January 14, 2021, 04:58 (GMT) |
Fix keyword argument |
January 14, 2021, 04:39 (GMT) |
Update for changes in MOD_nodes.cc |
January 14, 2021, 03:55 (GMT) |
Merge branch 'master' into refactor-idprop-ui-data |
January 14, 2021, 01:03 (GMT) |
Add automatic falloff type switching to expand |
January 14, 2021, 00:40 (GMT) |
Implement boundary expand |
January 14, 2021, 00:05 (GMT) |
Basic mask expand operation working |
January 13, 2021, 21:59 (GMT) |
Initial commit for new generic sculpt expand operator |
January 13, 2021, 21:49 (GMT) |
- fix error due to missing NULL check |
January 13, 2021, 19:28 (GMT) |
Cleanup: Clang format |
January 13, 2021, 19:27 (GMT) |
Sculpt: Grab brush surface falloff |
January 13, 2021, 18:29 (GMT) |
apply fixes from optimization patch review |
January 13, 2021, 18:26 (GMT) |
Merge branch 'master' into cycles_procedural_api |
January 13, 2021, 17:53 (GMT) |
Merge branch 'master' into sculpt-dev |
January 13, 2021, 16:54 (GMT) |
fix attempt for conversion of multiple FM objects to keyframed shard objects |
January 13, 2021, 15:41 (GMT) |
Moved WindowManager struct to global instance. |
Revision 3768ecb by Alexander Gavrilov January 13, 2021, 14:34 (GMT) |
Surface Deform: fix binding vertex artifacts causing spikes. There are two issues here. First, like in T81988 there are cases where the modifier would deform some vertices immediately after bind. This is caused by wrong assumptions in the code about the possible relative angles between various vectors, which can cause negative weights that don't blend correctly to appear. Specifically, it seems originally the code assumes that the centroid-point vector in the polygon plane lies somewhere between the mid-edge vectors. This is however not necessarily the case for distant vertices, because the polygon is not guaranteed to be truly planar, so normal projection may be a bit off. The code has to use signed angles and checks to support all possible angular arrangements. The second issue is very thin and long triangles, which tend to be very spatially unstable in their thin dimension, resulting in excess deformation. The code was weighting distance using the distances between the centroid and the mid-edge points, which in this case end up as nearly opposite vectors of sizable length and don't correctly represent how thin the triangle actually is. It is thus better to use centroid-to-line distances, and an additional even stricter value for the midpoint that will use only 3 vertices at evaluation time. Differential Revision: https://developer.blender.org/D10065 |
Revision 9b15593 by Alexander Gavrilov January 13, 2021, 14:34 (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: https://developer.blender.org/D9732 |
Revision 0d00409 by Alexander Gavrilov January 13, 2021, 14:34 (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: https://developer.blender.org/D9493 |
Revision 8714f1a by Alexander Gavrilov January 13, 2021, 14:34 (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: https://developer.blender.org/D9626 |
Revision f4a6b5d by Alexander Gavrilov January 13, 2021, 14:34 (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: https://developer.blender.org/D9469 |
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