Tuhopuu3 / Windows (2005/03/04)

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gabio
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Location: Canada - Québec - Sherbrooke
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Tuhopuu3 / Windows (2005/03/04)

Post by gabio »

New timeline stuff this week. These marker may change the way we animate. test carefully.
Done with MSVC 7 using scons
(edit) Before submiting a bug on the transform module, make sure you understand how it works and that your bug isn't already know:
http://wiki.blender.org/bin/view.pl/Ble ... efactoring
-----------------------------------
Relevant feature:
-Allow negative frame numbers
-Timeline revision 2
-Shift Spacebar now toggles tiled/maximised windows
-Merge of Blender/cvs 2005/02/27
-Timeline; Support for naming markers
-Introducing 3D Unicode font support.
-

Commit:
-sgefant
Log:
Allow negative frame numbers. Keyframes can be moved to negative frame
numbers, so why not be able to set start, end and current frame to negative
values aswell?
Does not make time travel possible yet.

Log:
accidentally commited some changes to the logic buttons UI that were not
supposed to be there.

-jiri
Log:
- small tweaking of sgefant's commit: direction of splitting is changed when cursor is near to the window edge and it is possible to change direction of splitting with TAB or middle mouse button again ... behavior is little bit inconsistent now

-broken
Log:
* Timeline revision 2

http://mke3.net/blender/interface/timel ... ewip03.png

Notable additions include:

* Markers! Markers are the little triangles you can see in the
screenshot above. Concept came from talks with ilac, now finally
implemented. Video editors should be very familar with this,
they're used very often in editing to help time cuts etc, but I don't
know of any other 3D apps that have this, which is a little
surprising.

Basically, markers are used to mark spots on the timeline, that may
mean something to you, so you can easily find that point later.
They're useful for timing animation, syncing animation to audio,
and plenty of other things, I'm sure. You can drop a marker on the
current frame by pressing M while the mouse is over the timeline,
or also by pressing M during animation playback (Alt A, play
button, whatever). You can remove a marker from the current frame
with Alt M. There is currently a limit of 99 markers (arbitrary,
self-imposed).

* Previous / next keyframe buttons. These should be pretty self
explanatory - clicking them brings the current frame to the previous
or next keyframe visible on the timeline. Hotkeys are Ctrl PageUp
and Ctrl PageDown, same as in the 3D View.

* Hotkeys (S and E) for setting the current frame as the start or
end frame of the animation.

* Right mouse button now cancels animation playback, just like most
other 'temporary modes' (same functionality as Esc). Added since
it's not really possible to have a 'stop' button.

* Added a 'Frame' menu containing menu entries for the hotkeys
mentioned above.

* Assorted fixes & tweaks

Log:
A little something I've been usign myself for a while, committed
by request for testing on the forums...

* Shift Spacebar now toggles tiled/maximised windows, like Ctrl
Uparrow/Downarrow does. Ctrl up/down is just about useless to me,
way over on the other side of the keyboard, requiring lifting the
hand and a contorted gesture in order to press it. I mostly ignore
it when I'm 'in the zone' working fast since it's so inconvenient -
not so for shift space.

-jiri
Log:
- this commit changes scaling of MetaElems in edit mode to have same behavior as in blender 2.36.

-hos
Log Message:
Merge of Blender/cvs 2005/02/27

Log:
Post-merge conflict resolution.

Log:
Oops, forgot to update the merge documentation to reflect today's merge.

-sgefant
Log:
revert changes to UI code that accidentally slipped in with last commit

-broken
Log:
Timeline stuff again:

http://mke3.net/blender/interface/timel ... ewip04.png

* Support for naming markers. Ctrl M or Frame->Name Marker opens
a text field where you can give a marker on the current frame a
name, which displays next to the triangle icon.

* Timeline now initialises showing frame numbers by default

* Fixed the sound icon in the header (we're running out of space
for more icons in blenderbuttons.c!)

-broken
Log:
I stupidly forgot to implement the 'Show' (render buffer) button
the first time around. Fixed so now it actually does something :)

-jiri
Log:
- Matt's TimeMarkers are stored in dynamic list now
- no limit of TimeMarkers
- it fixes some bug of previous Matt's commit (butspace.h)

-phase
Log:
Introducing 3D Unicode font support.

When you add a Text and go in editmode, a second panel will appear in the Font panel,
here you can add characters from unicode tables to the text. There is also a button
to copy the content of a (unicode) textfile to a 3D font object.

Beware that this is an initial version, mainly committed so Mika Saari and I can work
on this together ;-) It is fully functional, but there are two major issues;

- If you work with Text objects, it is not safe to use AA fonts for the interface.

- When you load a font for a Text object, Blender eats a lot of memory.

To compile, you need to #define INTERNATIONAL.
------------------------------------
A new build is available
Last edited by gabio on Sat Mar 12, 2005 5:12 am, edited 2 times in total.

dotblend
Posts: 36
Joined: Thu Oct 17, 2002 2:18 pm

Post by dotblend »

but I don't
know of any other 3D apps that have this, which is a little
surprising.
well i first started out with strata studio blitz, many years ago
and it already had markers...

Image

matt_e
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Joined: Mon Oct 14, 2002 4:32 am
Location: Sydney, Australia
Contact:

Post by matt_e »

Ah! Well, you learn something new every day :)

Caronte
Posts: 76
Joined: Wed Oct 16, 2002 12:53 am
Location: Valencia-Spain-Europe

Post by Caronte »

dotblend wrote:
but I don't
know of any other 3D apps that have this, which is a little
surprising.
well i first started out with strata studio blitz, many years ago
and it already had markers...

Image
On this image the only markers I can see are start&end but no info markers.
May be you can add more, but no already on this image ;)
Caronte.
"Some Day, All Will Be Digital"
http://www.nicodigital.com

Cyberdigitus
Posts: 46
Joined: Tue Oct 29, 2002 3:27 pm
Location: Belgium

Post by Cyberdigitus »

The markers are interesting. will it be exposed to the python api (create, gotoMarker etc) ?

HiNMity
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Joined: Thu Oct 17, 2002 11:01 pm
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Post by HiNMity »

I guess you already thought of this but there are some functionality to the playback buttons that could be added such as loop-bounce or loop-repetition switch , a button that forces the playback loop to be either forward then backward or forward only.

Doubleklicking in between markers = in/out loop points would be useful.

In preferences an option to have the framenumers displayed in a small window next to the playback buttons or as mousepointer as it is now.

And as mentioned earlier buttons for playback speed.

In sony acid (the audio software) you can set markers which get numbers. Then you can jump position on the timeline and access the marker position by pressing the number a marker has from 0-9.

I know this isnt the user interface suggestion thread but since the timeline playback interface is under heavy development i thought i could rant my ideas here :)

JA-forreal
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Joined: Sat Mar 22, 2003 10:45 pm

Post by JA-forreal »

I love these features!

Zsolt
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Joined: Thu Oct 17, 2002 9:39 pm

Post by Zsolt »

Just one teeny-weeny little bug: The tooltip text for the "Skip to next keyframe" button in the timeline window is wrong, it says skip ti previous keyframe.

jiri
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Joined: Thu May 20, 2004 12:12 pm
Location: Czech Republic

Post by jiri »

Zsolt wrote:Just one teeny-weeny little bug: The tooltip text for the "Skip to next keyframe" button in the timeline window is wrong, it says skip ti previous keyframe.
Thanks for bug report. It is fixed and commited to the cvs repository.

Jiri

indigomonkey
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Joined: Fri Oct 08, 2004 12:48 pm

Post by indigomonkey »

That looks great! Will we be able to hide the text for the markers (preferably individually), in case it gets too busy and starts overlapping?

@ner_
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Joined: Sun Feb 06, 2005 5:45 pm
Location: israel

Post by @ner_ »

possible bug: proportional edit falloff doosn't work with curves and nurbs.

theeth
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Joined: Wed Oct 16, 2002 5:47 am
Location: Montreal
Contact:

Post by theeth »

@ner_ wrote:possible bug: proportional edit falloff doosn't work with curves and nurbs.
Works in bf-blender CVS so will be fix next sunday when Hos does the weekly merge.

Martin
Life is what happens to you when you're busy making other plans.
- John Lennon

-efbie-
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Joined: Wed Oct 27, 2004 9:47 pm

Post by -efbie- »

I have done some testing and i found some bugs :

- Texture paint tool :
- if you create a new texture in memory, it is erased when you do an Undo in Object mode.
- The reflective mode shows the reflections but you paint on the UV, quite disturbing....

New transform
- in the uv editor, the old transform is used. Will the constainging method be kept as it is now, or will we use the constraining method for the new transform in the uv tools ? Because i think that the old way is more efficient for translations, especially when there is only 2 dimensions, but it will not be consistent with the 3D view and it will confuse new users....

- proportional editing in the uv window doesn't have nice buttons to switch algorithms.

- why was the proportional editing removed from the object mode ?

theeth
Posts: 500
Joined: Wed Oct 16, 2002 5:47 am
Location: Montreal
Contact:

Post by theeth »

-efbie- wrote: New transform
- in the uv editor, the old transform is used. Will the constainging method be kept as it is now, or will we use the constraining method for the new transform in the uv tools ? Because i think that the old way is more efficient for translations, especially when there is only 2 dimensions, but it will not be consistent with the 3D view and it will confuse new users....
Eventually, I'd like to recode the 2D transformations too (that includes IPOs, UVs, Actions, NLA, Sequence), but I agree with you, for a 2D transformation, no need for fancy popups like the new transform has.

I don't think this would confuse newbies too much though.
-efbie- wrote:- proportional editing in the uv window doesn't have nice buttons to switch algorithms.
Yup, and it doesn't have the 3 new PET modes either.
-efbie- wrote:- why was the proportional editing removed from the object mode ?
It causes a LOT of dependy problems with parenting. Not unsolvable, but I don't think it will be part of the first released version of the new code.

Martin
Life is what happens to you when you're busy making other plans.
- John Lennon

modron
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Joined: Thu Jun 05, 2003 10:13 am

Post by modron »

hey guys, minor bug: can't grab/move camera in camera view.

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