Age | Commit message (Collapse) | Author |
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The "Apply Pose as Rest Pose" operator now affects Bendy Bone settings
too, making it possible to use interactive posing tools (e.g. Pose Sculpting
brushes) to get the desired shape for the rest-pose shape of Bendy Bones.
When such posing tools are available, this change makes it easier to get
the desired Bendy Bone shapes, as you are no longer restricted to using
buttons to get the desired effects.
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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
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Note that some little parts of code have been dissabled because eval_ctx
was not available there. This should be resolved once DerivedMesh is
replaced.
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BKE_depsgraph.h
This removes BKE_depsgraph.h and depsgraph.c
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Functions like that do not have anything to do in BKE really, even less
when actually more used for bones than vgroups!
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Those were forcing to use vgroup name define in bones area, or even
mixing with maxbonename... ugly, and totally avoidable.
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Quick fix for now, need to unlock studio here as well.
Proper fix would be to modify API a bit and pass flags which will
prevent expand called on bmain perhaps. But this we should discuss
a bit,
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Uses similar way of storing temp data as object copy paste, just
uses different read entrypoint which does not modify current bmain.
This gives ability to easily copy-paste poses from one blender to
another one.
Hopefully doesn't introduce user-measurable differences.
Request from Peer here in the studio.
Reviewers: mont29
Reviewed By: mont29
Subscribers: hjalti, fsiddi
Differential Revision: https://developer.blender.org/D2229
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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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weight paint mode.
Use same trick as for regular 'clear transform' operators to get a valid armature
in weight paint mode (where active object is weight-painted one).
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Code here was using pchan->chan_mat, which for some reason does not work,
we rather have to use pchan->pose_mat, and convert it again from
pose space to bone space, as done by visual keyframing.
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patch by Paolo Acampora with some edits.
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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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Previously, Paste Poses only used the LocRotScale Keying Set for autokeyframing
purposes. This was fine for most purposes, but with many rigs these days also
using custom properties for important posing functions, it's important that we
include those here too.
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CMakeLists.txt.
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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.
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