Age | Commit message (Collapse) | Author |
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Improved behavior
- can smooth # iterations
- option to expand/contract weights
- optionally mix with all/selected/unselected
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Ability to quickly add 2x edge loops on either side of selected loops.
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Using OBJECT prefix for editmode operators causes
shortcuts to go into the wrong keymap.
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Not sure how useful this will be but people have requested it so, here
it is...
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- Access from symmetry panel (as with sculpt)
- Supports multiple axis at once.
- Supports all brush types including clone.
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From the various forum threads and the fact that a new addon has cropped up,
it appears that it is not that well known that this tool exists, and that it
can be used solve a very common problem that animators face. Namely:
When you've gone through blocking out your key poses and then realise
that you need to adjust parts of the rig which don't change much, this
tool solves the problem of needing to go through doing grunt-work to
fix all the other keyframes which now need to change as well.
So, this tool is now available in the following two places (in addition to
the existing Pose -> Propagate menu):
* Toolbar - The "Propagate" button will use the default mode (or the last
used mode for each subsequent invocation).
The arrow-button beside this will allow choosing between the different
modes. (NOTE: The UI team may have different thoughts on this, but,
let's give this a try for a while first, to see if this sort of thing works)
* Alt-P - In Pose Mode, this will now bring up a menu allowing you to choose
which mode is used. Since this sort of thing is something that does
get run several times in a row when you need it, having this hotkey
will make it a bit more convenient.
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Inset has been missing from the toolbar for a long time, even though it's a fundamental mesh tool. It now lives, happily, alongside Extrude.
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structs to paint struct (might be useful for vertex paint too in the
future)
Cavity masking now has a curve control. The control will set the amount
of masking for positive cavity ("pointness") or negative cavity
("cavity") with x axis being the amount of cavity and 0.0 = full cavity,
1.0 = full pointness, 0.5 = no cavity and the y axis being the amount of
alpha.
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Title says it all, options can be found in the options panel,
A slider controls the amount of cavity masking that is applied while
it's also possible to invert the mask and paint outside or inside
cavities.
Again we might greatly benefit from caching of the cavity result, but
that should only affect startup time for the stroke.
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projection painting (2D will be separate commit).
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also remove empty class parenthesis
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Set slot to NULL when no active slot is found.
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Support UV Map nodes for determining active UV layer. Now when an image
node is enocuntered, the system will recursively search the node's input
sockets for any UV Map nodes. Obviously this won't fetch any coordinate
transforms into painting, and it will only choose the first UV Map node
encountered if more than one UV Map nodes are combined.
However it should allow custom UV setups per materials and tweaking of
the UV Map node's UV layer from the Slots panel.
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based on the interpolate property does not make any sense at all.
These settings are still totally confusing - this code has not been
touched since 2009 at least! Go figure ...
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shape instead of a brush tool.
The brush cutting tool for hair, while useful, is not very accurate and
often requires rotating the model constantly to get the right trimming
on every side. This makes adjustments to a hair shape a very tedious
process.
On the other hand, making proxy meshes for hair shapes is a common
workflow. The new operator allows using such rough meshes as boundaries
for hair. All hairs that are outside the shape mesh are removed, while
those cutting it at some length are shortened accordingly.
The operator can be accessed in the particle edit mode toolbar via the
"Shape Cut" button. The "Shape Object" must be set first and stays
selected as a tool setting for repeatedly applying the shape.
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We can now use 'generic' data transfer instead.
Note new one is not an exact replacement, it should be able to do
everyting old op could do though, and more.
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This add code needed to map a CD data layout from source mesh towards destination one,
and code needed to actually transfer data, using BKE's mesh remap generated data.
This allows to transfer most CD layers (vgroups, vcols, uvs...) as well as fake, boolean ones
(like smooth/sharp edges/faces, etc.). Some types are not yet transferable, mainly
shape keys, this is known TODO.
Data transfer can also use some advanced mixing in some cases (mostly, vgroups and vcols).
Notes:
* New transfer operators transfer data from active object towards selected ones.
* Modifier will be committed separately.
* Old weight transfer code (for vgroups) is kept for now, mostly because it is the only
usable one in weightpaint mode (it transfers from selected object to active one,
this is not sensible in Object mode, but needed in WeightPaint one). This will be addressed soon.
Again, heavily reviewed and enhanced by Campbell, thanks!
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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.
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The Mesh Tools have quite few crucial tools that're missing from the toolbar. This is the main one.
The tools that're here should also be reorganized a bit to introduce actual orgnization, as it's quite sporadic at the moment. Will do that later.
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Add simple uvs now does a cube unwrap and pack operation. Result is not
optimal by far but it should not result in crashes and it will be quite
usable for simple cases.
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commit.
If we include the data cleanup commit to an alpha version for 2.72a this
should be included as well
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Do not generate materials/images/UVs if they are missing.
Now we spawn a panel ("Missing Data") with operators to generate the missing data and
pop a warning if user tries to paint without them.
The reason we have reverted this is that it is too easy to end up with more textures
than we wanted. It was impossible to enter texture paint without having textures added,
and code makes too many assumptions about what user may want.
Discussed during Sunday's meeting.
This might be a candidate for 2.72a but I'm not sure how other artists will take this
(and how refined and crash-free it is), better make a few iterations first.
And for interested parties...test please, don't wait until after a release to poke with such issues.
Also, add slot operator now adds a new unconnected image node in cycles. Only
used in the "Missing Data" panel. This should be a separate commit but I am squashing it into the same commit because
it relies too much on changes done here and can be reverted easily if complainstorm occurs again.
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Grab and Snake hook brushes now support strength. To keep compatibility
with older brushes, this commit also sets strength to 1.0 for those
brushes.
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correlate the panel to the mask tool.
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mode.
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Include explicit control for texturing:
This commit introduces a painting mode option, available in
the slots panel. The default value "Material" will create slots from the
blender material, same as just merged from the paint branch.
The new option "Image", will use an explicit image field that artists can use
to select the image to paint on. This will should allow painting regardless
of the renderer used or for use in modifiers.
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* Add ability to choose blend type and enable/disable toggle for each
slot for blender internal.
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Remotely based on patch by kevindietrich (Kévin Dietrich), but using
a single generic panel here, as suggested by UI team.
Note we add this panel in all modes (only one tweak in scuplt mode,
where there is no history menu generated it seems, unlike other
'paint-like' modes), we can decide to move it into its own tab later.
Differential Revision: https://developer.blender.org/D733
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* Move "save all edited" operator to layer tab
* Duplicate operator in image menu in image editor.
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* Changing UV map updates the UV editor.
* UV Layer -> UV Map
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use nodes.
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* Crash with image drag'n'drop
* Drag'n drop color to paint 2d canvas not working
* Change "Layers" to "Slots" to appease purists.
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New layer in texture painting will now allow entering image parameters,
similar to new image.
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Thanks to Sebastian Koenig for the report!
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Add ability to select UV layer from the layer panel.
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The issue is actually that creating a new image in texture paint mode
will set it always as a stencil image. Internally, the code checks if
the painted image is the same as the stencil and if it is, no painting
is done.
Solution is to expose a boolena to the operator for setting the image as
a stencil (could be an enum in th future for more uses)
Stencil UI is a bit weird here, will definitely redesign.
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Move clone tool options as well as layer selection to the brush panel.
That should make its use more apparent and, most importantly, easy.
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Yep, at last it's here!
There are a few minor issues remaining but development can go on in
master after discussion at blender institute.
For full list of features see:
http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting
Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
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Most weight tools also work in edit mode.
This change exposes all applicable tools
within a separate weight tool panel
in the tools tab of the tool shelf
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D592
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