December 27, 2014, 10:23 (GMT) |
Fixed lib-linking for hair edit settings brush and object pointers. |
December 27, 2014, 10:23 (GMT) |
Fix for hair-to-particle export: need to set weight=1.0 for hair roots, since the particle system uses this for pinning them to the mesh. |
December 27, 2014, 10:23 (GMT) |
Fix scons build files for new hair edit code parts. |
December 27, 2014, 10:23 (GMT) |
MSVC compiler cannot handle standard C code. |
December 27, 2014, 10:23 (GMT) |
Sanity check for strand root/tip checks, now supports single vertices. |
December 27, 2014, 10:23 (GMT) |
Renamed the edithair files in BKE to editstrands. The rationale behind this is that the BKE code could be used for modeling hair and fur as well as a number of other features such as grass. The primary addition to BMesh is the limitation to strand-like topology (simple vertex chains, optionally rooted on a mesh surface). The editor code OTOH is quite hair specific, since the result should be suitable for hair simulation, and the workflow should mimick actual hair grooming intuitively. Eventually the hair edit mode could become a generalized strand edit mode with slightly different tool sets for various purposes, but for now it is quite specifically built for hair. |
December 27, 2014, 10:23 (GMT) |
Support for sim_debug drawing in hair edit mode (dev feature). |
December 27, 2014, 10:23 (GMT) |
Use a simple low-pass filter to generate a smoother, more stable direction vector for the hair stroke tool. This is necessary for directional tools such as combing, where the stroke direction can lead to unwanted results if it changes too abruptly. |
December 27, 2014, 10:23 (GMT) |
Improved hair combing tool, adjusting edge directions instead of vertex positions. This works a lot better with strokes perpendicular to the general hair strand direction. With the previous comb tool such strokes would only make a small dent in the hair curve and then vertices would slip out of the tool circle. The edge combing affects the local direction of strands, which acts as a kind of grabbing functionality by moving further vertices in front of the tool circle. The result is that drawing a curvy hair shape with the comb becomes much easier. In addition, the new tool also uses edge filtering and weighting rather than vertices. This means that small brushes also work well, instead of having no effect when hitting the edge segments between vertices. Further improvement could be achieved later by using a global strand solver, which adjusts vertex positions based on an error metric along the whole of the strand. |
December 27, 2014, 10:23 (GMT) |
Primitive transform operator support for strand vertices. This does not yet prevent root transforms and/or length changes. |
December 27, 2014, 10:23 (GMT) |
Missing bmesh include path in scons files. |
December 27, 2014, 10:23 (GMT) |
Ported over the relaxation method for hair vertices from particle edit mode. This method is simple, but not really very usable. It works by successively relaxing segments that are too long or too short, moving both vertices along the edge between them. This is repeated N^2 times (N: number of vertices on the strand). A true IK solver could give a lot better results, as well as providing many opportunities to apply weighting for targets (e.g. preferring to move non-selected over selected vertices). Many different methods for simple IK solvers exist, so there should be one that works well for large number of simple strands. See e.g. http://www.math.ucsd.edu/~sbuss/ResearchWeb/ikmethods/iksurvey.pdf |
December 27, 2014, 10:23 (GMT) |
IK solver for hair strands that provides a better solution for keeping consistent segment lengths when transforming vertices. Warning: The implementation is not correct yet, but all the steps should be there. The main idea is to treat strands as a sequence of joints that are displaced out of their original locations by a transform or other tool. The solver then tries to find a global per-strand solution that keeps the segment lengths unmodified, with a minimum change in angles from the original starting shape. Such a solution is much more usable and efficient than the current O(n^2) attempt of "spreading the error" across the strand. The inverse kinematics method is very flexible. It can also include stretching, which would be very welcome for features like the length tool. Different parts of the strand could be weighted separately using scaling factors for the angle/stretch parameters. |
December 27, 2014, 10:23 (GMT) |
Make sure tool input data is in object space. |
December 27, 2014, 10:23 (GMT) |
Enforce hair constraints (constant segment length) after applying a tool. Currently uses the same approach as old particle edit mode (rescale hair segments from the root on). A more sophisticated approach using least-square error minimization of the displacement could yield better results. |
December 27, 2014, 10:23 (GMT) |
Constrain hair root vertices to their mesh location after applying tools. |
December 27, 2014, 10:23 (GMT) |
Filter affected hair vertices in edit mode based on the brush size and z depth. |
December 27, 2014, 10:23 (GMT) |
Use the "official" brush size calculated by blenkernel and subdivide the stroke step to avoid tunneling. |
December 27, 2014, 10:23 (GMT) |
Display basic brush properties in the toolbar for hair edit mode. |
December 27, 2014, 10:23 (GMT) |
Primitive hair lighting in OpenGL solid shading, cleanup of strands drawing code for edit mode. The lighting uses the same method as the particle hair, interpreting strand direction as the normal. This is nowhere near realistic hair shading, but doing this with line shading alone in the fixed-function pipeline is probably not possible. A GLSL shader could be used instead for a more realistic alternative as part of the viewport project. At least this simple shading mode gives some orientation feedback while editing hair. |
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