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2018-02-13Object Mode: remove Scene.obedit for 3D ViewCampbell Barton
2017-11-09Farewell BaseLegacyDalai Felinto
Finally, bases are all using the latest, newest SceneLayer bases.
2017-11-02Merge branch 'master' into blender2.8Campbell Barton
2017-11-01Fix for T48988 - Enabling bbone easing for posemodeJoshua Leung
This fix enables the usage of bbones easing parameters for edit and pose mode seperately. This allows animators to take advantage of the functionality and may eliminate confusion as the parameters now behave similar to other bbone parameters. Note that splitting the parameters between the modes effectively creates a new parameter set. Blend files of previous versions do not contain this information and will have the values set to 0 on load. As it broke backwards compatibility for pose mode values anyway, I also took the liberty to rename the easing parameters in some places for consistency (which breaks edit mode values). Reviewers: aligorith Subscribers: aligorith Tags: #animation Differential Revision: https://developer.blender.org/D2796
2017-03-03Merge branch 'master' into blender2.8Julian Eisel
Conflicts: source/blender/editors/armature/pose_select.c source/blender/editors/include/ED_armature.h
2017-03-03Cleanup: redundant header, use const, short -> boolCampbell Barton
2017-03-02Remove tons of OBACTDalai Felinto
There are now only referenced in: * drawobject.c * particle_edit.c * space_image.c (a single case to be handled on workspace branch) * rigidbody_constraint.c (to be handled in the following commit)
2017-02-07Render Layers and Collections (merge from render-layers)Dalai Felinto
Design Documents ---------------- * https://wiki.blender.org/index.php/Dev:2.8/Source/Layers * https://wiki.blender.org/index.php/Dev:2.8/Source/DataDesignRevised User Commit Log --------------- * New Layer and Collection system to replace render layers and viewport layers. * A layer is a set of collections of objects (and their drawing options) required for specific tasks. * A collection is a set of objects, equivalent of the old layers in Blender. A collection can be shared across multiple layers. * All Scenes have a master collection that all other collections are children of. * New collection "context" tab (in Properties Editor) * New temporary viewport "collections" panel to control per-collection visibility Missing User Features --------------------- * Collection "Filter" Option to add objects based on their names * Collection Manager operators The existing buttons are placeholders * Collection Manager drawing The editor main region is empty * Collection Override * Per-Collection engine settings This will come as a separate commit, as part of the clay-engine branch Dev Commit Log -------------- * New DNA file (DNA_layer_types.h) with the new structs We are replacing Base by a new extended Base while keeping it backward compatible with some legacy settings (i.e., lay, flag_legacy). Renamed all Base to BaseLegacy to make it clear the areas of code that still need to be converted Note: manual changes were required on - deg_builder_nodes.h, rna_object.c, KX_Light.cpp * Unittesting for main syncronization requirements - read, write, add/copy/remove objects, copy scene, collection link/unlinking, context) * New Editor: Collection Manager Based on patch by Julian Eisel This is extracted from the layer-manager branch. With the following changes: - Renamed references of layer manager to collections manager - I doesn't include the editors/space_collections/ draw and util files - The drawing code itself will be implemented separately by Julian * Base / Object: A little note about them. Original Blender code would try to keep them in sync through the code, juggling flags back and forth. This will now be handled by Depsgraph, keeping Object and Bases more separated throughout the non-rendering code. Scene.base is being cleared in doversion, and the old viewport drawing code was poorly converted to use the new bases while the new viewport code doesn't get merged and replace the old one. Python API Changes ------------------ ``` - scene.layers + # no longer exists - scene.objects + scene.scene_layers.active.objects - scene.objects.active + scene.render_layers.active.objects.active - bpy.context.scene.objects.link() + bpy.context.scene_collection.objects.link() - bpy_extras.object_utils.object_data_add(context, obdata, operator=None, use_active_layer=True, name=None) + bpy_extras.object_utils.object_data_add(context, obdata, operator=None, name=None) - bpy.context.object.select + bpy.context.object.select = True + bpy.context.object.select = False + bpy.context.object.select_get() + bpy.context.object.select_set(action='SELECT') + bpy.context.object.select_set(action='DESELECT') -AddObjectHelper.layers + # no longer exists ```
2016-09-16Added buttons to move a pose in a pose library up/down.Sybren A. Stüvel
This will break the pose library preview add-on, since that add-on uses file indices rather than pose names.
2016-05-17Bendy Bones: Advanced B-Bones for Easier + Simple RiggingJoshua Leung
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)
2016-03-09Fix T47723: Custom shape not copied w/ edit-boneCampbell Barton
2016-03-03Armature edit-mode: Add clear-roll operator, Alt-RCampbell Barton
2015-06-12Armature: add armature dissolveCampbell Barton
Works like mesh dissolve (access from delete or Ctrl+X)
2015-03-19Armature Symmetrize toolCampbell Barton
D1147 by @julien, with fixes/improvements Duplicate bones where needed, otherwise use existing. Keeps parent relations intact, can operate on parts of an armature.
2015-02-17etch-a-ton: fix crash selecting strokesCampbell Barton
2014-09-24gooseberry request:Antony Riakiotakis
Attempt to select closest bones when possible. Occlusion query selection does't support this well because we can't really derive depth information from occlusion tests. May be possible to improve this somewhat in the future.
2014-04-25Fix T39895: Displaying the armature layers popup in edit mode always fails.Bastien Montagne
In fact, armature layers operators (set layers, and show all) were kind of messy and broken in Edit mode (Select layers had two different operators for Pose and Edit modes, both using the same funcs that could only work in Pose mode, Show All was supposed to be used in both modes but again, its exec code could only work in Pose one). Fixed that by: * Using only one op for each task, for both modes (with adapted poll func). * Replacing 'object from context' access by an helper that returns the right Armature object in both Edit and Pose modes.
2013-11-22Armature Editing: select shortest path (Ctrl+RMB matching mesh operator)Campbell Barton
Patch originally from Terry Struven, modified to use more generic functions.
2013-11-16pose mode: extend selection flipping to use the same method as editmode.Campbell Barton
adds extend and active only opton.
2013-11-16code cleanup: armature functionsCampbell Barton
- added BKE_pose_channel_get_mirrored (matching editmode function ED_armature_bone_get_mirrored) - editbone_name_exists -> ED_armature_bone_find_name
2013-11-06patch [#37305] Quick Hack: Armature Mirror SelectCampbell Barton
from Terry Struven (tlstruven), with some modifications.
2013-11-04code cleanup: remove unused operator (select all handles this case now)Campbell Barton
2013-10-29patch [#37218] Split operator for armaturesCampbell Barton
from Henrik Aarnio (hjaarnio)
2013-07-19patch [#35789] Quick hack select more/less tool for armaturesCampbell Barton
by Pedro Riera (priera), Andrey Dubravin and parts rewritten by myself.
2013-02-28Renaming the remaining PoseMode files for consistency (camelCase toJoshua Leung
underscores_style)
2013-02-28Code Maintenance - Splitting up Armature/Pose Editing FilesJoshua Leung
This commit splits editarmature.c and poseobject.c into several files, such that certain types of functionality are (mostly) self-contained within particular files (instead of being mixed in with other functionality in a large file). In particular, this was done so that: 1) Armature EditMode tools are now in the armature_*.c files only, and Pose Mode tools in pose_*.c files only. - In one or two cases, this hasn't been possible as the two modes rely on much of the same shared infrastructure. 2) The "clear loc/rot/scale" operators and pose show/hide are no longer housed in editarmature.c 3) Selection operators, Transform operators, structural (add/delete) operators, and supporting utilities for the modes (enter/exit/roll-calculations) are not all interleaved in an ad-hoc manner Notes: * I've tried to ensure that the history of the new files has been maintained by doing svn copy {editarmature.c/poseobject.c} {armature_*.c/pose_*.c} Unfortunately, this means that the diffs are a bit messy. * There should be no functional/logic changes here. Just code moving around and cosmetic comment tweaks where needed. * #includes have largely been untouched for now, but could be cleaned up later * CMake changes untested, but should work in theory.
2012-07-03First load of spell and typo fixes (mostly UI messages, but also one or two ↵Bastien Montagne
pieces of code using mis-spelled names).
2012-05-09style cleanup: graph & armatureCampbell Barton
2012-05-06Bugfixes for Motion Path drawing/updating in light of the recent changes:Joshua Leung
* Added proper "update" operators in place of the abuse of the calculate operators, so now the display ranges won't get overwritten everytime (with the default values) you go to update the paths. * Display range settings in properties editor now actually work. Before, the "In Range" mode only displayed the entire paths.
2012-04-29patch [#30834] Quick Hack: Select similar for bones in edit modeCampbell Barton
from Felix Schlitter (dalai) made some changes to select length measurement.
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2012-01-14remove *.select_inverse operators where the *.select_all operator has an ↵Campbell Barton
invert option.
2011-11-05use (const char*) rather than (char*) where possible.Campbell Barton
also removed some unused function definitons.
2011-08-15Restoring "Clear User Transforms" operatorJoshua Leung
This can now be found as Pose -> Clear Transforms -> Reset Unkeyed, or via the operator search (known by its old name there)
2011-08-12Bye bye vile relics of extinct version control systems,Joshua Leung
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 $keywords$
2011-07-09Ctrl-R sets rotation mode for Pose BonesJoshua Leung
2011-07-07Patch [#23682] Add sort+move to bone group list in panelJoshua Leung
Thanks Torsten Rupp (rupp) for the patch! This patch adds the abilities to sort the bone group list in the properties panel and to move bone groups up/down in the list (similar like for vertex groups)
2011-06-27fix [#27778] Set Bone Flags - No Scale - Toggle seems not to work.Campbell Barton
Toggling options on the selection is better done as a generic operator. Replace ARMATURE_OT_flags_set and POSE_OT_flags_set with WM_OT_context_collection_boolean_set and use menus to access it with specific settings. This way its easy make a key shortcut which toggles any boolean on any collection - sequences, metaballs, objects, bones etc.
2011-05-12for bug [#27358] Transform bug when transform > 500Campbell Barton
mouse coords would with cont. grab would wrap at short. use mouse coords as int rather then short. this problem still happens on linux because of XTranslateCoordinates
2011-04-21pass even mouse coords value as const so its not edited, ↵Campbell Barton
view3d_get_view_aligned_coordinate() could modify the event->mval.
2011-03-24Animation Tool: Propagate PoseJoshua Leung
This tool automates the process of copying a pose to successive keyframes, making it easier for animators to go back and change the pose for some controls which remain "static" for periods of time. Previously, animators would need to do a "{Ctrl-Pageup Ctrl-V} * number_of_static_keyframes" dance for each set of controls that this happened on, which is not too good ergonomically speaking. There are two modes exposed via the menu (Pose->Propagate): - "Pose Propagate" - also known as the 'WHILE_HELD' mode, which propagates to all keyframes that are holding the same value - "To Next Keyframe" - which only propagates the pose to the closest keyframe in the occurring after (but not including) the current frame Additionally, there are a few other modes that can be used, though they are less useful for direct use from the UI, though they can be used via the PyAPI as need be. --- Also, I did some cleanups in the "Pose" menu to bring it more into line with the Object mode one. There are some more tweaks that could still be done here, such as bringing the keyframing operator entries under a submenu too (as in the Object mode version) to get the length of this under control.
2011-03-13Pose Sliding Tools - Custom Property Support + Other bugfixesJoshua Leung
- 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
2011-02-27doxygen: blender/editors tagged.Nathan Letwory
2011-02-23doxygen: prevent GPL license block from being parsed as doxygen comment.Nathan Letwory
2011-02-23add 2.4x posemode & weightpaint feature as an operator - Flip Active, Shift+F.Campbell Barton
2011-02-16Forgot to actually hook up this operator...Joshua Leung
2011-02-16PoseLib Bugfixes, Cleanups, and Missing OperatorsJoshua Leung
* All the various index-related issues should finally be sorted now. It seems you cannot just partially implement some of these active index getter/setters... * Standardised the call used by PoseLib operators to get the Object from which they get the active PoseLib data from * PoseLib operators which require some existing data to work now use a poll() which checks for this * Added back the operator used to make standard actions into ones usable by PoseLib * Added a dummy operator for the apply active pose button which really just calls the same backend functions as "Browse Interactive", but which has a nicer frontend (naming + description) for the purpose of being used in this way * Also, removed some useless code from here
2011-02-16Pose Lib: Start of PoseLib UI in Armature buttonsJoshua Leung
This presents a UI from which PoseLibs can be assigned/removed from Objects. From here, it is also possible to see the list of poses and add/remove poses from this list. Known Issues: - [Py/RNA/Operators BUG ALERT!] If after immediately starting Blender you try to remove a pose from the PoseLib using the UI buttons, you'll get a an error the first time you do so (but not for subsequent attempts). This seems to be caused by the "pose" enum (dynamically generated) of the POSELIB_OT_pose_remove operator, which does not seem to be getting initialised when the operator's exec gets called without the invoke having been called previously - Changing the active Pose Library still seems to be broken (to be fixed soon) Todos: - Operator button to make the selected pose get shown in the 3d view - Restore the "validate action" operator and add that to this panel - Rename pose access
2011-01-12Added operator to show all armature layers (similar to the 3D ViewJoshua Leung
"Show All Layers"). This has been mapped to Ctrl-Accentkey If necessary, you can alter your keymaps so that this operator is invoked with its "all" property disabled. This will only toggle the first row (first 16) layers, which is useful in most rigs for only enabling all the layers with rig controls and not showing the layers with rig mechanics.
2011-01-11- Added operator to clear all transforms from Pose Bones. This makesJoshua Leung
it easier to reset a rig to its default pose again - Refactored clear pose operators to separate out the common parts, and made sure that they all had descriptions