Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
AgeCommit message (Collapse)Author
2010-01-25Restored missing PoseMode Operators:Joshua Leung
* Select Grouped Selects bones in the same layer or same group as the selected ones. Optimised the code for the select same groups too. * Flip Quats Flips quaternion values so that the rotation progresses over a different path while maintaining the same endpoint orientations.
2009-11-301. Extend option for 3d view border select now does something (default True ↵Martin Poirier
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.
2009-11-25add access to bone add/remove from rna. eg.Campbell Barton
bone = arm.edit_bones.new("SomeBone") arm.edit_bones.remove(bone) regify (WIP)
2009-11-10use armature active bone as a pointer rather then a flag for each bone that ↵Campbell Barton
needs looking up. - rna vars arm.bones.active & rna.edit_bones.active - needed special undo support. - readfile.c loads. - duplicate and copy_armature support. - keep the draw flag, renamed to BONE_DRAW_ACTIVE, only use for openGL drawing. Note: it may be better to allow active/unselected as with objects.
2009-11-02Pose bone menu (Ctrl+G) wasnt working, replace with a reference to python menu.Campbell Barton
2009-09-192.5 - Pose Enhancement Tools Joshua Leung
This commit restores the 'Relax Pose' tool, and also introduces two others: 'Push Pose' and 'Pose Breakdowner'. Be aware that this commit is just the initial starting point, with some parts yet to be done. A short description of these tools follows: * Relax Pose (Alt-E) - makes the current pose more like the poses on either side of it * Push Pose (Ctrl-E) - exaggerates the current pose * Breakdowner (Shift-E)[not working yet] - when this works, it will allow for interactive selection of a good in-between pose to act as a breakdown. Todo's: * Connect up the 'percentage' slider in the operator settings to allow these effects to be dialed in/out, exaggerating/relaxing/moveing-between-keyframes by varying degrees until the desired effect is reached. * Allow these effects to be interactively dialed in/out. The idea is to use the mouse to interactively set the percentage slider value initially, then use the percentage slider to tweak later. * Figure out why breakdown breaks down
2009-07-262.5 - More armature/bone operator tweaks Joshua Leung
* Restored quick operators for moving bones between layers and switching visible armature layers. The popup used here (based on the layers template) is not optimal yet - you can click on multiple layer buttons to enable/disable them, but you need to move your mouse outside the area for it to confirm. * Separate armatures works again. I've tweaked the arguments to ED_object_duplicate() to make this work (besides, the other users of this wouldn't have been affected). * Added some missing special (transform) operators to the menus + keymaps
2009-07-262.5 - Restoring 'set bone setting' operators for Armatures/PoseModeJoshua Leung
In the future, it might be a good idea to look for more efficient alternatives...
2009-07-252.5 - Restored most of the remaining Armature/Pose OperatorsJoshua Leung
* Armature: - added: fill, merge, separate - renamed: duplicate, align * Pose: - added: apply pose * Armature Edit menu has been converted to use operators/layout now
2009-07-242.5 - Restored 'AutoSide Name' and 'Flip Names' operators for both PoseMode ↵Joshua Leung
and Edit Mode (Armatures). Only the PoseMode menus work for now (since these use operators)
2009-07-242.5 - Restored Bone Paths Operators Joshua Leung
* A number-counter cursor is now used while sampling the curve * Fixed some of the drawing errors with the paths. Unfortunately, when the armature is rotated, the path text is drawn in the wrong places still...
2009-07-212.5 - Copy/Paste Operators for Armatures Joshua Leung
* Buttons in header now use operators too. The paste-flipped button needs attention though, since the flipped argument isn't set yet * Assigned Ctrl-C, Ctrl-V, and Ctrl-Shift-V to Copy/Paste/Paste-Flipped respectively for now. * Auto-Keying for this doesn't work again yet. On todo for later... --- * Also, new armatures now get the flag to show custom bone colours enabled by default.
2009-07-212.5 - Restoring Bone Groups Joshua Leung
* 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.
2009-07-092.5: Mesh and Various FixesBrecht Van Lommel
* 3D view Mesh menu works again, but incomplete. * Add Properties and Toolbar to 3D View menu. * Added "specials" menus back, vertex/edge/face and general. * Various fixes in existing mesh operators, some were not working. * Add MESH_OT_merge. * Merge all subdivide ops into MESH_OT_subdivide, subdivide code changes to make smooth + multi give good results. * Rename all select inverse ops to *_OT_select_inverse. * Fix "search for unknown operator" prints at startup, and some warnings in py code. * Don't run .pyc files on startup. * Remove unused image window header C code.
2009-07-082.5: Various FixesBrecht Van Lommel
* Context panel now draws without header, with arrows, no scene name. * Softbody vertex group search popup. * Improve names for autogenerated shortcut keys in menus. * Make most Select menus in the 3D view header work. * Fix armature border select selection syncing. * Add POSE_OT_select_constraint_target, MESH_OT_select_by_number_vertices, MESH_OT_select_vertex_path. * Merge mesh select similar into one operator. * Don't give MESH_OT_select_random Space hotkey. * Add DAG_object_flush_update to many mesh edit tools, not calling this will crash with modifiers. * RNA_def_enum_funcs for dynamic enums in operators, but not very useful without context yet. * Fix refresh issue with image window header + editmode. * Fix drawing of shadow mesh for image painting. * Remove deprecated uiDefMenuButO and uiDefMenuSep functions. * Remove keyval.c, code is in wm_keymap.c already. * Rename WM_operator_redo to WM_operator_props_popup.
2009-04-15PoseLib: Interactively browsing poses with Ctrl-L now mostly works againJoshua Leung
This (most important part) of PoseLib now mostly works again. It even works for PoseLibs saved with the old animation system. However, there are a few annoying bugs that need to be addressed still: * When 'confirming' poses, the pose changes to the next one before PoseLib exits. I'm not quite sure where this is coming from yet... * There are still a few minor bugs in the search-string code that will get ironed out * AutoKeyframing doesn't work yet for this
2009-04-15PoseLib: Operatorfied Add/Remove/Rename Tools Joshua Leung
Changes: * These still use the old hotkeys - Add (Shift-L), Remove (Alt-L), Rename (Ctrl-Shift-L) * Outliner now shows PoseLib entry. Todo still is to use a different icon for this? Notes: * The code is now much simpler in many places :) * Add and Rename operators require a string as input to set a new name for the Pose concerned. For now, I've just added a prop for this, which will hopefully be able to be filled in at some point.
2009-04-142.5Ton Roosendaal
More cleanup! - removed old UI font completely, including from uiBeginBlock - emboss hints for uiBlock only have three types now; Regular, Pulldown, or "Nothing" (only icon/text) - removed old font path from Userdef - removed all old button theme hinting - removed old "auto block" to merge buttons in groups (was only in use for radiosity buttons) And went over all warnings. One hooray for make giving clean output :) Well, we need uniform definitions for warnings, so people at least fix them... here's the real bad bugs I found: - in mesh code, a call to editmesh mixed *em and *me - in armature, ED_util.h was not included, so no warnings for wrong call to ED_undo_push() - The extern Py api .h was not included in the bpy_interface.c, showing a several calls using different args. Further just added the missing includes, and removed unused vars.
2009-04-13armature ops aligned with naming conventions - small fixShaul Kedem
2009-03-29- use clear, set, add, enable, disable and toggle as a prefix in operator namesCampbell Barton
- use select as a suffix eg UV_OT_loop_select -> UV_OT_select_loop - Each select all operator was using slightly different wording... select_all, deselect_all, de_select_all, select_de_select_all -> select_all_toggle - selection -> select - POSE_OT_select_connected -> POSE_OT_select_linked to match other operators - NODE_OT_delete_selection -> NODE_OT_delete since its not used in other operators - ANIM_OT_previewrange_define -> ANIM_OT_previewrange_set to match other operators - NODE_OT_fit_all -> NODE_OT_view_all to match other operators - View2D_OT_* -> VIEW2D_OT_* to match VIEW3D - View2D_OT_view_downscroll -> VIEW2D_OT_scroll_down more logical - removed MARKER_OT_mouseselect_extend and made extend a boolean property of MARKER_OT_mouseselect - MARKER_OT_mouseselect -> MARKER_OT_select - GROUP_OT_group_remove -> GROUP_OT_objects_remove more logical since its removing objects from groups - MESH_OT_removedoublesflag -> MESH_OT_remove_doubles - redundant words MESH_OT_split_mesh -> MESH_OT_split, OBJECT_OT_object_delete -> OBJECT_OT_delete renamed selection operator properties extend_select -> extend column_select -> column select_children_only -> children_only ... Since these are all in the context of selection operators there is no need for the extra 'select' in the property name. Updated docs http://www.graphicall.org/ftp/ideasman42/html/bpyoperator-module.html
2009-03-23Finished porting etch-a-ton to 2.5Martin Poirier
Changes: Gestures are now Shift-ActionMouse (doing it with SelectMouse required a bit of juggling and triggered a display glitch that I'll try to debug later) Everything else should be as functional as in trunk, apart from the dotted rubber band line which doesn't update while the view is rotated and only the current area getting redrawn while drawing (the later should be easy to fix).
2009-03-22First part of operatorizing etch-a-ton in 2.5Martin Poirier
Polyline, selection and a couple of others work. (note that polyline is shift-click because click is taken by 3d cursor. Needs a way to overwrite lower maps).
2009-03-20merge more etch-a-ton code. nothing works, but it compiles. Will try to get ↵Martin Poirier
it working this week end.
2009-03-182.50: svn merge https://svn.blender.org/svnroot/bf-blender/trunk/blender ↵Brecht Van Lommel
-r18677:19317 Notes: * Sequence transform strip uses G.scene global, this is commented out now, should be fixed. * Etch-a-ton code was most difficult to merge. The files already in 2.5 got merged, but no new files were added. Calls to these files are commented out with "XXX etch-a-ton". editarmature.c and transform_snap.c were complex to merge. Martin, please check? * Game engine compiles and links again here for scons/make/cmake (player still fails to link).
2009-02-252.5Ton Roosendaal
Four new operators for Armature editmode, by Arystan D. - Extrude (Ekey) Extrude forked (shift-E when mirror on) - CTRL+click extrude - Delete selected (Xkey) - Duplicate (shift-D)
2009-02-182.5Ton Roosendaal
Patch from Arystan: - bugfix in mouse select posemode - Lkey 'select linked' for both pose as editmode armature.
2009-02-18 2.5Michael Fox
***** added add_primitive_bone, removed operator from previous commit as it was not needed
2009-02-18 2.5Michael Fox
****** added a ARMATURE_OT_bone_add operator, ita generic operator to add a bone it behaves the same way as the old add bone (making a bone not set the tail but have it selected), commiting this so other add bone ops like add bonre pinative or making new armature
2009-02-162.5Ton Roosendaal
Patch from Arystan Dyussenov (A624), two operators for armatures; - select hierarchy up/down, using bracket [ ] with or without shift, and for editmode and posemode. Good work, thanks!
2009-02-12reveil -> revealCampbell Barton
2009-02-12 2.5Michael Fox
****** ported selection_invert for both edit armature and pose mode
2009-02-11First operator done as a test and to get to know the ropes. "Select Parent" ↵Roland Hess
in pose mode. Had to move the command to Shift-P, as naked P is taken up by some crazy person's script command.
2009-02-11 2.5Michael Fox
****** -ported (de)select all for editarmature and pose mode - please review my loops and notifiers as i think they are pretty ugly
2009-02-102.5Ton Roosendaal
*** Proof of concept! **** 3D window Panels back, in own designated region for now. Activate or hide it with Nkey. Note that Background Image doesn't work yet, Transform Orientations probably need tests by Martin, Sculpt options have to be recoded there by Nicholas. The UI design sessions will of course review all of this! We'll have to solve a lot of related topics; - navigation (where) and context (what) - non-overlapping layouts vs floating panels/bars - properties vs tools (toolbars) - drop panels and make nice (semi-automated) list views? I've also done experiments with making the main 3d view stay 'behind' the buttons region. That makes popping buttons in and out less distracting, but also makes it obscuring the view... it's not in this commit, it didn't work proper :) To get that work it has to be handled by the internal compositor, then it even can have fancy transparency in back. Anyhoo, time enough to play with this a while. Especially for Image window (paint) it can work well too.
2009-02-10 2.5Michael Fox
******* - ported make/clear parent for editbones (paent_set, parent_clear to align with naming conventions) Aligorith and Kaito please look over this and make sure everything is right
2009-02-09Armature Editing: Subdivide OperatorsJoshua Leung
* Added back the Subdivide tools. Use the Alt-S hotkey (for now) to get a menu with the subdivision options. There are also two standalone operators which are not used yet. * Fixed the PoseMode checking callback to make sure that it doesn't override any tools in EditMode. * Fixed an old comment in transform code, and a few warnings in editarmature.c
2009-02-09Armature Tools - Ported Switch Direction (Alt-F)Joshua Leung
This is one of the few armature tools where it is currently not that easy/desireable to port to use context-loops exclusively, since they depend on working with 'chains' of bones from the tips to the roots, which cannot be easily done using EditBones.
2009-02-062.5 - Armatures CodeJoshua Leung
* Brought back recalculate bone roll (Ctrl N). This should be quite a straightforward example of a cleaned-up + ported armature tool. * Cleaned up a few warnings
2009-02-062.5 Armature Editing - Restored 'Align Bones' (Ctrl Alt A)Joshua Leung
* I've had to remap 'Duplicate window' to Ctrl Alt W instead... * Fixed some bugs with armature context iterators for X-Axis Mirroring. Now, the code there checks for mirrored bones in the right way. For details on how to write tools that need to cope with this option, refer to the 'Align Bones' operator. I'll port another simple operator as another good example soon. Additional notes: Currently, armature_sync_selection() is really buggy (not part of this commit), and needs further attention.
2009-02-052.5 - Bugfixes for Pose 'Clear' Operators Joshua Leung
* Fixed context iterators for PoseChannels. The actual selection test was missing (but layer visibility was getting checked). Also added check for hidden bones here too. * Removed unnecessary defines added by mfoxdogg in BKE_context.h * Removed the old hacks in 'Clear ...' operators for ensuring that object animation (ipos/actions) don't overwrite poses. These are no longer necessary, since normal animation calculation is only done in a separate step on frame-changes now. * Removed the manual checks for layer visibility from 'Clear ...' operators, since that's taken care of by context iterators.
2009-02-05 2.5Michael Fox
******* -ported clear loc,rot,scale operators to pose mode operators - for some reason when animated and you clear anything, the whole aramture clears. somthing to do with the depsgraph stuff that was directly ported from clear armature()
2009-02-012.5Ton Roosendaal
Committed two posemode operators. Hide/Unhide. For people who want to check on adding operators, only check the changes in armature directory, rest is to get things to work, and a small bugfix :)
2009-01-052.5Ton Roosendaal
Put back Armature/Pose code, including 'heat weight'. I've added reeb.h to get things compile, but Martin will cleanup files and put back? Now where to put all vertexgroup code.... I guess mesh? Note for msvc: yep, another new dir to add! :)