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Commiting camera tracking integration gsoc project into trunk.
This commit includes:
- Bundled version of libmv library (with some changes against official repo,
re-sync with libmv repo a bit later)
- New datatype ID called MovieClip which is optimized to work with movie
clips (both of movie files and image sequences) and doing camera/motion
tracking operations.
- New editor called Clip Editor which is currently used for motion/tracking
stuff only, but which can be easily extended to work with masks too.
This editor supports:
* Loading movie files/image sequences
* Build proxies with different size for loaded movie clip, also supports
building undistorted proxies to increase speed of playback in
undistorted mode.
* Manual lens distortion mode calibration using grid and grease pencil
* Supervised 2D tracking using two different algorithms KLT and SAD.
* Basic algorithm for feature detection
* Camera motion solving. scene orientation
- New constraints to "link" scene objects with solved motions from clip:
* Follow Track (make object follow 2D motion of track with given name
or parent object to reconstructed 3D position of track)
* Camera Solver to make camera moving in the same way as reconstructed camera
This commit NOT includes changes from tomato branch:
- New nodes (they'll be commited as separated patch)
- Automatic image offset guessing for image input node and image editor
(need to do more tests and gather more feedback)
- Code cleanup in libmv-capi. It's not so critical cleanup, just increasing
readability and understanadability of code. Better to make this chaneg when
Keir will finish his current patch.
More details about this project can be found on this page:
http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011
Further development of small features would be done in trunk, bigger/experimental
features would first be implemented in tomato branch.
* A couple of operators to quickly create effects that would otherwise take some time to set up.
* Nice to use for demoing functionality or as a starting point for more complex effects.
* "Make Fur" - Gives every selected mesh object particle fur with a desired density and length.
* "Make Smoke" - Makes each selected object a smoke emitter and creates a new domain object around the emitters with the correct material to render the smoke.
** Has style options for "stream": constant smoke flow, "puff": only create smoke once from the volume of the emitter object, "fire": enable high resolution smoke and set a secondary fire color texture for the domain object.
* "Make Fluid" - Makes every selected object a fluid object (normal/inflow) and has the option to start fluid baking immediately.
* This should provide a nice base for extending these / adding more operators for different effects.
Ported joeedh's Euler Filter code from Python to C so that this is
more in line with the other Graph Editor tools - i.e. joeedh's version
only worked on the active bone's curves, while standard tools could
work with multiple bones/objects at the same time.
To use this new version of this operator:
1) Select all the F-Curves for all 3 of the components (XYZ) for the
euler rotations you wish to clean up. In the Graph Editor, they must
be one after the other (i.e. you can't have "RotX, RotY, something
else, RotZ")
2) Activate the operator from the Key menu in the Graph Editor
In an old test file I have floating around, this method did not appear
to be good enough to fix a very clear discontinuity in the middle of
the action, so I'll test some additional methods too