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
2015-06-06CleanupCampbell Barton
2015-05-27Fix parent tips staying selected after separateCampbell Barton
2015-05-27Use PKey for edit-armature separateCampbell Barton
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).
2015-05-23Cleanup: typosCampbell Barton
2015-05-17Numeric Input for Pose Breakdowner/Slide/Push ToolsJoshua Leung
2015-05-12Depsgraph: Add utility function to tag pose for recalcSergey Sharybin
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.
2015-05-03Fix T44591: Set PBone Group operator did not handled predifined group index ↵Bastien Montagne
in its invoke func.
2015-04-08Use IS_EQF for floatsCampbell Barton
2015-04-08Partial fixes for issues raised in T44219Joshua Leung
* 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.
2015-04-07Revert Sticky Keys (and everything related to that)Julian Eisel
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.
2015-04-07Use BKE_edgehash_ensure_p where possibleCampbell Barton
2015-04-06UI i18n cleanup...Bastien Montagne
And some general style cleanup as well (line length...).
2015-04-04Cleanup: use BKE_animdata_* prefixCampbell Barton
2015-04-03Sticky Keys backendJulian Eisel
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!
2015-04-02Expose the Pose Propagate tool a bit more in the UIJoshua Leung
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.
2015-04-02Propagate Pose: Added 'Selected Keyframes' modeJoshua Leung
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.
2015-03-30Cleanup: use const for typeinfoCampbell Barton
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2015-03-28Use union for EditBone'sCampbell Barton
Avoids complicated casts accessing as int
2015-03-23Cleanup: comments, styleCampbell Barton
2015-03-20Remove unused armature codeCampbell Barton
ED_armature_deselect_all now simply de-selects
2015-03-20Fix/Improve FKey bone creationCampbell Barton
- new bone is now made active - previous selection cleared - bone direction places the tip on the active bone (if available)
2015-03-20Cleanup: warnings bit-shift int overflowCampbell Barton
2015-03-19Armature select-hierarchy now uses connected bonesCampbell Barton
Traverse down connected child bones (when available) Also remove redundant bone loops.
2015-03-19Correct recent armature symmetrizeCampbell Barton
Duplicating part of a chain could have invalid 'connected' flag.
2015-03-19Armature Symmetrize toolCampbell Barton
D1147 by @julien, with fixes/improvements Duplicate bones where needed, otherwise use existing. Keeps parent relations intact, can operate on parts of an armature.
2015-03-19Cleanup: style (armature duplicate)Campbell Barton
2015-03-05Fix T43880 really stupid mistake from fixing stick mode selectionAntony Riakiotakis
2015-02-27Fix T43814: Skinning : set parent with automatic weights doesn't take into ↵Bastien Montagne
account locked vertex groups. Simply skip a bone's vgroup when it already exists and is locked.
2015-02-26Fix T43303 impossible to select a joint in stick bone edit mode.Antony Riakiotakis
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.
2015-02-26Remove redundant glInitNames calls (shouod be handled in selection codeAntony Riakiotakis
now.)
2015-02-24Fix T43535 - weight paint issuesAntony Riakiotakis
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.
2015-02-23RNA: use 0/1 for pose layer operatorCampbell 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).
2015-02-17etch-a-ton: fix crash selecting strokesCampbell Barton
2015-02-06cleanup: styleCampbell Barton
2015-01-29Bone calculate roll (pos/neg options in menu)Campbell Barton
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.
2015-01-26Cleanup: strcmp/strncmp -> STREQ/STREQLEN (in boolean usage).Bastien Montagne
Makes usage of those funcs much more clear, we even had mixed '!strcmp(foo, bar)' and 'strcmp(foo, bar) == 0' in several places...
2015-01-23cleanup: styleCampbell Barton
2015-01-22Fix: Joining armatures fixes up the drivers accordinglyJoshua Leung
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.
2015-01-22WIP: Attempt to get driver links remapped correctly when joining armaturesJoshua Leung
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).
2015-01-22Fix: Joining armatures wasn't updating Action Constraints properlyJoshua Leung
The code here was still trying to access ancient 2.4x "action channels" to rename them. Now, this renames the relevant FCurves instead.
2015-01-21Fix: Joining armatures loses driversJoshua Leung
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).
2015-01-01cleanup: redundant casts & const cast correctnessCampbell Barton
2014-12-01Cleanup: warningsCampbell Barton
2014-11-28Cleanup: unused headersCampbell Barton
2014-11-20Cleanup: ints/shorts -> bool.Bastien Montagne
2014-11-19Refactor: Move part of vgroup handling code from ED_mesh/object_vgroup.c to ↵Bastien Montagne
BKE_object_deform. Along with some minor cleanup and simplifications. Reviewers: campbellbarton Subscribers: sergey Differential Revision: https://developer.blender.org/D903
2014-11-16Cleanup: use BLI_listbase_count_ex to avoid redundant loopingCampbell Barton
2014-11-16Cleanup: use BLI_listbase_*** prefix for count,sort,sort_rCampbell Barton