- User Since
- Aug 20 2015, 12:17 PM (216 w, 3 d)
Tue, Oct 8
As a not directly but marginally related thing (in a way opposite in fact) - I wonder if is it possible to make the manipulator start rotation in the correct axis restricted mode if only one axis is not locked? Rotating things with locked axes without actually applying an axis restriction in the manipulator doesn't work that great.
Basically it sounds like the optimizers in the compilers don't realize that fetestexcept should be a barrier to floating point operation reordering. This is somewhat similar to a missing barrier in concurrency programming, so volatile could be called a valid fix.
Fri, Oct 4
Wed, Oct 2
Tue, Oct 1
Seems ok, except if interpolation and handle type is now guaranteed, I don't see the point of changing handle type to vector just after.
Sun, Sep 29
I actually think doing a straight string comparison is faster than a hash-based lookup, because lookup includes the string comparison. The comparison in lookup will also always succeed, so no early exit due to mismatch. After checking current operators, basically only those 90 or so will survive the first character, and only 3 remain after the first 7. I.e. it seems only a pointer comparison or boolean check really beats string comparison with the current data set.
UI_but_is_tool is called at least dozens of times during each UI redraw (didn't count, but there are a lot of them, and multiple times for the same button by the look of it).
Sat, Sep 28
Fri, Sep 27
Thu, Sep 26
I added an overview of all most important interpolation settings to the Introduction to Keyframes page of the manual:
There was even a small addon being made at the same time by @Vilem Duha (pildanovak), which implemented smoothing as an operator that had to be manually called.
Wed, Sep 25
You could ask the same about many other animation preferences - why is Visual Keying there, for instance. One thing though, preferences are global, and can be accessed from all places that create curves without changing any other code.
Updated wording, found how to set the factory settings default.
Actually, I realized that preferences versioning determines not the default for 'new users' - it affects whether the default is changed in existing installations of blender, so the factory startup default with this patch is still None.
Tue, Sep 24
Since the main discussion here is about the default, and nobody disagrees about adding the option, how about we commit it with the NONE default (since it doesn't even need any versioning of user preferences), prominently mention it in release notes (as it's a change in default since 2.80), enhance the manual, and then continue discussion without time pressure?
No, smoothing only affects automatic handles, not manually modified. The complaint is purely that the change in tangents propagates "too far" from the changed key. Specifically, it affects all auto handles between the point of change and the nearest key with manually modified, Vector or Auto Clamped extreme handles. However the amount of change should be decreasing exponentially.
Mon, Sep 23
Replaced fixed default with a user preference option.
Also, thing is, the original auto handles are garbage, and it is mathematically impossible to improve them without 'affecting curves outside of a changing range' in some way (it's also quite a vague statement - e.g. it won't affect past an Auto Clamped extreme, or a key locked to Aligned).
Having to change an option for all new F-Curves is unacceptable either way, due to the hassle and the risk of forgetting, since curves are often created implicitly. Switching the option after an animation is already created will change the curves.
Sun, Sep 22
Fri, Sep 20
About pivoting on the toes, I once did an experiment with adding a 'toe roll' option, which would basically switch between the foot roll control bending at the toe joint like now (keeping the toes on the ground while the foot bends up), and on the tip of the toes (the whole foot rigidly rotates, keeping the tip of the toes on the ground.
Did you test Rigify in the latest development builds? I recently committed a big refactor that significantly improves performance, and also adds new features like more complicated parent switching for IK.
Mon, Sep 16
Since I committed the refactoring that heavily touches generate.py, this definitely has some merge conflicts now.
Sun, Sep 15
Sat, Sep 14
The Edit mode crash happens in mesh cache code, so maybe start checking from there?..
Sep 13 2019
For the record, this was tested by @Damien Picard (pioverfour) for obvious breakage and the small issues that came up fixed before the last update of the diff.
Sep 11 2019
Updated with the latest code from http://github.com/angavrilov/rigify/tree/generate-rewrite-2.8
Sep 10 2019
Sep 9 2019
Sep 8 2019
Sep 7 2019
Sep 6 2019
Sep 5 2019
Fixed names, adjusted conditions for transform tools.