Commit Graph

1106 Commits

Author SHA1 Message Date
Campbell Barton
17530108f4 enable rendering from the sequencer again. this was working since 2.4x and shouldn't have been disabled. 2012-10-24 03:27:11 +00:00
Ton Roosendaal
d273ddfd4f Bugfix 30974
- Disabled "Quick Cache" option. It was causing ridiculous updates
  on the entire animation system for start-end frame on every user
  event causing changes here (like during transform). Worst was that you
  couldn't transform animated objects for that reason either.

  Most of the code is still there, waiting for a moment to revise it...

- Constraint "Follow Track" (marker) wasn't using inverse matrix code
  in transform, making it wacko to use (wrong pivot, crazyspace)
2012-10-23 14:07:32 +00:00
Campbell Barton
a82af0d220 add option to planar decimator to collapse all verts that define face boundries (verts that 2 faces share and have 2 edge users).
avoids ugly stepping between faces when applying on curves surfaces. (but less useful for architectural style models)
2012-10-23 06:13:56 +00:00
Campbell Barton
1ea210a8dc add option for decimate-collapse to keep triangulated geometry (normally quads stay as quads when not collapsed). 2012-10-23 05:30:10 +00:00
Campbell Barton
bbe0deb8af add limited dissolve as a decimation type to the decimate modifier. 2012-10-23 05:20:02 +00:00
Campbell Barton
0636886715 add un-subdivude as an optional method for the decimate modifier, gives more even geometry & nicer results in some cases. 2012-10-23 04:26:39 +00:00
Sergey Sharybin
6e62491c5a Fix #32522: Object's diffuse color not showing in Sculpt Mode
Added option to display object's diffuse color multiplied by sculpting
mask. This option could be found in Options panel of toolshelf when in
sculpting mode.

Thanks to Nicholas and Brecht for reviewing the patch!
2012-10-22 17:33:53 +00:00
Campbell Barton
3526ae9805 add vertex group option to decimate modifier, handy if you want to pin some parts of the geometry. 2012-10-22 15:39:06 +00:00
Andrea Weikert
1e21c0a324 == filebrowser ==
* Separated bookmarks managed by the OS (System Bookmarks) and bookmarks managed by Blender (Bookmarks).
* Added user pref to hide (or show) system bookmarks to allow users doing a video tutorial for example to hide their private system bookmarks
This feature should help especially MAC users who reported excessively long list of bookmarks which were added to Blender.
2012-10-21 14:47:16 +00:00
Thomas Dinges
1abb60af80 Texture UI:
* Use the full space for the Texture ID Block.
2012-10-21 11:04:04 +00:00
Brecht Van Lommel
20585a8b8d Render: local light group option for materials, blender internal feature from
the render branch.

When a material is linked in and has a light group override, this can now use
a local group in the scene file, by replacing the linked light group with a
local group that has the same name. A use case might be controlling the specular
highlight on linked character's eyes per scene.

Patch from render branch by Pablo Vazquez.
2012-10-17 13:32:43 +00:00
Campbell Barton
12a8c19956 un-subdivide bmesh operator, useful for making lower polygon versions of models, can give nicer results then edge collapsing which tends to give a lot of sharp triangles.
works on edges and faces, has iteration option to further reduce the poly count.

access from the edge menu, under subdivide.

example: http://www.graphicall.org/ftp/ideasman42/bmesh_unsubdivide.png
2012-10-16 16:04:12 +00:00
Sergey Sharybin
9be4c94204 Cycles: non-camera viewport render border support
This makes it possible to do a border render inside a viewport even
when not looking through the camera.

Render border could be defined by Ctrl-B shortcut (works for both
camera render border and viewport render border).

Camera render border could still be defined using Shift-B (so no
muscule memory would be broken). Currently used a special flag of
operator to do this, otherwise you'll need to either two operators
with different poll callback or it could go into conflict with a
border zoom,

Border render of a viewport could be enabled/disabled in View
panel using "Render Border" option.
2012-10-16 11:57:46 +00:00
Nicholas Bishop
1de76baf88 Add BMesh and WM symmetrize operators
* The symmetrize operation makes the input mesh elements symmetrical,
  but unlike mirroring it only copies in one direction. The edges and
  faces that cross the plane of symmetry are split as needed to
  enforce symmetry.

* The symmetrize operator can be controlled with the "direction"
  property, which combines the choices of symmetry plane and
  positive-negative/negative-positive. The enum for this is
  BMO_SymmDirection.

* Added menu items in the top-level Mesh menu and the WKEY specials
  menu.

* Documentation:
  http://wiki.blender.org/index.php/User:Nicholasbishop/Symmetrize

* Reviewed by Brecht:
  https://codereview.appspot.com/6618059
2012-10-15 23:50:09 +00:00
Campbell Barton
6533ebff28 code cleanup: picky rna naming convention 2012-10-15 23:17:24 +00:00
Joshua Leung
c483a54207 Making "Jump to Keyframes" operator (for Action/Graph Editors) more obvious
This operator used to be called "Jump to Frame". It basically takes the midpoint
(frame number and/or value) of selected keyframes, and positions the current
frame (or2d-cursor in Graph Editor) at this point.

The hotkey for this is now Ctrl-G (i.e. as it's similar to a "Goto Frame"
feature). It is also now in the Key menu instead of in the relatively obscure
View menu, even though it doesn't actually result in any keyframe edits taking
place.

(Also, fixed a typo/grammer issue with one of Remove Bone Group operator)
2012-10-15 03:52:27 +00:00
Joshua Leung
977aaeb95c Streamlinining Bone Groups menu (Ctrl G)
The Ctrl-G menu for managing Bone Groups has always been a bit clunky,
especially when compared to the Hooks menu (Ctrl-H). This was because the old
menu was more data-orientated (Bone Group Management, Membership to these
groups) whereas this new arrangement should be a bit more task-orientated (Add
to new group, Add to active group, Remove from all groups, Remove active group).
2012-10-15 02:01:39 +00:00
Campbell Barton
643f331cb5 Rip-fill mesh tool (option for rip operator)
Alt+V will fill the area inbetween the ripped faces - a bit like extrude.
faces are flipped to match existing geometry and customdata (uv, vcols etc) is copied from surrounding geometry too.
2012-10-14 04:42:11 +00:00
Campbell Barton
ee67123748 code cleanup: minor edits on recent commit. 2012-10-13 11:23:04 +00:00
Joshua Leung
b6b2f37f27 Lattice Editing: Distortion-Free "Flip" Operator
This operator (Ctrl-F) allows you to flip the lattice coordinates without
inverting the normals of meshes deformed by the lattice (or the lattice's
deformation space for that matter). Unlike the traditional mirror tool, this
tool is aware of the fact that the vertex order for lattice control points
matters, and that simply mirroring the coordinates will only cause the lattice
to have an inverted deform along a particular axis (i.e. it will be scaling by a
negative scaling factor along that axis).

The problems (as I discovered the other day) with having such an inverted
deformation space are that:
- the normals of meshes/objects inside that will be incorrect/flipped (and will
disappear in GLSL shading mode for instance)
- transforming objects deformed by the lattices will become really tricky and
counter-intuitive (e.g. rotate in opposite direction by asymmetric amounts to
get desired result)
- it is not always immediately obvious that problems have occurred

Specific use cases this operator is meant to solve:
1) You've created a lattice-based deformer for one cartoonish eye. Now you want
to make the second eye, but want to save some time crafting that basic shape
again but mirrored.
2) You've got an even more finely crafted setup for stretchy-rigs, and now need
to apply it to other parts of the rig.

Notes:
* I've implemented a separate operator for this vs extending/patching mirror
transform tool as it's easier to implement this way, but also because there are
still some cases where the old mirroring seems valid (i.e. you explicitly want
these sort of distortion effects).
* Currently this doesn't take selections into account, as it doesn't seem useful
to do so.
2012-10-13 10:42:38 +00:00
Gaia Clary
4941f8ac44 added filter for user installed addons 2012-10-13 10:33:09 +00:00
Joshua Leung
d876e4876f Limit Distance Constraint - jpbouza Feature Request
The Limit Distance constraint is now allowed to use the owner/target space
settings. Previously this wasn't exposed it didn't seem sensible/useful.
However, this can be useful when dealing with dependencies between bones and the
armature gets scaled.

Usage notes:
- It is advised to select the same space for both owner and target, otherwise
the comparisons are meaningless
2012-10-11 08:26:49 +00:00
Daniel Genrich
cb634b9100 Google Summer of Code project: "Smoke Simulator Improvements & Fire".
Documentation & Test blend files:
------------------
http://wiki.blender.org/index.php/User:MiikaH/GSoC-2012-Smoke-Simulator-Improvements

Credits:
------------------
Miika Hamalainen (MiikaH): Student / Main programmer

Daniel Genrich (Genscher): Mentor / Programmer of merged patches from Smoke2 branch
Google: For Google Summer of Code 2012
2012-10-10 13:18:07 +00:00
Joshua Leung
cc8c0d89e3 Graph Editor: Added a filtering option for Drivers mode to only show F-Curves
with errors

This filtering option is useful when rigging and you want to figure out if any
of your drivers are not functioning, and/or which one(s) are not, so that you
can go through fixing them. It saves you from having to check on each one
individually, or going into the console to try to infer which ones are not
working.
2012-10-10 08:46:07 +00:00
Gaia Clary
3606cd5216 Cosmetic: Changed label of the 'Install Addon...' Button to 'Install from File...' 2012-10-10 08:04:04 +00:00
Campbell Barton
d81d75b20d transfer weight's now operates on selected vertices (when vertex select is enabled). 2012-10-09 22:55:05 +00:00
Ove Murberg Henriksen
cb42de588d Adding weightpaint transfer tool.
From: https://svn.blender.org/svnroot/bf-blender/branches/meshdata_transfer

Bachelor project at Narvik university collage (Norway).
By Ove M Henriksen (Cyborgmuppet)
 
Thesis will be published at Cyborgmuppets blender page.

Thanks for letting me participate!
2012-10-09 12:25:10 +00:00
Campbell Barton
8730b390fb patch [#31919] limit the number of bone deform weights per vertex. Many game engines require a limit of 4.
from Kesten Broughton (kestion)


Usage: In weight paint mode, select the mesh to have its weights culled. Click on "Limit Weights" button. A sub-panel will appear "Limit Number of Vertex Weights" with a slider field "Limit" which you can set to the appropriate level. The default level is 4, and it gets executed upon pressing "Limit Weights" so you will need to do an "undo" if your max bone limit is above 4. The checkbox "All Deform Weights" will consider all vertex weights, not just bone deform weights.
2012-10-09 10:56:35 +00:00
Ove Murberg Henriksen
7247af6af5 svn merge ^/trunk/blender -r48592:HEAD 2012-10-09 10:53:20 +00:00
Sergey Sharybin
6712e74282 Motion Tracking; expose View All and Center to Current Frame to View menu of graph view 2012-10-09 10:33:24 +00:00
Sergey Sharybin
33f35647e9 Motion Tracking: move keyframe settings to per-tracking object settings 2012-10-09 10:33:18 +00:00
Joshua Leung
a2a9b6b9a3 Made the autokeying warning optional by adding a user pref for this
By default, this is enabled, so that newbie users who are most likely to be
caught short by this will get the benefits of this option, while seasoned
animators are likely to know where to go to turn things off (i.e. the scratch-
an-itch urge is quite a powerful motivating force...)
2012-10-09 00:59:40 +00:00
Campbell Barton
9fa36b12cc style cleanup: pep8 2012-10-08 08:28:05 +00:00
Joshua Leung
b2a5f28421 Follow Path Constraint - "Animate Path" Operator
Added a convenience operator to the Follow Path constraint which adds a F-Curve
for the path (or the operator's "fixed position" value if no path is assigned),
with options for setting the start frame and length of motion. This makes it
easier for common users to just set up a quick follow-path animation where the
camera (e.g. flying around a set over certain number of frames).

A key advantage of this is that it takes care of the underlying math required
for setting up the generator curve accordingly (I've got some plans for making
this a bit friendlier to use later). Now, animating the paths is a one-click
operation, with the start and length properties able to be controlled using the
operator properties.
2012-10-05 14:51:35 +00:00
Bastien Montagne
00ce0c9aae Clean up in "add object" code:
* Get rid of ED_object_add_generic_invoke() and all invoke callbacks using it, it was doing nothing exec() callbacks would not do. In fact, its only action (setting part of common add ops properties, like loc, layers, etc.) was needed too by direct exec call, so it was done twice in case of using invoke()!
* Replace custom invoke code for metaballs by WM_menu_invoke helper (as already used by lamps).
* Add a new OBJECT_OT_empty_add op, to allow direct addition of empties of a given drawtype.
* And some general code cleanup (like trailing spaces, empty lines, ...).

Did quite a bunch of tests/verifications, but obviously could not tackle all possible scenarios... Anyway, if any, bugs should arize quite quickly (but I don’t expect any! :p ).
2012-10-05 12:59:09 +00:00
Bastien Montagne
e5ec9f9f95 Quick fix for [#32764] Some new object types are added at the origin instead of the 3D cursor
Own fault (r50994). Those "add object" ops really need a cleanup to make them more consistent! Will try to see this tomorrow.
2012-10-04 20:59:47 +00:00
Joshua Leung
b8231620a5 Bugfix [#32754] Clear Motion paths button not available on Motion paths panel
On second thought, perhaps it is more convenient/natural if this was shown in
both places, given that many
people may only find the motion paths options through the UI now.
2012-10-04 11:05:48 +00:00
Joshua Leung
d2833d9f0f Added convenience operator to clear animation (i.e. all keyframes = F-Curves)
from selected objects and bones
2012-10-04 10:58:03 +00:00
Bastien Montagne
8fa211dd81 Fix [#32719] "New object align to view" option doesn't work on lamps and force fields
There was strange context changes in the Add menu... Now everything uses the EXEC_REGION_WIN one (no need to invoke here, and metaballs have a strange specific invoke func...). This fixes the problem when using Add menu from a 3D view. Obviously, it still doesn't work when used from Info window's header, but that can't be helped for now (and never worked for any kind of object).

Anyway, imho all this "add object" code could use some review/cleanup, both on py menu and C ops side, but this is obviously postponed to after 2.64!
2012-10-01 17:40:02 +00:00
Sergey Sharybin
3e24c25464 Fix #32686: MovieClip background initialisaton error
Undistorted rendering with original footage settings does not require proxies to be enabled.
2012-10-01 11:26:52 +00:00
Campbell Barton
fb2f249723 update UI introspection script for changes to blender. 2012-10-01 02:04:06 +00:00
Daniel Salazar
435ab1710b Dupli layer visibility name can be clearer 2012-09-29 04:07:50 +00:00
Brecht Van Lommel
4cf06b97dd Fix #32671: new orbit sensitivity and turntable/trackball choice was only available
from special NDOF menu, added them in user preferences as well now. Also made it do
proper version patch for conversion from old user preferences, and changed turntable
choice from a boolean to enum for consistency.
2012-09-28 12:37:14 +00:00
Brecht Van Lommel
e116d3a7be Color Management: move "Color Unpremultiply" option to Color Management panel
from the Shading panel, since it's about color space conversion for renders.
2012-09-27 12:44:52 +00:00
Campbell Barton
8a51d235e6 pep8 cleanup 2012-09-26 21:19:51 +00:00
Bastien Montagne
bb1987edd6 More tweaks to sequencer Header bar: make overlay also available in mix mode, and OpenGL render buttons in all modes! 2012-09-22 17:40:08 +00:00
Campbell Barton
b1ef5703d6 add a UV Project material option so UV's are calculated taking into account perspective matrix - previously this gave artifacts with lower poly meshes. 2012-09-22 04:57:55 +00:00
Thomas Dinges
22e0ffa05b Added back "mesh.customdata_clear_skin"... followup for r50802 2012-09-21 22:33:43 +00:00
Bastien Montagne
ecf6beb8d3 More fixes in Sequencer's View menu (thanks to Lockal for pointing those ;) ). 2012-09-21 15:19:26 +00:00
Thomas Dinges
0916de7a02 Fix for r50790, removed operator printed error into the console... 2012-09-21 13:41:43 +00:00