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While it still has known issues/bugs/limitations. Also related: D14512.
Differential: D14513
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See T95442
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See T95442
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From https://github.com/alessandro-zomparelli/tissue/releases/tag/v0-3-52
with https://github.com/alessandro-zomparelli/tissue/pull/131 applied.
Fixes T80702
Fixes T73136
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See T95442
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See T95442
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Fixes T94443
Updates all PDT python modules to use SPDX license identifiers.
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This commit aims at fixing the (very) redundant action names when importing animation data from Fbx files.
By default importing actions from an animated Fbx skeleton file leads to this:
**skeleton_name|skeleton_name|action_name|skeleton_name|action_name**
It works this way: **id_data.name|stack_name|layer_name**
These containers are generally made of the exact same strings multiple time.
This is a proposal to avoid such redundancy by stripping the "layer_name" in case it's identical to the "stack_name"
I'm not sure yet if one of them could be always skipped, I haven't experienced cases when they are different.
With this patch actions are named:
**skeleton_name|skeleton_name|action_name**
It could still be improved, since the "id_data.name" is generally the armature name, already contained in the "stack_name". But sometimes it's not (for Shape Keys for example: Key|skeleton_name|action_name)
Maybe more checks could be added to avoid redundancy even more. Just to open the discussion about it...
Reviewed By: mont29
Differential Revision: https://developer.blender.org/D14130
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Latest builds of Blender require WindowManager.invoke_props_dialog() to
use int explicitly in width= argument. Otherwise a TypeError will be
thrown.
Ref D14031
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File with curve object can not be imported after python 3.10
Cast count value explicitly to int for fixing the import problem
Reviewed By: mont29
Maniphest Tasks: T95444
Differential Revision: https://developer.blender.org/D14156
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If the coordinate space of the eyelids is computed only from the
eye rotation center points and corners, it fails if the center is
close or in front of the line connecting the corners.
Instead, compute the space based on the main eye axis plus the line
between corners, which only slightly changes the result compared to
the previous method, but is more robust.
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The previous commits to split the obj importer/exporter into two
had the bad side effect of breaking the Python API for the importer
and exporter. So it was reverted and this less drastic method is used:
just don't put the python exporter into the menu. This way the
old scripts using bpy.ops.import_scene.import and .export will still
work (at least until we remove them completely in a future release).
The new obj exporter can be accessed in python right now as
bpy.ops.wm.export_obj(), which is probably not the best name but that
can be fixed later.
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This reverts commit a811876bc7f2ea7e42cfe2c2512ac5a95e40f006.
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Also put an " - Old" by the name of the exporter.
The intention is that we won't load the Python exporter, but if a user wants
it, they can enable that addon.
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Using the shortcut to reset rotation in camera view (default: quick 'cltr + alt + MMB'), the viewport stay centered, even with a pan.
Previously, the view would jump by following cam rotation.
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based isourface ; various fixes
* fix tiny formatting of quotes, docstrings, parenthesis
* fix pov centered worspaces
* fix (revert) bad default for text block insertion
* fix primitive exports sorted by most frequent for (slight) speed up
* fix some uninitialized hairstrand root diameter variable
* fix extracted function for CSG inside vector
* fix too big size of proxy mesh for ininite plane caused it to blink
* fix end of render speach error handling
* fix max specular value to better map out under a texture influence
* fix emit, ambient, translucency shading properties UI broken post 2.8
* add workspace tools icons for pov primitives
* add a user input equation based isosurface primitive
* add micro normals based blurry reflections (glossy UI slider)
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the material of 'normal' and 'skin' sticks
Reason: a material change of also 'normal' and 'skin' sticks was
simply not included. Recently, it was done for 'dupliverts' sticks
(see https://developer.blender.org/rBA84f5f4699232decc2f1a8694312680b9e5159462)
Now, the atoms and corresponding sticks of any representation ('dupliverts',
'skin' and 'normal) change the material when using the utility 'Change atom shape'
in the 'Utility Panel'.
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Reason: the planes used for the instancing vertice structure were
visible at once because their size was as large as the stick diameter.
I decreased the size of those planes by a factor of 100, everything is
fine now
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This patch is a continuation of D8519, was also suggested in T88711#1170152.
It adds a checkbox for each feature set in the Rigify Preferences, to disable/enable that feature set without having to completely remove it from the file system.
Challenges that were hopefully successfully tackled:
- Keep list in sync when user manually adds or removes things through the file system instead of the "add/remove feature set" buttons in the UI.
- Avoid re-building the feature set list all the time so that the checkbox states can actually be stored when the user exits Blender.
- Disabling a feature set means calling its unregister function, then rebuilding the rig types and metarigs lists/menus.
- Some renaming slipped in because I found the variable name "feature_set" a bit confusing. If needed, I could split this change into a separate patch or just forget about it, but I think the longer names help here.
Testing would be welcome, since things turned out a bit more tricky than expected.
In a follow-up patch I would like to do a code quality pass, to split the code a bit better here. There is a bit too much stuff in __init__.py in particular. I will get started on that when this gets close to being finalized.
Reviewed By: angavrilov
Differential Revision: https://developer.blender.org/D12260
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the material of the sticks
Reason: a material change of both was simply not included.
Now, the atoms and corresponding sticks change the material when
using the utility 'Change atom shape' in the 'Utility Panel'.
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Reason: hidden objects cannot be modified by 'bpy.ops.object.shade_smooth()'
The surface of sticks, which are in an instancing vertice structure,
are now correctly smoothened when option 'Smooth' of the PDB importer is
selected.
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Property 'material.diffuse_color' is now set such that one can see the
color of the atoms in also the 'Solid mode' of the Viewport.
Please enter the commit message for your changes. Lines starting
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Removal of code, which belongs to the good old times of Blender <=2.79
and which does not make sense anymore in higher Blender versions.
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- Error message "'NoneType' object has no attribute 'nodes'" because of
wrong handling of the material properties.
- After bug removal, the standard size and material properties can be
assigned to all selected atom strctures.
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Changes
- All properties of the Principled BSDF shader can now be set in the
data file for each element.
- Some important properties for Eevee are mentioned as well.
Remember: a custom data file contains the size and material properties
for each element. With this, the sizes and material properties of selected
atoms in an atomic structure can be changed at once. The user can therefore
store her/his own material properties inside this file and use it at any
time for any atomic structures.
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of the special objects (F2+, F+ and F0 centers) in the section 'Change atom shape'
got updated for eevee and cycles.
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for both, Eevee and Cycles, is sufficient, no need to have an additional
ball with emission for Cycles.
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This shouldn't have had an effect, since the soft max was
larger than the max, but it is still incorrect. Caused by a
typo in rBA104ba1c5682016a55. Thanks to @MKRelax
for pointing this out.
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Add option to export Bezier curves' left and right handle types
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section 'Change atom shape' got updated for eevee and cycles.
There are also a few adjustments of the values of both importers
(PDB and XYZ).
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