Blender Git Statistics -> Developers -> angavrilov

Alexander Gavrilov (angavrilov)

Total Commits : 525
Master Commits : 354
Branch Commits : 171
First Commit : January 20, 2016
Latest Commit : May 12, 2021

Commits by Month

DateNumber of Commits
May, 202115
April, 20217
March, 20210
February, 20211
January, 202180
December, 202038
November, 202010
October, 20208
September, 20200
August, 20205
July, 20205
June, 20203
May, 20200
April, 20200
March, 20201
February, 20201
January, 20207
December, 20194
November, 201918
October, 20192
September, 201925
August, 201913
July, 20190
June, 20192
May, 201933
April, 201928
March, 20192
February, 20190
January, 20196
December, 201831
November, 201839
October, 201825
September, 20189
August, 20184
July, 20183
June, 20180
May, 20180
April, 20181
March, 20182
February, 20180
January, 20180
December, 20170
November, 20171
October, 201710
September, 20170
August, 201711
July, 20170
June, 20170
May, 20176
April, 20172
March, 20170
February, 20170
January, 20176
December, 20161
November, 20161
October, 20162
September, 20166
August, 201624
July, 20167
June, 20163
May, 20167
April, 20160
March, 20160
February, 20161
January, 20169

Commit Distribution

PathNumber of Commits

Favourite Files

FilenameTotal Edits

File Changes

ActionTotalPer Commit
Added1 2602.4
Modified5 88611.2
Deleted1 2372.4

Code Changes

ActionTotalPer Commit
Lines Added45 70590.1
Lines Removed16 39332.3

Latest commits Feed

Revision bef3836 by Alexander Gavrilov / YimingWu (temp-lineart-contained)
May 12, 2021, 02:14 (GMT)
Animation: move Cycle-Aware Keying to the Keying popover.

The Cycle-Aware Keying option was added in 2.8 and is used
to allow keyframing over cyclic F-Curves without disturbing
the cycle (e.g. overwriting an end keyframe updates both ends).

This effect is not limited to auto keyframing and is applied
to any key insertion, but when the popovers were rearranged
it was put in the Auto-Keyframing related one for some reason.

This is misleading, especially since because of that the
option is incorrectly greyed out when auto keyframing is
disabled, so move it to the generic Keyframing popover.

Differential Revision:
Revision 925ff8a by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 15:57 (GMT)
Bone Overlay: support bone wireframe opacity settings.

When weight painting the bone overlay is extremely intrusive,
effectively requiring either extensive use of hiding individual
bones, or disabling the whole bone overlay between selections.

This addresses the issue by adding two bone opacity sliders that
are used for the 'wireframe' armature drawing mode. One directly
controls the opacity in a uniform way. The other one allows fade
based on the depth between the near and far clip planes in order
to provide an automatic visual cue about which bones are closest.
Revision 7daa2b5 by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 15:57 (GMT)
Animation: allow specifying a custom frame range for actions.

Some operations, e.g. adding a new action strip to NLA, require
knowing the active frame range of an action, but currently it can
only be deduced by scanning the keyframes of the curves within it.
This is not ideal if e.g. curves are staggered for overlap.

As suggested by Nathan Vegdahl, this patch adds Action properties
that allow manually specifying its active frame range, and whether
it is intended to be cyclic. The settings are exposed in a popover
in Action Editor. When enabled, the range is highlighted in the
background using a striped fill to distinguish it from the solid
filled regular playback range.

When set, the frame range is used by NLA. In addition, the Cycle-Aware
Keying option automatically sets up F-Curves newly added to a cyclic
action to use cyclic extrapolation with the correct period.
Revision c056130 by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 15:57 (GMT)
Animation: support filtering for curves with a cycle period mismatch.

Since the looping behavior is defined per curve rather than at
action level, it is possible for curve loop periods to get out of
sync with each other. This commit adds an option to compare curves
against the frame range specified in the action, and treat those
with a mismatch as errors for the purpose of F-Curve filtering.

When enabled, the check verifies that curves within the action
have valid cyclic extrapolation, and the action period evenly
divides by the curve period (since a curve looping at e.g. half
of the action period length still repeats in sync with the action).
Revision 85ffaa5 by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 15:57 (GMT)
Armature: add B-Bone lengthwise scaling and custom handle scaling options.

In addition to the base bone transformation itself, B-Bones have
controls that affect transformation of its segments. For rotation
the features are quite complete, allowing to both reorient the
Bezier handles via properties, and to control them using custom
handle bones. However for scaling there are two deficiencies.

First, there are only X and Y scale factors (actually X and Z,
but this is the legacy naming), while lengthwise all segments
have the same scaling. The ease option merely affects the shape
of the curve, and does not cause actual scaling.

Second, scaling can only be controlled via properties, thus
requiring up to 6 drivers per joint between B-Bones to transfer
scaling factors from the handle bone. This is very inefficient.

This patch addresses these deficiencies by adding Length scale
inputs, and providing toggles to apply custom handle local scale
channels to the now four scale-related properties. The 'Length'
name is used to avoid confusion due to the X/Y vs X/Z naming.

The two Length scale inputs control the ratio between the lengths
of the start and end segments of the bone: although for convenience
two inputs are provided, the whole chain is still uniformly scaled
to fit the curve.

A Scale Easing option is provided to multiply the easing value
by the Length scale factors to synchronize them - this produces
a natural scaling effect where both the shape of the curve and
the scale is affected.

The second issue is addressed by providing toggles for each handle
that multiply each of the X, Z, Length and Ease values by the matching
Local Scale channel of the handle bone, thus replacing trivial drivers.
The Scale Easing option has no effect on this process since it's easy
to just enable both Length and Ease buttons.

Finally, this fixes a strange behavior where the segments were not
actually scaled in the Y direction to match their actual length, thus
producing gaps or overlap depending on the shape of the curve. For
transformation the change should be very small if enough segments
are used, but this will affect the results of the Copy Transforms
and Armature constraints, so a backwards compatibility option is
provided. Newly created bones default to the new behavior.

Differential Revision:
Revision 8d519fe by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 14:53 (GMT)
Constraints: add support for a new Owner Local Space for targets.

Add a new transformation space choice for bone constraints, which
represent the local transformation of the bone in the constraint
owner's local space.

The use case for this is transferring the local (i.e. excluding the
effect of parents) transformation of one bone to another one, while
ignoring the difference between their rest pose orientations.

Owner Local Space replaces the following setup:

* A `child` bone of the `target`, rotated the same as `owner` in rest pose.
* A `sibling` bone of the `target`, positioned same as `child` in rest
pose and using Copy Transforms in World Space from `child`.
* The `owner` bone constraint uses Local Space of `sibling`.

(This analogy applies provided both bones use Local Location)

Since the space list is getting long, this adds a couple of separators.

Differential Revision:
Revision 851ea5d by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 14:53 (GMT)
Limit Rotation: add an Euler Order option and orthogonalize the matrix.

Since Limit Rotation is based on Euler decomposition, it should allow
specifying the order to use for the same reasons as Copy Rotation does,
namely, if the bone uses Quaternion rotation for its animation channels,
there is no way to choose the order for the constraint.

In addition, add a call to orthogonalize the matrix before processing
for the same reasons as D8915, and an early exit in case no limits are
enabled for a bit of extra efficiency.

Since the constraint goes through Euler decomposition, it would remove
shear even before the change, but the rotation won't make much sense.

Differential Revision:
Revision 351d135 by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 14:53 (GMT)
Copy Transforms: implement Invert, Fix Shear and more Mix options.

This constraint can be naturally viewed as a prototype for a future
4x4 matrix math node (or subset thereof), since its basic semantics
already is matrix assignment. Thus it makes sense to add math options
to this constraint to increase flexibility in the meantime.

This patch adds support for several operations that would be useful:

- An option to fix shear in the incoming target matrix.
- An option to invert the target matrix.
- More ways to combine target and owner matrix.

Shear is known to cause issues for various mathematical operations,
so an option to remove it at key points is useful. In the future node
system this would be a separate operation, but due to the limits of
the constraint stack it has to be built in for now.

Inverting a matrix is also an operation that can be useful to have.
For some uses it may be useful to invert components separately, so
implement this by checking the Mix mode setting to avoid UI options.

Finally, add two more ways to combine the matrices (multiplied by
two due to the necessity for the Before/After choice). Now there
are three combine modes:

Full implements regular matrix multiplication as the most basic option.

Split Channels combines location, rotation and scale separately.
Looking at D7547 there is demand for such a mode in some cases,
and even with nodes it's cumbersome to rig manually every time.

Finally, Aligned emulates the 'anti-shear' Aligned Inherit Scale mode,
and basically uses Full for location, and Split for rotation/scale.

Differential Revision:
Revision 0d15077 by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 14:53 (GMT)
Depsgraph: connect up drivers on various physics properties.

It seems drivers for physics properties weren't being linked to
evaluation nodes. This connects settings used by modifiers
to Geometry; particle settings and rigid body data to Transform
which seems to contain rigid body evaluation; and force fields
to object Transform, since fields can exist on empties.

Differential Revision:
Revision 35eee91 by Alexander Gavrilov (temp-angavrilov-constraints)
May 11, 2021, 14:53 (GMT)
Constraints: refactor the D7437 patch adding Custom Space for constraints.

As mentioned in the comments to that patch, I had an idea for
a different way to do some technical aspects, but it was too
complicated to force changes in the original patch. Thus I submit
this follow up patch.

First, instead of modifying all the get_constraint_targets and
flush_constraint_targets callbacks, introduce wrapper functions
for accessing constraint targets, convert all code to use them,
and handle the new reference there uniformly for all constraints.

This incidentally revealed a place in the Collada exporter that
didn't clean up after retrieving the targets.

Also, tag the special target with a flag so other code can
handle it appropriately where necessary. This for instance
allows dependency graph to know that the Use B-Bone Shape
option doesn't affect this specific target.

Finally, rename and simplify the function for initializing the
custom space, and make sure it is called everywhere necessary.

Differential Revision:

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