Age | Commit message (Collapse) | Author |
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Simplify UI layout and replace greyout UI with execute warnings, which tell user what exactly went wrong.
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Also put additional panels under the main panel and mark unported code for TODO.
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This may be useful for things like mirroring. Since the parameter
name space is shared by all rigs, it would be inappropriate for
individual rigs to add their specific callbacks to properties.
Differential Revision: https://developer.blender.org/D4624
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New rigs provide the same buttons in their generated script UI,
and aren't compatible with the old panel code. To distinguish
rigs, remove old snap operators from the script.
Differential Revision: https://developer.blender.org/D4624
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Spine is split into parts. Limbs and tentacles simply converted.
Differential Revision: https://developer.blender.org/D4624
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Differential Revision: https://developer.blender.org/D4624
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The main goals are to provide an official way for rigs to
interact in a structured way, and to remove mode switching
within rigs.
This involves introducing a base class for rigs that holds
rig-to-rig and rig-to-bone references, converting the main
generator into a class and passing it to rigs, and splitting
the single generate method into multiple passes.
For backward compatibility, old rigs are automatically handled
via a wrapper that translates between old and new API.
In addition, a way to create objects that receive the generate
callbacks that aren't rigs is introduced via the GeneratorPlugin
class. The UI script generation code is converted into a plugin.
Making generic rig 'template' classes that are intended to be
subclassed in specific rigs involves splitting operations done
in each stage into multiple methods that can be overridden
separately. The main callback thus ends up simply calling a
sequence of other methods.
To make such code cleaner it's better to allow registering
those methods as new callbacks that would be automatically
called by the system. This can be done via decorators.
A new metaclass used for all rig and generate plugin classes
builds and validates a table of all decorated methods, and
allows calling them all together with the main callback.
A new way to switch parents for IK bones based on the new
features is introduced, and used in the existing limb rigs.
Reviewers: icappiello campbellbarton
Differential Revision: https://developer.blender.org/D4624
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Applying modifiers prevents exporting shape keys
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Option "NLA tracks" is active by default. If disable, all active action of scene will be merge into a single glTF animation
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Differential Revision: https://developer.blender.org/D4319
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The file saved as Inkscape SVG moved to the top, regular SVG stays in place. Blender checks if SVG have an special attribute `inkscape:version`, and if it has one, it move all SVG to the top. The idea is to match bottom right corner with world origin, instead top right corner:
But why height is not equal the real height of the SVG? Well, because it's not a height of SVG itself, it is size of SVG on printing or displaying in web-page or in previewer. The real height of SVG in SVG-units is located in viewbox attribute:
https://developer.mozilla.org/en-US/docs/Web/SVG/Attribute/viewBox
So I suggest to move SVG content to real height of SVG located in viewbox attribute:
Reviewers: sergey, antoniov
Reviewed By: antoniov
Subscribers: meta-androcto, antoniov, jms, sergey
Tags: #add-ons
Differential Revision: https://developer.blender.org/D5727
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The state was written before first check, that's why always append was assumed to happen
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fix typos and wrong formatting in Search similar
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- crucial typo bug in previous timers commit(linking of collections gone wrong)
- increase size of first row of UI in panel
- fix a bug when mesh isn't generated in bounding box calculations (reported bug)
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- bg_blender timer unregistering after first use
- collection linking didn't compare complete paths.
- silencing one forgotten print
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it now doesn't allow these character in object/datablock names when uploading.
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-seems to improve performance, and fixes assets not appending while asset bar is off.
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The Mapping node was update to have dynamic inputs that can be linked.
Moreover, the min and max options were removed entrily. This broke
add-ons that used the Mapping node, so this patch fixes those add-ons.
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D5732
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selected points
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Patch suggested by @pioverfour.
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Patch suggested by @pioverfour.
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Also fix minor bugs in the addon
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