Age | Commit message (Collapse) | Author |
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As used already for mesh & curves.
Add confirmation menu for curve & armature,
since this isn't such a common operation and undoing leaves object data
(long term bug/todo to fix).
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Currently this function only tags pose itself, totally matching previous
behavior. But this will be needed in the future once new dependency graph
is landed, because of it's granular nature which relies on the fact that
pose channels are all up to date when building the graph.
Should be no functional changes so far.
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in its invoke func.
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* The breakdowner tool will no longer operate directly on properties
of type "enum", as this doesn't make sense most of the time. This
is still not much use though when custom properties (ints) are used
to drive some underlying enum property though (as in blenrig)
* The breakdowner no longer tries to perform any blending if the
start and end values are the same, to avoid float precision issues.
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Our current keymap doesn't give us enough room to make such changes in
the event system. To fix small issues caused by this, we would need to do
drastic changes in Blender's keymaps and internal handling. It was worth
a try, but it didn't work.
I can write down a more descriptive statement in a few days, but for now
I need a break of this stuff.
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And some general style cleanup as well (line length...).
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Design task: T42339
Differential Revision: D840
Initial implementation proposal: T41867
Short description:
With this we can distinguish between holding and tabbing a key. Useful
is this if we want to assign to operators to a single shortcut. If two
operators are assigned to one shortcut, we call this a sticky key.
More info is accessible through the design task and the diff.
A few people that were involved with this:
* Sean Olson for stressing me with this burden ;) - It is his enthusiasm
that pushed me forward to get this done
* Campbell and Antony for the code and design review
* Ton for the design review
* All the other people that gave feedback on the patch and helped to
make this possible
A big "Thank You" for you all!
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From the various forum threads and the fact that a new addon has cropped up,
it appears that it is not that well known that this tool exists, and that it
can be used solve a very common problem that animators face. Namely:
When you've gone through blocking out your key poses and then realise
that you need to adjust parts of the rig which don't change much, this
tool solves the problem of needing to go through doing grunt-work to
fix all the other keyframes which now need to change as well.
So, this tool is now available in the following two places (in addition to
the existing Pose -> Propagate menu):
* Toolbar - The "Propagate" button will use the default mode (or the last
used mode for each subsequent invocation).
The arrow-button beside this will allow choosing between the different
modes. (NOTE: The UI team may have different thoughts on this, but,
let's give this a try for a while first, to see if this sort of thing works)
* Alt-P - In Pose Mode, this will now bring up a menu allowing you to choose
which mode is used. Since this sort of thing is something that does
get run several times in a row when you need it, having this hotkey
will make it a bit more convenient.
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This commit adds a new mode for the Propagate Pose tool. With this new option,
the Propagate Pose will copy the current pose over to all selected keyframes
after the current frame.
For reference, some of the other/existing options are: to copy it to each subsequent
keyframe with the same value (WHILE_HELD - the default), to the next keyframe,
or to the last keyframe.
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Avoids complicated casts accessing as int
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ED_armature_deselect_all now simply de-selects
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- new bone is now made active
- previous selection cleared
- bone direction places the tip on the active bone (if available)
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Traverse down connected child bones (when available)
Also remove redundant bone loops.
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Duplicating part of a chain could have invalid 'connected' flag.
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D1147 by @julien, with fixes/improvements
Duplicate bones where needed, otherwise use existing.
Keeps parent relations intact, can operate on parts of an armature.
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account locked vertex groups.
Simply skip a bone's vgroup when it already exists and is locked.
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Things here are simple, selected bone joint could have same priority as
unselected bone, so bone would always win. Gave joints a little more
priority than bones, usually user will be more precise just to select
the joint anyway.
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now.)
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Two issues in this report:
* Shift-F key conflict between painting and selecting mirrored bone
(moved select mirrored to ctrl-shift-F)
* It was possible to display texture overlay in weight painting, even
though the mode does not support textures yet.
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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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This change means you can see the option to do +/- aligned axis when calculating roll
(in that case the flip-axis option is ignored).
This is added since you mostly don't want to set the option in the toolbar each time.
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Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)'
and 'strcmp(foo, bar) == 0' in several places...
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Finally! At long last, I've gotten this working! This ended up being far trickier
to get right than anticipated; the normal remapping API's cannot be used as-is
as they will just clobber over subtleties whenever datablock changes are involved.
So, for now, we have to duplicate the logic a bit.
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Now, RNA Paths and driver targets get corrected, but at the expense of this
always happening (i.e. even for those affecting drivers which existed before).
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The code here was still trying to access ancient 2.4x "action channels" to rename
them. Now, this renames the relevant FCurves instead.
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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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