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
2018-11-07Cleanup: remove some useless BKE_library and BKE_main includes.Bastien Montagne
Makes it simpler to make some changes... Also fix order of some includes (use alphabetical please).
2018-11-07Cleanup: Remove 'BKE_library.h' include from 'BKE_main.h'Bastien Montagne
That kind of implicit includes should really only be done when totally, absolutely necessary, and ideally only with rather simple 'second-level' headers. Otherwise not being explicit with includes always end up biting in unexpected ways...
2018-09-14Motion Paths: interactively update current frame location while dragging.Brecht Van Lommel
2018-07-07Fix scale in Apply Pose As Rest Pose for bendy bones.Alexander Gavrilov
Scale is multiplicative, and adding it up causes the bone to bloat.
2018-06-12Cleanup: moar G.main removal from BKE area.Bastien Montagne
2018-06-07Cleanup: remove moar G.main usages.Bastien Montagne
Notes: * Really need to address RNA setters case, end up adding way too much G.main here these days... :/ * Added Main pointer into bAnimContext, helps a lot in anim code ;)
2018-06-07Cleanup: Nuke moar G.main usages...Bastien Montagne
2018-06-06Merge branch 'master' into blender2.8Bastien Montagne
Conflicts: source/blender/collada/ArmatureExporter.cpp source/blender/collada/ArmatureExporter.h source/blender/collada/DocumentExporter.cpp source/blender/collada/DocumentExporter.h source/blender/collada/SceneExporter.cpp source/blender/collada/SceneExporter.h source/blender/collada/collada.cpp source/blender/collada/collada.h source/blender/editors/armature/armature_edit.c source/blender/editors/armature/editarmature_retarget.c source/blender/editors/armature/pose_transform.c source/blender/editors/include/ED_armature.h source/blender/editors/include/ED_object.h source/blender/editors/include/ED_screen.h source/blender/editors/io/io_collada.c source/blender/editors/object/object_transform.c source/blender/editors/screen/screen_edit.c source/blender/editors/screen/screen_ops.c source/blender/windowmanager/intern/wm.c source/blender/windowmanager/intern/wm_files.c source/blender/windowmanager/intern/wm_window.c source/blenderplayer/bad_level_call_stubs/stubs.c
2018-06-06Cleanup: Nuke moar G.main usages...Bastien Montagne
2018-06-04Merge branch 'master' into blender2.8Campbell Barton
2018-06-04Cleanup: strip trailing space in editorsCampbell Barton
2018-05-31Animation: Pass dependency graph to animation systemSergey Sharybin
This way we allow animation system to make decisions based on which context dependency graph is coming from, and whether it belongs to an active edit window or not.
2018-05-28Ugly Hacky Fix: Clear Loc/Rot/Scale + Autokey now works for bonesJoshua Leung
This is a hacky fix so that animators can use this tool again with autokey enabled (which they do all the time). The issue here is that the tool writes the new (0) values to the original data, but insertkey now reads from evaluated data (so that keying interpolated values works). However, the cleared values do not get re-evaluated or flushed before insertkey gets to it (via auto keying), meaning that the wrong values get keyed. There may be better solutions for this, but for now, this is the simplest fix that I can get working.
2018-05-18COW Fix: POSE_OT_armature_apply (Apply Pose as Rest Pose) now works with COWJoshua Leung
2018-05-15Fix: POSE_OT_visual_transform_apply now works with Copy on WriteJoshua Leung
2018-05-15Remove G.main usageJoshua Leung
2018-04-30Multi-Object Pose Fixes for POSE_OT_armature_apply()Joshua Leung
This operator was only partially converted to multi-object editing, as on one hand, it was using the new "objects in mode" iterator, while on the other hand, it was also using the context iterator inside that, making all selected bones across armatures get included.
2018-04-24Multi-Object Pose: Apply Visual Transforms operatorJoshua Leung
2018-04-23Multi-Object Pose: Reset unkeyed works now (Clear User Transforms)Joshua Leung
2018-04-23Cleanup: Remove old cruft (from 2.4)Joshua Leung
2018-04-18Pose: multi-object support for clear transformCampbell Barton
2018-04-16Depsgraph: remove EvaluationContext, pass Depsgraph instead.Brecht Van Lommel
The depsgraph was always created within a fixed evaluation context. Passing both risks the depsgraph and evaluation context not matching, and it complicates the Python API where we'd have to expose both which is not so easy to understand. This also removes the global evaluation context in main, which assumed there to be a single active scene and view layer. Differential Revision: https://developer.blender.org/D3152
2018-04-15Merge branch 'master' into blender2.8Campbell Barton
2018-04-15Cleanup: ED_armature namingCampbell Barton
- Wasn't clear which functions handle edit-bones. - Mixed both ebone and edit_bone in names. - Didn't use ED_armature_* prefix for public API. See P655 to apply to branches.
2018-04-03Merge branch 'master' into blender2.8Campbell Barton
2018-04-03Cleanup: rename list count_ex -> count_at_mostCampbell Barton
2018-01-29Merge branch 'master' into blender2.8Campbell Barton
2018-01-29Apply Pose as Rest Pose: Bendy Bone supportJoshua Leung
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.
2017-11-20Merge branch 'master' into blender2.8Campbell Barton
2017-11-19Pasting poses now updates motion pathsJoshua Leung
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
2017-07-21Pass EvaluationContext argument everywhereLuca Rood
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.
2017-06-08Replace all old DAG calls with direct calls to new DEG and remove ↵Luca Rood
BKE_depsgraph.h This removes BKE_depsgraph.h and depsgraph.c
2017-01-16Cleanup/refactor: move BKE_deform_flip_side_name & co to BLI_string_utilsBastien Montagne
Functions like that do not have anything to do in BKE really, even less when actually more used for bones than vgroups!
2017-01-16Cleanup/refactor: get rid of fixed name limit in BKE_deform_flip_side_name & co.Bastien Montagne
Those were forcing to use vgroup name define in bones area, or even mixing with maxbonename... ugly, and totally avoidable.
2016-09-19Fix T49385: Copy buffer is not from pose mode. Report ErrorSergey Sharybin
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,
2016-09-15Use temp .blend file copybuffer for pose copy-pasteSergey Sharybin
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
2016-09-14Fix memory leak in copy pose operatorSergey Sharybin
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)
2015-03-23Cleanup: comments, styleCampbell Barton
2015-02-23Fix T43776: Rigging : Clear User transform is not working when mesh is in ↵Bastien Montagne
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).
2014-05-29Cleanup: Use doxy for more structured commentsCampbell Barton
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-21Fix T38251: "Apply Visual Transform to Pose" Offsets bone unpredictablyBastien Montagne
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.
2013-12-17'Transform' Python Function for armature, curve and lattice.Campbell Barton
patch by Paolo Acampora with some edits.
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
2013-11-16code cleanup: rename flip_side_name to BKE_deform_flip_side_nameCampbell Barton
2013-08-07code cleanup: more zero as NULL pointers.Campbell Barton