Between being busy and boring uninspiring light, it's been a while since I've played around with macros.
Saturday, July 16, 2011
GSoC11 - Sneak Peek - Strip Handles
Over the past few days, I've been working on the following feature...
Yep, handles for NLA strips.
Although not enabled (visible and usable) by default, they should make it easier to adjust strip endpoints separately if there's such a need.
Currently, more work is still needed for dealing with actually moving these handles, so this won't be available in Pepper branch yet.
Before I carry on any further, I'd just like to check: is there any interest in this, or should I move on to some other issues first, and then come back later?
Yep, handles for NLA strips.
Although not enabled (visible and usable) by default, they should make it easier to adjust strip endpoints separately if there's such a need.
Currently, more work is still needed for dealing with actually moving these handles, so this won't be available in Pepper branch yet.
Before I carry on any further, I'd just like to check: is there any interest in this, or should I move on to some other issues first, and then come back later?
Wednesday, July 13, 2011
GSoC11 - Drawing tweaks for solo'd tracks
You've spoken, I've listened.
In the NLA, many users were being confused by the obscure little yellow dots beside the names of NLA tracks, which when clicked, would cause actions and other NLA strips to stop working. It was even driving some to the point of insanity...
As shown in the above screenshots, there is now greater differentiation between the solo track and others which are disabled, when solo is enabled. The dot icons have also been replaced with some humble star icons.
In the NLA, many users were being confused by the obscure little yellow dots beside the names of NLA tracks, which when clicked, would cause actions and other NLA strips to stop working. It was even driving some to the point of insanity...
As shown in the above screenshots, there is now greater differentiation between the solo track and others which are disabled, when solo is enabled. The dot icons have also been replaced with some humble star icons.
Tuesday, July 12, 2011
Rigging an Umbrella - In action
A quick little motion test of the rig in action:
Umbrella Rig Demo 1 from Joshua Leung on Vimeo.
Actually, it's been working since Sunday, though I've been trying to tweak it still, since the closed state is still a bit problematic.
Umbrella Rig Demo 1 from Joshua Leung on Vimeo.
Actually, it's been working since Sunday, though I've been trying to tweak it still, since the closed state is still a bit problematic.
Monday, July 11, 2011
GSoC11 - Outliner Code Cleaned Up!
This afternoon I spent some time cleaning up the code for the Outliner. Since its inception back in 2004 for 2.35, it has practically all resided in a single file: outliner.c
While back then, this was pretty "normal" (well, if can call a single directory, with some many files that you end up having trouble linking it sometimes on some platforms). However, now with the 2.5 code layout, we can afford to have code spread out in far more files, as each editor has its own little module now.
While back then, this was pretty "normal" (well, if can call a single directory, with some many files that you end up having trouble linking it sometimes on some platforms). However, now with the 2.5 code layout, we can afford to have code spread out in far more files, as each editor has its own little module now.
Saturday, July 9, 2011
Rigging an Umbrella - The saga begins
In a spark of Friday afternoon creative motivation (or perhaps otherwise known as having had a few too many cups of coffee while enjoying a "lunch" out at Drexels), I decided to brush off my rusty rigging skills and try and rig up a simple umbrella.
The simple model I quickly whipped up. Nothing fancy here... move on, move on...
On one hand I thought, it would be a nice opportunity to check on the current state of rigging tools in Blender (and perhaps pick up some easy fixes to make as part of GSoC11). On the other, I was just curious to try and give this a go (having mostly done organic character stuff in the past, mechanical contraptions were something that I'd only done once or twice).
You may also be interested in trying out this exercise. In which case, skip reading the following until you've had a crack at it first :)
The simple model I quickly whipped up. Nothing fancy here... move on, move on...
On one hand I thought, it would be a nice opportunity to check on the current state of rigging tools in Blender (and perhaps pick up some easy fixes to make as part of GSoC11). On the other, I was just curious to try and give this a go (having mostly done organic character stuff in the past, mechanical contraptions were something that I'd only done once or twice).
You may also be interested in trying out this exercise. In which case, skip reading the following until you've had a crack at it first :)
Friday, July 8, 2011
GSoC11 - More compact NLA display
In response to complaints from a few users, I've been looking into how NLA channels are displayed so that using the NLA to do large-scale object retiming is possible.
Wednesday, July 6, 2011
GSoC11 - An easy way to create expressions...
In case you missed my commit the other day, I've recently committed a new feature which makes it easier to set up "expressions".
Expressions (otherwise known as "Scripted Expression" drivers) basically provide a way to control some property programmically, either using some mathematical formula to procedurally generate animation, or perhaps to set up some kind of driver (one property's value "drives" another).
As seen in the screenshots above, to add an expression to a property:
1) Simply click on any numeric field to start editing its value as text, and delete the initial text
2) Type the '#' character to tell Blender you're about to enter an expression. If you don't Blender will think that you just want the expression evaluated immediately (i.e. the old, type Python code in a button to calculate a value)
3) Type in your expression. This can be any valid Python statement which can be evaluated a number
4) Press Enter, and a new Scripted Expression driver is created for this property!
Expressions (otherwise known as "Scripted Expression" drivers) basically provide a way to control some property programmically, either using some mathematical formula to procedurally generate animation, or perhaps to set up some kind of driver (one property's value "drives" another).
As seen in the screenshots above, to add an expression to a property:
1) Simply click on any numeric field to start editing its value as text, and delete the initial text
2) Type the '#' character to tell Blender you're about to enter an expression. If you don't Blender will think that you just want the expression evaluated immediately (i.e. the old, type Python code in a button to calculate a value)
3) Type in your expression. This can be any valid Python statement which can be evaluated a number
4) Press Enter, and a new Scripted Expression driver is created for this property!
Sunday, July 3, 2011
Christchurch Airport
This morning I was out at the airport. Over the past few years, there's been a massive construction and renewal processing taking place, with a new integrated domestic+international terminal being built. This opened a month of two ago...
Control tower
From second-floor foodcourt in new terminal
Friday, July 1, 2011
GSoC11 - Icons!
Following up on my experiments with the toggle icons in the animation editors, I've just committed some icon changes for these and more. A screenshot says a thousand words, so here goes...
What can we see here:
1) Curve visibility is now denoted by the eye icon
2) Muted status is now denoted by the speaker
3) Drivers now have their own icon. The particular icon in use here is quite rough, so any suggestions about a better one that can be used here are very welcome.
4) Keying Sets also have their own icons now
What can we see here:
1) Curve visibility is now denoted by the eye icon
2) Muted status is now denoted by the speaker
3) Drivers now have their own icon. The particular icon in use here is quite rough, so any suggestions about a better one that can be used here are very welcome.
4) Keying Sets also have their own icons now
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