Age | Commit message (Collapse) | Author |
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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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This makes some changes to the spreadsheet theme for some of
the community themes, mostly making the properties region more
readable.
Differential Revision: https://developer.blender.org/D13089
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Add-ons should not connect to external services outside of blender.org
See new key requirements: https://wiki.blender.org/wiki/Process/Addons
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See 9e5aae4215d0.
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https://wiki.blender.org/wiki/Process/Addons
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Code tried to set the action to None, but in this case, the action is
read-only.
If we find such a case, now set tweakmode to False temporarily and
restore after actions have been processed.
Maniphest Tasks: T93209
Differential Revision: https://developer.blender.org/D13286
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BlenderKit addon will be here since now:
https://github.com/BlenderKit/blenderkit
And all release notes , docs and information will be on BlenderKit website:
www.blenderkit.com
The move happens since Blender Foundation ended the commercial addon offering for all commercial addons.
This means a bit less comfort for our users, but also many new possibilities!
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BlenderKit addon will be here since now:
https://github.com/BlenderKit/blenderkit
And all release notes , docs and information will be on BlenderKit website:
www.blenderkit.com
The move happens since Blender Foundation ended the commercial addon offering for all commercial addons.
This means a bit less comfort for our users, but also many new possibilities!
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W for author's web page, X for delete asset from drive, R for fast rating menu
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lock icons update was delayed
scroll buttons were not updated when number of rows changed
model dimension show also cm and mm when appropriate
design year is drawn without comma
prevent ui_bgl draw text error
correct pluralisation of ratings in tooltips.
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The `POSELIB_OT_apply_pose_asset_for_keymap` and
`POSELIB_OT_blend_pose_asset_for_keymap` operators are a bit special, as
they are for use in the keymap only. Marking them as `INTERNAL` removes
them from the F3 menu (which will already contain the regular
apply/blend operators anyway).
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The for-keymap version of the apply/blend operators take the Window
Manager's `poselib_flipped` property, and passes it to the regular
apply/blend operator. This makes it possible to bind a key to the
operator and still have it respect the global "Flip Pose" checkbox.
This behaviour was already in, this commit just adds a comment that
explains this.
No functional changes.
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Shorten "Apply Pose Asset" to just "Apply", and change "Blend Pose
Asset" to "Interactive Blend" to emphasise it's a modal operator.
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Remove an unused `context` parameter from
`pose_library.pose_creation.create_pose_asset()`. Normally this wouldn't
make it into the release branch, but this particular function could be
the basis for custom pose library creation code, and thus it's good if
it has a nicer API in the release.
No functional changes.
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