Age | Commit message (Collapse) | Author |
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having some incorrect names (as fixed in last commit)
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doesn't create keyframe.
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Will contact aligorith anyway for confirmation.
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Plus a few cuts in very long lines…
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bad level calls in the weight paint branch.
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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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Paste pose no longer just does a blind "replace all properties" on
bones that it pastes on. Instead:
* when properties exist on the target already - only change the
properties in common
* when properties don't already exist - copy all properties
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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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"On Selected Only" option is now on by default. Stored poses only get
pasted on to bones that are selected when pasting, instead of on the
bones that were selected when copying.
(First GSoC11 commit. Yay!)
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+ some errors I noticed.
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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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armature editmode.
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* Change ICON_NULL --> ICON_NONE to avoid two #defines with the same meaning.
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headers.
left in warnings where functions obviously need to get ported to 2.5x still.
Also, render stamp seq strip works again.
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header static for blenlib, blenkernel and editors.
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After discussions with ZanQdo, it was agreed that the current workflow
for making a pose symmetrical was a bit too cumbersome, especially
when auto-keying was enabled, requiring pasting the flipped pose on
another frame so that the changes could be merged back in without
overwriting the "good" half of the rig.
This option for the Paste Pose operator makes things easier, by adding
an option which will make the pose only get pasted on to selected
bones instead of overriding the entire pose. By default this option is
turned off, but can be easily enabled either from the toolbar
(operator properties) or through the F6 popup.
The intended workflow with this option for making a rig symmetrical is
now:
1) Copy pose
2) Select "bad" bones
3) Paste Flipped
4) Enable "On Selected Only" for the operator
If there is sufficient interest, this option can even be enabled by
default. But, we'll see about that later
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rotation (only functional change of this commit).
- use BLI_math functions for removing rotations from objects and pose channels.
- add unit_axis_angle() to avoid setting the Y axis inline anywhere rotation needs removing.
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also removed unnecessary NULL checks (where the pointer was used later without checking).
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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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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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Child-of constraint issue: on adding, it wasn't checking owner
correctly for Bones, resulting in a constraint working in wrong
space; it looked as if transform was applied double when moving
the object. Only adding via Py API went wrong btw.
Also found a silly check for drawing constraints, which caused
constraint initialization to happen for every object on every
redraw!
Implementation note: con->flag CONSTRAINT_SPACEONCE was only used
for child-of constraints in Bones, so I've patched it on file
reading to always set the flag. Marked with XXX, so it can be
removed one day. Now at least things get corrected well for
imported armatures.
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functional change)
eg: uiItemR(row, &dvar_ptr, "type", 0, "", 0); -> uiItemR(row, &dvar_ptr, "type", 0, "", ICON_NULL);
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name was misleading because the list items were removed from the source list.
(no functional changes)
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consistent with active object, mesh editmode, curves & metaballs.
- active is no longer assumed to be selected.
this fixes a simple bug - eg: Adding a new armature, entering pose mode and toggling selection failed.
- outliner editbone selection now works like object and pose mode.
- mouse selection sets the bone active even when the tip is selected.
- active, unselected bones draw as wire color with a 15% tint of the selected color.
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Pose mode: "Paste flipped" failed on not-normalized quaternions
(for example ones you edited with buttons)
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only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
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- fixed bug in paste material, exposed by stricter warnings.
- removed/renamed various shadowed vars.
- removed BGE lamp.colour, only allow lamp.color attribute.
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Added extend option to lasso.
also...
- selecting bones wasn't checking their layer of if they were hidden in a number of places.
- fixed memory leak.
small unrealed changes
- added PBONE_VISIBLE macro
- renamed functions used for paint selectoin from *_tface to paintface_*. sine they no longer have anything todo with tface's.
- removed scanfill include from BLI_blenlib.h, this is only used in very few places and quite specific.
Noticed lasso select is broken for metaballs and face mask mode but this has been the case for a while, will look into it next.
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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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painting mode
pose operators now run in weightpaint mode when the weight paint objects pose armature is in pose mode.
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Moved duplicated code out to a special new function so that this doesn't need to be copied all over for each transform op that needs this.
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Second attempt at fixing. Last time, I missed the case where the "Only Insert Available" userpref was enabled, which was why the bugreport was reopened. Hopefully I haven't missed anything else...
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chain into account
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- remove MEM_guardedalloc.h from header files (include directly)
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