November CVS Report: Render passes, bug fixing …

Yes, its true, Render Passes is now something you can use in Blender, but this is just one feature of the huge list this month carries with it.

If you haven’t read October’s CVS report, you should, this is the only way to understand how Blender is growing!

To say the developers are working hard on Blender is not being fair. They are heroes to our eager desire for more features. To prove this here is a selected part of the long list of changes that happened this month:

  • Animation Department
    • New option in the IK constraint to disable stretching. Read here.
    • New option to lock a view to always show a specific object, so you can see long walkcycles or actions well. Option is per 3d window, in “View Properties” panel. Read here.
    • Key snapping in Action Window, cleanup and new option to snap to current frame. Read here.
    • Action Modifier; paths now support Speed curve. Read here.
    • Speed curve points are now drawn on the 3D path as well. Read here.
    • Duplicating Objects with NLA ActionModifiers now also correctly copies object pointers. Read here.
    • IPO/Action ‘Cleaning’ method, removes un-necessary keyframes from individual ipo curves. Hotkey is “O” key. Read here.
    • ‘Only Needed’ Keyframing Option, a new keyframing option for objects and bones. It only adds keyframes where they are needed. Read here.
    • Added new “experimental” feature, Object Proxy. Read the log, here and here.
    • Next level of Proxy support for animation: Proxy for duplicated groups. Read here and here.
    • New ‘TOG DUAL’ button (for locking bone layers) disabled extend-press with shift key. Read here.
    • IPO Curve Smoothing. Hotkey Shift O in IPO editor. Read here and here.
    • New rule for append/reference Armature objects: the custom shapes get automatically loaded as well. Read here.
    • Markers working in the Action Editor. Read here, here and here.
    • Bone Layer feature: now also Armature layers have a hotkey menu; Shift+m. Read here.
    • Time-markers working in all time-related spaces (i.e. Ipo, Action Editor, NLA editor, TimeLine, Sound). Read here.
    • Possibility to mirror selected keyframes in the action editor. Hotkey is: SHIFT M. Read here.
    • TrackTo Constraint, added animatable “up” direction. Read here.
    • Auto-Keyframing Option: ‘Needed’. Read here.
    • Action Editor, new Column Select Tools. Read here and here.
    • Possibility to ‘protect’ action channels and constraint channels. Read here.
    • Added a few more options for the copy pose attributes menu, Transform Locks, IK Limits/DOF settings, Custom Bone Shape. Read here.
  • Nodes
    • Added compositor node ‘Seperate into YCC’. Read here.
    • Added compositor node ‘Combine YCC’. Read here.
    • Added compositor node ‘Seperate into YUV’. Read here.
    • Added compositor node ‘Combine YUV’. Read here.
    • Added compositor node ‘(Chroma) Difference Matte’. Read here.
    • Added compositor node ‘Chroma Key’. Read here.
    • Added compositor node ‘Luminance Key’. Read here.
    • Added compositor node ‘Color Spill correction’. Read here.
    • Added compositor node ‘Flip (X/Y/both)’. Read here.
    • Added compositor node ‘Split-Viewer’. Read here.
    • Node editor: when adding a new node, automatic links are created. Read here.
  • Game Engine
    • Added support for Bullet 2, too many commit logs to mention.
  • Particles
    • New static particle option: maximum length. Read here.
  • Sequencer
    • Gamma Sequence Plugin updated to be compliant with float rects. Read here.
    • In the case you messed it up and want your effect strips to be reassigned in a different way, there is the new “R”-key. Read here.
    • Sequencer delete now is less destructive. Read here.
    • The active sequence strip is now displayed with a light instead of a dark outline. Read here.
    • Ability to view the final result when editing inside meta strip. Read here.
    • Don’t crash on loading files from newer versions with an unknown effect strip. Read here.
    • Added support for “generator effect strips”, this to add a new effect ‘Solid Color’. Read here.
    • Major sequencer rewrite to add Speed Control effect. Added a Speed-Control effect to change strip speed afterwards. Read the log, here.
    • Pressing ALT-A over a sequencer space with strips, now will also animate all sequence previews. Read here.
  • Modeling
    • Modified sculpt/multires UI. Read here and here.
    • Generalized the sculptmode “D” key to work with strength as well as brush size. Read here.
    • Group duplicators now are recursive, so group-duplid can be grouped and become a new duplicated group, and so on. Read here.
    • New dupli-group feature: you can now set in Groups the layers you want a group to show when used for duplicators. Read here.
    • New behaviour for SHIFT+O (set subsurf on/off) or CTRL+0/1/2/3/4 for level. Read here and here.
    • New feature: Face Duplicators or DupliFaces. Read here and here.
    • Sculpt mode hotkeys. Read here.
    • More Curve editing options. Read here.
  • Render
    • Added Render Baking. Just press ALT+CTRL+B on a Mesh with texture faces. Read here, here, here and here.
    • Render Baking upgrade, now its threaded. Read here.
    • Render Monster support !!! Hehe, no more 2 threads limitation, up to 8 threads / CPUs now. Read here.
    • Next stage of RenderPipe refactor. Added Render Passes, a new pass (Object Index, for masking) and sub-sample alpha masks. Read here, here, here and here.
  • Modifiers
    • Edge-Split modifier changes. Read here.
    • New option to use an object to determine the startX&Y in the Wave Modifier. Read here.
    • Upgrades to the UVProject modifier. Read here.
  • Images / UV / Vertex – Weight Paint
    • Added two new blend modes to image painting brushes, erase alpha and add alpha, for painting transparency in images. Pen support included. Read here.
    • Undo system now restores images without reloading. Read here.
    • UV FaceSelect mode now draws textured & default lighted (if the view is set to ‘Solid’). Switch view to ‘Textured’ to see as it was before. Read here.
    • Weight paint options now also show in Nkey panel. Read here.
    • Vertex/Weight Paint now uses the regular global Undo. Read here.
    • New displacement direction for Displace modifier: “RGB -> XYZ”. Read here.
  • Softbodies
    • Softbody review. Really, read the log, here and here.
    • Softbodies ‘debug’ ability. Read here.
  • Outliner
    • Added finding data in the Outliner, use Fkey (partial strings), CTRL+Fkey (case sensitive), SHIFT+Fkey to cycle around. Read here.
    • Added Xkey / DEL for deleting objects in outliner. Read here.
    • Object level restrictions in outliner. Important reading here.
    • Outliner now shows hierarchy for Libraries, indicating which Library files invoked loading another. Read here.
  • General / Miscellaneous
    • New option to the separate menu in editmode, ‘By Material’. Read here.
    • For numerical pad 2-4-6-8, it adds a step value in degrees in the User Presets. Read here.
    • In 3D window, ortho view, you can use SHIFT+B to zoom in to a border. Read here.
    • Makes toolbox pop up like in 3d window, if you’ve set it to reveil on holding RMB. Read here.
    • Convert menu for Text objects (ALT+C) now has option to directly degrade to a Mesh. Read here.
    • Set the default material preview type to ‘sphere’ for newly added materials. Read here.
    • New set of Linux Blender icons, conforming to the freedesktop.org standard. Read here and here.
    • ID Properties. Read the log, its more directed to Developers so far. Read here, here, here, here, here, here and here.
    • FFMPEG support for Windows. Read here.
    • New ‘Cameras’ menu in the 3D View’s View menu, containing a command to set the active object as active camera. Read here.
    • Subversion control and test for future Blender binaries. Important reading, here.
    • Added select faces based on there weight in the active group. Read here.
    • Thread support for command line: -t
      . Read here.
    • Remove the requirement to type # at the start when you want to use Python expression evaluation when typing a value in a button. Read here.
    • New Camera options for Architects. Read here and here.
  • Scripts
    • ‘UV Export’ revised. Read here.

Testing Builds

As usual, the team at BlenderBuilds.com has provided a set of builds for Windows, Linux and Mac OS X.
Go get them here.

Hope you guys enjoyed this report and the test builds.

Have fun ;) .

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