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This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.
The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
- Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
to enter "Stroke Edit Mode". In this mode, many common editing tools will
operate on Grease Pencil stroke points instead.
- Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
- Proportional Editing works when using the transform tools
2) Grease Pencil stroke settings can now be animated
NOTE: Currently drivers don't work, but if time allows, this may still be
added before the release.
3) Strokes can be drawn with "filled" interiors, using a separate set of
colour/opacity settings to the ones used for the lines themselves.
This makes use of OpenGL filled polys, which has the limitation of only
being able to fill convex shapes. Some artifacts may be visible on concave
shapes (e.g. pacman's mouth will be overdrawn)
4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
has been added which draws strokes as a series of screen-aligned discs.
While this was originally a partial experimental technique at getting better
quality 3D lines, the effects possible using this technique were interesting
enough to warrant making this a dedicated feature. Best results when partial
opacity and large stroke widths are used.
5) Improved Onion Skinning Support
- Different colours can be selected for the before/after ghosts. To do so,
enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
the colours accordingly.
- Different numbers of ghosts can be shown before/after the current frame
6) Grease Pencil datablocks are now attached to the scene by default instead of
the active object.
- For a long time, the object-attachment has proved to be quite problematic
for users to keep track of. Now that this is done at scene level, it is
easier for most users to use.
- An exception for old files (and for any addons which may benefit from object
attachment instead), is that if the active object has a Grease Pencil datablock,
that will be used instead.
- It is not currently possible to choose object-attachment from the UI, but
it is simple to do this from the console instead, by doing:
context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]
7) Various UI Cleanups
- The layers UI has been cleaned up to use a list instead of the nested-panels
design. Apart from saving space, this is also much nicer to look at now.
- The UI code is now all defined in Python. To support this, it has been necessary
to add some new context properties to make it easier to access these settings.
e.g. "gpencil_data" for the datablock
"active_gpencil_layer" and "active_gpencil_frame" for active data,
"editable_gpencil_strokes" for the strokes that can be edited
- The "stroke placement/alignment" settings (previously "Drawing Settings" at the
bottom of the Grease Pencil panel in the Properties Region) is now located in
the toolbar. These were more toolsettings than properties for how GPencil got drawn.
- "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
suggestion for an earlier discussion on developer.blender.org
- By default, the painting operator will wait for a mouse button to be pressed
before it starts creating the stroke. This is to make it easier to include
this operator in various toolbars/menus/etc. To get it immediately starting
(as when you hold down DKEy to draw), set "wait_for_input" to False.
- GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor
- Toolbar panels have been added to all the other editors which support these.
8) Pie menus for quick-access to tools
A set of experimental pie menus has been included for quick access to many
tools and settings. It is not necessary to use these to get things done,
but they have been designed to help make certain common tasks easier.
- Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
spatially stable manner.
- D Q = "Quick Settings" pie. This allows quick access to the active
layer's settings. Notably, colours, thickness, and turning
onion skinning on/off.
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This is added in the spirit of the general cycles GLSL system
which is pretty much WIP still.
This will only work on cycles at the moment but generating for blender
internal is possible too of course though it will be done in a separate
commit.
This hasn't been tested with all and every node in cycles, but
environment and regular textures with texture coordinates work.
There is some difference between the way cycles treats some coordinates,
which is in world space and the way GLSL treats them, which is in view
space.
We might want to explore and improve this further in the future.
...also </drumroll>
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This patch includes the work done in the terrible consequencer branch
that hasn't been merged to master minus a few controversial and WIP
stuff, like strip parenting, new sequence data structs and cuddly
widgets.
What is included:
* Strip extensions only when slipping. It can very easily be made an
option but with a few strips with overlapping durations it makes view
too crowded and difficult to make out.
* Threaded waveform loading + code that restores waveforms on undo (not
used though, since sound_load recreates everything. There's a patch for
review D876)
* Toggle to enable backdrop in the strip sequence editor
* Toggle to easily turn on/off waveform display
* Snapping during transform on sequence boundaries. Snapping to start or
end of selection depends on position of mouse when invoking the operator
* Snapping of timeline indicator in sequencer to strip boundaries. To
use just press and hold ctrl while dragging.
Reviewers: campbellbarton
Differential Revision: https://developer.blender.org/D904
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Previosuly, world was shown on the background if "Render Only" was used.
Now user should be able to set it independently. This is a prelude to
(drumroll)...
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Use BKE_appdir/tempdir naming prefix for functions extracted from BLI_path_util
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This module is intended for path manipulation functions
but had utility functions added to access various directories.
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Configuration used to override the link flags, it better restore them
once the configuration is done.
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Hopefully it'll fix "anonymous version tag cannot be combined with other version"
compilation error.
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BKE_object_deform.
Along with some minor cleanup and simplifications.
Reviewers: campbellbarton
Subscribers: sergey
Differential Revision: https://developer.blender.org/D903
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The issue was caused by the threading conflict between main thread which
might free environment map and render thread which might be using that
environment map.
Solved by stopping preview jobs when changing environment map.
Sure there are still ways to run into threading conflict, but would rather
solve this things case-by-case.
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Add BLI_system_backtrace()
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It was doing exactly the same thing as `BKE_object_is_in_editmode_vgroup()`, tsst...
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Rather avoid paranoid style, (wm == NULL) is an exceptional case.
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This is mainly to address old issue when one need to have SDL library installed
in order to use our official builds. Some hip distros already installs SDL,
but it's not quite the same across all the variety of the distros.
We also now switching to SDL-2.0, most of the distros have it in repositories
already, so it shouldn't be huge deal to install it if needed.
Reviewers: campbellbarton
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D878
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items of enums.
Rather straightforward, allows for 'DATA' icons (like mat or tex 'previews')
to be used as icon for operator button or items of an enum.
Patch by Simon Lušenc, with minor cleanup by self.
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NLA Strips
When the active action is a NLA strip, the keyframe indicator colors for buttons
and the 3D view indicator (i.e. the current frame indicator changes color) didn't
work correctly. This was because they were still checking for keyframes in
"global" time space, whereas they needed to be applying NLA corrections to
"look inside" the remapped action.
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suggestion.
Also minor compile fix after viewport patch
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too crowded.
UVs in the same layer can be used for many images. It used to be
possible to filter UV faces based on the image, but this is impossible
now due to the way the system works, so I added an option to allow
filtering UVs based on active material index.
Rationale on using option and not being smart here (options are bad tm)
is that for some workflows, such as preserving image space by using the
same image for many materials, people might want to turn this off.
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D812 by @thefallenweeble
internally variable names & paths remain the same, this is for labels & tips only.
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Make the UI API more consistent and reduce confusion with some naming.
mainly:
- API function calls
- enum values
some internal static functions have been left for now
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Do not allow '1' value here, it's useless.
Thanks to Campbell for suggested solution here!
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Should be no functional changes, just much less cryptic code.
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From quich search didn't see where the flags are used apart from
RNA currently, but i might have missed something.
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amount and crashes after Cycles render.
This is a hack to fix this, but at this point the system is hopelessly
broken anyway and no good fix other than total rewriting is possible.
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Operators that trigger UI events (but nothing else)
were using 'CANCELLED' making it impossible to tell if an invoke
function failed, or opened a menu.
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This adds a theme option for the embossing of UI widgets. By doing this users have much greater flexibility for creating nice themes. Previously many themes (particularly dark ones) looked quite bad due to the very obvious emboss. This made simpler, flat-style themes very challenging.
Closes T42228
Reviewed by @campbellbarton
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This reverts commit 61a330baca0ff9bb3cf477c04f539ef276a0356f.
This completes reverting D785
This feature is to be reworked into an addon.
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Features:
* Both still image and animation rendering, as well as polygon
fills are supported.
* The exporter creates a new SVG layer for every Freestyle line
set. The different layers are correctly sorted.
* SVG paths use data from line styles, so the base color of a
line style becomes the color of paths, idem for dashes and
stroke thickness.
* Strokes can be split at invisible parts. This functionality is
useful when exporting for instance dashed lines or line styles
with a Blue Print shader
* The exporter can be used not only in the Parameter Editor mode,
but also from within style modules written for the Python
Scripting mode.
Acknowledgements:
The author would like to thank Francesco Fantoni and Jarno
Leppänen for their [[ https://github.com/hvfrancesco/freestylesvg | Freestyle SVG exporter ]].
Differential revision: https://developer.blender.org/D785
Author: flokkievids (Folkert de Vries)
Reviewed by: kjym3 (Tamito Kajiyama)
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'PROP_XYZ_LENGTH' subtype was missing from list of valid '.x/y/z/w' ones.
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selected.
The bone group colors are not actually used _unless_ when the set is
"custom colors". But they were still editable, which is very confusing.
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can otherwise give 0.0 object scale.
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type instead of GPencilLayer
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Organize Maximize/Fullscreen mess and add a new fullscreen mode with no UI
* Maximize Editor: (old Ctrl+Up)
* Full Screen Window: (old Alt + F11)
* Full Screen Editor: new operator (Alt + F10)
* Change Show/Hide Header: (Alt + F9)
When the mode is on moving the mouse near the top right corner of the
editor shows an icon to go back to the normal editor mode.
This was originally intended for the multiview branch, but this
functionality also benefits non-stereo workflows, thus it can be
reviewed and committed independently.
Development notes:
* This includes cleanups in the code to sanitize the naming of
fullscreen/maximize across the window/editor code.
* Originally the idea was to make the window fullscreen as well, but
this idea was dropped.
* You can see the clicking area when debug is 1
* Technically the user can be left with an unfaded icon in the corner
(specially when using a tablet). If we think this is too bad we can
increase the action zone to be the whole screen, or something similar.
Reviewers: campbellbarton [1], ton [2], fsiddi [2]
[1] actual code review
[2] design review
Differential Revision: https://developer.blender.org/D678
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* Only use last key for pies if it hasn't been released already
* Confirm threshold is now measured as distance after regular threshold.
zero disables.
* Only display the confirm threshold if there's a valid direction (mouse
is after threshold).
* Calculate confirm threshold taking recentering into account
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Make sure the 1.0 value is not affected by smoothing, and min/max limits
never go above or below 1.0 respectively. This was a request by
animators since not modifying the mesh in its rest pose is regarded as
crucial.
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The nodes wire was using 'TH_HEADER' flag to get its color and thus would be in sync with the header. Now make it so it uses its 'own' flag (actually 'TH_SYNTAX_R', the only TH_SYNTAX_* which wasn't yet used by the nodes).
Also expose the setting to the user so it can be themified.
This fixes T42209
Reviewers: lukastoenne
Reviewed By: lukastoenne
Maniphest Tasks: T42209
Differential Revision: https://developer.blender.org/D827
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Currently the volume variation feature in stretch constraints is
unlimited. This has to be compensated by riggers by adding scale limit
constraints, but these are unaware of the stretch orientation and can
lead to flipping. Also the stretch calculation itself is not working
properly and can lead to collapsing volume.
The patch fixes this with several modifications:
- Interpret the volume variation factor as exponent, which works better
with large values for artistic purposes.
- Add integrated limits to the volume "bulge" factor, so secondary
constraints for compensation become unnecessary
- Add a smoothness factor to make limits less visible.
Eventually a generic volume preservation constraint would be nicer,
because multiple constraints currently implement volume variation of
their own. This feature could actually work very nicely independent from
other constraint features.
Differential Revision: https://developer.blender.org/D826
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The reported issue was caused by a backward incompatibility due to careless
code changes made when per-material Freestyle line colors were introduced
in rB7915d7277ac8c605f016f30f943080556244fb59. In 2.71 line style
Material color/alpha/thickness modifiers was retrieving alpha transparency
from Material.alpha, whereas in 2.72 Material.line_color[3] was referenced.
The present fix reverts the aforementioned code changes.
This issue is a regression from 2.71, so the fix is appropriate for inclusion in
the 2.72a release.
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