bf-Blender / Windows (2005/08/28) Bullet + Particle patch

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bf-Blender / Windows (2005/08/28) Bullet + Particle patch

Post by lguillaume »

Hello, there is some correct for the new IK system:
Log (Ton) :
Integration of new IK lib features in Armature Poses.
Best is to forget yesterday's commit and old docs. New docs are underway...

Here's how IK works now;

- IK chains can go all the way to the furthest parent Bone. Disregarding
the old option "IK to Parent" and disgregarding whether a Bone has an
offset to its parent (offsets now work for IK, so you can also make
- The old "IK to Parent" option now only does what it should do: it denotes
whether a Bone is directly connected to a Parent Bone, or not.
In the UI and in code this option is now called "Connected".
- You can also define yourself which Bone will become the "Root" for an IK
chain. This can be any Parent of the IK tip (where the IK constraint is).
By default it goes all the way, unless you set a value for the new IK
Constraint Panel option "Chain Lenght".
- "Tree IK" now is detected automatic, when multiple IK Roots are on the
same Bone, and when there's a branched structure.
Multiple IK's on a single chain (no branches) is still executed as usual,
doing the IK's sequentially.
- Note: Branched structures, with _partial_ overlapping IK chains, that don't
share the same Root will possibly disconnect branches.
- When you select a Bone with IK, it now draws a yellow dashed line to its
- The IK options "Location Weight" and "Rotation Weight" are relative,
in case there's a Tree IK structure. These weights cannot be set to
zero. To animate or disable IK Targets, use the "Influence" slider.
- This new IK is backwards and upwards compatible for Blender files.
Of course, the new features won't show in older Blender binaries! :)

Other changes & notes;

- In PoseMode, the Constraint Panel now also draws in Editing Buttons, next
to the Bones Panel.
- IK Constraint Panel was redesigned... it's still a bit squished
- Buttons "No X DoF" is now called "Lock X". This to follow convention to
name options positive.
- Added Undo push for Make/Clear Parent in Editmode Armature
- Use CTRL+P "Make Parent" on a single selected Bone to make it become
connected (ALT+P had already "Disconnect").

On todo next; Visualizing & review of Bone DoF limits and stiffness
Log (Blendix):
IK rotation limits fixes:
- Z-axis rotation limits were not working, was using wrong flag.
- Don't allow min limit to go over max, or vice versa.
- Fix for jacobian getting overwritten with IK clamping.
And I put a patch on this compilation for some improvment in particle

download in zip(2320kB)
download in 7zip(1773kB)
Last edited by lguillaume on Tue Sep 06, 2005 5:25 pm, edited 1 time in total.

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Post by Caronte »

The new IK system is...
AWESOME!! :shock: :shock: :shock:

You can now pull the hand of a character and he curve her spine automatically, and you can do it with the other hand as well.

The changes to particle system are awesome too!

Thanks, Thanks, Thanks!!! :P :P
"Some Day, All Will Be Digital"

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Post by poutsa »

THATS AMAZING!...Thanks for this Build!!!!!!!!!!!!!!!

I move my Character and he is still a live ....i schocked!!!

The new Particle Changes also very GrEAT Addition!!!!

What a Development!!!! SPEED!!

BLENDERis Amazing! Superb!! Hip! Enthusiastic! Intelligent!! Lean! Great! Surprising! Lively!!! Dynamic! Healthy! Excellent! Action-packed!! Scalable!!! Democratic! Natural!! Flexible!! Efficient!!! Forgiving!! Friendly! Social!! Cosmic!!!! Exciting! Original!! and Free!!!!!!


Vassilios Boucer

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Post by leander »

Thanks in advance!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!

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Post by zupermonkey »

omg, I feel like a little child ripping apart the paper from its christmas presents!

Nice stuff in there. I love the (automatic) Tree IK.

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Post by kakapo »

2.4 will be great! :)

so far i have only worked with applications which use weight painting and no envelopes.

is it possible to only use envelopes for a character and get good enough deformations everywhere? it seems to be a bit tricky to me... what are the advantage of envelopes?

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Post by cekuhnen »


lol i feel the same.

the spline path for particles is what sweps me of the feet.
i hope this will make it into the final version!!!


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Post by cekuhnen »


is the Ashikhmin something similar to anisotropic specular shader?

i saw that you can play with the specular along y and x but still it
does not create the ring highlight which is typical for a brushed ball


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Post by lguillaume »

The Ashikhmin shader is not in this compilation, you can check the shader in this compilation

I will put Ashikhmin shader and particle in the next compilation in 1 or 2 days...

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Post by jgaray »

Works OK on my workstation, but crashes my laptop everytime I select multiple bones in edit mode (Compaq Presario 900, AMD Athlon 1800+, 256 MB RAM, Windows XP Home Edition). Other recent builds give the same result, but the official Blender 2.37a works fine.

Edit: I did some searching, and the problem seems to be the Mobility U1 display driver (ATI Radeon). I guess it's time to get a better laptop....

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Post by cekuhnen »


i guess i just did not use the values correct because i see the ring shaped specular there. so i gguess that will be the new anisotropic specular shader!

man i am so happy about that, since i du mainly jewelry i missed this feature a lot!


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how to apply a patch

Post by 2d23d »

Thanx for the particle stuff!! Looks promising :)

I was just interested how to "apply" the particle patch or a patch in general as i compile myself checking out from CVS. Sorry I am new to CVS and couldnt find something on the net that made me understand it. Do I have to open a new branch for this? Does anyone know? Thanx in advance...

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Post by lguillaume »

Hi, to apply a patch I use the patch program in Cygwin, I don't search another program on windows.
I make patch -p0 < name_of_patch

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Post by nam »

is the link not working? hmm, i'll try again...or is there another link i can use? unless someone can email it to me...that'd be great too...thanks guys

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