Blender Git Commits

Blender Git "master" branch commits.

Page: 5171 / 5574

November 1, 2006, 20:41 (GMT)

Removed a initialize check for NodeTrees.
Apparently being so scroogish for cpu cycles makes crashes in Linux. I'll
add it on todo for later checks, but I need a windows or linux coder for
it!

For users: it might fix crashes when you have NodeTrees in Libraries.
November 1, 2006, 16:10 (GMT)
Updatting vertices number info after remove doubles
.
November 1, 2006, 15:33 (GMT)
Patch #4848, Joshua Leung

NLA Strip "Mute" option, to temporally disable a strip. Option only in
Properties panel still, should be in menus and hotkey.
November 1, 2006, 14:29 (GMT)
Plumiferos request: Added button in Armature options panel to set custom
bone drawing on/off. Is default on.
November 1, 2006, 13:50 (GMT)
Patch #5099 by Joshua Leung (aligorith)

This allows to select parent bones in PoseMode and EditMode. Hotkey: P.
November 1, 2006, 12:54 (GMT)
Bugfix #5155

Option "Add UV image" didn't set tilesXY to 1. Caused crash or bad opengl
behaviour when tiles option used.
November 1, 2006, 12:44 (GMT)
Bugfix #5030

- 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.
November 1, 2006, 11:54 (GMT)
Oops! A debug return in code disabled many constraints to work even :)
November 1, 2006, 11:41 (GMT)
- Improved cyclic error prints for Armatures
- Improved bone parent error print
November 1, 2006, 11:26 (GMT)
Bugfix #5038

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. :)
November 1, 2006, 05:43 (GMT)
* have blenderplayer compile with Verse support enabled.
October 31, 2006, 20:48 (GMT)
Bugfix #5037

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.
October 31, 2006, 18:24 (GMT)
Small fix in calculating correct cycle offset for cycling ActionStrips.
This float precision is usually headaches :)
October 31, 2006, 18:19 (GMT)
update Bullet 2.x with latest changes, notice that the integration is not finished yet, and GameBlender is still using extern/bullet.
October 31, 2006, 15:51 (GMT)
Two wonderful new NLA & Armature editing features!

- 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!
October 30, 2006, 22:47 (GMT)
softbody update -> self collision search takes 1/3 of the time here
this one should work nice -->
http://www.wund.homepage.t-online.de/hidden/sb_col_must_3_0.blend
October 30, 2006, 22:28 (GMT)
== Sequencer ==

Bugfixes: Fixed partially bug #5030
Added patch: #4992 Basic Transforms
This adds basic transform capabilities (rotate, scale, shift) to the
sequencer.
October 30, 2006, 16:01 (GMT)
check for devide by zero error
Revision e944ed2 by Jiri Hnidek
October 30, 2006, 14:59 (GMT)


- bug fix #5141, blender doesn't crash, when you try to unsubscribe twice
from verse node in outliner
Revision b17ce5e by Jiri Hnidek
October 30, 2006, 12:24 (GMT)


- bug fix: brecht's fixing of warning caused one bug, ... one "break;"
was missing in code ... blender crashed, when it was connected to
verse server with bitmap node
By: Miika HämäläinenLast update: Nov-07-2014 14:18MiikaHweb | 2003-2021