Age | Commit message (Collapse) | Author |
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682a74e0909ba renamed Bendy Bones properties and replaced existing float
properties with float-vector properties. This updates the property names used
by the action baking operator (`NLA_OT_bake`).
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Use bone rotation order to compute the baked rotation. This fixes a bug
introduced in rB0e85d701c654, where the object rotation order was
applied to the bone.
Maniphest Tasks: T88359, T86193
Reviewed By: sybren, GuiltyGhost, #animation_rigging
Differential Revision: https://developer.blender.org/D11282
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Perform the same filtering as e5528904f12104ee31e7b67b54f2a4b3f14cec1e
introduced for object rotations, for bone rotations.
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Fix mistake in e5528904f12 where one change accidentally wasn't included
in the commit.
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Fix Euler discontinuities in the Bake Action operator, by explicitly
using the previous Euler angles when converting from matrix to rotation.
This basically follows the same approach as used in e4ca1fc4ea43, although
the Euler Discontinuity Filter also performs single-channel filtering which
the Bake Action operator doesn't.
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Before this commit, baking an action would only insert keys that are
necessary (i.e. using `INSERTKEY_NEEDED`). When baking to the current
Action, if there are no constraints that influence the final animation,
there are no additional keys necessary. This makes it appear as if
nothing happened. However, when baking to a new Action every additional
frame is necessary and thus a key is added for every frame.
@mont29 and I agreed that this behaviour is confusing, so this commit
changes the behaviour such that baking to the current action and to a
new action result in the same baked animation (that is, keyed on every
frame).
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This can't be done in Tweak mode since the setting is stored in the
tweaked strip, and the logic for finding it is not exposed to python.
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scene.update() needs to be replaced with view_layer.update() after
rBe693918d4074
note: will go over other occurances of scene.update() in a different
commit
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Differential Revision: https://developer.blender.org/D4820
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D4172 by @rcorre
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Consequences of new requirement to use named keywords parameters for our
RNA API... Hopefully fixed all other cases in that file as well, but
guess we'll find more of those in comming weeks. :|
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Previously only the active object was used.
Use coroutines to support baking frames for multiple objects at once,
without having to playback the animation multiple times.
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Avoids having to set the scene's active object first.
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Tooltip was wrong here, it can only bake a single (active) object, 'only selected' option
is for pose bones only...
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We need to leave tweak mode before trying to modifiy the action as doing
so will leave Blender in a semi-corrupted state.
Reviewers: #animation
Reviewed by: aligorith
Maniphest Tasks: T48397
Differential Revision: https://developer.blender.org/D2119
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Disabling did nothing
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Caused by own rBfb7ff31315a1c9 - not surprising code using Object.matrix_local
in other contexts than mere Object parenting fails, since it was using a broken
implementation before...
Note that whole NLA_OT_Bake op would need some love, it is quite brittle in many aspects.
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there are cases where you want to use visual-keying but not remove constraints, also it wasnt obvious that clearing constraints used a different method of keyframing.
So split these into 2 options.
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in fact this is more feature request.
add an option to bake a parented objects animation, then clear the parent and apply the action.
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The problems here were caused by a cleanup commit (r. 53369).
BTW, the code here is pretty convoluted mess.
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bake_action tries to make kind of a 'visual keying'... On one side, this is rather stupid when you keep constraints (in this case, keying actual loc/rot/scale transforms, i.e. matrix_basis, is enough, doing more would lead to unexpected behavior with some constraints). On the other one, making a good visual keying of bones is *really* tricky, so now using the new object's convert_space() func to compute that (when the user chooses to remove the constraints).
Incidentally, this greatly simplifies the code of bake_action!
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object bakes.
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and add makefile target `check_spelling`
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bpy_extras.anim_utils and bake operator into bl_operators/anim.py
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