Age | Commit message (Collapse) | Author |
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Eevee is re-inserted (I forgot that this is needed for Eeve) and the transparency
material properties of the vacancies when using Eevee have been changed: the
cubes show now a nice transparency.
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an 'X' in
PDB and XYZ files, are shown as transparent cubes. The properties of the transparency
have been changed and are now much better ... . The user can certainly adjust these
properties after the import.
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as a 'point' light source. In material properties, the sphere has the
node called 'Emission'. Note that the light source as well as a camera
can be **optionally** chosen, they are not set by default.
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by using nodes (material properties). The color used in the viewport shading
('solid mode') has been removed since it doesn't make sense anymore. Otherwise
one always has to manually choose 'using nodes' in the material properties.
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- Clear the IK toe control animation in the relevant operator.
- Allow changing the euler order of finger master control via metarig.
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an atom object
from an atomic structure in the 'EDIT' mode has lead to a crash of Blender. With the
changes done, there is no crash of Blender anymore.
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This reverts commit f0f48da209de08d66fd9e3b311e379687c7ba699.
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Check before, if the user is in the 'EDIT_MESH' mode. If so, change to 'OBJECT' mode.
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When importing a PDB file, the user has to be in the 'OBJECT' mode. With the changes
in the code, this mode is automatically set before the PDB import. No error message should
appear when the 'EDIT' mode is still active.
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When importing a PDB file, the user has to be in the 'OBJECT' mode. With the changes
in the code, this mode is automatically set before the PDB import. No error message
should appear when the 'EDIT' mode is still active.
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The add-on file had the license as GPL2, but for it to be compatible
with Blender it has to be GPL or later.
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It's handy being able to track where fbx files originate from.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13788
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As part of Fbx Export, while handling Armature modifiers for Meshes, each
armature's position is backed up, then put into REST position for exporting,
and then restored back to original position. A dependency graph update is
triggered at the end of this.
This commit avoids the whole backing position setting + depsgraph update in
case the armature is already in rest position.
As an example, a model which I am developing for a game used to take
20 minutes for the Fbx Export. After this change, it only takes 20 seconds.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13712
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The addon would assume an OBJ range of [0.0-900.0] for the Ns value,
when it actually is supposed to be [0.0-1000.0].
WARNING: This is introducing a slight incompatibility (value shifting of
the roughness parameter) with older OBJ files exported by Blender.
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Currently the leg rig tries to share one control between IK and FK
modes, which looks as a nice optimization at first, but makes it
impossible to IK/FK snap correctly if the IK foot is rolled forward.
This commit adds an option to generate separate toe controls.
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Spliting edges for this purpose is doing more harm than good,
additionally not all DCCs import PLY normals anyway, including Blender.
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D5801
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Contributed by luzpaz.
Differential Revision: https://developer.blender.org/D5801
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New geometry traversal code, use bmesh data instead of mesh,
simpler logic.
This also fixes split faces when exporting normals and vertex colors.
Exporting UVs still results in split faces, since UVs are stored in
vertex data (not sure if PLY format limitation or just this exporter)
faces has to be split along seams in order for each vertex to corespond
with each UV coordinate.
No performance benefits this time.
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This reverts commit 7f4c2d5e48657af8bf450da7d6a0587065cfa8b4.
Issues with unit tests.
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Existing IK & FK controls only allowed squash and stretch scaling.
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New geometry traversal code, use bmesh data instead of mesh,
much simpler logic.
This also fixes two unreported issues with exporter:
* Splitting faces when uv, vertex color or normals export options are
enabled.
* Disrupted vertex indices.
On top of that there is a significant performance improvements,
export Suzanne model with 4 subdivision levels:
* Old 4.527s
* New 1.029s
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Ideally we want to use uint16 or uint32 data type for this purpose,
but certain DCCs have hardcoded uint8 limits in their PLY importers.
Silently tringulating faces with many sides is bad, but it's even worse
when correctly exported model won't load because of poor importer
implementation in other DCCs.
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Fixes call to `create_derived_objects()` in x3d export.
rBa82c9e1e405c84b9 introduced a change in the signature and return value of
the `create_derived_objects()` utility. This change lead to failure of the x3d
export addon.
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D13667
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Fix a keymap collision between the pose library and the file manager.
Only allow `applying a pose by doubleclicking it in the asset browser, and
not in the file browser. This prevents a crash; appending an Action
would temp-load it in order to apply it as a pose, which of course
conflicts with the "Append" functionality.
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only 1 key
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This add-on allows animators to copy the global transform of the active
object or pose bone onto the clipboard. It can then be pasted in three
different ways:
- To the current transform of the selected object/pose bone (could be a
different one than was used for the copying).
- To selected keyframes.
- Baking to all frames between the first and last selected keyframe
(defaulting to preview range or scene range).
All three methods are compatible with auto-keying.
The latter two methods *require* auto-keying to be enabled, to give the
animator control over which keying set to use, etc.
An earlier version of this add-on was used by the Blender Animation
Studio during Sprite Fright. Since then the two paste-to-frame-range
options were added, by request of the animators.
Reviewed by: campbellbarton
Differential Revision: https://developer.blender.org/D13570
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The overall goal of this patch is to improve the UI/UX of the panel previously known as "Rigify Buttons" which presumably takes its name from the old "Buttons Panel" which is now known as the Properties Editor.
Before:
{F10511640}
After:
{F10511624}
- Make Rigify less reliant on name matching when it comes to maintaining the link between the metarig, the UI script, the generated rig, and the widgets collection. (Use pointers only, names shouldn't matter!)
- Change the "Advanced" toggle button into a real sub-panel.
- Split up the "Rigify Buttons" panels into "Rigify Generation" and "Rigify Samples" panels in non-edit and edit mode respectively, to better describe what the user will find there.
Changes in the Rigify Buttons panel:
- Removed the "overwrite/new" enum.
- If there is a target rig object, it will be overwritten. If not, it will be created.
- If a rig object with the desired name already existed, but wasn't selected as the target rig, the "overwrite" option still overwrote that rig. I don't agree with that because this meant messing with data without indicating that that data is going to be messed with. Unaware users could lose data/work. With these changes, the worst thing that can happen is that your rig ends up with a .001 suffix.
- Removed the "rig name" text input field. Before this patch, this would always rename your rig object and your rig script text datablock, which I think is more frustrating than useful. Now you can simply rename them after generation yourself, and the names will be kept in subsequent generations.
- Single-column layout
- Changed the "Advanced Options" into a sub-panel instead.
On request:
- Added an info message to show the name of the successfully generated rig:
{F10159079}
Feedback welcome.
Reviewed By: angavrilov
Differential Revision: https://developer.blender.org/D11356
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The input bindings for "grab" navigation on the Valve Index controllers
could previously trigger the action even when the user did not intend
to do so (i.e. their hand was not actively gripping the sensor). This
was resolved by changing the bindings from "/input/squeeze/value" to
"/input/squeeze/force" and increasing the input threshold from 0.3 to
0.5.
Thanks to sybren for testing.
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The visibility settings were moved from Object.cycles_visibility.setting
to Object.setting in August. However, some addons like bool tool were
not updated to account for this.
Differential Revision: https://developer.blender.org/D13375
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These were moved to the object level in rBca64bd0aacda.
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