Age | Commit message (Collapse) | Author |
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This can now be found as Pose -> Clear Transforms -> Reset Unkeyed, or
via the operator search (known by its old name there)
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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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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)
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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.
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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.
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memory access when getting int from an enum.
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(warning will be printed).
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also added hide-unselected option to armature mode.
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* 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
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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
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"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.
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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
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there were 3 operators for armature subdivision, now only have 1 (as with mesh).
+ remove unused warnigns.
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here too for rigging.
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from Dan Eicher (dna)
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using this for object.vertex_groups.assign([index list ...], group, weight, mode)
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- remove MEM_guardedalloc.h from header files (include directly)
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We already have 2 keys for delete, no need to add a 3rd, better use backspace only when it makes sense or allow users to hook it up to something.
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Patch submitted by Torsten Rupp (rupp)
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Add Convert operator and button (missing in 2.5)
Fix stroke selection (uneeded separate operator and missing redraw)
Map sketch operators to LEFTMOUSE and RIGHTMOUSE instead of SELECTMOUSE AND ACTIONMOUSE (more in line with other sketching operators, might work better with swapped mouse buttons)
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Keymap conflict. Remapped all shrink/fatten or 'fatness' resizing tools to use Ctrl-Alt-S instead of Alt-S, since Alt-S needs to be kept for consistency with clear transforms operators.
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* Added operator (Ctrl Shift Alt I) to show menu for changing the active Keying Set in the 3D view (todo item from last commit)
* KeyingSetInfo (i.e. the Builtin Keying Set classes) can now be accessed from Keying Set instances with ks.type_info
* Added ks.remove_all_paths() function to remove all the paths for a Keying Set.
---
These two changes mean that builtin Keying Sets could be refreshed in response to context changes by doing:
<code>
ks = bpy.context.scene.active_keying_set
if ks.absolute==False and ks.type_info:
ksi = ks.type_info
# remove existing paths to fill with new
ks.remove_all_paths()
# check if Keying Set can be used in current context
if ksi.poll(bpy.context):
# call iterator() which calls generate() and re-populates paths list
ksi.iterator(bpy.context, ks)
</code>
And then, once this has been done, the paths that the Keying Set will operate on can be accessed as
<code>
paths = bpy.context.scene.active_keying_set.paths
</code>
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Only source/blender/editors/ dir, should not give errors on different platforms
Only removing: UI_*.h, ED_*.h, WM_*.h, DNA_*.h, IMB_*.h, RNA_*.h, PIL_*.h
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So constrainted bones can have their transform applied to their loc/scale/rot, then remove the constraints
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* 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.
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now saved when drawing strokes, but unfortunately, the post-draw settings tweaking doesn't work from the toolbar still (due to missing region context info)
* Added some update callbacks/flags for F-Curve properties, so changing the colour of an F-Curve updates in realtime.
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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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last, ACT_OT_* --> ACTION_OT_*)
ACT_OT_clean --> ACTION_OT_clean
ACT_OT_clickselect --> ACTION_OT_clickselect
ACT_OT_copy --> ACTION_OT_copy
ACT_OT_delete --> ACTION_OT_delete
ACT_OT_duplicate --> ACTION_OT_duplicate
ACT_OT_extrapolation_type --> ACTION_OT_extrapolation_type
ACT_OT_frame_jump --> ACTION_OT_frame_jump
ACT_OT_handle_type --> ACTION_OT_handle_type
ACT_OT_insert_keyframe --> ACTION_OT_insert_keyframe
ACT_OT_insert_keyframe --> ACT_OT_keyframe_insert
ACT_OT_interpolation_type --> ACTION_OT_interpolation_type
ACT_OT_keyframe_type --> ACTION_OT_keyframe_type
ACT_OT_mirror --> ACTION_OT_mirror
ACT_OT_new --> ACTION_OT_new
ACT_OT_paste --> ACTION_OT_paste
ACT_OT_previewrange_set --> ACTION_OT_previewrange_set
ACT_OT_properties --> ACTION_OT_properties
ACT_OT_sample --> ACTION_OT_sample
ACT_OT_select_all_toggle --> ACTION_OT_select_all_toggle
ACT_OT_select_border --> ACTION_OT_select_border
ACT_OT_select_column --> ACTION_OT_select_column
ACT_OT_snap --> ACTION_OT_snap
ACT_OT_test --> ACTION_OT_test
ACT_OT_unlink --> ACTION_OT_unlink
ACT_OT_view_all --> ACTION_OT_view_all
ANIM_OT_add_driver_button --> ANIM_OT_driver_button_add
ANIM_OT_add_keyingset_button --> ANIM_OT_keyingset_button_add
ANIM_OT_delete_keyframe --> ANIM_OT_keyframe_delete
ANIM_OT_delete_keyframe_button --> ANIM_OT_keyframe_delete_button
ANIM_OT_delete_keyframe_v3d --> ANIM_OT_keyframe_delete_v3d
ANIM_OT_insert_keyframe --> ANIM_OT_keyframe_insert
ANIM_OT_insert_keyframe_button --> ANIM_OT_keyframe_insert_button
ANIM_OT_insert_keyframe_menu --> ANIM_OT_keyframe_insert_menu
ANIM_OT_remove_driver_button --> ANIM_OT_driver_button_remove
ANIM_OT_remove_keyingset_button --> ANIM_OT_keyingset_button_remove
FILE_OT_add_bookmark --> FILE_OT_bookmark_add
GRAPH_OT_insert_keyframe --> GRAPH_OT_keyframe_insert
NLA_OT_add_actionclip --> NLA_OT_actionclip_add
NLA_OT_add_meta --> NLA_OT_meta_add
NLA_OT_add_tracks --> NLA_OT_tracks_add
NLA_OT_add_transition --> NLA_OT_transition_add
NLA_OT_remove_meta --> NLA_OT_meta_remove
PARTICLE_OT_remove_target --> PARTICLE_OT_target_remove
PTCACHE_OT_add_new --> PTCACHE_OT_add
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same type, redo handlers with CLICK value (this means you can "click" key events too).
Leftmouse+Ctrl to extrude now mapped to Click instead of Release. Release was used to avoid conflict with lasso, but it isn't safe with modal operators that use Press to confirm (subsequent Release then extruded). Click is semantically closer to what we want here.
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* Restored WKEY Specials Menu. Had a few problems initially with the name of the menu being 1 character too long; this needs more comprehensive API warnings
* Made Extrude Forked work again as a macro operator. Added another extrude macro for this, but ideally would have worked with a single macro + setting properties for that macro (can't do so due to bug 19733)
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takes a registered menu. the key will then trigger this menu.
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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* #19790: Circle Select doesn't work for Armature edit mode or pose mode
* Duplicate bones (Shift-D) was calling the wrong operator. This now uses the macro version, instead of the copy only.
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*Fixed some remaining icon issue in the shape key properties
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work yet and give warning in console)
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* Extrude and Duplicate for Armatures now use proper macros instead of manually calling transform themselves. This means that repeating these operators now works properly.
** NOTE: there's a bug with macros now which prevents the 'forked' extrude operator working correctly. Bug report filed for this.
* Included the proper operators for extrude and duplicate in the toolbar + menus. The operators used there did not activate transform, which meant that users often could not tell that the operation had occurred at all.
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