Age | Commit message (Collapse) | Author |
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scene.active_keying_set --> scene.keying_sets.active
...same for active_uv_texture. active_vertex_color, active_keyconfig,
- move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections
also have them return the newly created layer and dont set the layer active.
uvtex = mesh.uv_layers.new(name)
vcol = mesh.vertex_colors.new(name)
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These are not animated and are best not change names like this too late in the release.
ActionGroup.selected -> select: boolean Action Group is selected
BezierSplinePoint.hidden -> hide: boolean Visibility status
BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
Bone.restrict_select -> hide_select: boolean Bone is able to be selected
Bone.selected -> select: boolean
CurveMapPoint.selected -> select: boolean Selection state of the curve point
EditBone.restrict_select -> hide_select: boolean Bone is able to be selected
EditBone.selected -> select: boolean
EditBone.selected_head -> select_head: boolean
EditBone.selected_tail -> select_tail: boolean
EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
FCurve.muted -> mute: boolean F-Curve is not evaluated
FCurve.selected -> select: boolean F-Curve is selected for editing
NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> select: boolean Selection status
GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
Keyframe.selected -> select: boolean Control point selection status
Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
MeshEdge.selected -> select: boolean
MeshEdge.hidden -> hide: boolean
MeshFace.hidden -> hide: boolean
MeshFace.selected -> select: boolean
MeshVertex.hidden -> hide: boolean
MeshVertex.selected -> select: boolean
MotionPathVert.selected -> select: boolean Path point is selected for editing
NlaStrip.selected -> select: boolean NLA Strip is selected
NlaTrack.locked -> lock: boolean NLA Track is locked
NlaTrack.muted -> mute: boolean NLA Track is not evaluated
NlaTrack.selected -> select: boolean NLA Track is selected
Object.restrict_render -> hide_render: boolean Restrict renderability
Object.restrict_select -> hide_select: boolean Restrict selection in the viewport
Object.restrict_view -> hide: boolean Restrict visibility in the viewport
Object.selected -> select: boolean Object selection state
ObjectBase.selected -> select: boolean Object base selection state
PoseBone.selected -> select: boolean
Sequence.right_handle_selected -> select_right_handle: boolean
Sequence.selected -> select: boolean
SplinePoint.selected -> select_control_point: boolean Selection status
TimelineMarker.selected -> select: boolean Marker selection state
Sequence.left_handle_selected -> select_left_handle: boolean
ActionGroup.locked -> lock: boolean Action Group is locked
Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
SplinePoint.hidden -> hide: boolean Visibility status
FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated
note: rebaned uv_select to select_uv
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that going for the full hotkey translation is actually counter
productive. Now using a more conservative keymap by Michael W that
focuses on general navigation, selection and other details
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encoding format
Bypassed existing hardcoded ffmpeg presets that executed when changing
format, replaced with bpy presets.
Leaving old code there for now, haven't got python/rna access to the ffmpeg
id properties.. Anyone know how to do this?
Code snippets here: http://www.pasteall.org/11657/c
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variations can be done as custom if the user wants it.
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bpy.types.SceneRenderData -> bpy.types.RenderSettings
better do these changes before there are too many scripts out.
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Patch by Daniel Salazar - ZanQdo
- Do not change save the distance factor since this is not relevant as a preset, it should stay at what ever the user
set it to work with that particular scene
- fixed a tooltip
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* Mountain: low turbidity, well-defined sun, blue-ish (high sun energy)
* Desert: high turbidity (dust), big, diluted sun, red-ish
* Classic: average turbidity (water vapor), small, diluted sun.
also fixed a bug with saving string presets
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* Added Cloth Presets. Patch by nudelZ. Thanks!
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Note: Add doesn't work, it writes some text into the file, not the values. (Maybe because the values are arrays?!)
Campbell, please check :)
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