Age | Commit message (Collapse) | Author |
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This was a two-part bug: a user error + API error.
* User Error: before calling bpy.ops.constraint.childof_set_inverse()
for a constraint defined on a bone, you firstly need to explicitly
make that bone the active bone. To do that, you do
armature.bones.active = posebone.bone # or something similar
* API Error: active bone setting was a bit too strict. It only allows
setting the active bone if the new bone comes from the same armature,
but was overlooking the fact that RNA pointers may have been created
through the object using the armature instead.
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Submitted by Dan Eicher (dna)
Adds the ability to resize b-bones (ctrl+alt+S) using the python api
Bone.bbone_x
Bone.bbone_z
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- move GS() define into DNA_ID.h
- add BLI_utildefines as an automatic include with makesrna generated files.
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MAKE_ID, FILE_MAXDIR, moved the generic defines to BLI_utildefines.h.
no functional changes.
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flags which only apply to objects. harmless but misleading.
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This was set to being not-animatable in r33397. However, I think there
are some valid use cases where controlling layer visibility may be a
"too heavy handed" approach.
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only tags the ID and does the actual flush/update delayed, before the next
redraw. For objects the update was already delayed, just flushing wasn't
yet.
This should help performance in python and animation editors, by making
calls to RNA property update quicker. Still need to add calls in a few
places where this was previously avoided due to bad performance.
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- set matrix values not to be animatable
- some matrix values were still accessed as 1d arrays.
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not ported to 2.5x, implemented a bit different now to fit RNA better.
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armatures
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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.
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not used like this much elsewhere in rna.
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was inverted - Enabled by default but not a hinge.
this also matches 'use_inherit_scale'
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from Dan Eicher (dna)
Basically just wraps distfactor_to_bone() and passes the correct head/tail depending on which bone type it's called
from.
note:
renamed envelope() --> evaluate_envelope()
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ensures it compiles on all platforms. (fix for r31956).
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- rna buttons with units set now use the units base value for snapping.
- bone head/tail radius could be set negative.
matt: removed a check in ui_is_but_unit() which made angle buttons return false, what was this for?
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- fix for minor inconsistency in armature selection, entering editmode and selecting a bone would move the manipulator because the selected bones, childs root wasnt selected on entering editmode.
- use copy_v3_v3 rather then VECCOPY in editarmature.c
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- some remove() functions took an int argument rather then the item to remove.
- disallow None argument.
- raise an error if the item isnt in the collection.
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Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
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mix-in's to define properties.
An example of how this is useful - an importer mixin could define the filepath properties and a generic invoke function which can run the subclasses exec for each selected file.
- Panels and Menus now skip the property check when registering.
- renamed _idproperties_ to _idprops_ in function names, function names were getting very long.
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These are not animated and are best not change names like this too late in the release.
ActionGroup.selected -> select: boolean Action Group is selected
BezierSplinePoint.hidden -> hide: boolean Visibility status
BezierSplinePoint.selected_control_point -> select_control_point: boolean Control point selection status
BezierSplinePoint.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
BezierSplinePoint.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
Bone.restrict_select -> hide_select: boolean Bone is able to be selected
Bone.selected -> select: boolean
CurveMapPoint.selected -> select: boolean Selection state of the curve point
EditBone.restrict_select -> hide_select: boolean Bone is able to be selected
EditBone.selected -> select: boolean
EditBone.selected_head -> select_head: boolean
EditBone.selected_tail -> select_tail: boolean
EditBone.locked -> lock: boolean Bone is not able to be transformed when in Edit Mode
EditBone.hidden -> hide: boolean Bone is not visible when in Edit Mode
NEGATE * FCurve.disabled -> enabled: boolean F-Curve could not be evaluated in past, so should be skipped when evaluating
FCurve.locked -> lock: boolean F-Curve's settings cannot be edited
FCurve.muted -> mute: boolean F-Curve is not evaluated
FCurve.selected -> select: boolean F-Curve is selected for editing
NEGATE * FCurve.visible -> hide: boolean F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> select: boolean Selection status
GPencilFrame.selected -> select: boolean Frame is selected for editing in the DopeSheet
GPencilLayer.locked -> lock: boolean Protect layer from further editing and/or frame changes
GPencilLayer.selected -> select: boolean Layer is selected for editing in the DopeSheet
Keyframe.selected -> select: boolean Control point selection status
Keyframe.selected_handle1 -> select_left_handle: boolean Handle 1 selection status
Keyframe.selected_handle2 -> select_right_handle: boolean Handle 2 selection status
MeshEdge.selected -> select: boolean
MeshEdge.hidden -> hide: boolean
MeshFace.hidden -> hide: boolean
MeshFace.selected -> select: boolean
MeshVertex.hidden -> hide: boolean
MeshVertex.selected -> select: boolean
MotionPathVert.selected -> select: boolean Path point is selected for editing
NlaStrip.selected -> select: boolean NLA Strip is selected
NlaTrack.locked -> lock: boolean NLA Track is locked
NlaTrack.muted -> mute: boolean NLA Track is not evaluated
NlaTrack.selected -> select: boolean NLA Track is selected
Object.restrict_render -> hide_render: boolean Restrict renderability
Object.restrict_select -> hide_select: boolean Restrict selection in the viewport
Object.restrict_view -> hide: boolean Restrict visibility in the viewport
Object.selected -> select: boolean Object selection state
ObjectBase.selected -> select: boolean Object base selection state
PoseBone.selected -> select: boolean
Sequence.right_handle_selected -> select_right_handle: boolean
Sequence.selected -> select: boolean
SplinePoint.selected -> select_control_point: boolean Selection status
TimelineMarker.selected -> select: boolean Marker selection state
Sequence.left_handle_selected -> select_left_handle: boolean
ActionGroup.locked -> lock: boolean Action Group is locked
Bone.hidden -> hide: boolean Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
SplinePoint.hidden -> hide: boolean Visibility status
FModifier.muted -> mute: boolean F-Curve Modifier will not be evaluated
note: rebaned uv_select to select_uv
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broken behavior for backwards compatibility, it's been there long enough
now to be removed.
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mistakes in makesrna
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Several properties of armatures were being checked for proxy-suitability with too-harsh criteria. Softened this on a few properties to make them usable again.
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maintain a reference to the original rna property with callbacks.
also needed for functions that return vectors/matrix's
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demo: http://download.blender.org/durian/metarig_demo.ogv
sintel base rig also, would like to include more generic/simple rigs eventually
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are not descriptive.
* armature.pose_position: POSE_POSITION, REST_POSITION --> POSE, REST
* rigify now forces rest pose mode
* updated neck_flex to keep original bones unchanged
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editmode (without this blender crashes)
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matrix from the bone roll
- spine fixes
- arm now uses the average Z axis to place the poll target
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* Property update functions no longer get context, instead they get only
Main and Scene. The RNA api was intended to be as context-less as
possible, since it doesn't really matter who is changing the property,
everything that uses the property should be updated.
* There's still one exception case that use it now, screen operations
still depend on context too much. It also revealed a few places using
context where they shouldn't.
* Ideally Scene shouldn't be passed, but much of Blender still depends on
it, should be dropped when we try to support multiple scene editing.
Change was planned for a while, but need this now to be able to call
update without a context pointer.
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editbone.align(vector), to align the bones z axis to a localspace direction.
finished leg rig pose mode data
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armature_matrix --> matrix_local
armature_head --> head_local
armature_tail --> tail_local
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* Bugfix #20136: unclear tool tip for inherit rotation toggle
* Bugfix for Apply Pose as Restpose (Ctrl A in Pose Mode): missing call to free edit-data was causing drawing code to only draw editbones until editmode was entered + toggled
* Added missing notifier for deleting F-Modifiers, so deleting F-Modifiers now updates the view correctly afterwards
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- object.modifiers.add()/remove()
- armature.edit_bones.active wasnt named correctly
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* Increased the number of Armature and Bone Layers from 16 to 32. Please note that older versions of Blender may not correctly resolve the layers that bones are on when loading new files.
* Newly added objects are now made by default to allow locking of 4-component rotations using 4 separate locks (i.e. one by component) instead of requiring the obscure 'W' toggle (renamed '4L' now) to be enabled first. The objects in the default scene need modifying manually though.
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puts the bone location in pose space rather than local bone space.
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bone = arm.edit_bones.new("SomeBone")
arm.edit_bones.remove(bone)
regify (WIP)
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