bf-blender / Windows (2004/10/01)

User-contributed CVS development builds. Please test and give feedback!

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gabio
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Location: Canada - Québec - Sherbrooke
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bf-blender / Windows (2004/10/01)

Post by gabio »

Ok another one. feed the machine! Bugfixes(Enjoy more stability), And Softbody(Enjoy the news features!) So enjoy every part of this build.
And as usual: Test.
---------------------------------------------
relevant feature:
-Special request; Lasso Select (thanks andy for nagging! :)
-bugfixes
-Added undo menu for MetaBalls in edit mode
-New hotkey (test :) CTRL+TAB in editmode gives (and shows!) current selectmode.
-The long awaited first step (V0.01!) of SoftBody.

Commit:
-ton
Log:
Special request; Lasso Select (thanks andy for nagging! :)
Is committed now for further test;

What works:
- Hold CTRL while leftmouse-draw (gesture) for lasso-select
- Hold also SHIFT for lasso-deselect
- In Object mode it only selects on object centers now
- In Mesh edit mode it works on same level as borderselect

Not:
- other editmodes or objects in general

Also fixed crash with circle-selecting outside of window edge.
Also put back wire-extra draw for curves (previous trial broke mball wire)
Turned borderselect, circle, lasso into dashed lines for visual language.
Log:
Solved crash with;
- linked duplicate mesh
- subsurf on
- subdiv levels at 0
- new selectmode face + select clipping

Also found error in backbface draw when faces were hidden

-jri
Log:
- Added undo menu for MetaBalls in edit mode

-ton
Log:
Recoded how 'handles' were implemented; these were extra wireframe edges
actually, adding vertices and edges to displist.

Now the subsurfer gives editvertices a pointer to the subsurfed vertex
location; allowing not only vertices in 'optimal' draw to show correct, but
also gives proper handling of borderselect and lasso for edges. :)
Log:
- Made the 'zbuf clip select' in editmode default when reading on old file
- Added transparent wires in solid draw for editmmode, to denote selecting
clicks "through". Switching this and the zbuf-clip mode is actually nice!

- little annoyance; removed object centerpoint drawing in editmode.

-stiv
Log:
Tweak the bpy 'import site failed' msg.
A half-hearted attempt to make the World's Scariest Warning Msg
just a tad less scary.

-ton
Log:
- Improved memory system for pupmenu(), which now stores 255 entries max.
Meaning menus come back to previous selection almost always. Also fixed
annoying bug that caused Mirror menu (M in editmode) to start at 2nd item

- New hotkey (test :) CTRL+TAB in editmode gives (and shows!) current
selectmode. I prefer this over cycling, since the menu is informing you
what happens.

- To enforce pupmenus to start at specific item, use pupmenu_set_active()

- pupmenu_col() to be done
Log:
- fixed error in lasso select (evaluated lasso coords one too many!)
- made ctrl+tab menu for selectmode only pop up in editmode mesh
- changed lasso code in zbuffer-select mode, that it also accepts lines
as lasso
Log:
Header redraw added for 'select mode menu'. Also checked more files for it.

Reminder, the allqueue() function needs as last arg a '1' if you want header
to be refreshed too!

-ton
Log:
OK. Here's the long awaited first step (V0.01!) of SoftBody. It is called
from within mesh_modifiers (kernel deform.c). It copies vertices to a
temporal particle system (struct SoftBody with BodyPoint structs) to do
physics tricks with it.

For each frame change the delta movements (based on standard ipo anim or
even other deforms (later) are applied to the physics system. How to apply
and calculate satisfying results is not my thing... so here I'll commu-
nicate with others for.

Since it's in the modifier stack, the SoftBody code can run entirely on
original data (no displists!).

Right now I've implemented 2 things;

- "Goal" which is a per vertex value for how much the current position
should take into account (goal=1 is without physics). This is a powerful
method for artists to get control over what moves and not. Right now i
read the vertex color for it.
- And some spring stuff, which now only works based on force moving it to
the originial location. This doesnt work with 'goal'... erhm.

- You can re-use physics vars from engine, used right now is (in Object)
- damping
- springf (spring factor)
- softflag (to set types, or activate softbody for it

- The SoftBody pointer in struct Object is only runtime, nothing saved in
file

To prevent all users going to complain it doesn't work, I've hidden the
functionality. :)
The buttons to set softbody 'on' only show now (psst psst) when the object has
name "soft" as first 4 characters. You can find the buttons in the F7 Particle
Interaction Panel (which should be renamed 'physics properties' later or so.

Demo file:
http://www.blender.org/bf/softbody.blend

-ton
Log:
Accidentally previous commit went out, while i tried to abort it. :)
This is a fix for propert circular clipping for circleselect, when it
uses backbuffer selecting
------------------------------------
a new build is available.
Last edited by gabio on Thu Oct 07, 2004 12:28 am, edited 1 time in total.

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum »

Selection-modes solution works fine:) Still think there should be direct shortcuts as well, but anyhoo:) Softbody loooks interesting. Looking forward to see this development. Hrm, Does this start mean well have a complete set of physics in the future(i.e hardbodies and collision detection as well?)
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

malCanDo
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Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
Contact:

Post by malCanDo »

Downloading now...

These new edit selection features are excellent ( along with the UNDO feature ) ... when the selection functionality is finished and fully tested, they are probably large enough changes to make for a new point release!

> Does this start mean well have a complete set of physics in the future(i.e hardbodies and collision detection as well?)

After these features, I'd definitely like to see a more robust integration with ODE / Solid, where comples scenes can be set up in both the game engine, and in the animation for the scene for rendering. The rigid body physics work on the game engine is only handled by one or two people, if the functionality were to be implemented into the animation system, I'm sure it would get a lot more attention, and testing.

Mal

poutsa
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Joined: Sat Jan 03, 2004 4:49 pm
Location: Munich (Germany)

bug report

Post by poutsa »

The lattice deformation for a Mesh (animated lattice deform) not work!!
in this test Build!!!

Ciao
Vassilios :roll:

zygom
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Joined: Thu Apr 22, 2004 7:42 am

Post by zygom »

cool :o :D

now with softbody blender goes to be very powerfull
for me blender is the best :wink:

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum »

Bugtest update: The Lasso selection works kind of funny with z-buffer select activated - I'm getting more faces selected than intended.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

gabio
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Joined: Thu Jan 15, 2004 6:41 am
Location: Canada - Québec - Sherbrooke
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Post by gabio »

Bellorum wrote:Selection-modes solution works fine:) Still think there should be direct shortcuts as well, but anyhoo:) Softbody loooks interesting. Looking forward to see this development. Hrm, Does this start mean well have a complete set of physics in the future(i.e hardbodies and collision detection as well?)
for the curious, quote from the m-list:
Hi,

I've just committed the groundlayers for softbody, in my opinion
sufficient to do serious testing of proper algorithms for stable &

controllable particle+springs based physics in objects.

Now I know several people have expressed interest in the topic, to help

out with the math/pyhisics here. Maybe we could devote a special irc
session to this?

My idea was to do that 2nd half of our usual sunday meetings (15h GMT,

17h CEST).

I also like to keep the focus for such work limited, or in small
feasible steps forward... full fledged advanced cloth animation is
nice, but I see use especially for;

- enhancing character animation by defining certain parts of geometry

to become 'physical' (flubbering skin, flapping ears, etc)
- have simple yello-based physics and collisions for objects (no true

rigid body). This can be made useful by implementing a deforming
feature for meshes, so you can have complex geometry bouncing around
just deformed by a singe SoftBody Cube.
- make it working with the current 'particle deflectors' and 'force
fields'. Without too much complexity you then can already have waving

flag stuff for example. Check how Maya implemented it with 'Goal'!
http://caad.arch.ethz.ch/info/maya/manu ... /Dynamics/

SoftBodies.doc.html#178382

- Most of all; simplicity and in control of artists, not realism.

-Ton-

Bellorum
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Joined: Wed Jan 21, 2004 3:27 pm

Post by Bellorum »

to become 'physical' (flubbering skin, flapping ears, etc)
I predict bouncing boobs :roll:
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio »

hoho..
ok also if anyone have problem to use softbody. i should remember to read the commit here is a quote:
To prevent all users going to complain it doesn't work, I've hidden the
functionality. icon_smile.gif
The buttons to set softbody 'on' only show now (psst psst) when the object has
name "soft" as first 4 characters. You can find the buttons in the F7 Particle
Interaction Panel (which should be renamed 'physics properties' later or so.

kakapo
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Joined: Sat Sep 04, 2004 2:32 pm

Post by kakapo »

wow, modeling is really cool now in blender! maya's subdivision surfaces modeling workflow sucks compared to this.

...
the only things i still miss are a better polygon smoothing (hard/soft edge shading) implementation ( http://www.blender.org/modules.php?op=m ... pic&t=4674 ), uv-editing in edit mode and more flexible display modes like textured and lit at the same time (also while in edit mode).

gabio
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Location: Canada - Québec - Sherbrooke
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Post by gabio »

kakapo wrote:wow, modeling is really cool now in blender! maya's subdivision surfaces modeling workflow sucks compared to this.
really? i never tried it. is the workflow that bad, or is it relative to us, blenderhead?

kakapo
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Joined: Sat Sep 04, 2004 2:32 pm

Post by kakapo »

polygon modeling is great in maya (ngons and great tools) but the subdivision surface mode is a bit clumsy in my opinion. there are no arbitrarily adjustable creases for example, switching between polygon/subdivision mode is a pain,... some of the issues can be fixed with mel scripts though.

ton
Site Admin
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Post by ton »

"animated lattices don't work"

Yes I noticed, thnx for the hint, will be fixed!

About the softbody stuff; this is *not* meant for user testing yet (unless you find crashes simpy!) but only for developers cooperating on the feature. There's a lot of technical issues to be reviewed, and when that's working satisfying I'll have to do quite more work on proper integration.

malCanDo
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Joined: Mon Oct 21, 2002 1:44 pm
Location: Ireland
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Post by malCanDo »

With regard to a rigid body physics solution, SoftImage now uses ODE, as well as many other commercial ( and opensource ) projects.

You can see various examples here...

http://www.ode.org/users.html

You'll notice that some of the projects already use ODE for virtual character simulation / ragdolls. Also, there are some robotic simulations etc, so it's a great, robust, proven technology for a cross-platform, generic physics solution. I've been playing briefly with the current built-in physics system in Blender, and there are issues with even simple object stacking on top of each other ( the objects don't seem to settle ). I'm sure this is down to lack of time to spend on it, as the guys involved are working on a huge task ( the entire gamePlayer engine! ), so having more physics coders in there should help sort the problems out.

If it could be fixed enough to have a stack of 20 monkey head primitives falling down on top of each other, and then settling on the ground ( without shaking about too much ), it would be proof that the physics engine was now usable.

The softbody simulation would need to be able to interact with the rigid body simulation, whatever one is chosen, to allow for throwing a cloth over a stack of blocks, which might topple when the cloth is slowly pulled away again, so having a focus on the whole physics simulation would be great news for artists!

jesterKing
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Location: Finland

Post by jesterKing »

malCanDo wrote:...I'm sure this is down to lack of time to spend on it, as the guys involved are working on a huge task ( the entire gamePlayer engine! )...
There is only one guy working on the gameengine...

/Nathan

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