Revision 466ead9 by Lukas Toenne February 2, 2015, 17:30 (GMT) |
Simple infrastructure for registering particle modifier types, similar to type registration of mesh modifiers. |
Revision 359eb35 by Lukas Toenne February 2, 2015, 15:57 (GMT) |
Use the final hair state also as simulation input/output in hair sim. |
Revision cfca827 by Lukas Toenne February 2, 2015, 15:56 (GMT) |
Update the world space location of final hair keys after applying modifiers. |
February 2, 2015, 15:21 (GMT) |
Depsgraph: Fix previous workaround for driving bone by itself - No relations needs to be added in this case at all - COver RNA paths now as well |
February 2, 2015, 15:19 (GMT) |
minor tweaks - shorten text for message (no need to be toooo polite :) ) - use_center_bounds (matches Poly.calc_center_bounds) |
Revision f4b06bd by Lukas Toenne February 2, 2015, 15:07 (GMT) |
Moved main shapekey evaluation for hair keys from the path caching function to the new hair modifier evaluation. This mirrors how shapekeys are treated as a "virtual" modifier at the beginning of mesh modifier stack eval. |
February 2, 2015, 14:55 (GMT) |
Depsgrpah: Adding/removing drivers should tag relations for update TODO: There are more places to ensure proper relations, plus animation is also to be checked. |
February 2, 2015, 14:47 (GMT) |
Depsgraph: Use DEBUG_PRINTF for IK chain debug prints |
February 2, 2015, 14:41 (GMT) |
Depsgraph: Avoid dependency cycle when driver is applied n the bone and uses same bone as target This is more like a workaround and need much deeper re-consideration to support IK chains and so. At least now we've got this noted in the code. |
Revision cb7f62a by Lukas Toenne February 2, 2015, 14:06 (GMT) |
Fix for unfreed duplicated hair key arrays when the number of hair keys stays the same. |
Revision 12ea4aa by Lukas Toenne February 2, 2015, 13:49 (GMT) |
Use the final hair state instead of the initial state for constructing paths. |
Revision 059d4ae by Lukas Toenne February 2, 2015, 13:49 (GMT) |
Enum for particle system flags instead of old-school #defines. |
Revision fd936b6 by Lukas Toenne February 2, 2015, 13:49 (GMT) |
Reset function for the final hair state before calculating hair dynamics and paths. The integration with modifiers is still undefined: While it would be nicer to have regular modifiers work on hair state as well, it is probably not feasible with the current particle system, because all these steps happen in a single update function. For integrating with the modifier stack we would have to allow splitting this process into individual parts, which is just not possible. |
Revision c350141 by Lukas Toenne February 2, 2015, 13:49 (GMT) |
Added a second hair data layer to store modifier results. This imitates the DerivedMesh principle from meshes. For hair the modifiers will get the grooming or original growth result as input. The result of the modifier eval will be written to the new data layer, making a simple copy if modifiers are not used. Physics sim, rendering and (depending of settings) drawing will then use the modified grooming data. |
Revision 7e4e99c by Lukas Toenne (gooseberry, gooseberry_farm, temp_hair_modifiers, temp_motionpaths) February 2, 2015, 13:48 (GMT) |
Merge branch 'master' into gooseberry |
Revision 92fdd1e by Lukas Toenne (gooseberry, gooseberry_farm, temp_hair_modifiers, temp_motionpaths) February 2, 2015, 13:23 (GMT) |
Merge branch 'master' into gooseberry |
February 2, 2015, 13:19 (GMT) |
cleanup: style |
February 2, 2015, 13:12 (GMT) |
Depsgraph: Correction for depsgraph rebuild Make sure tags are not getting lost after graph rebuild. |
February 2, 2015, 13:11 (GMT) |
Merge branch 'master' into temp_custom_loop_normals |
Revision 3637371 by Lukas Toenne (gooseberry, gooseberry_farm, temp_hair_modifiers, temp_motionpaths) February 2, 2015, 13:09 (GMT) |
Fix for unfreed effector weights in hair dynamics. The internal cloth modifier effector weights get replaced temporarily to make the cloth sim use the particle weight settings instead. But the particle sim was not putting back the original weights, which can be non-NULL in case the cloth sim allocated these already. Messy design ... |
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MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021