Revision 337a1e5 by Brecht Van Lommel July 28, 2007, 14:51 (GMT) |
Fix for wrong capitalization in #include. |
Revision eb8ee6f by Brecht Van Lommel July 28, 2007, 14:39 (GMT) |
Updates to opennl for mesh laplacian matrix building, to make matrix building with random access work together with variable locking. |
Revision 373f91c by Brecht Van Lommel July 28, 2007, 14:04 (GMT) |
Bone Heat Weighting =================== This is a new automatic vertex weighting method, next to the existing envelope based method. The details are here: http://www.blender.org/development/current-projects/changes-since-244/skinning/ This is based on section 4 of the paper: "Automatic Rigging and Animation of 3D Characters" Ilya Baran and Jovan Popovic, SIGGRAPH 2007 Implementation Notes: - Generic code for making mesh laplacian matrices has been added, which is only used by bone heat weighting at the moment. - Bone to vertex visibility checking is done with the raytracing code. - Fixed an issue in the subsurf limit calculation function, where the position of vertices on boundary edges was wrong. It is still not the correct position, but at least it's in the neighbourhood now. |
Revision e765fbf by Joshua Leung July 28, 2007, 10:44 (GMT) |
== Constraints - Important Bugfix == At last, the 'Local' option for Armatures works properly! Tonight I went through carefully and cross-checked the code once again, and found several bad mistakes I had made. These were: * the value of one variable from the armatures code was not what I expected it to be, based off the name). * Mat4MulSerie swaps the first two args! Grrr... Note: There's only one rig that I've tested that was broken. That was slikdigit's "mancandy", and the part in question was the jaw. It is likely that a few more rigs out there (in particular, their 'local' action constraints) relied on the wacky rotation values that used to be used, so are now broken. |
Revision 48b07b7 by Campbell Barton July 28, 2007, 09:26 (GMT) |
Draw.py - typo sceneSequence.h - bad type check, dosnt matter really since that define isnt used yet. SurfNurb.c - was using lib hashing function and surfNurbs not a lib! (own mistake) buttons_editing.c - Curves PathLen button was MAXFRAMEF and pathlen is a short so the button wrapped around. |
Revision f8544ee by Joshua Leung July 28, 2007, 09:00 (GMT) |
A few little code cleanups for constraints code. I've just removed some lines that weren't needed. |
Revision 34e4388 by Joseph Eagar July 27, 2007, 21:54 (GMT) |
Previous bugfix for shadows cast on objects with diffuse reflectivity set to 0 caused errors on only shadow lamps; fixed this by adding back in the original intensity > 0.0 check in the only shadow if statement, where it belonged in the first place. In addition, the specular pass was not correctly affected by only shadow lamps, severely reducing the usefulness of this feature. For example, using four spotlamps to create an omnidirectional buffered shadow lamp didn't work. |
Revision c345771 by Ken Hughes July 27, 2007, 18:29 (GMT) |
Remove spurious ";" in declaration, which causes warning in gcc and MSVC. Thanks Levi for catching this. |
Revision 665ace6 by Jiri Hnidek July 27, 2007, 13:58 (GMT) |
Small optimalization of drawing bones (drawsolidcube_size and drawcube_size) uses OpenGL displaylists. |
Revision a164d91 by Campbell Barton July 27, 2007, 09:30 (GMT) |
missing include and added a warning to UIBlock |
Revision 3031f1f by Joseph Eagar July 27, 2007, 06:14 (GMT) |
=Draw Module Fixed= This commit fixes the Draw module. All buttons/widgets created via the Draw module in a SpaceScript area are now inserted into a global list attached to the SpaceScript data. This list is cleared before each draw, when freeing the space, and when the area is switched to another space.c This is necessary to prevent Blender's internal UI code from getting invalid pointers to python data. In addition, it allows storing widget tooltips inside the python Button objects, which solves that little bit of stupidity. Note that this reverts the previous weaklist solution. In fact, I had to go over each previous commit by Campbell after this code originally branched before the weaklist commit and re-add each commit. So if anything is missing, just tell me, or feel free to re-add it. |
Revision c540888 by Joshua Leung July 27, 2007, 05:03 (GMT) |
Object Transform: If object has a parent, and constraints should not be inversed for transform, then constraints are now disabled like tracking is. |
Revision 670cf8c by Campbell Barton July 26, 2007, 14:32 (GMT) |
fix from 2.44 for adding new curves. |
Revision d63da45 by Brecht Van Lommel July 26, 2007, 13:38 (GMT) |
Refactor the raytracing code to split the tracing and shading parts into two separate files, raytrace.c and rayshade.c. The tracing code can now be used separately from the renderer (will be used in a later commit), and the raytracing acceleration structure can now also be easily replaced, if someone wants to experiment with that. |
Revision 534ba14 by Joshua Leung July 26, 2007, 12:15 (GMT) |
== PyAPI - Constraints Space Conversion Access == Now, for the constraints that support Constraint Space Conversion, those settings can now be set from the PyAPI too. |
Revision 29660ac by Joshua Leung July 26, 2007, 06:11 (GMT) |
PyAPI Simple Bugfix: This fixes a bug reported in IRC. getParentBoneName() was returning a string (most likely from an old bone-parent that got removed), even when the parent wasn't an Armature. |
Revision 87402db by Joshua Leung July 25, 2007, 11:38 (GMT) |
Transform - Objects with Old-Tracking: Tracking is now tempolarily disabled while an object matrix used for space conversions stuff is calculated. This used to be done before the constraints recode. |
Revision 17533e5 by Campbell Barton July 25, 2007, 04:45 (GMT) |
removing unneeded checks |
July 24, 2007, 15:24 (GMT) |
Cleaned up some case issues with language files... Kent |
Revision 9d61411 by Joshua Leung July 24, 2007, 12:15 (GMT) |
Transform Bugfixes Part 2 (Constraints Related): Now PoseBones should transform normally again with constraints applied and in other cases. I've gone back to the old code that used to be there before the recode, and added the constraint inverse (as appropriate) into that. |
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