bf-Blender / Windows (2005/07/24)

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gabio
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bf-Blender / Windows (2005/07/24)

Post by gabio » Sun Jul 24, 2005 3:49 pm

A new build, Modifier stack is now a pleasure to work with, There is also some big changes, such as the removal of the posemode. There is a lot of rewrites going on, please test carefully.

Quoted for you theeth: *NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.

Builded with MSVC 7.1 on windows
-----------------------
Releant feature:
-Bugfixes
-Changed the shortcut of Shear in objectmode to CTRL + ALT + SHIFT + S
-modifiers in editmode are back (which means auto-mirror in edit mode works now) although still not finished.
-Killed silly modal PoseMode mode! :)
-Lasso select in posemode and editmode of armature.
-Added option to the IK buttons, to have it use the 'tip'
-Hotkey CTRL+I: add IK
-Hotkey ALT+I: clears IK
-Hotkey ALT+C: clears Constraints

Commit:
-desoto
Log:
Fix for bug #2766: Shear shortcut broken

The problem is that the shear shortcut that was originally chosen was
eaten up by the shortcut to switch to the scale blezmo. Changed the
shortcut to CTRL + ALT + SHIFT + S which is painful but seeing as how
shear in object mode has limited use, I don't think it will cause any
real problems. I also updated the menu entry to match.

This was assigned to Martin but he's busy so I did it... and if I did it
wrong... blame him for not fixing it sooner ;)

-zuster
Log:
- added data arguments to deformer modifiers, in case someone wants
to write one that is based on geometry (and not just vertex position)
- added editmode versions of modifier deform/apply calls and flag
to tag modifiers that support editmode
- added isFinalCalc param to applyModifier, basically a switch to let
subsurf know if it is calc'ng orco or not (so it can deal with cache
appropriately). This is kinda hacky and perhaps I can come up with
a better solution (its also a waste to do a complete subdivide just
to get vertex locations).
- changed ccgsubsurf to not preallocate hash's to be approximately correct
size... this was probably not a big performance savings but means that
the order of faces returned by the iterator can vary after the first
call, this messes up orco calculation so dropped for time being.
- minor bug fix, meshes with only key didn't get vertex normals correctly
calc'd
- updated editmesh derivedmesh to support auxiliary locations
- changed mesh_calc_modifiers to alloc deformVerts on demand
- added editmesh_calc_modifiers for calculating editmesh cage and final
derivedmesh's
- bug fix, update shadedisplist to always calc colors (even if totvert==0)
- changed load_editMesh and make_edge to build me->medge even if totedge==0
(incremental subsurf checks this)

todo: add drawFacesTex for ccgderivedmesh

So, modifiers in editmode are back (which means auto-mirror
in edit mode works now) although still not finished. Currently
no cage is computed, the cage is always the base mesh (in
other words, Optimal edge style editing is off), and the final
mesh currently includes all modifiers that work in edit mode
(including lattice and curve). At some point there will be toggles
for which modifiers affect the final/cage editmode derivedmesh's.

Also, very nice new feature is that incremental subsurf in object
mode returns a ccgderivedmesh object instead of copying to a new
displistmesh. This can make a *huge* speed difference, and is very
nice for working with deformed armatures (esp. with only small
per frame changes).

Log:
- bug fix, old files with me->subdiv==0 crashed, fix to make sure they
don't crash and also changed patch to properly init SubsurfModifierData

-ton
Log:
Motion blur didn't work for Object Ipos (rest worked OK), so simple
fix. :)

Also removed the ugly old 'update for newframe' from renderwin.c, the
new call scene_update_for_newframe() does it much friendlier.

Log:
Error in drawing of new armature options;
bglPolygonOffset(0) was accidentally called without it being set before,
causing window matrix to go weird. :)

-zuster
Log:
- fix a bug with softbody, verts were copied out of order (meant
history was lost... I think, dunno this code well.)
- commented out code to do merging of quad with 3 verts shared in
mirror mode... didnt seem worth the effort and mesh still wasnt
perfect afterwards
- bug fix, indices for triangles were not swapped correctly in
mirror, could lead to crash with subsurf in editmode

-guitargeek
Log:
Added code in loopcut to undo cut if edgeslide was cancelled. (For you Chris!)

Also Added some code for UV's in subdivide. This is close, but still is not perfect :(

-ton
Log:
Killed silly modal PoseMode mode! :)

- PoseMode now is a state Armature Objects can be in. So, while in PoseMode
for an Armature, you can just select another Object or Armature.
- The old PoseMode options (transform, insert keys etc) are accessible
with making the Armature Object 'active' (and have object in PoseMode).
- At this moment no multiple Poses can be transformed/edited at the same
time.
- The old hotkey CTRL+TAB, and view3d header menu, still work to set an
Object's PoseMode

It was quite a lot recode, so tests & reports are welcome.

Oh, as a bonus I added Lasso Select for Bones in PoseMode! It selects using
only the line between root and tip of the Bone.

Log:
- Armature editmode now supports lasso. Please be aware that in editmode,
armatures actually only consists of points, flushing bone selection
based on points that are selected.

Renamed the "Lines" drawmode for bones to "Sticks". Thanks Basse! :)

- Fix; crash in selecting in editmode armature (commit 1 hour ago)
- Fix; in editmode, bones didn't transform (same commit)
- Fix; in drawmode "Sticks", names could go weird in editmode (commit
two days ago)

-theeth
Log:
Big Transform Manipulator Merge

*NOTE*: Some UI decision done in this commit will most likely be revised, all flame shall go in /dev/null. Constructive discussions of course welcomed.

This commit merges manipulator orientation selection back in "traditional" transform.
That's how it works:
- The dropdown in the 3D view header is always visible
- The orientation chosen will be used when choosing an axis with MMB and for the *second* key press of X,Y,Z
However, Local orientation doesn't use the one calculated by the manipulator. This is to ensure that multiple object local and armatures in pose still works as before.
- Alt-Space (to change the orientation) works during transform

New Transform orientation: View, using the view axis.

Fixes for the following bugs:
- Constraint projection code "jammed" if input vector was <0,0,0>, reported a couple of times on IRC. Thanks to Basse for the example file.
- Transform on texspace crashed on objects without texspace data (camera, lamp, ...). This was reported in tracker.
- Numinput with lock constraints didn't work correctly. Reported on elysiun

Probably some others that I'm forgetting

I also moved a couple of functions around in an attempt to make things clearer.

-ton
Log:
Armature-Pose IK goodies!

- Added option to the IK buttons, to have it use the 'tip' as end of the
IK chain. I never really understood this old convention (IK didn't work
on the Bone itself).
Old files still will read OK though. But I made the "To Tip" a default
when adding new IK constraints.

- Hotkey CTRL+I: add IK, with option to have it adding an Empty target,
or use a selected Bone as target. With the new non-modal PoseMode, it
gives instant access to playing with the IK chain.

- Hotkey ALT+I: clears IK, on all selected Bones

- Hotkey ALT+C: clears Constraints on all selected Bones (incl IK)
----------------------
A new build is available
Last edited by gabio on Tue Aug 02, 2005 4:06 pm, edited 1 time in total.

poutsa
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Post by poutsa » Sun Jul 24, 2005 6:00 pm

THANKS for this Build Gabio!!!!!!

also a nice Splash CVS 2.38!!! :lol:


Vassilios

gabio
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Post by gabio » Sun Jul 24, 2005 6:08 pm

poutsa wrote:THANKS for this Build Gabio!!!!!!

also a nice Splash CVS 2.38!!! :lol:


Vassilios
I was in need to change it...
Feel free to bash it if you want.

ElBarto
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Post by ElBarto » Sun Jul 24, 2005 10:37 pm

Thanx for the new built. Modifiers work now much better, I just noticed some GUI issues about adding things to objects:

- At Material F5 the buttons for a new material named "Add New" and the delete button is an "X"; the buttons are normal buttons
- At Panel texture you have a normal button called "Add New" too
- at effects panel the buttons for a new effect is named now "NEW Effect" and you got a "Delete"-Button right side; all buttons are actions buttons; the diffrent effects are available via little small green buttons under the "NEW Effect" button
- at Constraints panel you got a normal Button named "Add Constraint" and any contraint got his own "X" button for delete and contraints can be shown or hidden via a triangle symbol
- at Modifiers panel you got a normal Button named "Add Modifier" and you got a "Delete"-Button right side which is an action button; the diffrent modifiers could be choosen using a number input

These 5 add functions should be more uniform in naming (like "Add Material"; "Add Effect"; "Add ..." etc). Panels like Constraints, Effects or Modifiers that can show and hide parts of the GUI should work uniform too.
Karamba!
Bart.

http://www.area42.de/

Blender Feature Proposal:
http://www.neeneenee.de/blender/features/

Zsolt
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Post by Zsolt » Sun Jul 24, 2005 11:24 pm

Wow! All I can say is wow, it's better all the time, I wouldn't have thought modifiers would be implemented anytime soon.

My comments/ideas, of course you've probably thought about this already.
First of all, I would like to see it as its name implies, a "stack", ie: a list with the modifiers on top of one another. Reasons:
1. It would be easier to see all the applied modifiers at once
2. The buttons Move Up and Move Down would make more sense, and give immediate VISUAL FEEDBACK
3. There is a reason why most programs that have stacks and/or layers present them on top of one another, because this is a better UI design that has worked well over the years.

About the individual modifiers: the mirror modifier uses the origin. This should be extended to use the origin of any other object, preferrably an empty. Reason being the origin is also used for other things, like the center of rotation and scaling, a helper for precise alignment, etc. Also have not only the 3 axes, but other angles too.
An idea would be the rotation vector of an empty to determine the direction (ie. the normal of the mirror plane). Or the vector connecting the empty and the given object's origin could do this.

JoOngle
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Post by JoOngle » Sun Jul 24, 2005 11:30 pm

WOW 2!

I really REALLY appreciate the EASY way IK has been re-introduced. Making an IK
chain was never easier. :)

But that said...

Is it possible to make the bones RENDERABLE somehow...this is very useful
for video-tutorials etc...

Note2:

When duplicating an IK chain with an duplicated EMPTY
the duplicated IK chain continue to follow the ORIGINAL empty and not
the cloned one...

Room335
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Post by Room335 » Mon Jul 25, 2005 2:30 am

Are the b-bone segments supposed to bend the mesh?

I named vertices to match corresponding bones, parented a mesh cylinder with corresponding vertice & joints but the mesh does not flex. Is there a missing step?

gabio
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Post by gabio » Mon Jul 25, 2005 6:13 am

Room335 wrote:Are the b-bone segments supposed to bend the mesh?

I named vertices to match corresponding bones, parented a mesh cylinder with corresponding vertice & joints but the mesh does not flex. Is there a missing step?
No it's not coded yet. Ton wanted to fix UI drawing first then add support for goemetry bending.
Is it possible to make the bones RENDERABLE somehow...this is very useful
for video-tutorials etc...
you can always do a playblast.
My comments/ideas, of course you've probably thought about this already.
First of all, I would like to see it as its name implies, a "stack", ie: a list with the modifiers on top of one another.
I also though about that one. The fact is: blender ui framework don't offer an easy way to do that just yet.

I'm also asking myselft if duplivert/duplifame will be moved to the modifier stack too?

Room335
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Post by Room335 » Mon Jul 25, 2005 6:45 am

can't wait! very cool feature!

malefico
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Post by malefico » Mon Jul 25, 2005 3:19 pm

Now that we can select objects being in posemode, maybe the way for TARGET selection for CONSTRAINTS thru mouse clicking is half-pavemented !

(God knows how I hate to type long object names when clicking on object would be so comfortable instead...) :)

BTW, can anyone point me to some place where "modifiers" is explained ? I still don't get it what's the benefit of it :?

Thanks Gabio !

malefico

DVirus101
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Post by DVirus101 » Mon Jul 25, 2005 3:54 pm

I must say, there have been some great advancements lately! However, a suggestion:

Add an option (please) to Armatures that makes other objects unselectable while in Pose "Mode." When working on some of my projects, I found myself selecting the objects about as often as the Bones, so this option would be a great help!


Also, why doesn't the "Individual Object Centers" pivot point work in Edit Mode anymore? It apparently just uses the "Median Point" now. Perhaps I missed it in a changelog, but it had been useful for mirroring things.


BUG (which I will submit shortly): I discovered that I could make a parenting loop:

bone in armature
empty (hook)
vertices
camera (vertex parent)
armature object (same one that bone is part of)

parent
above
child

When I try moving anything, the whole rig just moves downards and pressing Escape doesn't restore it to the original position. I was surprised that I was even able to parent the camera to the armature object; I thought the loop would have been detected.

Bellorum
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Post by Bellorum » Mon Jul 25, 2005 4:10 pm

Quick thoughts on Modifier stack:

As others have expressed before, we need a visual stack. Why not utilize the outliner for this, and then add modifiers in either object or edit window (depending on what kind of modifier you want to apply)? That way, we can have the mod stack always visible, and still move around the other windows. As it is now, I feel a bit crippled. :/
There's no such thing as democracy. There's only the tyranny of one, and the tyranny of many.

poutsa
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Post by poutsa » Mon Jul 25, 2005 5:06 pm

Where can i use "Optimal" for Subsurf in Edit Mode?
When i press the Optimal Button not works!

vassilios

thoro
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Post by thoro » Mon Jul 25, 2005 5:48 pm

Wow, the new armature workflow really rocks - I'm still reading the changelog...

I agree with Bellorum that the Modifier Stack currently feels a bit crippled, some kind of expandable view would be better.

poutsa:
although still not finished. Currently no cage is computed, the cage is always the base mesh (in other words, Optimal edge style editing is off)

poutsa
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Post by poutsa » Mon Jul 25, 2005 6:12 pm

Thanks Thoro! I forged to Read this! :(

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