Age | Commit message (Collapse) | Author |
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Makes importing armatures from matrices (FBX...) *much* easier.
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also add check for negative scale
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* If channel_index = -1, the pushdown operator will try to use the active AnimData
block. To see which one this will be, check the properties (NKEY) region in NLA Editor.
* Added more detailed error handling for the various cases where things are not
in a valid state for pushing down an action. This is notably to stop scripters
from putting the NLA into an inconsistent state.
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This now works (barring one or two minor glitches and the operator on the pushdown
button being a bit of a hack). The old drawing code is still in place though, and
will be kept around for a little while yet while the last kinks are ironed out.
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This commit lays some of the groundwork needed to port the last of the NLA Editor
channel types that's still defined using custom code. By moving this code over
to the newer standardised framework, this will enable widgets to have tooltips
to make it easier for users to find out what various buttons do.
Currently this isn't hooked up to anything though.
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bAnimChannelType settings callbacks
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action-type icon
Instead of displaying the "tweaking action" status indicator icon on the right hand
side jammed against the mapping/no-mapping toggle (pin), this is now displayed as in
place of the action icon used on the left (as the type indicator). This is less messy
than the previous situation, which was needed partly due to the abuse of an unsuited
icon.
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the "tweaking" state
1) The "pushdown" operation is the actual name for the functionality
previously represented by the snowflake. That is, pushing the active
action onto the NLA stack as a new strip.
The icon that is introduced here is the icon I originally wanted to
use here for this purpose (but couldn't at the time the NLA was coded
as we didn't have the master SVG available yet). I'm making this change
now to hopefully make the "animation-layers" intentions behind the NLA
design a lot clearer than they have been so far.
2) Also added a dedicated icon for representing that the active action
is in the "tweaking" state (i.e. we're editing a particular strip's
action). Previously we were abusing an icon designed for an entirely
different purpose, mainly since its identifier looked like it would work.
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b7f085d9c128f31d576c732c6439b5a71e8922ee by Tamito.
Inserted a stub in stub.c and added the struct keyword to make gcc happy
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Paolo Acampora.
Reviewers: brecht, kjym3, #freestyle
Reviewed By: brecht, kjym3
Differential Revision: https://developer.blender.org/D246
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New operator that can calls a bake function to the current render engine when available. This commit provides no feature for the users, but allows external engines to be accessed by the operator and be integrated with the baking api.
The API itself is simple. Blender sends a populated array of BakePixels to the renderer, and gets back an array of floats with the result.
The Blender Internal (and multires) system is still running independent, but we eventually will pipe it through the API as well. Cycles baking will come next as a separated commit
Python Operator:
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The operator can be called with some arguments, or a user interface can be created for it. In that case the arguments can be ommited and the interface can expose the settings from bpy.context.scene.render.bake
bpy.ops.object.bake(type='COMBINED', filepath="", width=512, height=512, margin=16, use_selected_to_active=False, cage_extrusion=0, cage="", normal_space='TANGENT', normal_r='POS_X', normal_g='POS_Y', normal_b='POS_Z', save_mode='INTERNAL', use_clear=False, use_split_materials=False, use_automatic_name=False)
Note: external save mode is currently disabled.
Supported Features:
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* Margin - Baked result is extended this many pixels beyond the border of each UV "island," to soften seams in the texture.
* Selected to Active - bake shading on the surface of selected object to the active object. The rays are cast from the lowpoly object inwards towards the highpoly object. If the highpoly object is not entirely involved by the lowpoly object, you can tweak the rays start point with Cage Extrusion. For even more control of the cage you can use a Cage object.
* Cage Extrusion - distance to use for the inward ray cast when using selected to active
* Custom Cage - object to use as cage (instead of the lowpoly object).
* Normal swizzle - change the axis that gets mapped to RGB
* Normal space - save as tangent or object normal spaces
Supported Passes:
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Any pass that is supported by Blender renderlayer system. Though it's up to the external engine to provide a valid enum with its supported passes. Normal passes get a special treatment since we post-process them to converted and "swizzled"
Development Notes for External Engines:
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(read them in bake_api.c)
* For a complete implementation example look at the Cycles Bake commit (next).
Review: D421
Reviewed by: Campbell Barton, Brecht van Lommel, Sergey Sharybin, Thomas Dinge
Normal map pipeline "consulting" by Andy Davies (metalliandy)
Original design by Brecht van Lommel.
The entire commit history can be found on the branch: bake-cycles
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- no longer set 'but->drawstr' when editing buttons.
- clip text and set cursor based on the 'editstr'.
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another scene
The issue was caused by the wrong scene used to acquire render result for.
Now made it so render pipeline reports currently rendering scene to the job
via special callback.
This also solves missing tile highlight issue when rendering multiple scenes
in the compositor.
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3D View
It was broken in 7544961 and the proper way is to make sure proper obmat is being
copied to object before the draw.
Doing obmat copy in advance doesn't really work because object might appear multiple
times in the duplilist.
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OSX needs userdef for pixelsize, adjusted header to avoid this happening again.
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4ca67869cc7a."
This reverts commit a47a4ef82f37428d391cc14a30fa611d6714e71d.
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also remove redundant loop in BKE_pose_copy_data
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Opted to keep includes if they are used indirectly (even if removing is possible).
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Seems to be just missing case for center point initialization in td.
Thanks Campbell for review!
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This was more like a TODO than a bug, but wasn't difficult to support.
Need to backup image slots before doing re-compo in nodes editor.
If something breaks, lease poke me!
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also fix bug where text saving would strip last newline
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Only show it when having active mask or when current image
is a sequence or movie.
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