Age | Commit message (Collapse) | Author |
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Some files needed to be changed manually.
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Changed brush pack donwload to a blender official url. Comply with add-on key requirements (T95442)
Also disable registers in background mode to avoid keymap error.
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Patch D10037
Prior to this patch the effect of applying the "Shade Smooth" object operator and the value of "Vertex > Auto Smooth" were lost when changing an existing bolt (via context-menu's "Change Bolt").
This patch preserves both.
A simple heuristic is used to detect if "Shade Smooth" has been used: the value of use_smooth of the first polygon in the mesh (prior to activating "Change Bolt"). Experiment has shown that "Shade Smooth" / "Shade Flat" are equivalent to setting use_smooth to True/False (respectively) on every polygon in the mesh.
(No heuristic is needed for Auto Smooth, as it is a top-level property of mesh data blocks)
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For backward compatibility the option technically defaults to
old behavior, but all metarigs are changed to the new mode.
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For IK controls that move freely in space without being tied to
a parent it makes sense to align the location channels to world
(or root), while keeping rotation channels aligned to the limb
end orientation.
Blender already has a Local Location parenting option for this
very use case, but Rigify wasn't using it. This adjusts the
switchable parent mechanism so that the option works as intended,
and provides a Rigify option that controls its value for IK controls.
Note that now it is possible to enable the Local Location option
directly on the control bones after generation and it will work
correctly - it is not required to enable IK Local Location.
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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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Some files needed to be changed manually.
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See T95597
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This reverts commit d364a7b4253e974ad3cc5c76e08478fa69ca0a46.
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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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Before, 3 Rigify panels:
{F12837079}
After, single Rigify panel with sub-panels:
{F12823002}
Originally mentioned in T88711, where it didn't spark much discussion, hopefully meaning it's non-controversial.
This patch proposes moving the many panels of Rigify into sub-panels under a single Rigify main panel, in order to reduce clutter in the Properties Editor's Armature tab. This also makes it easier to add more Rigify features in the future, since new panels won't make the overcrowding of this tab even worse.
It also unifies some of the available functionalities between edit and pose mode, where limiting a workflow to only pose mode didn't seem necessary.
Reviewed By: angavrilov
Differential Revision: https://developer.blender.org/D13914
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Fix the invalid argument passed in place of operator id.
Reviewed By: Nutti
Differential Revision: https://developer.blender.org/D13980
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Patch D10034
Prior to this patch, attempting to modify an existing bolt would
*replace* the object's mesh data block with a new one and remove the
original. This removal would essentially delete all linked duplicates.
Now the original mesh data block is modified in place, which avoids
having to copy anything between new and old object data blocks
(materials, names, etc), and causes all linked duplicates to reflect
the changes as users would expect.
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Patch by Robert Meerman (meermanr)
Thanks Robert
This changes the order in which presets are shown by the "Add Bolt" operator such that they follow natural numeric ordering.
Before:
Default
M10
M12
M2
M3
M4
M5
M6
M8
After:
Default
M2
M3
M4
M5
M6
M8
M10
M12
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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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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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Update from @TheRedWaxPolice, with some adjustments
in the spreadsheet editor, node editor, and list items.
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* fix default open() encoding from strict system character set to utf-8
ignoring all other characters so Blender should no longer reject exotic
input pov files as mostly user declared names will probably get changed
in that process and likely everywhere the same way.
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Instead of re-implementing BLI_string_flip_side_name, use the python function that was exposed in D12322.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D13191
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fix useless enumeration providing index in place of string
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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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