Blender Git Loki

Blender Git commits from all branches.

Page: 2866 / 2888

October 31, 2008, 08:43 (GMT)
AnimSys2: Per-Segment Interpolation of IPO-Curves

It is now possible to define the interpolation that will be used to get from a keyframe until the next one is encountered.
With an Ipo-Curve in EditMode, only the selected keyframes will get the specified interpolation mode set.
Out of EditMode, the interpolation mode will be applied to all the keyframes of an IPO-curve that is selected.

- When inserting keyframes for curves that have multiple types of interpolation in use, the interpolation mode of the keyframe immediately before the added one is used.
- Old files get converted automatically
- Subversion has been bumped up to 2, so that old files get converted properly.
October 31, 2008, 06:25 (GMT)
AnimSys2: Shapekeys recentering fix (attempt 2)

Now meshes with multiple users are not ignored. Previous tests had shown that there was a problem, but it turned out to be a missing case.

Also, added note of bug with bone roll changing randomly on EditMode transforms to fix.
October 31, 2008, 05:41 (GMT)
AnimSys2: ShapeKeys Recentering tweak

* Removed the check for pinned shapekeys (not really worth enforcing it)
* Replaced the check with one for multiuser meshes. Multiuser meshes being recentered have more issues than recentering shapekeys do.
October 31, 2008, 03:22 (GMT)
AnimSys2: IPO-Drawing code Cleanup (Part 2)

* Split another function into smaller portions based on what those parts did
* Commented and formatted code
October 30, 2008, 08:10 (GMT)
AnimSys2: Recentering Meshes with ShapeKeys

Meshes with ShapeKeys can now be recentered. Note that this may not be totally stable or thee may be some artifacts somewhere. However, in preliminary tests, this seems to work well enough.

Note: the only situation in which this will not work is if the object is showing a pinned shapekey. Perhaps it would be better to test for multiple mesh users instead, but feedback would be welcome on this...
October 30, 2008, 07:22 (GMT)
AnimSys2: Ctrl R displays menu to set rotation mode

This hotkey allows the rotation of multiple (selected and visible) bones to be set at a time.
October 30, 2008, 06:04 (GMT)
AnimSys2 AutoKeyframing/PoseLib tweaks:

* PoseLib now works with euler rotations too
* Attempted to implement autokeying on changing values in Transform Properties panel. This WILL be superseeded by a better method in 2.5.
October 30, 2008, 04:26 (GMT)
Merge from trunk 17215-17223
October 29, 2008, 11:40 (GMT)
AnimSys2 - Copy/Paste Poses now works with the new rotation options
October 29, 2008, 11:25 (GMT)
AnimSys2: IPO Drawing-Code (Part 1 of Cleanup)

Started cleaning up the drawing-code for IPO-curves.
* draw_ipocurves() has been cleaned up, with the inner loops being split out into two separate helper functions. The same will need to be done with some of the other functions too.

* Removed the ugly global pickselcode. This was only used in this file under certain conditions, so it seems fine to remove it.

* Usual formatting and commenting tweaks to make this code less intimidating. This is in preparation for some future work on IPO-curves...
October 29, 2008, 11:20 (GMT)
AnimSys2: Bone Rotation (aka choice of Quaternions or Eulers)

This commit introduces an attempt at allowing animators to choose to use 'euler' rotations for bones (currently, only the default rotation order is used... multiple rotation orders may be implemented later). Animators often request this feature, so it's time to prove to us that it's genuinely useful!

To switch between quaternions and eulers, use the toggles in the Transform Properties panel in PoseMode. This will switch (the active bone only) to completely using quaternion rotations or euler rotations.
- this is a per-bone setting, but can be copied (Ctrl-C menu)
- animation curves for quaternions/eulers will only animate the bone when their respective rotation mode is active for that bone (i.e. if you insert keyframes for a bone using quaternion rotations, then switch the bone to use eulers, bone will not be animated rotating until euler-rotation keyframes are added, and visa versa)
- quaternion/euler rotation mode cannot be changed in the middle of an animation (it's not implemented, and I don't intend on doing so either... it's just asking for trouble in the long run)
- by default, quaternions will be used (to preserve backwards compatability) and also because they provide smoother interpolation + no gimble lock
- when switching between interpolation modes, there is conversion of the current rotation from quat<->euler (whichever direction is applicable) to avoid pops
- euler rotations here use standard euler interpolation. In other words, these are not quats masquerading as eulers under a fancy skin.

A number of additional notes:
- Most tools which involve rotation have been adjusted to work with this so far.
--> Note: Copy/Paste of poses doesn't work with this yet.
- NLA pose blending is currently (experimentally) using a simple linear interpolation between euler values of poses. This may not well at all, and also there are some cases not covered by that yet.
- Improved the keyframing code a bit to add a bit of flexibility so that keyframes could be inserted without doubling up entries.
October 26, 2008, 21:15 (GMT)
For moving through displacements, use a 2D coord system based on vertex side total, not disp side total.

October 26, 2008, 19:42 (GMT)
Preparing for a change in the way the TS matrix is calculated. Removed the old fixed matrix entirely.

October 23, 2008, 07:49 (GMT)
A few very minor sourcecode cleanups, moved "old" multires code to bottom, removed unused _setLevel function.

September 26, 2008, 18:53 (GMT)
September 22, 2008, 00:00 (GMT)
fix typo in last commit
September 21, 2008, 23:50 (GMT)
This should convert branch fluidcontrol files to trunk compatible ones
September 4, 2008, 15:45 (GMT)
Apricot Branch
==============

Various changes from trunk that were somehow missed with merges, and
small code cleanups and fixes.

September 4, 2008, 00:32 (GMT)
September 4, 2008, 00:16 (GMT)
Apricot Branch:
* Fix for wrong bone parent transform with duplis (multiplayer).
* Fix for crash on export when the bone in a bone parent relation
does not exist anymore.

Tehnyt: Miika HämäläinenViimeksi päivitetty: 07.11.2014 14:18MiikaH:n Sivut a.k.a. MiikaHweb | 2003-2021