Age | Commit message (Collapse) | Author |
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Currently, when joining two armatures, the drivers of the armatures being merged
in are lost. This commit introduces a new AnimData API function for merging
animation data into another AnimData block.
NOTE:
* For now, this only copies the drivers over. As a result, manual effort will
still be needed to go through and fix the drivers.
I am working on automating that process, but it's more important that the
drivers don't have to be created from scratch for now (since this is needed
for the Goosberry rigging work).
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BKE_object_deform.
Along with some minor cleanup and simplifications.
Reviewers: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D903
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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Operators that trigger UI events (but nothing else)
were using 'CANCELLED' making it impossible to tell if an invoke
function failed, or opened a menu.
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This helps compiler to do detect stuff which might be inlined,
gives around 30% speedup on my laptop with test files from ZanQdo.
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* int -> bool where possible
* Use const where possible
* Get rid of magic numbers
* Add/tweak a few UI tips
* A few other misc changes.
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https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
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Linked actions.
Dummy typo in some recent refactor I guess.
This is to be backported to 2.72 for sure!
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Attempt to select closest bones when possible.
Occlusion query selection does't support this well because we can't
really derive depth information from occlusion tests. May be possible to
improve this somewhat in the future.
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The problem was it used copied verts on the opposite side.
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- lamp
- camera
- font
- empty & effector
Also fix inconsistency with apply transform
(modified shape-keys for meshes but not curve/lattice)
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Turns out to be mostly some cleanup in Pose select code, got rid of magic numbers
(now understand usual SEL_xxx enums) in ED_pose_deselectall(), which was renamed
to ED_pose_de_selectall, and have a new bool parameter to ignore visibility status
in its process (was the root of the reported issue).
Also factorized slightly "(de)select all" code. Yet this area could use much more
cleanup probably...
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Weight Paint mode)
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D681
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This patch creates an interface for selection mechanisms in opengl. This
makes it possible to switch between occlusion query based or select
rendermode based selection transparently.
This is really useful on graphics drivers that do not accelerate the
select rendermode path (some ATI cards are notorious for this, and the
new path is used by default there), since occlusion queries are always
hardware accelerated due to their use in games.
The option can be found under system - selection. Auto just enables
occlusion queries for ATI users while the rest of the options enforce
one of the two methods always.
There is just one known change, previous code enforced nearest bone to
always get selected, even when mouse selecting near the same position, I
couldn't replicate the behaviour though.
patch by me with edits and review by Campbell.
Thanks!
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To do so, matching BKE 'API' was also refactored a bit:
* Get Pose data instead of Object, as parameter;
* Removed some sanity checks not needed at such a low level (callers are supposed to do that);
* You can now remove an arbitrary bone group, not only the active one.
Based on patch by pkrime (Paolo Acampora), with own edits.
Reviewers: #python, pkrime, aligorith
Reviewed By: aligorith
Differential Revision: https://developer.blender.org/D522
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Keying Set is inappropriate
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initialised properly
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Looks like the cleanest way to handle this is to no do bounding box collision
for edit mode at all. But this is easy to enforce
This reverts commit 7b5fe4f316234022a0ab761b694cd459ce98db2d.
Conflicts:
source/blender/editors/transform/transform_snap.c
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slightly outside the mesh.
Reported by Thomas Beck on irc. Issue here is that the mesh bounding box
changes as we are transforming the vertices. Solution is to collide
against the initial bounding box. Unfortunately the snapping functions
are made in a way that a lot of code needed to be tweaked here, but the
change should be straightforward and harmless (famous last words, I
know).
Ideally we might want to even increase the size of the bounding box a
little (as seen in screen space) to allow snapping even in cases where,
cursor is slightly outside the bounding box, but since this is not so
straightforward to do for all cases, at least for me, leaving this as
a TODO.
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Check that up_axis is not aligned with bone was wrong in at least two aspects
(not working against negative alignement case, and since ages it seems,
using Z axis when bones are along Y axis...).
Also optimized a bit here, better to have a normalized version of vec_roll_to_mat3(),
since it needs normalized vector anyway, and we have to normalize it for the tests
before calling it anyway (so now, we only do that twice in Transform code, instead
of three times).
And we can perform aling test *before* calling vec_roll_to_mat3!
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We should have a new notifier for this
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It can't be undoe with Ctrl-Z, but Alt-H works just fine.
So instead of breaking someone's workflow let's just add
an info about how to bring bones back.
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Makes importing armatures from matrices (FBX...) *much* easier.
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Opted to keep includes if they are used indirectly (even if removing is possible).
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