Age | Commit message (Collapse) | Author |
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The reverted code was just blindly restoring the old state of the keyframes; changes to selection state, value changes, handle type, etc. were overridden, and the cases where keyframes were deliberately retimed or otherwise were also ignored.
I'm not sure what problems these changes were meant to be solving, but will reassess the situation when I get more info on this.
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and other operations the nla mapping would be applied to the curves, but not
restored correctly. The unmap function was not the inverse of the map function,
and it's not clear to me it's even possible to make it so due to repeat, so
now the old coordinates are backed up in a list and then restored afterwards.
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transforming, due to the evaluation of the object transform without
constraints, and the driver not finding the property.
Constraints are now disabled in a way that should avoid this problem
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in other Select Modes
Force edge select (internally) when running edge slide.
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* Mostly revert #24880: Transform Locks affecting animation system. This
was implemented as a feature request from Nathan but was not the
intended functionality, and actually gives problems instead. The transform
locks should really only affect what the user can do, not if the property
can be animated internally.
* Revert #25868: fix for lib linked scenes not animating. This was needed
due to the above feature, but meant that all lib linked properties were
editable in the UI.
* Make bone properties of on proxy-protected layers not editable. They will
be overriden on reload/redo like lib linked data, so should not be edited.
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the rest.
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NLA corrections for Graph Editor transforms was wrong way around, causing jumping issues when trying to transform the keyframes.
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single images were not having their animation data transformed correctly
made sequence strip opacity 0-1 rather then 0-100 in RNA
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Disable manipulator drawing during transform
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seq.end_frame_final
these expose the final start and end after offsets are applied. when set this is like grabbing the handle and moving it.
* made swapping strips shuffle effects and check for overlap.
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* Added a User-Pref option for the "XYZ to RGB" colour-mode setting for new F-Curves to compliment the one used for Keying Sets. With this option enabled, the builtin Keying Sets also can obey this option.
* Made all places that were previously manually checking the flags for keyframing to use a standard API function to do this now.
* Fixed bug introduced earlier today in commit 25353 by reverting the changes to keyingsets.c. Forgot that delete_keyframe doesn't handle do the "entire array" hack with array_index = -1
* Fixed bug with the insert-keyframe code for the array_index = -1 case, where too many channels were being keyed (i.e. an imaginary channel was often keyed in addition to the valid ones)
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Autokeying for transform functions now gets context-info, allowing for bone paths to be recalculated.
However, the main purpose of this is to allow KeyingSets to eventually have poll functions.
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* renamed util.c --> path_util.c since there are more then 1 of these files which makes setting breakpoints annoying.
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ifdef'd so its not kept in by accident.
Committing because without this animating with the sequencer isnt really usable and am not interensted in having many patches applied on artists systems.
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Removed lattice and curve modifiers from being correctable for crazy space - it didn't work and was giving weird results.
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Made scaling selected joints using SKEY work in the same way as in 2.4x
However, it'd probably be nice to be able to have separate hotkeys for this at a later stage.
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Misc fixes.
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puts the bone location in pose space rather than local bone space.
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modified internal api for minimal rna wrapper functions.
TODO
- missing updates for pose channels
- typecheck for pose/object constraints
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* Convert all code to use new functions.
* Branch maintainers may want to skip this commit, and run this
conversion script instead, if they use a lot of math functions
in new code:
http://www.pasteall.org/9052/python
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Reordering some function calls in transform cleanup to make it simpler (that means other fixes are possible too, sequencer probably don't need it's own freeing function anymore).
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Limitations:
1) Parents and children of selected objects are excluded from the pool (siblings are ok) Making it work with that would required unparenting and reparenting after transform, that would turn nasty really quick.
2) Does not support Connected (this could be done through parent links, but see 3 first).
3) Parent relationships in affected objects aren't taken into account. When parent and children in the area of effect, remember that the children will also take the motion of the parents (with additive results). This could perhaps be fixed, but it could be nasty.
Other stuff:
New BASE_EDITABLE macro that checks if base is editable (like TESTBASELIB except it doesn't check for selection)
Add scene parameter to TESTBASELIB_BGMODE macro (using it from current scope is nasty)
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* AutoKeying was broken after the fix to get automerge working again in 3D view. The 3D-View check was swallowing the processing before autokeying could be done. Separated these out again.
* The error print when some external data couldn't be found for objects was missing a newline.
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* There's an unresolved error in transform_conversions.c which I've flagged in this commit. I'm not quite sure what the exact intentions of that code were (i.e. was the "void_pointer = 1" really intended)
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operators)
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
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Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).
The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.
One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.
Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
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fix.
useful while snap isnt working. metastrips still need to be supported.
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* Transform code was not properly fixed to work with the new way that axis-angle data was stored
* The order of the args for the conversion function when switching rotation representations was wrong, causing problems when switching from quaternion to axis angle (i.e. these occurred for newly created bones).
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It is now possible to choose from 'Bounding Box' (default), '2D-Cursor', and 'Individual Centers' as the pivot point(s) that rotation/scaling is performed around.
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theeth: maybe there needs to be a new SnapMode for this? - SNAP_SELF?, like editmode but without setting t->editob
- dont run special_aftertrans_update on scene objects when after sequencer transform
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invalid overlaps
first update strips, then check overlap in a second loop
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during transform
- invalid pointer was used for getting the sequencer length crashing blender or setting the length to negative values.
- printf_strip(seq) for debugging sequence strip locations
- Spelling: Cheet Sheet -> Cheat Sheet
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Updating the sequencer after transform could not use special_aftertrans_update because it relies on data that is freed
theeth: moved the customFree function to run before freeing t->data, t->data2d in postTrans(), checked that customData is not needed.
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* Tiny tweak of GL commands used when drawing F-Curves (single GL_LINES instead of multiple GL_LINE_STRIPS) to hopefully improve the performance with heaps of handles drawn a bit
* Spelling fix for initTransDataCurveHandes -> initTransDataCurveHandles
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The code for transforming a mixture of keyframes with bezier and non-bezier interpolation was crashing.
The old code only took all the handles when a keyframe was bezier, and one when it was not; but sometimes this underestimated the situation (the first handle is only really used if the previous keyframe was bezier, as per the standard evaluation rules for these, but it didn't really check for this). Now, it just adds them whenever, since there is the possibility that keyframes may be moved before other unselected ones, in which case the handles may become invalid.
Thanks to Lee (from Durian, who found the crash), and Jess Balint (who had submitted a patch with some steps towards fixing this)
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Lock vertice near the middle (|x| < 0.0001) on the mirror's plane.
Don't propagate transformation across mirror plane (this could probably be smarter)
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fix for crash with separate (missing NULL check)
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merging was commented out
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This is similar to the old retopo all option but uses the snapping code and not the openGL depth buffer (it's thus more precise).
Not sure if making it available as a snap option is sensible, this is up for discussion.
NOTE: it will get slow fast on large meshes, we need to plug in an acceleration structure into snapping.
This will need an icon too.
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* Added a new option for Auto-Keyframing which makes it only insert keyframes for the items included in the active Keying Set.
This only works for Transform Auto-Keyframing so far (other tools will get it added later). The option is disabled by default.
* Fixed bug where adding an 'entire' array to some KeyingSet would only start from the index of the button that the mouse was over at the time
* Made some UI tweaks for Keying Sets buttons (still heaps of missing options there).
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animation
The hardcoded paths for rotation keyframes on objects got broken by my commits to rename the rotation properties. I've taken this opportunity to recode the auto-keyframing code here to use the builtin keyingsets instead of going through and manually calling insert_keyframe(), thus preventing this problem in future.
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