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2016-07-12Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/blender/addon/ui.py source/blender/blenkernel/BKE_particle.h source/blender/blenkernel/intern/dynamicpaint.c source/blender/blenkernel/intern/library.c source/blender/blenkernel/intern/object.c source/blender/blenkernel/intern/particle.c source/blender/blenkernel/intern/particle_distribute.c source/blender/blenkernel/intern/texture.c source/blender/editors/object/object_add.c source/blender/editors/object/object_relations.c source/blender/editors/physics/particle_edit.c source/blender/editors/physics/particle_object.c source/blender/editors/transform/transform_snap_object.c
2016-07-07RNA: rename sorting -> sortCampbell Barton
Shorter and consistent with other RNA.
2016-07-07Animation Editors: Object datablocks are now sorted alphabetically by defaultJoshua Leung
A long requested feature has been to have objects appear in alphabetical order in the animation editors, so that it is easier to find where they occur. This commit implements support for this. The main sticking point has been the performance impact of having this sorting happening all the time (as the actual list of "bases" cannot be modified, as the old depsgraph still needs random-looking unsorted order of objects for scheduling updates). However, it recently occurred to me that perhaps by restricting it to the one case where the ordering actually matters (i.e. when we're getting the channel list for drawing all channels, vs operating on them), and adding a toggle to turn the sorting off in heavy scenes when it might bog down things, that it will probably be acceptable enough in general. Furthermore, if things get really bad, we can investigate putting in place some sort of caching scheme for this too - though hopefully the new depsgraph will make that unnecessary (i.e. it doesn't sort the bases directly anymore).
2016-06-27Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenkernel/intern/pointcache.c source/blender/makesrna/intern/rna_main_api.c source/blender/makesrna/intern/rna_particle.c
2016-06-23Dopesheet: Lasso and Circle Select tools work for selecting keyframesJoshua Leung
This only works in the Action and Dopesheet modes (which operate on FCurve keyframes). Support for Grease Pencil and Mask Keyframes though is still pending.
2016-06-22Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/blenloader/intern/readfile.c source/blender/editors/physics/particle_edit.c
2016-06-22Fix T48703: Name inconsistency w/ area maximize/fullscreenCampbell Barton
Name operator based on default behavior.
2016-05-24Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: intern/cycles/blender/blender_curves.cpp source/blender/blenkernel/intern/dynamicpaint.c source/blender/blenkernel/intern/particle.c source/blender/blenloader/intern/versioning_270.c source/blender/editors/physics/particle_edit.c source/blender/editors/transform/transform_snap_object.c source/blender/editors/util/undo.c source/blender/makesrna/intern/rna_object_force.c
2016-05-08Action Editor: Initial support for a Properties RegionJoshua Leung
This commit adds some of the initial support for a properties region in the Action Editor. There are currently no panels to display, as there is still a lot of work required to port over the required internal architecture to support the panels seen in the Graph Editor.
2016-04-12Removed most partical-related code from UI scripts.Lukas Tönne
There are a lot of cases here where deciding for removal is a bit tricky. Many features have options for "use_particles" and similar settings. Only features which actually store a particle object reference or work on actual particle data have been removed.
2016-03-23AnimEditors: Fuzzy/Multi-Word Name FilteringJoshua Leung
Thanks to D1080 by @rockets, I've now been able to easily implement the ability to type multiple word snippets/partial words into the text filter field (in the Animation Editors), and have it filter the channels which contain just some of those parts (instead of having to match everything). For example, the following search strings will now work: * "loc rot" or "lo ro" will now filter all location and rotation FCurves * "col loc" will filter all location and color FCurves * "scale" will also work as before to filter all scale FCurves But, the following will not work: * "lc rt" will NOT filter all location and rotation, as the fuzzy search only breaks down the search string based on whitespace placement By default, this is not enabled when using name filtering (i.e. magnifying glass is checked, and some filtering text is specified). Instead, you need to enable the "AZ" toggle beside the name field. This fuzzy matching is not enabled by default as it could end up being quite a bit slower on really heavy scenes. (There are probably some optimisation opportunities, but that's only a future option if someone really needs it)
2015-12-13Grease Pencil: Merge GPencil_Editing_Stage3 branch into masterJoshua Leung
This commit merges all the work done in the GPencil_Editing_Stage3 branch as of ef2aecf2db981b5344e0d14e7f074f1742b0b2f7 into master. For more details about the changes that this brings, see the WIP release notes: http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.77/GPencil
2015-10-13Missed this in previous commit...Bastien Montagne
2015-10-13Fix T46467: Clean Keyframes removes the channels.Bastien Montagne
2015-10-08Fix: Do not show "Paste Flipped" in the Dope Sheet's Grease Pencil modeJoshua Leung
2015-07-29Clean channels tool for Hwoozeberry.Antony Riakiotakis
Basically it's a clean keyframes tool, but also removes a channel if the only remaining keyframe has the default value only and is not used by drivers or generative modifiers. It's was used to help with performance of keyframe-heavy scenes in gooseberry. Note, as always the curve left after the clean tool is used is not the same as the original, so this tool is better used before doing custom editing of fcurves and after initial keyframe insertion, to get rid of any unwanted keyframes inserted while doing mass keyframe insertion (by selecting all bones and pressing I for instance)
2015-04-14NLA: The "filter by name" functionality now works with NLA strips tooJoshua Leung
2015-04-13New operator for action and graph editor that centers around currentAntony Riakiotakis
scene frame, bound to numberpad zero.
2015-04-10Move clean operator from action/ipo editors to the delete menu, now thatAntony Riakiotakis
O key is bound to proportional editing.
2015-04-09Separate proportional editing options for graph and action editor.Antony Riakiotakis
2015-04-07Proportional editing support for the action editor.Antony Riakiotakis
There are a few things here which are not so nice: * Position of proportional edit circle is not centered on data (difficult to predict positions here since those are completely custom, will probably be positioned at center of area later instead) * Result is flushed to curve handles only at the end of the transform, so if people have the graph editor open they will see handles lagging behind.
2015-04-04WIP: Added dedicated operator for unlinking actions from the Action Editor ↵Joshua Leung
(NLA buttons support to come) After looking into this more carefully, I've found that we do in fact need a dedicate operator to add some custom logic when trying to unlink an action from the editor/datablocks. Specifically, this new operator does the following: 1) When in Tweak Mode, it shouldn't be possible to unlink the active action, or else, everything turns to custard. 2) If the Action doesn't have any other users, the user should at least get a warning that it is going to get lost. 3) We need a convenient way to exit Tweak Mode from the Action Editor 4) If none of the above apply, we can just unlink normally This commit implements this for the Action Editor, with stubs for the NLA Editor too. Those will be fixed next.
2015-04-03Action Editor: Move up/down buttons to be before the datablock selectorJoshua Leung
It turned out that the constantly changing width of the datablock selector made it a pain to use these to quickly toggle between different actions, as the buttons would keep jumping around, thus leading to errors when quickly toggling between actions. This way doesn't look quite as great, but should be more usable.
2015-04-03Action Editor: Go to Next/Previous Animation LayerJoshua Leung
With this feature, it is now possible to quickly switch between different actions stacked/stashed on top of each other in the NLA Stack without having to go to the NLA Editor and doing a tab-select-tab dance, thus saving quite a few clicks. It was specifically designed with Game Animation / Action Library workflows in mind, but also helps layered animation workflows. Usage: Simply click on the up/down arrow buttons (between the action datablock selector and the pushdown/stash buttons) to go to the action in the NLA Track above/below the NLA Strip being whose action is being tweaked in the Action Editor. Notes: - These still work when you're not editing the action used by a NLA Strip. If you're just animating a new action normally, it is possible to use the "down arrow" to temporarily jump down to the previous action without losing the new action you're working on, and then use the "up arrow" to get back to it once you're done checking the other action(s). - If there are multiple actions/strips on the same layer/track, then only the one closest to the current frame will be used.
2015-04-02Action Editor: Experimental tweak to ordering of buttonsJoshua Leung
This commit is an experiment exploring the relationship between the action management buttons (i.e. action selector + pushdown/stash, and soon a few others) and the filtering stuff (i.e. summary, only selected, etc.) The old ordering meant that the filtering stuff was consistently in the same place beside the mode selector, meaning that the order was "common stuff, then editor specific stuff", this was not that great on smaller windows, where there important stuff was often out of view. This new order places greater emphasis on the parts which are likely to be more important. It also allows us to have a better hierarchy/flow; this is especially because we'll soon introduce a way to specify which datablock "level" the action comes from, so going from "level -> action -> filters within action" will make more sense.
2015-02-28Action Editor: "New Action" operator now stashes old actions, and is used by ↵Joshua Leung
default again This commit modifies the "New Action" operator to always stash the old action before it creates a new one. As a result, the old active action will now have a proper user of sorts after the new one is created, preventing previously created actions from being lost. Now that the New operator does this, it can be used for the Action Editor header AND NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create" operator is somewhat redundant at this point as a result.
2015-02-28Action Editor WIP: Adding new actions in Action Editor now uses the "stash ↵Joshua Leung
and create new" operator In constrast to the old "new" operator, this operator will stash the existing action in the stack to prevent it from being lost. This situation isn't totally ideal yet, since the NLA Editor still calls the old method.
2015-02-28UI Tweak: Display labels for Push Down and StashJoshua Leung
I'm still not sure which version is better, but I suspect that with the labels, this might help users figure this out more than if they were just unlabelled icon buttons...
2015-02-28Action Editor: Stash Action OperatorJoshua Leung
This operator (the snowflake icon, beside the pushdown button on the Action Editor header) adds the currently active action to the NLA stack in a muted track, then creates + loads a new action ready to be populated with new keyframes. Since the NLA is being used to hang on to all the actions here, no actions are getting lost. Usage Notes (there will be some additional tweaks to make this nicer): * To preview different actions that have been "stashed", simply click the "Solo" toggle for the track containing the action in question. Playing back the NLA will now show the stashed track * To edit a previously stashed action - simply enter tweakmode on it in the NLA while the "Solo" toggle is enabled. Todo: * Add some more operators here to polish up the Action <-> NLA bridge to make the layered and stash workflows smoother. Examples include some tools to easily switch between the different actions layers in the stack, as well as making it easier to get out of tweakmode (and sync up the action lengths) * Review and cleanup the behaviour of the "new" operator here to avoid the old problems that users were running into * After the next release - Implement the full Action Libraries functionality, with ways to bridge the stashed strips over to a full-blown library.
2015-02-28Action Editor: Added "Push Down" operator to send the current action on to ↵Joshua Leung
the NLA Stack This commit exposes the "Push Down" button/functionality found in the NLA Editor to the Action Editor, so that actions can be added NLA Stack from here too. The main point of this for now is to make the whole layered-animation workflow nicer more efficient, but not requiring the second editor be visible in common cases. It also conveniently sets things up for the next few changes (already hinted at here)...
2015-01-29Followup for previous commit: fix mismatches between menu entry and shortcut ↵Bastien Montagne
properties. For now, did most of the changes in menu entries (i.e. py space UI scripts). Note we do not get 100% same results as previously, but current situation is globally better than previous one, though the whole system to retrieve shortcuts remains a bit weak...
2015-01-29cleanup: pep8Campbell Barton
also remove empty class parenthesis
2015-01-09Gooseberry animation request: Paste flipped pose in actionAntony Riakiotakis
and graph editor. This was a tricky commit that was not so straightforward to make work. The information for bones is not easy to come by in the animation curves, however we do have some string manipulation tricks to make it happen. Testing in gooseberry worked for the rigs there, commiting to master now
2014-11-30Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)Joshua Leung
This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-10-14Fullscreen Editor (new fullscreen mode for clean UI)Dalai Felinto
Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI * Maximize Editor: (old Ctrl+Up) * Full Screen Window: (old Alt + F11) * Full Screen Editor: new operator (Alt + F10) * Change Show/Hide Header: (Alt + F9) When the mode is on moving the mouse near the top right corner of the editor shows an icon to go back to the normal editor mode. This was originally intended for the multiview branch, but this functionality also benefits non-stereo workflows, thus it can be reviewed and committed independently. Development notes: * This includes cleanups in the code to sanitize the naming of fullscreen/maximize across the window/editor code. * Originally the idea was to make the window fullscreen as well, but this idea was dropped. * You can see the clicking area when debug is 1 * Technically the user can be left with an unfaded icon in the corner (specially when using a tablet). If we think this is too bad we can increase the action zone to be the whole screen, or something similar. Reviewers: campbellbarton [1], ton [2], fsiddi [2] [1] actual code review [2] design review Differential Revision: https://developer.blender.org/D678
2014-05-01View2d: bring back 2.4x option to lock time for 2d viewsCampbell Barton
2014-01-27UI: Replace +/- menus with collapsible onesCampbell Barton
Patch D160, by Scott Petrovic with own modifications.
2013-09-04Fix for missing filter button to visualize/hide animation data related to ↵Tamito Kajiyama
line styles.
2013-06-10Bugfix [#35643] Animated textures are invisible in Graph Editor if it is notJoshua Leung
linked via material Textures linked to modifiers are now shown in the AnimEditor channel hierarchy under object level now (i.e. on same level as ob-data, shapekeys, and object's action). This makes it possible to edit such animation data without having to ensure that these textures are also linked to the object's material so that they will appear. As a side-effect of how this is implemented, if playback is slower on scenes following this commit, disable the "modifier" filter under the filtering settings in the relevant animation editor header. In particular, it may be beneficial to disable this when you've got scenes with meshes that have many modifiers (but none of these have any linked data with settings which can be animated), as Blender will still try to go through all those modifiers checking for anything to show.
2013-03-11code cleanup: pep8 & minor changesCampbell Barton
2013-03-06Feature Request: "Show Errors" Filter for Anim Editors now works forJoshua Leung
F-Curves/Animation as well as Drivers This is useful for tracking down invalid F-Curves which might need to have their paths fixed, or perhaps to remove F-Curves for controls which no longer exist in a new rig.
2013-02-22Animation Editors: Operators to Group/Ungroup Selected F-CurvesJoshua Leung
This commit introduces operators to customise the grouping of F-Curves. As groups are only available in Actions, these grouping operators only work in the Dopesheet, Action Editor, and Graph Editor (Animation) modes. To Use: * Ctrl-G = Group selected F-Curves * Alt-G = Ungroup selected F-Curves * or find these tools from the Channels menu Notes: * When invoking the grouping operator from the Channels menu, the name popup won't show up. Instead, the group(s) created will be created with the default name. To fix, you can either use the F6 operator properties edit OR manually edit the names (Ctrl-LMB on the relevant channel)
2013-01-16style cleanupCampbell Barton
2012-11-20Bugfix [#33154] Toggle/Enable/Disable channel settings operators inJoshua Leung
DopeSheet/Action Editor Channel menus were not working properly They were not allowing users to choose which setting they affected, which resulted in "protect" (i.e. the same setting as the editability toggle handles) always being used. Also, set hidden flags on a few internally used properties here...
2012-10-15Making "Jump to Keyframes" operator (for Action/Graph Editors) more obviousJoshua Leung
This operator used to be called "Jump to Frame". It basically takes the midpoint (frame number and/or value) of selected keyframes, and positions the current frame (or2d-cursor in Graph Editor) at this point. The hotkey for this is now Ctrl-G (i.e. as it's similar to a "Goto Frame" feature). It is also now in the Key menu instead of in the relatively obscure View menu, even though it doesn't actually result in any keyframe edits taking place. (Also, fixed a typo/grammer issue with one of Remove Bone Group operator)
2012-10-10Graph Editor: Added a filtering option for Drivers mode to only show F-CurvesJoshua Leung
with errors This filtering option is useful when rigging and you want to figure out if any of your drivers are not functioning, and/or which one(s) are not, so that you can go through fixing them. It saves you from having to check on each one individually, or going into the console to try to infer which ones are not working.
2012-05-24Restoring Group Colours for Animation Channels - Part 1Joshua Leung
This commit restores the group colours support for F-Curves and F-Curve Groups in the DopeSheet and Graph Editors. Currently the relevant settings for groups are only exposed via RNA, but a followup commit will add support for automatically setting these colours. By default, DopeSheet and Graph Editors are set to display these colours if/when they are available. This functionality used to be in 2.48, and is a useful mechanism for visually distinguishing between channels for different controls when animating (if group colours are used on the rigs too).
2012-04-04replace relative imports with absolute imports so scritps can be executed ↵Campbell Barton
directly (live editing).
2012-01-14replace ANIM_OT_time_toggle operator with generic WM_OT_context_toggle operatorCampbell Barton
2012-01-14fix own bug [#29875] Due to operators now reusing there last-used settings, ↵Campbell Barton
some UI options are more or less broken (esp. in shortcuts and menu entries) also prefer *.select_all rather then *.select_inverse operators, since this is an option for select_all.