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2017-10-18Cleanup: Use const for RNA EnumPropertyItem argsCampbell Barton
Practically all access to enum data is read-only.
2016-09-28POSELIB_OT_pose_add: only create keyframes for selected bones.Sybren A. Stüvel
Previously the pose library used the WholeCharacter key set, which ignores selection and add keys for almost all bones in the rig. This is a very slow operation on complex rigs. With this patch, only selected bones are keyed, defaulting to keying all bones when none are selected. Note that this fixes the FIXME previously mentioned in the source.
2016-07-16Cleanup: spellingCampbell Barton
2016-04-15Drivers Editing: Added "Copy/Paste" buttons beside "Add Variable" for ↵Joshua Leung
copying all variables from one driver to another This was a feature request from a few years back (IIRC from ZanQdo?) to make it easier to reuse one set of driver variables across several different drivers. Dev Notes: * Finally it's done! All that trouble for two little buttons. * Grr... cmake... grrr!
2016-04-15Code Cleanup: Add proper defines (with ANIM_* prefix) for animation-related ↵Joshua Leung
copy-paste buffer free callbacks
2016-03-29Drivers Setup: Expose all mapping types for creating driversJoshua Leung
* This includes the "manually create" modes, which correspond to the previous behaviour for setting up drivers. This is necessary when the current screen layout is not well suited to having multiple property editors open (e.g. small screen or heavily subdivided screen). * Only the modes relevant for the current property type (i.e. array vs single) will be shown * The "Add Driver" entries in the RMB context menu have now been replaced by a submenu which will list all the available mapping types. * NOTE: The code for the ANIM_OT_button_driver_add() operator is perhaps a bit hairy. However, it currently allows us to have the desired behaviour. It can always get cleaned up later though.
2016-03-27Drivers: Add a "none" mode for use when adding driversJoshua Leung
Although it isn't currently exposed, this allows for the old behaviour, where an "empty" driver was added (without any target assigned yet). For this reason, it's also referred to as the "Manual" mode. There are also some attempts at improving the tooltips + names for the other modes (again, not shown anywhere yet)
2016-03-26Driver Setup Workflow Improvement: Property EyedropperJoshua Leung
This commit brings some long requested improvements to the workflow for setting up drivers, which should make it easier and faster to set up new drivers in a more interactive fashion. The new workflow is as follows: 1) Hover over the property (e.g. "Lamp Energy" or "Y Location") or properties ("Rotation") you wish to add drivers to. We'll refer to this as the "destination" 2) Ctrl-D to active the new "Add Drivers" eyedropper 3) Click on the property you want to use as the source/target. The property under the mouse will be used to drive the property you invoked Ctrl-D on. For example, to drive the X, Y, and Z location of the Cube using the Y Location of the Lamp, hover over any of the X/Y/Z location buttons, hit Ctrl-D, then click on the Y-Location button of the Lamp object. Drivers will be added to the X, Y, and Z Location properties of the Cube; each driver will have a single variable, which uses the Y-Location Transform Channel of the Lamp. Tips: - Transform properties will automatically create "Transform Channel" driver variables. Everything else will use "Single Property" ones - Due to the way that Blender's UI Context works, you'll need two Properties Panel instances open (and to have pinned one of the two to show the properties for the unselected object). It's slightly clunky, but necessary for implementing a workflow like this, as the UI cannot be manipulated while using eyedroppers to pick data. - The eyedropper operator implemented here actually has three modes of operation. 1) The "1-N" (one to many) mode is the default used for Ctrl-D, and "Add Driver to All" in the RMB Menu. This is the behaviour described above. 2) There's also a "1-1" (one to one) mode that is used for the "Add Single Driver" in the RMB Menu. 3) Finally, there's the "N-N" mode (many to many), which isn't currently exposed. The point of this is to allow mapping XYZ to XYZ elementwise (i.e. direct copying) which is useful for things like locations, rotations, scaling, and colours. Implementation Notes: - The bulk of the driver adding logic is in editors/animation/drivers.c, where most of the Driver UI operators and tools are defined - The property eyedropper code is in interface_eyedropper.c along with all the other eyedroppers (even though they don't share much actual code in common). However, this turns out to be necessary, as we can't get access to many of the low-level buttons API's otherwise. Todo: - It may be necessary to restore a way to access the old behaviour (i.e. "manual setup") in case it is not practical to immediately pick a property. - Other things to investigate here include extra hotkeys (e.g. Ctrl-Shift-D for Add Single?), and to expose the N-N mode. - Other things we could try include interactively applying scaling factors, picking multiple targets (e.g. for location difference and rotation difference drivers), and/or other ways of using these property picking methods.
2016-03-24Cleanup: use prefix for return argsCampbell Barton
2016-03-13Keyframing: Added ToolSetting for choosing default keyframe typeJoshua Leung
To make it easier for animators working in a multipass pose-to-pose workflow when inserting breakdown keyframes and so forth, it is now possible to specify the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn in the Dope Sheet). Usage: 1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from the new dropdown located between the AutoKeying and KeyingSet widgets on the timeline header. 2) Insert keyframes 3) Rejoyce that your newly created keyframes have now been coloured for you already in the DopeSheet. Todo: * Look into a way of using the actual keyframe colours (from the theme) for the icons of these types.
2015-03-28Cleanup: redundant struct declarationsCampbell Barton
2014-11-20Cleanup: ints/shorts -> bool.Bastien Montagne
2014-04-28Fix T39902: Keyframe insertion by a Keying Set fails in the edit mode when ↵Tamito Kajiyama
keyframing object data properties. Reviewers: aligorith Reviewed By: aligorith Differential Revision: https://developer.blender.org/D484
2014-04-01Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT defineCampbell Barton
2014-03-31Code cleanup: use boolCampbell Barton
2014-02-03Code cleanup: use bools where possibleCampbell Barton
2014-01-04RNA API: use bool's for enum itemf callbacks.Campbell Barton
2013-12-17Fix T37103: Keyframing custom properties issue (FCurve would not reflect ↵Bastien Montagne
Custom props type changes). Add an helper func to re-compute integer-only fcurve flags, and call it when editing custom props. Reviewed by aligorith, thanks! Summary: Proposal fix for "keyframing custom properties issue" (T37103). Reviewers: aligorith Maniphest Tasks: T37103 Differential Revision: http://developer.blender.org/D111
2013-09-03Tweaks to New Driver creation behaviourJoshua Leung
* 'Show Debug' now enabled for all newly created drivers. For most users, it is useful to be able to see this to help figure out what's going on * Removed failed experiment of creating new drivers with Generator FModifiers. I had hoped that this would make it easier to create drivers that doubled or halved the input values, but that has proved to not be the case, and instead made harder for most users to set things up (as they'd have to remove these first). Now, when adding drivers from the UI, these get created with two keyframes (at (0,0) and (1,1) for a 1-1 mapping), which can be easily tweaked normally. However, for backwards compatability of scripts (notably rigify, and perhaps some others out there), when creating drivers from scripts, they will still get created with Generator FModifiers for now. We can review this situation again for 2.7, but for now it seems ok.
2012-06-01Action Group Colors for Bones (Part 2)Joshua Leung
Colors used by Bone Groups are now copied/assigned to Action Groups too when they're created now. This completes the work started in r.46960 to restore this functionality from 2.48. Currently, there is no control over when/whether these colors are copied over (although it is possible to disable the display of these colors for relevant animation editors if desired). Originally I was going to make this a more generic Keying Sets feature, though that turned out to be a bit too complex to manage. Other notes: * Split out the code for copying colors to a common library function
2012-05-13code cleanup: header cleanup and remove some duplicate defines.Campbell Barton
2012-05-05code cleanup: naming - pose/armature/image Campbell Barton
also use ..._find_name(..., name) rather then ..._find_named(..., name) --- both were used.
2012-05-05code cleanup: BKE_scene api naming.Campbell Barton
also stop numpy from being found in /usr/include with cmake.
2012-04-26rename WholeCharacter in C too, add pthreads include back for msvc which ↵v2.63Campbell Barton
needs it.
2012-03-08Fixing several issues with keyingsets:Bastien Montagne
*Add a new idname to keyingsets, keeping name as label-only (using same string for both made lookup fail when using i18n other than english, as it tried to compare an untranslated static string id against a translated RNA name). Also adding a description string (can be helpful with custom keyingsets, imho). *Fixed a few other bugs related to that area (namely, you can’t deselect current keyingset from the shift-ctrl-alt-I popup menu, and insert/delete key ops were using a rather strange way to get chosen custom keyingset…). *Fixed UI code so that it always uses (RNA) enum, and simplified menu-creation code.
2012-02-17unify include guard defines, __$FILENAME__Campbell Barton
without the underscores these clogged up the namespace for autocompleation which was annoying.
2011-10-23use defines for keying set names to avoid confusing them with text and ↵Campbell Barton
having some incorrect names (as fixed in last commit)
2011-10-10fix [#28850] With "Auto-keyframe" on, the "Selection to Cursor" option ↵Campbell Barton
doesn't create keyframe.
2011-08-15Select by Keying Set...Joshua Leung
* Split off code to refresh relative/builtin KeyingSets for the current context before they get used to a separate function. * Hooked this up to a new PyAPI/RNA function: KeyingSet.refresh(). Call this before checking the paths that a Keying Set has, especially if it is not "absolute" * Added option for "Select Grouped" operator (for Objects), which will select all objects affected by the active Keying Set. This is probably more useful for absolute KeyingSets, where changing the selection is less likely to affect the result. - The equivalent for bones is currently still in development, but is likely to be more useful for animators, where rigs are the primary animation entities they deal with
2011-08-12Bye bye vile relics of extinct version control systems,Joshua Leung
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 $keywords$
2011-07-04First stages of easier "expressions" creation...Joshua Leung
It is now possible to create "scripted expression" drivers by simply clicking on some property, and typing some short Python expression prefixed with a '#'. This will result in a scripted expression driver, with the typed-in text being created. For example, you can click on X-Location of the default cube, and type: #sin(frame) and a new driver will be created for the x-location of the cube. This will use the current frame value, and modulate this with a sine wave. Do note though, that the current frame is a special case here. In the current implementation, a special "frame" driver variable, which references the current scene frame is created automatically, so that this simple and (assumed) common case will work straight out of the box. Future improvements: - Explore possibilities of semi-automated extraction of variables from such expressions, resulting in automated variable extraction. (Doing away with variables completely is definitely 100% off the agenda though) - Look into some ways of defining some shorthands for referencing local data (possibly related to variable extraction?)
2011-05-26add the property as an argument to enum item functions, not used yet but ↵Campbell Barton
needed for dynamic python enums.
2011-05-18RNA: pass Main rather than Context to register/unregister callbacks.Brecht Van Lommel
2011-02-21doxygen: editor entryNathan Letwory
2011-02-04Moved Auto-Keying "Insert for KeyingSet only" option from UserPrefs toJoshua Leung
Scene (Toolsettings, i.e. alongside "layered" option for using NLA while doing auto-keying) This option makes all Auto-Keying operations use the active Keying Set to carry out keyframing operations instead of picking and choosing their own Keying Sets to use, thus cutting down on the number of unwanted keys. Warning: if the older userpref option was enabled in an old startup.blend, it may be difficult to turn this option off.
2011-01-03Keyframing Operator Code Cleanup:Joshua Leung
Keyframing operators now use a dynamically-generated enum for their "type" property, which determines the Keying Set to use for keyframing instead of the obscure "index" values which were determined internally. Internally though, these same indices are still being used :) Notes: - I've kept the menu-building function and the special "menu" operator for now, since it's better to not "pollute" the actual insert keyframes operator with hardcoded menu-showing logic. Instead, the menu operator does that, so that if you like, you could write another such wrapper that works differently. - The 'type' properties could have the PROP_HIDDEN flags removed, though I think it's cleaner to leave these without this option for now.
2010-12-28Drivers Code Cleanups and UI Tweaks:Joshua Leung
- Adding drivers from the UI (not from py-scripts though) will now automatically add a "Transform Channel" driver variable to the newly created drivers. This makes setting up drivers a bit more convenient for the most commonly used case. - Drivers now report their errors using the Reports system instead of writing these directly to the console. - Clarified some comments to be more insightful about the "why's" of some design decisions, and related formatting/cleanup tweaks - Reduced scope of "path" vars to just the scope they're required in - Removed some unused defines from a failed experiment in the original Keying Sets code ("templates" and "template flags") which was superseeded by the more flexible + nicer "Builtin KeyingSets"
2010-11-17Keyframing Operators: Improved Error MessagesJoshua Leung
* Keyframing operators now use the reports system for displaying all its error messages. - The benefit of this is that users no longer need to check the console for error messages if keyframing fails. - Unfortunately, reports are not currently viewable in any space/view in Blender, so... * Added a temporary operator (UI_OT_reports_to_textblock), which can be accessed in the UI from the button which appears in place of the icon when more than one report exists. This dumps the current list of reports to a textblock "Recent Reports", from which they can be viewed. This isn't really nice, but at least we now have a way to view these again, which makes debugging some things a pain. * Bugfix #24606 - when trying to add keyframes to F-Curves with F-Modifiers already which alter the curve significantly enough that the keyframes will have no effect, there are now warnings which aim to alleviate any confusion.
2010-11-17use 'const char *' by default with RNA functions except when the value is ↵Campbell Barton
flagged as PROP_THICK_WRAP. Also use const char in many other parts of blenders code. Currently this gives warnings for setting operator id, label and description since these are an exception and allocated beforehand.
2010-10-16most unused arg warnings corrected.Campbell Barton
- removed deprecated bitmap arg from IMB_allocImBuf (plugins will need updating). - mostly tagged UNUSED() since some of these functions look like they may need to have the arguments used later.
2010-10-05Reorganisation of COLLADA import code. Classes have been split into their ↵Nathan Letwory
own files. No functional changes. Where necessary extern "C" {} blocks have been added.
2010-09-30Cleanup of Auto-Keyframing code:Joshua Leung
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.
2010-06-27Partial cleanup of timing system, with some guidance from Joshua:Matt Ebb
* Fractional frames support has been changed to use a new var, scene->r.subframe. This is a 0.0-1.0 float representing a subframe interval, used in generating a final float frame number to evaluate animation system etc. * Changed frame_to_float() and some instances of bsystem_time() into a convenience function: float BKE_curframe(scene) which retrieves the floating point current frame, after subframe and frame length corrections. * Removed blur_offs and field_offs globals. These are now stored in render, used to generate a scene->r.subframe before render database processing.
2010-03-25More assorted Keying Sets changes for Cessen (mainly api stuff):Joshua Leung
* Added operator (Ctrl Shift Alt I) to show menu for changing the active Keying Set in the 3D view (todo item from last commit) * KeyingSetInfo (i.e. the Builtin Keying Set classes) can now be accessed from Keying Set instances with ks.type_info * Added ks.remove_all_paths() function to remove all the paths for a Keying Set. --- These two changes mean that builtin Keying Sets could be refreshed in response to context changes by doing: <code> ks = bpy.context.scene.active_keying_set if ks.absolute==False and ks.type_info: ksi = ks.type_info # remove existing paths to fill with new ks.remove_all_paths() # check if Keying Set can be used in current context if ksi.poll(bpy.context): # call iterator() which calls generate() and re-populates paths list ksi.iterator(bpy.context, ks) </code> And then, once this has been done, the paths that the Keying Set will operate on can be accessed as <code> paths = bpy.context.scene.active_keying_set.paths </code>
2010-03-24Keying Sets - PyAPI consistency issues:Joshua Leung
* Added 'id_name' property, which is used as the "typeinfo_name" by Keying Set instances. This is simply the name of the relevant KeyingSetInfo classes. * Renamed the 'array_index' arg for ks.add_path() to 'index'. Also removed the 'entire array' toggle arg in favour of just passing -1 to index. However, Keying Sets in general still maintain their 'entire array' toggle flags for now, it's just that the API function does conversion between the two.
2010-03-23Keying Sets: BuiltIn vs Absolute TweaksJoshua Leung
This commit clarifies the somewhat "murky" separation between "builtin" and "absolute" KeyingSets as a result of discussions with Cessen. * "Builtin" Keying Sets are now just the Keying Sets which in the past have been known as PyKeyingSets or Relative KeyingSets. These are registered from Py Scripts at startup, and will use the context info to determine what data they should be keyframing. These are stored per Blender session, independent of files, since usually these will be coded specific to sets of rigs used at a studio. * "Absolute" Keying Sets are the ones that you can create from the Scene buttons and/or KKEY or RMB over any property. They specify the exact set of properties which should always get keyframed together. These are stored in the scene. In relation to this, I've made it possible to now set one of the builtin Keying Set types as the active Keying Set. * For now, this can only be done via the box beside the insert/delete key operator buttons on the TimeLine header (now complete with an recycled icon - HINT TO ICON DESIGNERS, to make this a bit more obvious). Later on I'll commit an operator to set this via a hotkey. * The "IKEY" menu will only show up when there is no active Keying Set. When there is one, keying will happen silently (with info notice at the top of the screen). Later on, I'll hook this menu up to a hotkey, so that that active Keying Set can be changed without inserting keyframes or clearing active Keying Set... * By default, there isn't any default Keying Set enabled. IMO, this is probably a good default, though some might like to have LocRotScale instead. * I'm not terribly impressed with the search menu for the items being SORTED (and of all things, alphabetically!) currently, since this does break muscle-memory with the menu (and jumbles up order of closely related vs not closely related). * The Scene buttons for KeyingSets still need some changes to fully cope with users setting builtin KeyingSets as active sometimes. Controls which are useless or shouldn't be used when a builtin set is shown are being shown. Builtin set registrations have been tweaked a bit: * Renamed "bl_idname" to "bl_label" for consistency with rest of API. Note that this is the identifier used by Blender internally when searching for the KeyingSet, and is also what the user sees.
2010-03-16Fix this error when building with collada: http://www.pasteall.org/11757Arystanbek Dyussenov
2010-03-16Fixing compiler errors for those people who compile those c++ modules... bleh!Joshua Leung
2010-03-16== Massive Keying Sets Recode ==Joshua Leung
After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen. For a more thorough discussion of this commit, see http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1 ------ The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks. Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage. Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial. Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-02-12correct fsf addressCampbell Barton