Age | Commit message (Collapse) | Author |
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Basic definition works like a python operator but you derive from "bpy.types.Macro" instead.
Operators are added to the macro after it has been added with "bpy.ops.add_macro" through the class method "define" which takes an operator id and returns an OperatorMacroType (new RNA type) for which properties can then be defined to be passed to the operator when run.
Example: http://blenderartists.org/~theeth/bf/macro.py
Using this system, it should be easy to add an operator to the console that converts selected lines into a macro or even a more generic record macro system.
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original bone names cant be changed anymore but this means the bones can be re-parented without confusing scripts that run after the rig is modified.
support for defining a bone to have multiple types and automatically blending between 2 generated rigs
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Force step of 1 for full baking.
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* Fix for time cursor getting 'stuck' after baking point caches
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editbone.align(vector), to align the bones z axis to a localspace direction.
finished leg rig pose mode data
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Operator for background baking (no support in netrender itself yet).
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changed default quad view shortcut to Ctrl Alt Q
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fixed some small bugs too.
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Also replace ObData by Geometry and Object Geometry after talk with Matt.
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every instance of an BPyStructRNA to have its own dictionary, set the tp_dictoffset to 0. attempted to use __slots__ but this doesnt work for some reason.
- made bone.length writable
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spaces in Blender
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- graph export didnt work for constraints with no subtarget
- utility functions for duplicating a set of bones and blending between 2 sets
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Added missing "View All" (HomeKey) operator for TimeLine
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Also: big purge of old 3d view header menus and old unused code
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Align needs to be call with region context.
Also added checks to prevent this from crashing if not called properly.
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attributes without getting functions
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- rigify testnig function, creates all example metarigs, processes and generates graphs for before and after.
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quicktime standard dialog
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metarig_template() in each submodule generates the armature and pose bone ID properties.
- rigify.write_meta_rig() exports rigs as python scripts
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Don't use passes anymore for indirect lighting, people were using this
probably thinking it would do bounces, but that's not the intention of
this feature, it is to reduce problems with light bleeding. I want to
remove this option for AO as well, but will leave it in for now until
there is a better alternative.
Added bounces option for indirect, could be implemented much better,
but perhaps useful for testing now. Existing files need to set this to
1 to get the same results again.
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armature_matrix --> matrix_local
armature_head --> head_local
armature_tail --> tail_local
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After testing and feedback, I've decided to slightly modify the way color
management works internally. While the previous method worked well for
rendering, was a smaller transition and had some advantages over this
new method, it was a bit more ambiguous, and was making things difficult
for other areas such as compositing.
This implementation now considers all color data (with only a couple of
exceptions such as brush colors) to be stored in linear RGB color space,
rather than sRGB as previously. This brings it in line with Nuke, which also
operates this way, quite successfully. Color swatches, pickers, color ramp
display are now gamma corrected to display gamma so you can see what
you're doing, but the numbers themselves are considered linear. This
makes understanding blending modes more clear (a 0.5 value on overlay
will not change the result now) as well as making color swatches act more
predictably in the compositor, however bringing over color values from
applications like photoshop or gimp, that operate in a gamma space,
will give identical results.
This commit will convert over existing files saved by earlier 2.5 versions to
work generally the same, though there may be some slight differences with
things like textures. Now that we're set on changing other areas of shading,
this won't be too disruptive overall.
I've made a diagram explaining the pipeline here:
http://mke3.net/blender/devel/2.5/25_linear_workflow_pipeline.png
and some docs here:
http://www.blender.org/development/release-logs/blender-250/color-management/
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- bug with args passed for class slots being modified in place.
- sort graphviz bones & drivers (useful for diffing 2 armatures)
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wider. Now it's a bit too wide, but at least it can be read.
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- bone.translate(vec) utility function
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parent down
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relationships, useful for understanding other peoples complicated rigs.
can be extended for 2.4x oops like graph too/
Example of Cessens spine rig
http://www.pasteall.org/pic/show.php?id=378
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new bone properties
- bone.basename (name without the extension), "Some.Bone.001" --> "Some.Bone"
- bone.children_recursive_basename, gives a chain of children that have the same basename
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- the scripts path set in the user preferences or ~/.blender/scripts/ui (io, op, io etc..) will be used to load scripts.
- the default home dir part probably only works in *nix os's
- Added a missing sync callback to vector.toTuple()
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This brings back the single bounce indirect diffuse lighting for AAO,
it's not integrated well but that will be tackled later as part of
shading system refactor and subdivision changes. The caveats are the
same as AAO, with one extra thing, the diffuse lighting is sampled once
per face, so it will not be accurate unless faces are subdivided.
I'm committing this now so we can start testing it for Durian, and
since changes need to make it work properly are planned.
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* Deleted "Add" Prefix for mesh.duplicate_move in Toolbar.
* Renamed "duplicate_ipo" property to "duplicate_fcurve"
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package without modifying any existing files, the bone 'type' property will find the matching submodule
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splines lengths (less scale dependant)
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eventually try to use a method that doesnt depend on scale like this
grease pencil point.co wasnt a vector when it should be
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to use the grease pencil data directly. renamed coordinates --> co, matching mesh verts
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snap & projection, a bit hidden I know)
- retopo operator to convert grease pencil drawn topology into geometry, not in the convert menu yet since its not quite finished, use the operator search menu for retopo. will test this week and see what needs fixing.
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object function that campbell fixed earlier. This should mean that the py-api does everything in the right way now.
* Tried adding 'Load Factory Settings' to File menu, but I seem to be running up against some RNA bugs. Can be removed if is too problematic.
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using an identity quat.
- making meshes in python isnt nice at the moment, added a helper function.
mesh.from_pydata(verts, edges, faces)
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to keep same behavior)
2. Add action parameter to Select_All_Toggle operators, rename to Select_All.
Options are Toggle (default), Select, Deselect, Invert (same as select swap). This makes it possible to map separate hotkeys for select all and deselect all.
NOTE for Aligorith: I didn't change animation operators for select_all which already had an Invert operator. These should be fixed eventually.
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Brought back default effect fading: (adding a wipe effect makes it
wipe by default for the length of the strip)
First round in upgrading IPOs from older versions. (works for non-IPO
case now and sets at least the new "default effect fade"-flag)
Still non-working for old IPOs, since Sequence-Strips aren't real IDs!
And: non-frame-lock case should stretch the FCurve to the right length!
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* Moved more of 3dview header to python
* Fixed the layout of the ui layers template to show the correct number of buttons
* Added support for layer icons (active layer, used layers)
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* Toolbar shows "Loopcut and Slide" instead of "Loopcut" now
* Follow Path "Offset" option was broken by one of the "use_*" prefix commits
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