Age | Commit message (Collapse) | Author |
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Turns out most BKE_foo_make_local datablock-specific functions are actually doing
exactly the same thing, only two currently need special additional operations
(object and brush ones). So added a BKE_id_make_local_generic instead
of copying same code over and over.
Also, changed a bit how make_local works in case we are localizing a whole library.
We need to do the 'remap' step (from old linked ID to new local one) in the second loop,
otherwise we miss some dependencies. This fixes main part of T48907.
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used locally.
Will be used by link/append code.
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Now using modern features from libquery/libremap areas.
Provides same kind of fixes/improvements as for BKE_object_make_local() (see rBd1a4ae3f395a6).
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Also allows us to get rid of a few _copy_ex() versions...
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This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15
Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
instead of being restricted to trying to indirectly control them through the
neighbouring bones. See the "Bendy Bones" panel...
* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
This is useful for things like eyebrows and mouths/eyelids
* You can now make B-Bones use custom bones as their reference bone handles,
instead of only using the parent/child bones. To do so, enable the
"Use Custom Reference Handles" toggle. If none are specified, then the BBone will
only use the Bendy Bone properties.
* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
just linearly interpolating between the endpoints of the bone.
For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html
-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
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Works like mesh dissolve (access from delete or Ctrl+X)
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Currently this function only tags pose itself, totally matching previous
behavior. But this will be needed in the future once new dependency graph
is landed, because of it's granular nature which relies on the fact that
pose channels are all up to date when building the graph.
Should be no functional changes so far.
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General idea is to avoid actual calculation from property update()
callback and tag things for update later instead.
That said, pose constraint flags are now tagged for update and
handled as a part of object update. In the new depsgraph it'll
be a nice dedicated operation node.
Also avoid updating disabled flags for all the modifiers. This
part of the path is not totally optimal since it'll still need
to iterate over bones in order to get pchan, but to optimize it
further would be nice to find a way to avoid pchan requirement
all together.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D1191
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To do so, matching BKE 'API' was also refactored a bit:
* Get Pose data instead of Object, as parameter;
* Removed some sanity checks not needed at such a low level (callers are supposed to do that);
* You can now remove an arbitrary bone group, not only the active one.
Based on patch by pkrime (Paolo Acampora), with own edits.
Reviewers: #python, pkrime, aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D522
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Summary:
Issue was caused by access to pchan->custom object from channel free
function when freeing all objects from main. Order of objects free
is not defined and such an access might easily end up with access
to freed memory.
We don't need to do user counter stuff when freeing main, so added
an _ex functions with do_id_user flag which is used when freeing main.
We had the same issue with other datablocks, so now it should be
easier to support relevant user counter.
This issue was caused by the fix for T36391, so perhaps that's indeed
high time to do real user counter.
Reviewers: brecht, campbellbarton
Reviewed By: campbellbarton
Maniphest Tasks: T37709
Differential Revision: https://developer.blender.org/D137
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- added BKE_pose_channel_get_mirrored (matching editmode function ED_armature_bone_get_mirrored)
- editbone_name_exists -> ED_armature_bone_find_name
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BKE_pose_channel_in_IK_chain()
This was needed for depsgraph work, and it's cleaner for RNA to have fewer
dependencies on editors
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Issue was caused by couple of circumstances:
- Normal Map node requires tesselated faces to compute tangent space
- All temporary meshes needed for Cycles export were adding to G.main
- Undo pushes would temporary set meshes tessfaces to NULL
- Moving node will cause undo push and tree re-evaluate fr preview
All this leads to threading conflict between preview render and undo
system.
Solved it in way that all temporary meshes are adding to that exact
Main which was passed to Cycles via BlendData. This required couple
of mechanic changes like adding extra parameter to *_add() functions
and adding some *_ex() functions to make it possible RNA adds objects
to Main passed to new() RNA function.
This was tricky to pass Main to RNA function and IMO that's not so
nice to pass main to function, so ended up with such decision:
- Object.to_mesh() will add temp mesh to G.main
- Added Main.meshes.new_from_object() which does the same as to_mesh,
but adds temporary mesh to specified Main.
So now all temporary meshes needed for preview render would be added
to preview_main which does not conflict with undo pushes.
Viewport render shall not be an issue because object sync happens from
main thread in this case.
It could be some issues with final render, but that's not so much
likely to happen, so shall be fine.
Thanks to Brecht for review!
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Added more clear warning print for cases when a Proxy cannot be resolved.
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Action
Custom color set colors were not getting copied over when creating new action
groups. Instead, a "default set" was initialised for use instead.
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Colors used by Bone Groups are now copied/assigned to Action Groups too when
they're created now. This completes the work started in r.46960 to restore this
functionality from 2.48.
Currently, there is no control over when/whether these colors are copied over
(although it is possible to disable the display of these colors for relevant
animation editors if desired). Originally I was going to make this a more
generic Keying Sets feature, though that turned out to be a bit too complex to
manage.
Other notes:
* Split out the code for copying colors to a common library function
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also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
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without the underscores these clogged up the namespace for autocompleation which was annoying.
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http://markmail.org/message/fp7ozcywxum3ar7n
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Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
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- Custom properties are now affected by the Pose Sliding tools too.
This is now more important to support, given that modern rigs use
these a lot for facial expressions/posing. By and large, this should
work fine, though discrete integer values may experience a bit of
trouble
- Fixed potential bugs with the code which detects which F-Curves are
relevant to a PoseBone's transforms (+ custom props). This was prone
to being tricked by certain setups if the names of the bones contained
some of the keywords these were searching for.
- Shuffled some code around: moved bulk of logic out of vec3 case into
new function for single-value, since it was really doing per axis
already
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compositor
This commit fixes the original bug reported here by adding some
methods to move the relevant F-Curves (and drivers) over to the new
Node-Tree's (i.e. group-node) AnimData. Animated nodes which
subsequently get grouped will still be able to animate as a result of
this commit.
TODO's:
- Ungrouping now will not yet merge the animation back (or at least
copy it)
- Buttons for nodes freshly grouped do not correctly show animated
status indicators for some reason, yet normal animation does
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* Fixed all the dangerous code added in 27907. Using the code there, scripters could corrupt animation files in ways which would render them useless, with channels not appearing in any animation editors, and others not getting evaluated at all.
* Partial fix of bug 21818, by disabling destructive replacement of keyframes. Will followup this commit with a more comprehensive commit which gets rid of the rest of the problems, by incorporating some requests from Durian team.
* Fixed problems with users being able to see+edit the name of the active Keying Set in the Scene buttons. There is still a bug though with the list widget given how the indices are now interpreted...
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playback in one particular scene with 3 characters go from 10 to 13 fps.
(commit 27728 by Brecht from render25 branch)
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id-props etc.
duplicate_pose_channel_data(), the code to do this was inline in editarmature.c
duplicating editbones now duplicates posebone id-props
also removed an if test for &channew->constraints since it will always be true.
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number of cases,
added free_pose_channel(pchan) and use this in all places that free pose bones
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Makefile updated but not tested. Comes with Eigen2 2.0.6 C++ matrix library.
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Added a utility function to check which transforms for an object or bone are animated, returning these as bitflags and/or optionally retrieving the relevant F-Curves too. Beware that this method may not be working correctly yet, but it shouldn't hurt anyone in the meantime :)
Also, split RNA-path building function up into a version which only creates the path up to the given struct, with the other parts being added later.
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* F-Modifiers on F-Curves can now taken into account when calculating the extents of actions. This is used when there are some NLA strips and some action with some F-Modifiers is being played back on top of those.
* The toggles in the NLA channels list now respect the width of the list instead of using a hardcoded position. This means that clicking on these toggles when the list is resized works again.
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* Added Bone Groups UI to 'Armature' context buttons for now. Later, it may be more convenient to have these with bones instead?
* Added operators for the operations that can be performed on these groups. Moved the core adding/removing functions to blenkernel so that they can be used elsewhere in future if need be.
* Properly wrapped bone groups in RNA. Copied the way that Vertex Groups are wrapped, since they share some similarities. Setting colours for bone groups still needs more work though.
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In TweakMode, the keyframes of the Active Action are now shown (and can be edited) in NLA-mapped time, with appropriate corrections applied when editing. This works in the DopeSheet and Graph Editors :)
To do this, got rid of the old wrappers/API-methods, replacing them with new-style ones. A few methods previously (in this branch) used only for evaluation are now used for this purpose too. As the same code is used for editing + evaluation, this should now be much better to work with.
I've only done a few brief tests now, but I think I might've muddled the invert-flags on one or two cases which I'll need to check out tomorrow. So, beware that there may be some weird and critical bugs for the next few days here...
Also, added proper license headers to new NLA files.
TODO:
- testing + bugfixing due to this commit
- show range of keyframes in NLA Editor active-action line
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game_blend_poses, the new animation system doesnt use it but doesnt have a replacement function so it can be kept for the BGE only.
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* Data copying
* Strip sorting
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Following on from the methods added specially for PoseLib to only execute the F-Curves in a given Action Group, I've attempted to use this for evaluating Action Constraints on Pose Channels. This does rely on the F-Curves being in groups named according to name of the Pose Channel of interest, hence, we may need some way to be able to fine tune this later.
Preliminary tests seem to be promising, with rigs with quite a few action constraints being slightly more responsive (subjective test though). Please test thoroughly.
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