bf-blender / Windows (2005/03/11)

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gabio
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Location: Canada - Québec - Sherbrooke
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bf-blender / Windows (2005/03/11)

Post by gabio »

Continue on the transform stuff this week. Note: the local constraint, planar constraint; with alt instead of ctrl. Lotsa bugfixes and the openEXR format suport. In case you don't know, "OpenEXR is a file format created by Industrial Light + Magic for storing High Dynamic Range (HDR) images."

P.S. openEXR has not been compiled in because of conflic with MSVC.The problem is being worked on.

For more info on new tranform: http://wiki.blender.org/bin/view.pl/Ble ... efactoring
Done with MSVC 7 and scons!
-----------------------------------------
Relevant feature:
- New Bpy type Text3d for accessing Blender's Font objects. (python module)
-Local axis constraint started. (transform refofactor)
-Wood/marble now have three waveforms to choose from: Sine, Saw and Triangle.
-bugfixes(2292, 2296, 2062, 2288, 2309, 2301,
-Gernot Ziegler's patch to add OpenEXR support to blender. (MSVC support buggy as hell, NOT INCLUDED)

Commit:
-stiv
Log:
New Bpy type Text3d for accessing Blender's Font objects.
Contributed by Joilnen Leite (pidhash).

-ton
Log:
Fix & further implementation of Proportional editing;

- made generic 'calc distance' function for it
- added generic call to sort TransData with selection first, for speedup
of propmode calculus
- removed most propmode exceptions from code, only used for counting now
- all editmode transdata conversion function structured identical

-theeth
Log:
Local axis constraint started.
Works with edit data and in object mode with single selections (only one object selected).

Also started adding constraint stuff in headerprints. Only for Translation for now.

Pressing X,Y,Z (and the Ctrl versions) toggle between global, local and off like it used to do.

-stiv
Log:
fix warnings about implicit declarations.
overlooked by being in a hurry.

-ton
Log:
Patch provided by Chris Burt;

Wood/marble now have three waveforms to choose from: Sine, Saw and Triangle.
The Saw wave allows for much more realistic wood, especially in combination
with a ColorBand. A blender3d.org release page is being constructed about it.

Added: commit in editmesh_add.c to remove circle warning in face-select mode.

Log:
Bug fix #2292

Bumpmaps for skin on Env's dinosaurs appeared to be less nice in 2.36. This
was caused by the bugfix to make bumpmapping correct for rotations, which
should only work for flat/cube mapping. It also rotated it for sphere/tube
though, which gives less interesting bumps.

So; now the correction is skipped for tube/sphere mapping bumping.

-desoto
Log:
Tooltips for new marble buttons were from a copy/paste operation. This
caused error with... well... tooltips. ;) First commit!

-theeth
Log:
+ Local axis constraint for multiple object selection works with resize and rotate (the easiest).

+ Refined the headerprint for Translation. Now prints only the needed info for constraint in the constraint's space (ie: if you're moving 1 unit along the local X axis, regardless of it's orientation, it will print "D: 1.000 along local X")
Still need to make numinput work like that (typing a number with a local axis constraint would move along that axis. There's some base code already though, just need a finishing touch, but it's late now)

+ Optimised PET calculations by using the TD_NOACTION flag (actually, that might have been in the last commit).

+ Added a float axismtx[3][3] member to TransData to store the orientation of the element (useful for local axis constrainst which, in edit could be moving along normals and the like).

- Fixed scaling in edit mode (was doing some matrix multiplications in the wrong order, only visible when using a constraint)

- Fixed the constraint projection matrix. It didn't work for planar constraint if the constraint space wasn't global (in a nutshell, it produced weird results for local space planes).

- Some potential bugs fixed (Note to Ton: added an ext pointer in TransInfo to point to the TransDataExtension block. With the sort done after allocation, the first td pointer doesn't necesarely point at the start of the ext block, so we needed another to free it correctly).

- Got rid of some remaining test with G.obedit.

- Moved constraint reset from init to post trans code (Ton, that means you can create constraints before calling transform, like for the menus for example).

NOTE:

I was getting some random segfault with the new headerprint code. Very random, couldn't reproduce with a debug version. I did some initialisation that might have been missing (though doubtful that's what caused the crashes). Was linked to using constraint though not caused by them. Probably due to some dumb late coding error.

-ton
Log:
New transform project;

- restored 'Warp' (Shift+W). Should work like before, including type mode
and holding ctrl/shift modifiers
- added CTRL event in queue, to only redraw when you press it. looks nicer.

-zuster
Log:
- replaced call to project_short_noclip with direct implementation
because project_short_noclip doesn't do the calculation if
the value would be near-clipped. For background picture we
don't care about this.

Log:
- switch draW_bgpic to calculate window coordinates as floats, smoother
zooming of background pic now.

Log:
Bug fix #2296
- Background image would jitter around on ATI card when zoomed in too
far. It appears that the driver is was multiplying the image width
by the zoom factor at some point and clamping this number, before
clipping the visible image. Somehow this then fed back in to clipping
the zoom factor.

Fix is to only tell GL to draw the smallest number of pixels (width
and height) that would be visible on the screen. Since this is not
a generally bad thing to do applied fix for all users of
glaDrawPixelsSafe.

Log:
- replaced min() by MIN2() and max() by MAX2()... my bad.

-ton
Log:
- Restored 'align mode', which allows rotate/scale with only object centers
- commented out debug prints from theeth :)

Log:
Transform project; restored "auto key" after transform. It now inserts
always loc/rot/size ipos. The old method had a quite questionable
heuristic for detecting what changed, not sure if we want it back.

Added note in code, good candidate for later recode with dep graphs.

Log:
Upgraded buttons image

Log:
- Added more space in icons image (blenderbuttons.png)
It now only uses 1 extra row of 21 buttons. More can simply be added
- Added new icons for the new proportional edit options Root, Linear and
Constant
- Made sure pulldown and pop-up menu work for new prop options

- Transform fix; proportional edit circle was drawing in Object mode

Log:
Bugfix 2062

Stringcopy to a buf[32] without checking stringsize caused errors.

All credits for Martin P who found it. I'm assistant-committer. :)

-theeth
Log:
IMPORTANT NOTE: Locking axis (planar constraints) now works with ALT instead of CTRL. Ctrl might have caused problems in the long run, with people holding down ctrl for precision and then having to release it so to press an axis key if they don't want to lock it.

Finish adding local constraints for multiple objects: One of the objects will have its axis highlighted lighter than the others. You control this one with your mouse and the others copy the motion on their respective axis.

Code changes: the TD_OBJECT flag is now a flag in TransInfo with the new T_POSE, T_EDIT and T_TEXTURE

-sirdude
Log:
Found some messed up code that assumed abgr instead of rgba
In IMB_gamwarp which is used by the blur sequence plugin.
It should be fixed now. Also fixes a warning with gcc.

Kent

Log:
Removed Control-M's

bug#2288

Kent

-ton
Log:
Bug fix 2309

Move calls to exit editmode and posemode to "set_scene()". Was causing
errors when, in posemode, switching to empty scene.

-theeth
Log:
It's fun to set flags correctly and not have everything crash down on you.

-ton
Log:
Bug fix 2301

Halo render had too narrow clipping for left/right or top/bottom part of
image. Was caused by fix for 2.36, incorrect clipping for distance...
distance was OK, but the old hack should be still there for X or Y clip!

-sirdude
Log:
Gernot Ziegler's patch to add OpenEXR support to blender.

To enable it you will need to download OpenEXR and install it.
For the Makefiles you will need to set WITH_OPENEXR=true
and set NAN_OPENEXR to point to where OpenEXR is installed.

For scons you'll need to remove config.opts to get the new options
so you can enable OpenEXR, I was not able to get blender to link
with scons so the scons stuff may need to be tweaked a little but
I think it should work.

For other platform managers The OpenEXR stuff is similar to QUICKTIME
you need to define WITH_OPENEXR and setup the library stuff and
as you'll notice in this commit there are two extra files.

Kent

-zuster
Log:
- dna_error wasn't set on two errors in makesdna, allowed bad compilation

Log:
- made makesdna print how many bytes of padding should be added in
a struct on alignment errors, simplifies fixing.
----------------------
a new build is available
Last edited by gabio on Fri Mar 18, 2005 5:51 am, edited 3 times in total.

kencanvey
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Joined: Mon Jun 02, 2003 7:54 am
Location: Smethwick West Midlands UK

Post by kencanvey »

Thank you kind sir.

Ken

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

Post by Bellorum »

Ok. Tried the new axis constraint with the highlight. I do like the highlight, but that jump when dragging still bothers the hell out of me. But like I said before, I get around that by choosing axis before I enter grab mode.
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

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

Post by -efbie- »

playing with wood, it is really nice !
http://www.mentalwarp.com/~fred/divers/woods.jpg
is it normal behaviour if putting a ramp shader discards every procedural textures ?
Last edited by -efbie- on Sat Mar 12, 2005 6:47 pm, edited 1 time in total.

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

Post by Cyberdigitus »

I can see better where you want to go with the middle mouse btn axis constraint now, but it's indeed still very disorienting.

Alt select for plane (defined by normal axis) is a good idea, but maybe some small filled polygon could light up in addition to the two axi defining the plane.

two main things make it disorienting imho: When you middle click to select, the object already starts dragging, it probably shouldn't until you release the middle mouse btn (ie after you selected the axis) ,which is how i interprete what is in the wiki.

second, when pressing middle mouse, the axi tripod apears trough the polygon center (in poly selection mode), then when you have selected the axis, it jumps back trough the object center. it should just highlight, but stay where it is, all this jumping around is maddening.


How does the constraint perpendicuar to or along the plane of a poly work? or isn't that in yet?

theeth
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Location: Montreal
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Post by theeth »

Cyberdigitus wrote:Alt select for plane (defined by normal axis) is a good idea, but maybe some small filled polygon could light up in addition to the two axi defining the plane.
Agreed.
Cyberdigitus wrote:two main things make it disorienting imho: When you middle click to select, the object already starts dragging, it probably shouldn't until you release the middle mouse btn (ie after you selected the axis) ,which is how i interprete what is in the wiki.
By draging I assume you're talking about the constraint preview, right?
I've seen oppinions on both side of the issue, not sure what will be the final decision yet.
Cyberdigitus wrote:second, when pressing middle mouse, the axi tripod apears trough the polygon center (in poly selection mode), then when you have selected the axis, it jumps back trough the object center. it should just highlight, but stay where it is, all this jumping around is maddening.
This is a bug, will be fixed.
Cyberdigitus wrote:How does the constraint perpendicuar to or along the plane of a poly work? or isn't that in yet?
Not done yet.

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

theeth
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Location: Montreal
Contact:

Post by theeth »

theeth wrote:
Cyberdigitus wrote:second, when pressing middle mouse, the axi tripod apears trough the polygon center (in poly selection mode), then when you have selected the axis, it jumps back trough the object center. it should just highlight, but stay where it is, all this jumping around is maddening.
This is a bug, will be fixed.
Fixed and commited as of 2 mins ago.

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

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

theeth, dunno if you are aware of that: amarture: editmode: nothing is working as expected.
Since it's not int hte know bugs section :P

theeth
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Post by theeth »

Just saw that too. Fixing.

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

theeth
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Location: Montreal
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Post by theeth »

And... fixed. Was a stupid thing, not setting data center correctly.

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

Zsolt
Posts: 4
Joined: Thu Oct 17, 2002 9:39 pm

Post by Zsolt »

How about when rotating, and selecting an axis to rotate around, a highlighted circle would appear perpendicular to the axis in question. Would be massive help in visualising what the plane of the rotation is.
Maybe even a small arrowhead appearing on the circle, oriented depending on whether you started to rotate clockwise, or counter-clockwise.

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

Post by Zsolt »

IMPORTANT!!!

Please switch back the plane-constraint button from Alt to Ctrl, or any other button! Right now Alt+click is the alternative to the third button on the mouse. And probably most PCs on this planet still lack a 3 button mouse. Some examples for me: laptops, the computers in school, Macs...
Currently, using a two-button mouse, the only way to use the new transform constraint is to press Alt+LeftClick, so you can only use planar contraints, which is pretty bad...
Thanks in advance!

theeth
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Location: Montreal
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Post by theeth »

Zsolt wrote:IMPORTANT!!!

Please switch back the plane-constraint button from Alt to Ctrl, or any other button! Right now Alt+click is the alternative to the third button on the mouse. And probably most PCs on this planet still lack a 3 button mouse. Some examples for me: laptops, the computers in school, Macs...
Currently, using a two-button mouse, the only way to use the new transform constraint is to press Alt+LeftClick, so you can only use planar contraints, which is pretty bad...
Thanks in advance!
Good call. Will see to that (probably use Shift since that would be less conflict prone than Ctrl).

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

Mooky
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Joined: Sat Nov 29, 2003 1:46 am

Z-buffer no work in sequense editor.

Post by Mooky »

Sorry to my so bad english. :?

I ll try to use Z-blur plugin in sequence editor and il will no work In console blender say:
Error: input has no z-buffer
And not in the other Testing Build.

Thank's for All .. :)
Arnaud.B

TorQ
Posts: 29
Joined: Wed Jan 29, 2003 2:03 am

Post by TorQ »

I have been using the new transform lately and I am starting to realize how much more effort it takes than the old way... What really seems to slow things down is having to move the cursor to where the selections transform center is in order to pick the axis constraint. In order for this new method to work the axis selection should appear from the center of the cursor. I REALLY hope something better than the current system is devised...

TorQ

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