December 27, 2007, 19:49 (GMT) |
Small tweaks to blender2.5 Makefiles... commented out srclib and pythonlib since its not there added new include dir for window stuff so things could find headers.. Kent |
Revision 8ddc48d by Juho Vepsalainen December 27, 2007, 14:19 (GMT) |
Directional Blur Node Directional Blur node allows the users to do various blur operations on the input image. It essentially offers three different kind of ways of blurring in one node. It is possible to blur using a certain direction, spin and zoom. These three ways can be used in conjunction. The node contains following controls: *Iterations, Wrap *Center: X, Y *Distance, Angle *Spin *Zoom Iterations is used to determine the smoothness of the result. The more iterations, the smoother result. Low values are good for preview. Wrap means that the image is wrapped as if it was tiled on both x and y directions. To see better what this means, try it with spin for instance. Center values (X and Y) determine the location which is used as a pivot point for the operations. It is center (0.5) of the image by default. Distance and angle are used to adjust directional blur. The result can be described as a sweep that varies based on given distance (bigger distance, longer sweep) and angle. Angle is given in degrees. Spin produces rotating blur based on given angle. Yet again it is in degrees. Also negative values work. Zoom causes the image to be zoomed towards set center point (Center values). Thanks to Alfredo de Greef (eeshlo) for contribution. Possible development ideas: *Make an algorithm to extend image in case spin is used. Extend would temporarily change the size of the canvas of the input image. Canvas would be filled based on colors on the edges of the input image. After the blur operation has been done, the image would be cropped back to normal size. The advantage of this would be nicer result of spin (no problems with image size) on a computational cost. *Make values animatable. This is something that is better solved on more general level. ("everything is animatable" paradigm) *Provide an option to calculate automatic value for iterations. A good value that produces a smooth result could be calculated based on direction deltas. This would be useful in conjuction of animatable values. |
Revision 28805c6 by Campbell Barton December 27, 2007, 13:35 (GMT) |
==Python API== added mipmap as an option for Blender.Get/Set |
Revision c020b9b by Joshua Leung December 27, 2007, 11:20 (GMT) |
== PoseLib - Bugfixes == * Fixed crash using Interactive Preview, on an armature without a PoseLib * Cancelling Interactive Preview now correctly restores the original Pose * Interactive Preview now sets the correct active pose after it is run * Interactive Preview now also updates the buttons window after it is run * Clicking on the "New PoseLib" button now creates a new PoseLib action, even when one existed before * Poses can be applied using the Pose browsing menu (i.e. when a menu item from that list is clicked, that pose is assigned) |
Revision d06dc00 by Juho Vepsalainen December 27, 2007, 10:17 (GMT) |
Toggle links tool for Node Editor This commit adds a new tool, Toggle Links, to the node editor. This tool allows the user to toggle the status (linked/not linked) between desired sockets. The tool can be used either by using the f key or the menus. This functionality is analogue to one found in object editing modes except for its additional toggle functionality. To use this tool, the user has to first select an input and an output socket. Selecting is done by clicking with right mouse button on a socket. After the tool has been invoked, the link between those two sockets is toggled. The result may vary based on existing linkage. There can be only one input and one output selected at maximum in a node tree. This means that if the user selects a socket while one of the same type is already selected, the old one will be deselected. The tool complements the current way of connecting nodes. One possible use for it is to use it to review output of nodes by using a viewer node. Just select wanted input socket of a viewer node, set it visible and use selection of an output socket in conjuction with f key to show the output in the viewer node. Select another output and hit f to see its output and so on. |
Revision 0dc38a5 by Joshua Leung December 27, 2007, 08:36 (GMT) |
== PoseLib - Added 2 features == * When previewing poses, it is now possible to manipulate the view to look at the pose from another angle. It is a known issue, that the normal header displays when using the MMB to do so. * Added a tool to "validate" or sync its PoseLib data to the keys stored in the Action. |
Revision 55d49ed by Nicholas Bishop December 27, 2007, 07:27 (GMT) |
== Multires == Fixed a crash on adding a UV layer to a multires mesh while in editmode. |
Revision fc2cf13 by Nicholas Bishop December 26, 2007, 23:08 (GMT) |
== Sculpt == Fixed a memory leak when using the interactive brush resize tool. |
Revision 015007b by Nicholas Bishop December 26, 2007, 22:40 (GMT) |
== Sculpt == Fixed bad level calls in sculptmode. |
December 26, 2007, 21:46 (GMT) |
This is patch: [#7975] imbuf for DDS textures: improved read support and a few bugs fixed Kent Notes From the author: The attached patch syncs the DDS code in Blender with the latest revision (324) of the nvidia texture tools. This fixes a few minor issues and adds support for a more types of DDS textures, in particular uncompressed textures that don't have the standard 16, 24, or 32 bits per pixel. Note: I have started using the nvidia texture tools convention for naming integer types (uint, uint16, uint8, uint64 etc.) because doing so makes it much easier to merge patches from upstream. Since the code is compiled separately from the rest of Blender, this likely does not pose a problem. However, if there turns out to be a good reason for avoiding those nvidia type names from upstream, I'd be happy to fix it. Regards, Amorilia |
Revision 8e84f64 by Nicholas Bishop December 26, 2007, 20:43 (GMT) |
== Multires == Fixed multires_update_colors so it ignores the editmesh during render. |
Revision 6d13d44 by Peter Schlaile December 26, 2007, 19:30 (GMT) |
== Sequencer == Moved status info bar into panels. It was always shown on the wrong place... Added anim-startofs and anim-endofs, so that one can specify the range of _input_ that should be used. There is a subtle difference to start-ofs and end-ofs, which will show, when you use "Reverse Frames" or "Speed Control". Both effects operate on the input-range and _not_ on the display range! Now you can control both in a comfortable way. Only thing missing: a button to copy start-ofs and end-ofs to anim-startofs and anim-endofs. (Andy: that was the feature you missed, when storyboarding with the sequencer and the speed control effect :) Also: added File-Name and Dir-Name to redirect input as needed. |
Revision e06edeb by Andrea Weikert December 26, 2007, 19:19 (GMT) |
== MSVC 7.1 projectfiles == - added missing files to projectfiles - cleaned up thumbnail creation to avoid dependency on BKE_ |
Revision 2daf4c9 by Juho Vepsalainen December 26, 2007, 17:04 (GMT) |
Node curves to maintain handle status after adding a control point Node curves maintain handles status (normal, auto, vector) even after adding a control point now. This makes the behavior the same as in case of removing a control point. Previously the status of handles was reseted. |
Revision 1b95e2b by Ton Roosendaal December 26, 2007, 16:15 (GMT) |
Bugfix, Peach collection: - new "preview" image in material caused crash because copy/paste material didn't support it yet. |
Revision 237ba02 by Peter Schlaile December 26, 2007, 16:07 (GMT) |
== Sequencer == Moved N-keys dialog into panel (sub panel of "Scene") _much_ better :) Since UI-code isn't directly my main field of coding, please check thoroughly... |
Revision debf290 by Joseph Eagar December 26, 2007, 15:25 (GMT) |
=Particle bugfix= Hair keys were saved via a non-sdna function, which resulted in endian problems. As ton pointed out on irc, he invented sdna for a reason! |
Revision 10b8237 by Joshua Leung December 26, 2007, 11:17 (GMT) |
== PoseLib - Pose-Library Tool for Blender == "A slightly late Christmas present for the Animators out there :-)" This tool allows animators to store frequently used poses in an action, and be able to label those poses to help them retrieve them later. In a way, it acts as a glorified clipboard for poses. One of the cool features with this is the ability to select which stored pose to use interactively in the 3d-view. Once a few poses have been stored in the PoseLib, simply use the "Ctrl L" hotkey to start previewing. Use the Mousewheel or the Page Up/Down keys to change poses, and confirm/cancel the preview in the same way as you do for transforms. Usage Notes: * Each Armature may get its own PoseLib. PoseLibs are simply actions with extra data, so they can get relinked. * Manually editing actions used as PoseLibs is not a good idea, as some data may not be able to be found. Tools to automagically find poses in an action could be investigated... * PoseLib will only apply/retrieve poses to/from selected bones * A basic UI for this can be found in the "Links and Materials" panel. Most of the PoseLib tools are presented there. Useful Hotkeys (also found in Pose->PoseLib menu): * Ctrl L - interactively preview poses * Shift L - add a new pose or replace an existing pose in the PoseLib with the current pose * Ctrl Shift L - rename an existing pose in the PoseLib * Alt L - remove a pose from the poselib.c |
Revision f81bc54 by Joseph Eagar December 26, 2007, 10:59 (GMT) |
=Scons ffmpeg link order update= Update link order for ffmpeg on win32, patch provided by Anders Nor "Debolaz" Berle on irc. |
Revision 9807586 by Nicholas Bishop December 26, 2007, 10:43 (GMT) |
== Multires == Fixed bad level calls within multires usage. |
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