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
2021-08-19Alembic import: option to always add a cache readerKévin Dietrich
The current behavior of the Alembic importer is to only create a `MeshSequenceCache` modifier or a `Transform Cache` constraint to imported objects if they have some animated properties. Since static objects do not have a cache reader, when reloading files those objects are not updated. Currently, the only way to properly reload a file because of this is to reimport it. This adds an option to the importer to always add a cache reader, even if there is no animated data, to ensure that all objects coming from Alembic archive are linked to them and updated properly upon reloads. Reviewed by: brecht, sybren Ref D10197.
2021-08-03USD: add USD importerMichael Kowalski
This is an initial implementation of a USD importer. This work is comprised of Tangent Animation's open source USD importer, combined with features @makowalski had implemented. The design is very similar to the approach taken in the Alembic importer. The core functionality resides in a collection of "reader" classes, each of which is responsible for converting an instance of a USD prim to the corresponding Blender Object representation. The flow of control for the conversion can be followed in the `import_startjob()` and `import_endjob()` functions in `usd_capi.cc`. The `USDStageReader` class is responsible for traversing the USD stage and instantiating the appropriate readers. Reviewed By: sybren, HooglyBoogly Differential Revision: https://developer.blender.org/D10700
2021-07-30Cleanup: headers, use 'pragma once', remove argument to '\file'Campbell Barton
2021-07-16Cleanup: sort struct declarationsCampbell Barton
2021-07-06Alembic export: evaluation mode optionPhilipp Oeser
This option will determine visibility on either render or the viewport visibility. Same for modifer settings. So it will either evaluate the depsgrah with DAG_EVAL_RENDER or DAG_EVAL_VIEWPORT. This not only makes it more flexible, it is also a lot clearer which visibility / modfier setting is taken into account (up until now, this was always considered to be DAG_EVAL_RENDER) This option was always present in the USD exporter, this just brings Alembic in line with that. ref. T89594 Maniphest Tasks: T89594 Differential Revision: https://developer.blender.org/D11820
2021-07-06Alembic: remove non-functional "Renderable Objects" only optionPhilipp Oeser
When introduced in {rB61050f75b13e} this was actually working (meaning it checked the Outliner OB_RESTRICT_RENDER flag and skipped the object if desired). Behavior has since then been commented in rBae6e9401abb7 and apparently refactored out in rB2917df21adc8. If checked, it seemed to be working (objects marked non-renderable in the Outliner were pruned from the export), however unchecking that option did not include them in the export. Now it changed - for the worse if you like - in rBa95f86359673 which made it so if "Renderable Objects" only is checked, it will still export objects invisible in renders. So since we now have the non-functional option with a broken/misleading default, it is better to just remove it entirely. In fact it has been superseeded by the "Visible Objects" option (this does the same thing: depsgraph is evaluated in render mode) and as a second step (and to make this even clearer) a choice whether Render or Viewport evaluation is used can be added (just like the USD exporter has). When that choice is explicit, it's also clear which visibility actually matters. This is breaking API usage, should be in release notes. ref. T89594 Maniphest Tasks: T89594 Differential Revision: https://developer.blender.org/D11808
2021-05-18Alembic: read/write generated coordinates of meshesSybren A. Stüvel
Read and write generated coordinates (also known as "original coordinates", "reference coordinates", or "orcos") from and to Alembic. A custom geometry property named "Pref" is used for (hopefully) interoperability with Maya and Houdini. For now it's only guaranteed for Blender-to-Blender. Export: writing generated coordinates is optional (on by default). Import: generated coordinates are always read whenever the reading of vertex data is enabled. Manifest Task: T88081
2021-04-19Cleanup: use 'wmOperator.ptr' in draw functionsCampbell Barton
Draw functions used RNA_pointer_create to create the pointer, however this already exists in the operator.
2021-04-19Fix creating operator properties without an owner_idCampbell Barton
Any dynamic enum access would not use the callback. Always set the owner_id to avoid this causing problems. Oversight in 919558854d624f5db40acfa9f5674ac8c94873b6
2021-04-13Cleanup: redundant struct declarationsCampbell Barton
2021-03-26CMake: add headers to source lists, sort file-listsCampbell Barton
2021-03-25GPencil: Fix compiler warning when HARU and PUGIXML are disabledAntonio Vazquez
The function only must be included if Haru or Pugixml is enabled.
2021-03-24GPencil: Fix wrong file extension when exporting SVGAntonio Vazquez
Due a code cleanup it was using .PDF all times.
2021-03-24GPencil: New modules for Import and ExportAntonio Vazquez
This patch adds support to export and import grease pencil in several formats. Inlude: * Export SVG * Export PDF (always from camera view) * Import SVG The import and export only support solid colors and not gradients or textures. Requires libharu and pugixml. For importing SVG, the NanoSVG lib is used, but this does not require installation (just a .h file embedded in the project folder) Example of PDF export: https://youtu.be/BMm0KeMJsI4 Reviewed By: #grease_pencil, HooglyBoogly Maniphest Tasks: T83190, T79875, T83191, T83192 Differential Revision: https://developer.blender.org/D10482
2021-03-08Fix T86063: support 'Relative Path' setting opening (alembic) cachesPhilipp Oeser
This was reported as opening alembic caches ignoring the 'use_relative_paths' preference, but this operator just did not have this setting. Fortunately, adding this is just a simple switch. Maniphest Tasks: T86063 Differential Revision: https://developer.blender.org/D10568
2021-03-08Alembic: avoid red overwrite warning when opening a fileSybren A. Stüvel
Pass `FILE_OPENFILE` instead of `FILE_SAVE` when selecting a file for reading.
2021-02-10Cleanup: remove redundant headers in source/blender/editors/Campbell Barton
Remove redundant headers using `./source/tools/utils_maintenance/code_clean.py` Reviewed By: jmonteath Ref D10364
2021-01-08Use the term "N-gon" instead of "Polygon" for triangulation methodPhilipp Oeser
This was reported for the Triangulate geometry node, but was also true for the triangulate modifier and in exporters. Note the modifier was introduced with "Ngon Method" in rBa7b44c82e5b9 but was renamed to "Polygon Method" in rBf4762eb12ba5. Since quads are also polygons (and quads have their own method), the term "N-gon" is more appropriate here and is also described in the glossary https://docs.blender.org/manual/en/2.92/glossary/ index.html#term-N-gon Docs have been updated in rBM7539 (partially - the method would also have to be renamed once this patch lands). Note this also fixes the wrong enum used for the alembic exporter. Fixes T83907 Maniphest Tasks: T83907 Differential Revision: https://developer.blender.org/D10022
2020-12-24UI: Cleanup spelling of compound wordsYevgeny Makarov
Approximately 138 changes in the spelling of compound words and proper names like "Light Probe", "Shrink/Fatten", "Face Map". In many cases, hyphens were used where they aren't correct, like "re-fit". Other common changes include: - "Datablock" -> "data-block" - "Floating point" -> "floating-point" - "Ngons" -> "n-gons" These changes help give the language used in the interface a consistent, more professional feel. Differential Revision: https://developer.blender.org/D9923
2020-12-24Cleanup: Fix capitalization in various UI stringsYevgeny Makarov
Approximately 195 changes of capitalization to conform to MLA title style. UI labels and property names should use MLA title case, while descriptions should be capitalized like regular prose, generally with only the start of a sentence capitalized. Differential Revision: https://developer.blender.org/D9922
2020-11-03Fix C operators can't set default display or sort type for File BrowserJulian Eisel
`WM_operator_properties_filesel()` allows C operators to set a display or sort type for the File Browser to use. But the File Browser would always override that because of an invalid `_is_set()` check. (The operators don't actually set the value, they only set the property's default value.) The only operator affected by this is "Recover Auto Save". It is supposed to show a vertical list ordered chronologically. It used settings from the previous File Browser usage before this patch. Operators using the File Browser should generally use `FILE_DEFAULTDISPLAY`/`FILE_SORT_DEFAULT` now, except if they have a reason not to. See comments at their definition. ---- This makes it so operators that set a different display or sort type don't change the sort or display type for the next File Browser operation. So using "Recover Auto Save" entirely isolates display and sort type from other operations. Differential Revision: https://developer.blender.org/D8598 Reviewed by: Bastien Montagne
2020-10-10Cleanup: use C comments for descriptive textCampbell Barton
Follow our code style guide by using C-comments for text descriptions.
2020-09-14Alembic export: write custom propertiesSybren A. Stüvel
Write custom properties (aka ID properties) to Alembic, to the `.userProperties` compound property. Manifest Task: https://developer.blender.org/T50725 Scalar properties (so single-value/non-array properties) are written as single-element array properties to Alembic. This is also what's done by Houdini and Maya exporters, so it seems to be the standard way of doing things. It also simplifies the implementation. Two-dimensional arrays are flattened by concatenating all the numbers into a single array. This is because ID properties have a limited type system. This means that a 3x3 "matrix" could just as well be a list of three 3D vectors. Alembic has two container properties to store custom data: - `.userProperties`, which is meant for properties that aren't necessarily understood by other software packages, and - `.arbGeomParams`, which can contain the same kind of data as `.userProperties`, but can also specify that these vary per face of a mesh. This property is mostly intended for renderers. Most industry packages write their custom data to `.arbGeomParams`. However, given their goals I feel that `.userProperties` is the more appropriate one for Blender's ID Properties. The code is a bit more involved than I would have liked. An `ABCAbstractWriter` has a `uniqueptr` to its `CustomPropertiesExporter`, but the `CustomPropertiesExporter` also has a pointer back to its owning `ABCAbstractWriter`. It's the latter pointer that I'm not too happy with, but it has a reason. Getting the aforementioned `.userProperties` from the Alembic library will automatically create it if it doesn't exist already. If it's not used to actually add custom properties to, it will crash the Alembic CLI tools (and maybe others too). This is what the pointer back to the `ABCAbstractWriter` is used for: to get the `.userProperties` at the last moment, when it's 100% sure at least one custom property will be written. Differential Revision: https://developer.blender.org/D8869 Reviewed by: sergey, dbystedt
2020-09-08Alembic Export: support instanced object dataSybren A. Stüvel
Add support for object data instancing. This is used when the objects are instances, for example when duplicated by a particle system, or instanced by the duplication system (collection-duplicating empties, vertex/face duplis, etc.) Since Alembic already deduplicates data, this doesn't make the resulting Alembic files any smaller. They will be faster to write, though, when there is a lot of instanced geometry, as the deduplication system won't have to do any comparisons. This instancing support is still limited, in the sense that only object data is instanced and all transforms are still written explicitly. A future improvement could be to support instancing entire collection hierarchies. Blender's Alembic importer has no understanding of these Alembic instances yet, and will thus happily duplicate the data on import. The USD Alembic plugin seems to have problems understanding the instancing. There might also be other software with similar issues. Because of this, instancing can be turned off in the exporter (it's on by default).
2020-08-31Fix T80126: Alembic Import dialogue has overwrite protection UIPhilipp Oeser
Use `FILE_OPENFILE` when importing, rather than `FILE_SAVE`. Reviewed By: sybren Differential Revision: https://developer.blender.org/D8715
2020-08-17USD: Allow exporting of invisible objectsSybren A. Stüvel
The fix for T75936 made it possible to export invisible objects to Alembic. This commit applies the same approach to the USD exporter. The USD and Alembic code is slightly different in terms of where in the exported file the visibility attribute is stored. In USD the visibility is used to prune the scene graph, and thus there are only two options: "hidden" and "inherited". Setting the visiblity of a node in the scene graph to "hidden" immediately hides all its children. To allow hidden parents with visible children, the visibility is stored on the object data (so the geometry/camera/lamp/etc) instead.
2020-08-07Code Style: use "#pragma once" in source directoryJacques Lucke
This replaces header include guards with `#pragma once`. A couple of include guards are not removed yet (e.g. `__RNA_TYPES_H__`), because they are used in other places. This patch has been generated by P1561 followed by `make format`. Differential Revision: https://developer.blender.org/D8466
2020-07-21UI: Use consistent layout for custom operator UIHans Goudey
Operators are one of the last places in Blender to use older UI designs that don't fit in with recent style conventions. This commit updates these custom operator UI callbacks for consistency and clarity. Some of the code is also simplified a lot. Some of the older operator layouts were much more complex (in terms of code) than they needed to be. See the differential revision for a before and after screenshot of each operator. Differential Revision: https://developer.blender.org/D8326
2020-07-03Cleanup: Editors, Clang-Tidy else-after-return fixesSybren A. Stüvel
This addresses warnings from Clang-Tidy's `readability-else-after-return` rule in the `source/blender/editors` module. No functional changes.
2020-06-22Add undo step to Alembic and Collada importers...Bastien Montagne
Re T77754.
2020-06-17Cleanup: clang-formatBrecht Van Lommel
2020-06-15Alembic: remove support for HDF5 archive formatSybren A. Stüvel
Alembic is not a single file format, it can be stored in two different ways: Ogawa and HDF5. Ogawa replaced HDF5 and is smaller and much faster (4-25x) to read ([source](http://exocortex.com/blog/alembic_is_about_to_get_really_fast)). As long as Blender has had Alembic support, it has never supported the HDF5 format in any release. There is a build option `WITH_ALEMBIC_HDF5` that can be used to enable HDF5 support in your own build. This commit removes this build option and the code that it manages. In the years that I have been maintainer of Blender's Alembic code, I only remember getting a request to support HDF5 once, and that was to support very old software that has likely since then been updated to support Ogawa. Ubuntu and Fedora also seem to bundle Blender without HDF5 support. This decision was discussed on [DevTalk](https://devtalk.blender.org/t/alembic-hdf5-support-completely-remove) where someone also mentioned that there is a tool available that can convert HDF5 files to the Ogawa format.
2020-06-15UI: Do not use term 'Subsurf'Aaron Carlisle
So not to be confused with subsurf scatter Differential Revision: https://developer.blender.org/D8005
2020-06-03Object: refactor mode switchingCampbell Barton
Functionality here has become confusing over time, this removes duplicate, similar functions, preferring to set the mode instead of toggle, enter, exit. Mode switching utility function behaved differently regarding undo, 'ED_object_mode_toggle' for example didn't skip the undo push where 'ED_object_mode_set' did. Some callers chose these functions based on the intended undo behavior, even when toggling didn't make sense. There was also ED_object_mode_generic_enter which was similar to ED_object_mode_set, instead of the reverse of ED_object_mode_generic_exit. Simplify object mode switching internals: - Replace ED_object_mode_generic_enter with ED_object_mode_set. - Remove ED_object_mode_toggle as nearly all callers needed to check the current mode so toggling would set the mode argument correctly. - Use ED_object_mode_set for the object mode switching operator to simplify logic. - Add ED_object_mode_set_ex which has an argument to disable undo, needed when loading undo data needs to set the mode. - Remove unused ED_object_mode_exit.
2020-05-09Cleanup: double-spaces in commentsCampbell Barton
2020-03-19Cleanup: `make format` after SortedIncludes changeDalai Felinto
2020-03-06Cleanup: move Alembic, AVI, Collada, and USD to `source/blender/io`Sybren A. Stüvel
This moves the `alembic`, `avi`, `collada`, and `usd` modules into a common `io` directory. This also cleans up some `#include "../../{somedir}/{somefile}.h"` by adding `../../io/{somedir}` to `CMakeLists.txt` and then just using `#include "{somefile}.h"`. No functional changes.
2020-02-10Cleanup/refactor: Rename `BKE_library` files to `BKE_lib`.Bastien Montagne
Note that `BKE_library.h`/`library.c` were renamed to `BKE_lib_id.h`/`lib_id.c` to avoid having a too generic name here. Part of T72604.
2020-01-22Alembic & Collada: Show sidebar by default in file browserJulian Eisel
Importers/exporters should show the sidebar by default (if they have any settings). For some reason this was missing for the Alembic and Collada exporters.
2020-01-10USD Exporter: clarified export options in the UISybren A. Stüvel
- "Only Export Selected Objects" → "Selection Only", as this is the standard used in other exporters. - "Evaluation Mode" → "Use Settings for", as this is clearer for users who aren't as familiar with the technical details of the depsgraph. - "Use Instancing" → "Instancing", and moved the checkbox to the end of the option list into its own box "Experimental". This looks a bit cleaner than just plonking "EXPERIMENTAL" in the checkbox label.
2020-01-09USD Exporter: removed 'Export' from the exporter option labelsSybren A. Stüvel
Most options were 'Export …', now they are just '…'. For example, 'Export UV Maps' → 'UV Maps'.
2020-01-09USD Exporter: removed 'Visible Objects Only' exporter optionSybren A. Stüvel
The way the USD exporter currently works, it is not possible to export invisible objects. As such, the 'Visible Objects Only' option was confusing. Exporting invisible objects means obtaining invisible evaluated objects from the depsgraph, which is not something that's currently implemented. Once that's done, we can reintroduce this option.
2019-12-17USD Exporter: show export options by defaultSybren A. Stüvel
There are options for the exporter that are relevant for each export, for example the choice between Viewport or Render settings, or whether to export the current frame or an animation. It's better to have the options panel opened by default.
2019-12-13USD: Introducing a simple USD ExporterSybren A. Stüvel
This commit introduces the first version of an exporter to Pixar's Universal Scene Description (USD) format. Reviewed By: sergey, LazyDodo Differential Revision: https://developer.blender.org/D6287 - The USD libraries are built by `make deps`, but not yet built by install_deps.sh. - Only experimental support for instancing; by default all duplicated objects are made real in the USD file. This is fine for exporting a linked-in posed character, not so much for thousands of pebbles etc. - The way materials and UV coordinates and Normals are exported is going to change soon. - This patch contains LazyDodo's fixes for building on Windows in D5359. == Meshes == USD seems to support neither per-material nor per-face-group double-sidedness, so we just use the flag from the first non-empty material slot. If there is no material we default to double-sidedness. Each UV map is stored on the mesh in a separate primvar. Materials can refer to these UV maps, but this is not yet exported by Blender. The primvar name is the same as the UV Map name. This is to allow the standard name "st" for texture coordinates by naming the UV Map as such, without having to guess which UV Map is the "standard" one. Face-varying mesh normals are written to USD. When the mesh has custom loop normals those are written. Otherwise the poly flag `ME_SMOOTH` is inspected to determine the normals. The UV maps and mesh normals take up a significant amount of space, so exporting them is optional. They're still enabled by default, though. For comparison: a shot of Spring (03_035_A) is 1.2 GiB when exported with UVs and normals, and 262 MiB without. We probably have room for optimisation of written UVs and normals. The mesh subdivision scheme isn't using the default value 'Catmull Clark', but uses 'None', indicating we're exporting a polygonal mesh. This is necessary for USD to understand our normals; otherwise the mesh is always rendered smooth. In the future we may want to expose this choice of subdivision scheme to the user, or auto-detect it when we actually support exporting pre-subdivision meshes. A possible optimisation could be to inspect whether all polygons are smooth or flat, and mark the USD mesh as such. This can be added when needed. == Animation == Mesh and transform animation are now written when passing `animation=True` to the export operator. There is no inspection of whether an object is actually animated or not; USD can handle deduplication of static values for us. The administration of which timecode to use for the export is left to the file-format-specific concrete subclasses of `AbstractHierarchyIterator`; the abstract iterator itself doesn't know anything about the passage of time. This will allow subclasses for the frame-based USD format and time-based Alembic format. == Support for simple preview materials == Very simple versions of the materials are now exported, using only the viewport diffuse RGB, metallic, and roughness. When there are multiple materials, the mesh faces are stored as geometry subset and each material is assigned to the appropriate subset. If there is only one material this is skipped. The first material if any) is always applied to the mesh itself (regardless of the existence of geometry subsets), because the Hydra viewport doesn't support materials on subsets. See https://github.com/PixarAnimationStudios/USD/issues/542 for more info. Note that the geometry subsets are not yet time-sampled, so it may break when an animated mesh changes topology. Materials are exported as a flat list under a top-level '/_materials' namespace. This inhibits instancing of the objects using those materials, so this is subject to change. == Hair == Only the parent strands are exported, and only with a constant colour. No UV coordinates, no information about the normals. == Camera == Only perspective cameras are supported for now. == Particles == Particles are only written when they are alive, which means that they are always visible (there is currently no code that deals with marking them as invisible outside their lifespan). Particle-system-instanced objects are exported by suffixing the object name with the particle's persistent ID, giving each particle XForm a unique name. == Instancing/referencing == This exporter has experimental support for instancing/referencing. Dupli-object meshes are now written to USD as references to the original mesh. This is still very limited in correctness, as there are issues referencing to materials from a referenced mesh. I am still committing this, as it gives us a place to start when continuing the quest for proper instancing in USD. == Lights == USD does not directly support spot lights, so those aren't exported yet. It's possible to add this in the future via the UsdLuxShapingAPI. The units used for the light intensity are also still a bit of a mystery. == Fluid vertex velocities == Currently only fluid simulations (not meshes in general) have explicit vertex velocities. This is the most important case for exporting velocities, though, as the baked mesh changes topology all the time, and thus computing the velocities at import time in a post-processing step is hard. == The Building Process == - USD is built as monolithic library, instead of 25 smaller libraries. We were linking all of them as 'whole archive' anyway, so this doesn't affect the final file size. It does, however, make life easier with respect to linking order, and handling upstream changes. - The JSON files required by USD are installed into datafiles/usd; they are required on every platform. Set the `PXR_PATH_DEBUG` to any value to have the USD library print the paths it uses to find those files. - USD is patched so that it finds the aforementioned JSON files in a path that we pass to it from Blender. - USD is patched to have a `PXR_BUILD_USD_TOOLS` CMake option to disable building the tools in its `bin` directory. This is sent as a pull request at https://github.com/PixarAnimationStudios/USD/pull/1048
2019-11-29Alembic: clarification of 'visible objects only' export option tooltipSybren A. Stüvel
The visibility of the object is what counts, not just the visibility of the collection.
2019-11-29Alembic: changed "Visible Layers" to "Visible Objects" in export optionsSybren A. Stüvel
There are no more 'layers' in Blender. I chose 'Visible Objects' rather than 'Visible Collections' to be consistent with the other '{Renderable,Selected} Objects Only' options. No functional changes.
2019-09-19Fix T70070: Path always absolute when importing AlembicSybren A. Stüvel
Importing an Alembic file with a relative path is now also possible.
2019-09-07Cleanup: use post increment/decrementCampbell Barton
When the result isn't used, prefer post increment/decrement (already used nearly everywhere in Blender).
2019-07-31Refactor access to dependency graphSergey Sharybin
This change ensures that operators which needs access to evaluated data first makes sure there is a dependency graph. Other accesses to the dependency graph made it more explicit about whether they just need a valid dependency graph pointer or whether they expect the graph to be already evaluated. This replaces OPTYPE_USE_EVAL_DATA which is now removed. Some general rules about usage of accessors: - Drawing is expected to happen from a fully evaluated dependency graph. There is now a function to access it, which will in the future control that dependency graph is actually evaluated. This check is not yet done because there are some things to be taken care about first: for example, post-update hooks might leave scene in a state where something is still tagged for update. - All operators which needs to access evaluated state must use CTX_data_ensure_evaluated_depsgraph(). This function replaces OPTYPE_USE_EVAL_DATA. The call is generally to be done in the very beginning of the operator, prior other logic (unless this is some comprehensive operator which might or might not need access to an evaluated state). This call is never to be used from a loop. If some utility function requires evaluated state of dependency graph the graph is to be passed as an explicit argument. This way it is clear that no evaluation happens in a loop or something like this. - All cases which needs to know dependency graph pointer, but which doesn't want to actually evaluate it can use old-style function CTX_data_depsgraph_pointer(), assuming that underlying code will ensure dependency graph is evaluated prior to accessing it. - The new functions are replacing OPTYPE_USE_EVAL_DATA, so now it is explicit and local about where dependency graph is being ensured. This commit also contains some fixes of wrong usage of evaluation functions on original objects. Ideally should be split out, but in reality with all the APIs being renamed is quite tricky. Fixes T67454: Blender crash on rapid undo and select Speculation here is that sometimes undo and selection operators are sometimes handled in the same event loop iteration, which leaves non-evaluated dependency graph. Fixes T67973: Crash on Fix Deforms operator Fixes T67902: Crash when undo a loop cut Reviewers: brecht Reviewed By: brecht Subscribers: lichtwerk Maniphest Tasks: T67454 Differential Revision: https://developer.blender.org/D5343
2019-07-07UI: Cleanup tooltip formatAaron Carlisle