 100,70,20, &arm->drawtype, 0, ARM_B_BONE, 0, 0, "Draw bones as boxes, showing subdivision and b-splines");
uiDefButI(block, ROW, REDRAWVIEW3D, "Envelope", 225, 100,85,20, &arm->drawtype, 0, ARM_ENVELOPE, 0, 0, "Draw bones as extruded spheres, showing deformation influence volume"); uiDefButI(block, ROW, REDRAWVIEW3D, "Envelope", 225, 100,85,20, &arm->drawtype, 0, ARM_ENVELOPE, 0, 0, "Draw bones as extruded spheres, showing deformation influence volume");
uiDefButBitI(block, TOG, ARM_DRAWAXES, REDRAWVIEW3D, "Draw Axes", 10, 80,150,20, &arm->flag, 0, 0, 0, 0, "Draw bone axes"); uiDefButBitI(block, TOG, ARM_DRAWAXES, REDRAWVIEW3D, "Draw Axes", 10, 80,100,20, &arm->flag, 0, 0, 0, 0, "Draw bone axes");
uiDefButBitI(block, TOG, ARM_DRAWNAMES, REDRAWVIEW3D, "Draw Names", 160,80,150,20, &arm->flag, 0, 0, 0, 0, "Draw bone names"); uiDefButBitI(block, TOG, ARM_DRAWNAMES, REDRAWVIEW3D, "Draw Names", 110,80,100,20, &arm->flag, 0, 0, 0, 0, "Draw bone names");
uiDefButS(block, NUM, REDRAWVIEW3D, "Ghost: ", 210,80,100,20, &arm->ghostep, 0.0f, 30.0f, 0, 0, "Draw Ghosts around current frame, for current Action");
uiBlockEndAlign(block); uiBlockEndAlign(block);
uiDefBut(block, LABEL, 0, "Deform Options", 10,60,150,20, 0, 0, 0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Deform Options", 10,60,150,20, 0, 0, 0, 0, 0, "");
@ -2801,7 +2841,6 @@ static void editing_panel_pose_bones(Object *ob, bArmature *arm)
uiDefButF(block, NUM,B_ARM_RECALCDATA, "Dist:", bx+107, by, 105, 18, &curBone->dist, 0.0, 1000.0, 10.0, 0.0, "Bone deformation distance"); uiDefButF(block, NUM,B_ARM_RECALCDATA, "Dist:", bx+107, by, 105, 18, &curBone->dist, 0.0, 1000.0, 10.0, 0.0, "Bone deformation distance");
uiDefButF(block, NUM,B_ARM_RECALCDATA, "Weight:", bx+220, by, 110, 18, &curBone->weight, 0.0F, 1000.0F, 10.0F, 0.0F, "Bone deformation weight"); uiDefButF(block, NUM,B_ARM_RECALCDATA, "Weight:", bx+220, by, 110, 18, &curBone->weight, 0.0F, 1000.0F, 10.0F, 0.0F, "Bone deformation weight");
/* Segment, ease in/out buttons */ /* Segment, ease in/out buttons */
uiBlockBeginAlign(block); uiBlockBeginAlign(block);
uiDefButS(block, NUM, B_ARM_RECALCDATA, "Segm: ", bx-10,by-19,117,19, &curBone->segments, 1.0, 32.0, 0.0, 0.0, "Subdivisions for B-bones"); uiDefButS(block, NUM, B_ARM_RECALCDATA, "Segm: ", bx-10,by-19,117,19, &curBone->segments, 1.0, 32.0, 0.0, 0.0, "Subdivisions for B-bones");
@ -2864,15 +2903,15 @@ static void editing_panel_pose_bones(Object *ob, bArmature *arm)
by -= (zerodof)? 82: (zerolimit)? 122: 162; by -= (zerodof)? 82: (zerolimit)? 122: 162;
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_ARM_RECALCDATA, "Stretch:", bx-10, by, 113, 19, &pchan->ikstretch, 0.0, 1.0, 1.0, 0.0, "Allow scaling of the bone for IK"); uiDefButF(block, NUM, B_ARM_RECALCDATA, "Stretch:", bx-10, by, 113, 19, &pchan->ikstretch, 0.0, 1.0, 1.0, 0.0, "Allow scaling of the bone for IK");
uiBlockEndAlign(block);
by -= 20; by -= 20;
} }
else { else {
uiDefBut(block, LABEL, 0, "(DoF options only for IK chains)", bx-10,by-60, 300, 20, 0, 0, 0, 0, 0, ""); but= uiDefButBitS(block, TOG, POSE_STRIDE, B_ARM_STRIDE, "Stride Root", bx-10, by-60, 113, 19, &pchan->flag, 0.0, 0.0, 0, 0, "Set this PoseChannel to define the Stride distance");
uiButSetFunc(but, validate_stridebutton_cb, pchan, NULL);
uiDefBut(block, LABEL, 0, "(DoF only for IK chains)", bx+110,by-60, 190, 19, 0, 0, 0, 0, 0, "");
by -= 82; by -= 82;
} }

@ -43,6 +43,7 @@
#include "DNA_armature_types.h" #include "DNA_armature_types.h"
#include "DNA_constraint_types.h" #include "DNA_constraint_types.h"
#include "DNA_ID.h" #include "DNA_ID.h"
#include "DNA_nla_types.h"
#include "DNA_object_types.h" #include "DNA_object_types.h"
#include "DNA_scene_types.h" #include "DNA_scene_types.h"
#include "DNA_screen_types.h" #include "DNA_screen_types.h"
@ -829,7 +830,8 @@ static void draw_line_bone(int armflag, int boneflag, int constflag, unsigned in
if(armflag & ARM_POSEMODE) { if(armflag & ARM_POSEMODE) {
/* inner part in background color or constraint */ /* inner part in background color or constraint */
if(constflag) { if(constflag) {
if(constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0); if(constflag & PCHAN_HAS_STRIDE) glColor3ub(0, 0, 200);
else if(constflag & PCHAN_HAS_TARGET) glColor3ub(255, 150, 0);
else if(constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0); else if(constflag & PCHAN_HAS_IK) glColor3ub(255, 255, 0);
else if(constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120); else if(constflag & PCHAN_HAS_CONST) glColor3ub(0, 255, 120);
else BIF_ThemeColor(TH_BONE_POSE); // PCHAN_HAS_ACTION else BIF_ThemeColor(TH_BONE_POSE); // PCHAN_HAS_ACTION
@ -967,10 +969,10 @@ static void draw_b_bone(int dt, int armflag, int boneflag, int constflag, unsign
else { // wire else { // wire
if (armflag & ARM_POSEMODE){ if (armflag & ARM_POSEMODE){
if(constflag) { if(constflag) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); glEnable(GL_BLEND);
if(constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80); if(constflag & PCHAN_HAS_STRIDE) glColor4ub(0, 0, 200, 80);
else if(constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
else if(constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80); else if(constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
else if(constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80); else if(constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
else BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION else BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION
@ -1035,10 +1037,10 @@ static void draw_bone(int dt, int armflag, int boneflag, int constflag, unsigned
} }
else if (armflag & ARM_POSEMODE){ else if (armflag & ARM_POSEMODE){
if(constflag) { if(constflag) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); glEnable(GL_BLEND);
if(constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80); if(constflag & PCHAN_HAS_STRIDE) glColor4ub(0, 0, 200, 80);
else if(constflag & PCHAN_HAS_TARGET) glColor4ub(255, 150, 0, 80);
else if(constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80); else if(constflag & PCHAN_HAS_IK) glColor4ub(255, 255, 0, 80);
else if(constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80); else if(constflag & PCHAN_HAS_CONST) glColor4ub(0, 255, 120, 80);
else BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION else BIF_ThemeColor4(TH_BONE_POSE); // PCHAN_HAS_ACTION
@ -1130,7 +1132,6 @@ static void draw_dof_ellipse(float ax, float az)
int i, j, n=16; int i, j, n=16;
float x, z, px, pz; float x, z, px, pz;
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); glEnable(GL_BLEND);
glDepthMask(0); glDepthMask(0);
@ -1310,7 +1311,6 @@ static void draw_pose_channels(Base *base, int dt)
/* and draw blended distances */ /* and draw blended distances */
if(arm->flag & ARM_POSEMODE) { if(arm->flag & ARM_POSEMODE) {
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); glEnable(GL_BLEND);
//glShadeModel(GL_SMOOTH); //glShadeModel(GL_SMOOTH);
@ -1425,6 +1425,8 @@ static void draw_pose_channels(Base *base, int dt)
constflag= pchan->constflag; constflag= pchan->constflag;
if(pchan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE)) if(pchan->flag & (POSE_ROT|POSE_LOC|POSE_SIZE))
constflag |= PCHAN_HAS_ACTION; constflag |= PCHAN_HAS_ACTION;
if(pchan->flag & POSE_STRIDE)
constflag |= PCHAN_HAS_STRIDE;
if(arm->drawtype==ARM_ENVELOPE) { if(arm->drawtype==ARM_ENVELOPE) {
if(dt<OB_SOLID) if(dt<OB_SOLID)
@ -1492,6 +1494,7 @@ static void draw_pose_channels(Base *base, int dt)
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST); if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
} }
} }
} }
/* in editmode, we don't store the bone matrix... */ /* in editmode, we don't store the bone matrix... */
@ -1532,7 +1535,6 @@ static void draw_ebones(Object *ob, int dt)
Mat4Invert(imat, smat); Mat4Invert(imat, smat);
/* and draw blended distances */ /* and draw blended distances */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glEnable(GL_BLEND); glEnable(GL_BLEND);
//glShadeModel(GL_SMOOTH); //glShadeModel(GL_SMOOTH);
@ -1712,6 +1714,93 @@ static void draw_pose_paths(Object *ob)
glPopMatrix(); glPopMatrix();
} }
/* object is supposed to be armature in posemode */
static void draw_ghost_poses(Base *base)
{
Object *ob= base->object;
bArmature *arm= ob->data;
bPose *posen, *poseo;
bActionStrip *strip;
float cur, start, end, stepsize, range, colfac, actframe;
int cfrao, maptime;
/* pre conditions, get an action with sufficient frames */
if(ob->action==NULL)
return;
calc_action_range(ob->action, &start, &end);
if(start==end)
return;
stepsize= 1.0f;
range= (float)(arm->ghostep);
/* we only map time for armature when an active strip exists */
for (strip=ob->nlastrips.first; strip; strip=strip->next)
if(strip->flag & ACTSTRIP_ACTIVE)
break;
maptime= (strip!=NULL);
/* store values */
ob->flag &= ~OB_POSEMODE;
cfrao= CFRA;
if(maptime) actframe= get_action_frame(ob, (float)CFRA);
else actframe= CFRA;
/* copy the pose */
poseo= ob->pose;
copy_pose(&posen, ob->pose, 1);
ob->pose= posen;
armature_rebuild_pose(ob, ob->data); /* child pointers for IK */
glEnable(GL_BLEND);
if(G.vd->zbuf) glDisable(GL_DEPTH_TEST);
/* draw from lowest blend to darkest */
for(cur= 0.5f; cur<range; cur+=stepsize) {
colfac= cur/range;
BIF_ThemeColorShadeAlpha(TH_WIRE, 0, -128-(int)(120.0f*sqrt(colfac)));
/* only within action range */
if(actframe+cur >= start && actframe+cur <= end) {
if(maptime) CFRA= (int)get_action_frame_inv(ob, actframe+cur);
else CFRA= (int)(actframe+cur);
if(CFRA!=cfrao) {
do_all_pose_actions(ob);
where_is_pose(ob);
draw_pose_channels(base, OB_WIRE);
}
}
/* only within action range */
if(actframe-cur >= start && actframe-cur <= end) {
if(maptime) CFRA= (int)get_action_frame_inv(ob, actframe-cur);
else CFRA= (int)(actframe-cur);
if(CFRA!=cfrao) {
do_all_pose_actions(ob);
where_is_pose(ob);
draw_pose_channels(base, OB_WIRE);
}
}
}
glDisable(GL_BLEND);
if(G.vd->zbuf) glEnable(GL_DEPTH_TEST);
free_pose_channels(posen);
MEM_freeN(posen);
CFRA= cfrao;
ob->pose= poseo;
armature_rebuild_pose(ob, ob->data);
ob->flag |= OB_POSEMODE;
}
/* called from drawobject.c */ /* called from drawobject.c */
void draw_armature(Base *base, int dt) void draw_armature(Base *base, int dt)
{ {
@ -1744,6 +1833,13 @@ void draw_armature(Base *base, int dt)
if(ob->flag & OB_POSEMODE) arm->flag |= ARM_POSEMODE; if(ob->flag & OB_POSEMODE) arm->flag |= ARM_POSEMODE;
} }
else if(ob->flag & OB_POSEMODE) { else if(ob->flag & OB_POSEMODE) {
/* only set once */
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
if(arm->ghostep) {
draw_ghost_poses(base);
}
if(ob==OBACT) if(ob==OBACT)
arm->flag |= ARM_POSEMODE; arm->flag |= ARM_POSEMODE;
else if(G.f & G_WEIGHTPAINT) else if(G.f & G_WEIGHTPAINT)
@ -1751,9 +1847,11 @@ void draw_armature(Base *base, int dt)
draw_pose_paths(ob); draw_pose_paths(ob);
} }
draw_pose_channels(base, dt); draw_pose_channels(base, dt);
arm->flag &= ~ARM_POSEMODE; arm->flag &= ~ARM_POSEMODE;
BIF_ThemeColor(TH_WIRE); /* restore, for extra draw stuff */
} }
} }
/* restore */ /* restore */

@ -58,6 +58,7 @@
#include "MEM_guardedalloc.h" #include "MEM_guardedalloc.h"
#include "BKE_action.h" #include "BKE_action.h"
#include "BKE_depsgraph.h"
#include "BKE_global.h" #include "BKE_global.h"
#include "BSE_drawnla.h" #include "BSE_drawnla.h"
@ -148,6 +149,15 @@ static void draw_nla_channels(void)
glRasterPos2f(x+32, y-4); glRasterPos2f(x+32, y-4);
BMF_DrawString(G.font, ob->action->id.name+2); BMF_DrawString(G.font, ob->action->id.name+2);
/* icon for active action (no strip mapping) */
for (strip = ob->nlastrips.first; strip; strip=strip->next)
if(strip->flag & ACTSTRIP_ACTIVE) break;
if(strip==NULL) {
glEnable(GL_BLEND);
BIF_draw_icon_blended(x, y-8, ICON_DOT, TH_BACK, 0);
glDisable(GL_BLEND);
}
y-=NLACHANNELHEIGHT+NLACHANNELSKIP; y-=NLACHANNELHEIGHT+NLACHANNELSKIP;
} }
@ -417,24 +427,8 @@ void do_nlabuts(unsigned short event)
allqueue(REDRAWNLA, 0); allqueue(REDRAWNLA, 0);
break; break;
case B_NLA_PANEL: case B_NLA_PANEL:
if (strip->end<strip->start)
strip->end=strip->start;
DAG_object_flush_update(G.scene, OBACT, OB_RECALC_OB|OB_RECALC_DATA);
if (strip->blendin>(strip->end-strip->start))
strip->blendin = strip->end-strip->start;
if (strip->blendout>(strip->end-strip->start))
strip->blendout = strip->end-strip->start;
if (strip->blendin > (strip->end-strip->start-strip->blendout))
strip->blendin = (strip->end-strip->start-strip->blendout);
if (strip->blendout > (strip->end-strip->start-strip->blendin))
strip->blendout = (strip->end-strip->start-strip->blendin);
update_for_newframe_muted();
allqueue (REDRAWNLA, 0); allqueue (REDRAWNLA, 0);
allqueue (REDRAWVIEW3D, 0); allqueue (REDRAWVIEW3D, 0);
break; break;
@ -463,39 +457,46 @@ static void nla_panel_properties(short cntrl) // NLA_HANDLER_PROPERTIES
/* first labels, for simpler align code :) */ /* first labels, for simpler align code :) */
uiDefBut(block, LABEL, 0, "Timeline Range:", 10,180,300,19, 0, 0, 0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Timeline Range:", 10,180,300,19, 0, 0, 0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Action Range:", 10,140,300,19, 0, 0, 0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Blending:", 10,120,300,19, 0, 0, 0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Blending:", 10,100,300,19, 0, 0, 0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Options:", 10,80,300,19, 0, 0, 0, 0, 0, "");
uiDefBut(block, LABEL, 0, "Options:", 10,60,300,19, 0, 0, 0, 0, 0, ""); uiDefBut(block, LABEL, 0, "Stride Support:", 10,40,300,19, 0, 0, 0, 0, 0, "");
uiBlockBeginAlign(block); uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_REDR, "Strip Start:", 10,160,150,19, &strip->start, -1000.0, strip->end-1, 100, 0, "First frame in the timeline"); uiDefButF(block, NUM, B_NLA_PANEL, "Strip Start:", 10,160,150,19, &strip->start, -1000.0, strip->end-1, 100, 0, "First frame in the timeline");
uiDefButF(block, NUM, B_REDR, "Strip End:", 160,160,150,19, &strip->end, strip->start+1, MAXFRAMEF, 100, 0, "Last frame in the timeline"); uiDefButF(block, NUM, B_NLA_PANEL, "Strip End:", 160,160,150,19, &strip->end, strip->start+1, MAXFRAMEF, 100, 0, "Last frame in the timeline");
uiBlockBeginAlign(block); uiDefIconButBitS(block, ICONTOG, ACTSTRIP_LOCK_ACTION, B_NLA_LOCK, ICON_UNLOCKED, 10,140,20,19, &(strip->flag), 0, 0, 0, 0, "Toggles Action end/start to be automatic mapped to strip duration");
uiDefIconButBitS(block, ICONTOG, ACTSTRIP_LOCK_ACTION, B_NLA_LOCK, ICON_UNLOCKED, 10,120,20,19, &(strip->flag), 0, 0, 0, 0, "Toggles Action end/start to be automatic mapped to strip duration");
if(strip->flag & ACTSTRIP_LOCK_ACTION) { if(strip->flag & ACTSTRIP_LOCK_ACTION) {
char str[40]; char str[40];
sprintf(str, "Action Start: %.2f", strip->actstart); sprintf(str, "Action Start: %.2f", strip->actstart);
uiDefBut(block, LABEL, B_NOP, str, 30,120,140,19, NULL, 0.0, 0.0, 0, 0, "First frame of the action to map to the playrange"); uiDefBut(block, LABEL, B_NOP, str, 30,140,140,19, NULL, 0.0, 0.0, 0, 0, "First frame of the action to map to the playrange");
sprintf(str, "Action End: %.2f", strip->actend); sprintf(str, "Action End: %.2f", strip->actend);
uiDefBut(block, LABEL, B_NOP, str, 170,120,140,19, NULL, 0.0, 0.0, 0, 0, "Last frame of the action to map to the playrange"); uiDefBut(block, LABEL, B_NOP, str, 170,140,140,19, NULL, 0.0, 0.0, 0, 0, "Last frame of the action to map to the playrange");
} }
else { else {
uiDefButF(block, NUM, B_REDR, "Action Start:", 30,120,140,19, &strip->actstart, -1000.0, strip->actend-1, 100, 0, "First frame of the action to map to the playrange"); uiDefButF(block, NUM, B_NLA_PANEL, "Action Start:", 30,140,140,19, &strip->actstart, -1000.0, strip->actend-1, 100, 0, "First frame of the action to map to the playrange");
uiDefButF(block, NUM, B_REDR, "Action End:", 170,120,140,19, &strip->actend, strip->actstart+1, MAXFRAMEF, 100, 0, "Last frame of the action to map to the playrange"); uiDefButF(block, NUM, B_NLA_PANEL, "Action End:", 170,140,140,19, &strip->actend, strip->actstart+1, MAXFRAMEF, 100, 0, "Last frame of the action to map to the playrange");
} }
uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_REDR, "Blendin:", 10,80,150,19, &strip->blendin, 0.0, strip->actend-strip->actstart, 100, 0, "Number of frames of ease-in");
uiDefButF(block, NUM, B_REDR, "Blendout:", 160,80,150,19, &strip->blendout, 0.0, strip->actend-strip->actstart, 100, 0, "Number of frames of ease-out");
uiBlockBeginAlign(block); uiBlockBeginAlign(block);
uiDefButF(block, NUM, B_REDR, "Repeat:", 10,40,150,19, &strip->repeat, 0.0001, 1000.0f, 100, 0, "Number of times the action should repeat"); uiDefButF(block, NUM, B_NLA_PANEL, "Blendin:", 10,100,150,19, &strip->blendin, 0.0, strip->actend-strip->actstart, 100, 0, "Number of frames of ease-in");
uiDefButF(block, NUM, B_REDR, "Stride:", 160,40,150,19, &strip->stridelen, 0.0001, 1000.0, 100, 0, "Distance covered by one complete cycle of the action specified in the Action Range"); uiDefButF(block, NUM, B_NLA_PANEL, "Blendout:", 160,100,150,19, &strip->blendout, 0.0, strip->actend-strip->actstart, 100, 0, "Number of frames of ease-out");
uiBlockBeginAlign(block); uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, ACTSTRIP_USESTRIDE, B_REDR, "Use Path", 10,0,100,19, &strip->flag, 0, 0, 0, 0, "Plays action based on path position & stride"); uiDefButF(block, NUM, B_NLA_PANEL, "Repeat:", 10,60,150,19, &strip->repeat, 0.001, 1000.0f, 100, 0, "Number of times the action should repeat");
uiDefButBitS(block, TOG, ACTSTRIP_HOLDLASTFRAME, B_REDR, "Hold", 110,0,100,19, &strip->flag, 0, 0, 0, 0, "Toggles whether to continue displaying the last frame past the end of the strip"); uiDefButBitS(block, TOG, ACTSTRIP_HOLDLASTFRAME, B_NLA_PANEL, "Hold", 160,60,75,19, &strip->flag, 0, 0, 0, 0, "Toggles whether to continue displaying the last frame past the end of the strip");
uiDefButS(block, TOG, B_REDR, "Add", 210,0,100,19, &strip->mode, 0, 0, 0, 0, "Toggles additive blending mode"); uiDefButS(block, TOG, B_NLA_PANEL, "Add", 230,60,75,19, &strip->mode, 0, 0, 0, 0, "Toggles additive blending mode");
uiBlockBeginAlign(block);
uiDefButBitS(block, TOG, ACTSTRIP_USESTRIDE, B_NLA_PANEL, "Use Path", 10,20,100,19, &strip->flag, 0, 0, 0, 0, "Plays action based on path position & stride");
uiDefButF(block, NUM, B_NLA_PANEL, "Stride:", 110,20,200,19, &strip->stridelen, 0.0001, 1000.0, 100, 0, "Distance covered by one complete cycle of the action specified in the Action Range");
uiDefButS(block, ROW, B_NLA_PANEL, "X", 10, 0, 33, 19, &strip->stride_axis, 1, 0, 0, 0, "Dominant axis for Stride Bone");
uiDefButS(block, ROW, B_NLA_PANEL, "Y", 43, 0, 33, 19, &strip->stride_axis, 1, 1, 0, 0, "Dominant axis for Stride Bone");
uiDefButS(block, ROW, B_NLA_PANEL, "Z", 76, 0, 34, 19, &strip->stride_axis, 1, 2, 0, 0, "Dominant axis for Stride Bone");
uiDefBut(block, TEX, B_NLA_PANEL, "Stride Bone:", 110, 0, 200, 19, strip->stridechannel, 1, 31, 0, 0, "Name of Bone used for stride");
} }
static void nla_blockhandlers(ScrArea *sa) static void nla_blockhandlers(ScrArea *sa)

@ -456,6 +456,20 @@ static void set_active_strip(Object *ob, bActionStrip *act)
} }
} }
static void find_stridechannel(Object *ob, bActionStrip *strip)
{
if(ob && ob->pose) {
bPoseChannel *pchan;
for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next)
if(pchan->flag & POSE_STRIDE)
break;
if(pchan)
BLI_strncpy(strip->stridechannel, pchan->name, 32);
else
strip->stridechannel[0]= 0;
}
}
static void convert_nla(short mval[2]) static void convert_nla(short mval[2])
{ {
bActionStrip *strip, *nstrip; bActionStrip *strip, *nstrip;
@ -522,6 +536,8 @@ static void convert_nla(short mval[2])
nstrip->start = nstrip->actstart; nstrip->start = nstrip->actstart;
nstrip->end = nstrip->actend; nstrip->end = nstrip->actend;
nstrip->flag = ACTSTRIP_SELECT|ACTSTRIP_LOCK_ACTION; nstrip->flag = ACTSTRIP_SELECT|ACTSTRIP_LOCK_ACTION;
find_stridechannel(base->object, nstrip);
set_active_strip(base->object, nstrip); set_active_strip(base->object, nstrip);
nstrip->repeat = 1.0; nstrip->repeat = 1.0;
@ -576,6 +592,8 @@ static void add_nla_block(short event)
strip->end= strip->start+100; strip->end= strip->start+100;
strip->flag = ACTSTRIP_SELECT|ACTSTRIP_LOCK_ACTION; strip->flag = ACTSTRIP_SELECT|ACTSTRIP_LOCK_ACTION;
find_stridechannel(nla_base->object, strip);
set_active_strip(nla_base->object, strip); set_active_strip(nla_base->object, strip);
strip->repeat = 1.0; strip->repeat = 1.0;
@ -684,7 +702,7 @@ static void mouse_nlachannels(short mval[2])
Base *base; Base *base;
Object *ob=NULL; Object *ob=NULL;
float x,y; float x,y;
int click, obclick=0; int click, obclick=0, actclick=0;
int wsize; int wsize;
wsize = (count_nla_levels ()*(NLACHANNELHEIGHT+NLACHANNELSKIP)); wsize = (count_nla_levels ()*(NLACHANNELHEIGHT+NLACHANNELSKIP));
@ -709,7 +727,10 @@ static void mouse_nlachannels(short mval[2])
/* See if this is an action */ /* See if this is an action */
if (ob->action){ if (ob->action){
if (click==0) break; if (click==0) {
actclick= 1;
break;
}
click--; click--;
} }
@ -740,16 +761,17 @@ static void mouse_nlachannels(short mval[2])
if(base!=BASACT) set_active_base(base); if(base!=BASACT) set_active_base(base);
/* set action */ if(actclick) /* de-activate all strips */
if(strip) set_active_strip(ob, NULL);
else if(strip) /* set action */
set_active_strip(ob, strip); set_active_strip(ob, strip);
/* override option for NLA */ /* override option for NLA */
if(obclick && mval[0]<25) { if(obclick && mval[0]<25)
ob->nlaflag ^= OB_NLA_OVERRIDE; ob->nlaflag ^= OB_NLA_OVERRIDE;
ob->ctime= -1234567.0f; // eveil!
DAG_object_flush_update(G.scene, ob, OB_RECALC_OB|OB_RECALC_DATA); ob->ctime= -1234567.0f; // eveil!
} DAG_object_flush_update(G.scene, ob, OB_RECALC_OB|OB_RECALC_DATA);
allqueue(REDRAWIPO, 0); allqueue(REDRAWIPO, 0);
allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWVIEW3D, 0);

@ -3092,18 +3092,20 @@ void make_duplilist_real()
/* font duplis can have a totcol without material, we get them from parent /* font duplis can have a totcol without material, we get them from parent
* should be implemented better... * should be implemented better...
*/ */
if(ob->mat==0) ob->totcol= 0; if(ob->mat==NULL) ob->totcol= 0;
basen= MEM_dupallocN(base); basen= MEM_dupallocN(base);
basen->flag &= ~OB_FROMDUPLI; basen->flag &= ~OB_FROMDUPLI;
BLI_addhead(&G.scene->base, basen); /* addhead: othwise eternal loop */ BLI_addhead(&G.scene->base, basen); /* addhead: othwise eternal loop */
ob->ipo= 0; /* make sure apply works */ ob->ipo= NULL; /* make sure apply works */
ob->parent= ob->track= 0; ob->parent= ob->track= NULL;
ob->disp.first= ob->disp.last= 0; ob->disp.first= ob->disp.last= NULL;
ob->transflag &= ~OB_DUPLI; ob->transflag &= ~OB_DUPLI;
basen->object= copy_object(ob); basen->object= copy_object(ob);
basen->object->flag &= ~OB_FROMDUPLI;
apply_obmat(basen->object); apply_obmat(basen->object);
ob= ob->id.next; ob= ob->id.next;
} }
@ -3115,6 +3117,8 @@ void make_duplilist_real()
base= base->next; base= base->next;
} }
DAG_scene_sort(G.scene);
allqueue(REDRAWVIEW3D, 0); allqueue(REDRAWVIEW3D, 0);
allqueue(REDRAWOOPS, 0); allqueue(REDRAWOOPS, 0);

@ -472,6 +472,7 @@ static void apply_targetless_ik(Object *ob)
Mat4MulMat4(tmat, offs_bone, parchan->parent->bone->arm_mat); Mat4MulMat4(tmat, offs_bone, parchan->parent->bone->arm_mat);
else else
Mat4MulMat4(tmat, offs_bone, parchan->parent->pose_mat); Mat4MulMat4(tmat, offs_bone, parchan->parent->pose_mat);
Mat4Invert(imat, tmat); Mat4Invert(imat, tmat);
} }
else { else {