- Removed obsolete IRIZ image support from menus.
This was a Blender-only version of SGI Iris images, used internally in
the nineties because it was the only format supporting Z easily
A much better Z exporting - and industry compliant - is via OpenEXR
- Scene strips in Sequencer now get Z buffers as well. This is only in
float format, containing actual distances from the camera.
The "Copy Size" constraint was calling a where_is_object(), this caused
the depsgraph to mess up in very weird ways and rare occasions. In the
sample file it showed strange lags in bones for using the "Stride bone"
option.
While trying to locate the bug I've revisited the Pose depsgraph in detail,
trying to figure out how it can print possible cycle errors in dependency.
That has been added now too (in console). Unfortunately the bugreport
example had no cycle errors. :)
Clear transform (ALT+G/R/S) in Pose sometimes didnt work, for example when
armature is being controlled by other armature. Caused by double depsgraph
flushing.
- FORWARD CYCLING & MATCHING
Up to no now, adding multiple actions in NLA with walkcycles required to
animate them standing still, as if walking on a conveyor belt. The stride
option then makes the object itself move forward, trying to keep the foot
stuck on the floor (with poor results!).
This option now allows to make walk cycles moving forward. By
indicating a reference Offset Bone, the NLA system will use that bone to
detect the correct offset for the Armature Pose to make it seamlessly going
forward.
Best of all, this option works as for cyclic Action Strips as well as for
individual Action Strips. Note that for individual strips, you have to set
the strip on "Hold". (Might become automatic detected later).
Here's an example edit image for NLA:
http://www.blender.org/bf/nla_match-cycle.jpg
And the animation for it:
http://download.blender.org/demo/test/2.43/0001_0150_match.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_matching.blend
Using this kind of cycling works pretty straightforward, and is a lot
easier to setup than Stride Bones.
To be further tested:
- Blending cycles
- matching rotation for the bones as well.
- ACTION MODIFIERS (motion deformors)
The above option was actually required for this feature. Typically walk
cycles are constructed with certain Bones to be the handles, controlling
for example the torso or feet.
An Action Modifier allows you to use a Curve Path to deform the motion of
these controlling bones. This uses the existing Curve Deformation option.
Modifiers can be added per Action Strip, each controlling a channel (bone)
by choice, and even allows to layer multiple modifiers on top of each other
(several paths deforming motion). This option is using the dependency graph,
so editing the Curve will give realtime changes in the Armature.
The previous walkcycle, controlled by two curves:
http://download.blender.org/demo/test/2.43/0001_0150_deform.avi
Blender file:
http://download.blender.org/demo/test/2.43/mancandy_actiondeform.blend
Action Modifiers can be added in the NLA Properties Panel. Per Modifier you
have to indicate the channel and a Curve Object. You can copy modifiers from
one strip to another using CTRL+C (only copies to active Object strips).
Setting up a correct Curve Path has to be carefully done:
- Use SHIFT+A "Curve Path" in top view, or ensure the path is not rotated.
- make sure the center point of the Curve Object is at the center of the
Armature (or above)
- move the first point of the curve to the center point as well.
- check if the path starts from this first point, you can change it using
(in Curve EditMode) the option Wkey -> "Switch Direction"
- Make sure alignment uses the correct axis; if the Armature walks into
the negative Y direction, you have to set in Object Buttons, "Anim settings"
Panel, the correct Track option. (Note; option will probably move to the
Modifier later).
This is a good reason to make such paths automatic (on a command). Is on the
todo list.
Also note this:
- the Curve Path extends in beginning and ending, that's (for now) the default,
and allows to use multiple paths. Make sure paths begin and end horizontal.
- Moving the Curve in Object Mode will change the "mapping" (as if the landscape
a character walks over moves). Moving the Curve in Edit Mode will change the
actual position of the deformation.
- Speed (Ipos) on paths is not supported yet, will be done.
- The Curve "Stretch" deform option doesn't work.
- Modifiers are executed *after* all actions in NLA are evaluated, there's no
support yet for blending multiple strips with Modifiers.
- This doesn't work yet for time-mapping...
This commit is mostly for review by character animators... some details or
working methods might change.
This feature can also be used for other modifiers, such as noise (Perlin) or
the mythical "Oomph" (frequency control) and of course Python.
Special thanks to Bassam & Matt for research & design help. Have fun!
settings, rather than using the object's TrackX/Y/Z/etc buttons.
This is good for two reasons: a) having the settings over in the object buttons
before was terribly unintuitive and hidden, now it's more visible how to
control the deformation, and b) now if you have more than one curve modifier,
they can have their own settings, instead of being forced to use the object
level data.
Especially for Compositing it was annoying that colors always got clipped
in the 0.0-1.0 range. For this reason, extrapolated Curves now is the
default. Old saved files still have horizontal extrapolation.
Set the option with 'Tools' menu (wrench icon). This is a setting per
curve, so you might need to set all 4 curves for an RGBA curves widget.
input nodes was 'passing on' the buffer (because it didn't operate on the
image). That's for example for Blur with size 0 or for Translate node.
This passed-on buffer then got freed inside the group...
Solution now is just a malloc. Better system should be devised, with
reference counting or so. Thanks Ivan Hoffmann for the sample file!
* This addresses the long command-line problem when building with SCons/MingW on windows through a dosbox (cmd.exe).
My test buildpath was: C:\Documents and Settings\nathan\My Documents\blender\build\win32-mingw
Should be rather long enough, don't you think?
/Nathan
- When in 2D image paint mode or mesh editmode, draw a shadow mesh
to more clearly indicate the UV's are not editable.
- While in editmode the UV's displayed are now updated as the mesh is
edited, whereas before it would draw the UV's of the mesh before
entering editmode.
- Icon previews for Images were created always for old files, which made
browsing (menus) incredible slow. Added a minor change in the flow, so
icons only get created when the user invokes loading images.
Andrea; you might check this, probably not al cases are covered yet?
- Compositor: the 'File Output' node now has a min/max frame for which it
writes files
- Compositor: fixed a very bad bug (even in 2.42a release) that made the
depsgraph for nodes not work... while editing, only the nodes that change
should be recalculated, but accidentally all of them were done each time.
Embryon functionnality for snapping.
- Only snaps to grid on translations (grab)
- Transform constraints are supported but header display is wrong.
- Can be turned on/off in the Object/Mesh header menu under Transform Properties (tentative spot, will have to integrate better and in other object type menus too)
- Can be turned on/off during transform with ` (Back Quote, also tentative)
This is, of course, very much Work in Progress.
This implements part of the structural ideas for the transform cleanup I've been juggling around with.
Customizable Grid Subdivisions
This commit adds a numbut to the View Properties panel that lets you specify how the grid is subdivided.
This affects snapping in translations, obviously.
Default: 10 (behavior doesn't change)
That means people still stuck in feet and inches (shudders) can set it to 12 and have 1 unit = 1 foot.
That also means you can work in "heads" when doing body proportions or whatnot (don't think of it as being limite to "CAD" uses).
Missing include for ListBase. Wasn't a problem until someone try to include this without including ListBase (manually or through something else). Safe now.
Creates a 4x4 matrix from location, size and euler angles components.
Coded by Joshua Leung (aligorith) for one of his patches. Integrating right now because it's useful in and of itself.
problems reported by klockwork.com who was very nice and has offered to
provide free source code analisys for us.
This one deals with freeing memory for an object when there is an
error. (The function allocated memory intending to return it but
then ran into problems, and was forgetting to free it before it returned
NULL)
Kent
Made nice crashes that way... but not in !@%@$ OSX because it seems to
clear memory unwanted. Solve dit with adding API call in MemArena to default
to callocs.
Also removed malloc() from MemArena, replaced with MEM_mallocN().
In some cases faces were skipped from rendering, when using multiple
RenderLayers. Was caused by a "don't render" flag hanging. Error was
introduced with the "All Z" RenderLayer option.