Age | Commit message (Collapse) | Author |
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* Grease Pencil Mode - now includes the area-ID into the name string. While the numbers currently don't mean much (though they do make it easier to distinguish between views to more than before), they could become handy if/when PyAPI access to Grease Pencil data comes into handy
* Copy + Paste bugfixes
- When there was a collapsed group, it was impossible to get the keyframes in the keyframe summary to be copied too. This fix shouldn't cause any problems with other things...
- Feature to allow pasting to any channel without doing name matching was not working
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In a A___B|---|B situation created by duplicating the B keyframe, the long keyframe between the 'B' keyframes was not showing up until the A keyframe was already duplicated. Reverting the 'optimisation' applied there (i.e. searching from last block, as that's where most blocks would be added)
Also removed some unused lines from gpencil.c
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* Added missing includes
* Fixed typos in header
* Added code to get ipo for 'Available' keyingsets to work
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* Made new layers default to having thickness of 3, and opacity of 0.9. These values seem to be used more often.
* Newly added Grease Pencil blocks will now be expanded by default in the Action Editor
* Added support for Image Editor grease-pencil blocks to the Action Editor
* Added version-patching for missing colours used by the info-string for GPencil.
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New Stuff:
* Alt-XKEY / Alt-DelKey will now activate the Grease Pencil "Erase" menu. This will only show up when it's relevant (i.e. when there exists Grease Pencil data). It should make it faster to quickly delete the last stroke made. This hotkey has been added to the tooltips of the relevant buttons.
* Finished off colouring of 'active' layers panel so that they are now easily identify-able. This could also be done for Constraints, but the 'active' one isn't that important there.
Bugfixes:
* Fixed bug with drawing gp-data sources in the Action Editor, which resulted in missing icons.
* Fixed buttons in Grease Pencil panel. My hasty attempt last night at making the Action Editor to refresh was causing problems.
* Added a (hopefully temporary) button that will be used to prevent drawing from occurring with Shift-LMB. This is useful when trying to select stuff sometimes, with LMB as select-button, especially when selecting a bunch of closely spaced bones might be interpreted as a new stroke.
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Based on user feedback, I've made some changes to the Grease Pencil UI (most notably in 'Time Editing' facilities).
* 'Edit Timing' button gone
* Pin button and '<Grease Pencil Data' string gone from Action Editor
* Action Editor in 'Grease Pencil' mode now displays all grease-pencil datablocks for current screen.
* AE: GP-Datablocks are drawn like 'groups', with an expand/collapse button to show/hide layers. Its name shows the type of space it comes from, and shows indicative status info (i.e. for 3d-view, it shows view-angle)
* Added refresh calls for action editor after editing relevant data.
I haven't tested all tools yet, but most should be stable.
Also, I've removed some unnecessary buttons, and added a few tooltips. There's also some experimental code to try to get clearer indication of 'active' layer.
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Grease Pencil is a tool which allows you to draw freehand in some views, allowing you to annotate/scribble over the contents of that view in either 2d or 3d. This facilitates many easier communication and planning abilities.
To use, simply enable it from the View menu (choose 'Grease Pencil...' and click 'Use Grease Pencil'). Then, click+drag using the left-mouse button and the shift-key held to draw a stroke.
For more information, check the following page on the wiki:
http://wiki.blender.org/index.php/User:Aligorith/247_Grease_Pencil
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When the NKEY is pressed in the Action Editor while hovering over the keyframes area, a floating properties panel can now be accessed. It shows relevant properties for the active channel, however this is currently only for Action Groups. Action Channel support will come later.
The key benefit of this panel is that it is now possible to edit the colour set used by a group. Also, there is a button for selecting all the channels in that group (which can also be done by simply Ctrl-Shift clicking on any group).
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* When all the action-channels for a group are hidden (i.e. their related bones are not visible), the group in question is also not drawn. This helps reduce clutter. (slikdigit funboard request)
* When a group has no channels belonging to it, the expand icon/button isn't drawn for that group.
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Made option to show group colors the default. If this is too colourful for you, disable it in the View menu.
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* Added a new tool "Synchronise with Armature" (found under Channels->Grouping), which synchronises the grouping of action-channels and the grouping of their relevant bones.
This only works when the active object is an armature, and the action isn't pinned. All of the action's action-channels are removed from their groups, and are added back into groups according to the current grouping of their corresponding bones.
A bit of testing for weird cases is needed.
* Group colours are now not drawn if the group originally was using the 'default' colour-set.
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blocks that were previously missed; and b) greatly increase my
ohloh stats!
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It is now possible for Action Channels to be displayed using the colour of its group. The colour for an Action Group is only set when it is auto-created by keyframing (controls to tweak this may/may-not be added, time permitting).
To enable the display of these colours, the View -> 'Use Group Colors' must be enabled. However, this is disabled by default.
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Deleting the first Action Channel in an Action Group acted odd. In some cases it crashed, other times it corrupted stuff (removing all subsequent Action Channels). Was missing a call to remove the Action Channel from group(s).
* Fixed whitespace in many places...
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drawing in the group row.
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Disabled fully OpenGl-based drawing of keyframes in the Action Editor. This was apparently causing problems on some Intel cards...
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Another attempt at further optimising Action Editor drawing without doing any drastic changes.
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* With "AfterTrans Delete Duplicates" and NLA-scaling on, IPO-curve handles were not updated after the operation.
* Sliders drew in the wrong places. Now they are drawn using the Action-Editor api stuff, so they should appear in the right places. I've also tweaked this so that sliders are now shown for ANY selected action channel's ipo-channels and constraint-channels, provided that the channel is in view.
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* Action Editor "Open/Close Level" now works with Action Groups. Groups have priority over Action Channels for collapsing/expanding.
* Custom bone shapes using the new 'wire' option, were drawing with the wrong wireframe colour at times (i.e. when out of posemode, this happened quite often).
* Fixed/added a few comments in various places
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Keyframes are now drawn as GL_QUADS instead of using icons. The visual difference is slight, even though the new ones are slightly larger and have no fancy '3D-effects' (such as bevelling). However, they now seem to draw faster.
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* Action Editor now doesn't draw channels which are out of view at all, which should help to provide (some minimal) improvements in some situations
* Typo in comment in constraints code
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* Insert Key and Column Select should be working again
* Last channel in group's keyframes now appear in summary too
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Horizontal keyframe filtering is now optional per editor (off by default). This option may be removed in future, but currently it's there so that users can use it at their own risk. Apparently this has been causing people grief.
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Keyframes in the NLA Editor could mysteriously disappear sometimes when manipulating the view in the NLA-editor, when an Action Editor was open beside it.
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Keyframes are now checked for whether they are visible or not before they are prepared for drawing. This should provide some improvements for large data-sets...
In general there don't appear to be any major issues, although in a few situations, long-keyframes may end up appearing/disappearing.
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Now the Action Editor doesn't bother drawing channels which are out of view. This should give some performance improvements when there are many channels with heaps of keyframes, as the keyframes that occur in that channel don't need to be sampled (which is a major performance bottleneck).
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I'm committing some work-in-progress code for "bone groups" now, as I there have been are some major bugs caused by the timeoffset stuff (some of my test files were not loading, and other files were showing all sorts of weird problems).
Anyway, in this commit, the following things for "bone groups" have been done:
* Bone groups are stored per armature (internally, this is per bPose block)
* Added controls for editing bone-groups per armature - "add", "remove", "rename". These can be found in the "Links and Materials" panel in PoseMode, beside the settings for PoseLib.
* Reorganised buttons for editing selected bones in PoseMode. I've replaced the "dist" and "weight" buttons (they existed in EditMode anyway) with a menu to choose the bone-group and the custom-shape-ob field. In the place of the old custom-shape-ob field, I've restored the "Hide" button. This might break muscle-memory a bit, but there isn't a lot of space to play with there.
Some stuff I'd been originally planning to do before committing:
* When adding keyframes for bones, an action-group with the same name as the bone's group will be added to the action, and the action-channel will be made a member of that.
* New action/bone groups have unique names (renaming/adding new should check if name exists before assigning it)
* There's a setting under Bone-Groups stuff which sets which custom-colour set is used to colour that group's bones. Currently, this is non-functional, as the necessary drawing code for armatures is not in place yet.
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Now action-group channels are drawn with a green-ish strip background instead of the usual colours to help distinguish them from other channels, making it easier to identify them.
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Now, you can assign Action Channels to named (folder-like) groups, which help to organise the channels (important for more complex rigs). These are collapsible, can be "protected", and show a "summary" of the keyframes in the channels the Group contains. They are drawn as bright-green (active) or a darker shade of green (not active) channels.
* Each Action has its own set of Groups.
* An Action-Channel can only occur in one Group at a time. It can also not occur in any group.
* Action-Channels can be moved between Groups
* Groups + grouped-channels always occur BEFORE un-grouped channels
Important Hotkeys:
* Shift-G : Adds the selected Action-Channels to the Active Group. This will create a new group if need be
* Ctrl-Shift-G : Always adds a new group, and adds the selected Action-Channels to it
* Alt-G : Removes selected Action-Channels from their groups
* Ctrl-Shift-Alt-G : (Note: this will be removed soon) This is a simple debugging-hotkey I added, which just prints a list of the groups, channels, and their addresses...
* NKey / Ctrl-LMB: While hovering over the name of a group, this shows a popup like for other channels, which allows the editing of the channel's name, etc.
Assorted Notes:
* Some tools may not work yet with this (Ctrl Numpad+/- for example)
* Fixed some bugs in various places in Action Editor code
* Added theme colours for group channels
* The nomenclature of these tools may change in future when a better alternative is found
* The ability to auto-assign action-channels to groups when they are keyframed will be coming up shortly
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Based on feedback from Ton, I've recoded the way "PoseLibs" are implemented/exposed. Therefore, quite a bit of code has been changed to fit this in better.
Now, ANY ACTION can be a "PoseLib". A set of Markers which belong to the Action (it's taken a year, but they're finally back), are used to tag "poses" in the Action. These markers are shown using diamond-shaped blue icons (designed by Matt Ebb) in three shades - unselected/normal, selected, active.
Notes:
* Each Armature Object has an Action which acts as a PoseLib.
* Improved UI presented in buttons panel for this
-- added proper buttons for action assigning
-- renamed "Validate PoseLib" to "Auto-Sync PoseLib" (this option auto-tags poses based on keyframes found)
Like in the 3d-view, use the hotkeys:
* Shift-L to add a local marker
* Ctrl-Shift-L to rename a local marker
* Alt-L to delete selected local markers
Note: transforms, etc. are not currently available with these markers
== PoseLib Preview ==
Added a few features here:
* Left/Right-Arrow keys now change the poses too (previous and next respectively)
* Up/Down-Arrow keys also change the poses, but "jump" to a pose 5 steps away in their respective directions
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This option (found in the View menu) shows all Action Channels, regardless of whether the data they represent is visible or not.
It's better than having to have multiple pinned Action Editors open to be able to move all keyframes of all bones at once (when blocking for example).
Also, fixed some compile errors caused by previous commit...
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Now Long-Keyframes in the Action Editor (yellow/pink strips between keyframes) take into account whether the keyframe handles which help control the interpolation between the two keyframes stay at the same value as the keyframes do.
This way, long keyframes are not drawn when the keys have the same value, but there's still movement between them.
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Bugfixes:
* "Clear Paths" change from last commit wasn't complete yet. Now it REALLY only clears the paths of the selected bones
* Button layout in "Armature Visualisation" panel has been reorganised a bit to better present the options (clearer separation between Display and Calculation buttons)
New Stuff (Yay!):
* Paths of active bones now draw more visibly than those of unselected bones. This makes it easier to identify the path that is taken by the bone
* The part of path on the current frame is now drawn in green (the same shade that is used for the current-frame line in the Animation Editors). This nicely blends between the black and blue parts of the path (before and after current frame, respectively), and looks much nicer.
* The colour of the current-frame marker in the Animation Editors and the 3D-View, are now theme-colours. This is needed to make the previous option work.
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- Draw a verticle line for markers
- Added an option to transform selected markers in the sequencer - useful for Extending time
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The Action Editor slider callbacks were missing depsgraph update calls, so the 3d-view wasn't correctly updated after using to sliders to add keyframes
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finishing since it was so slow)
this is mainly because adding pose keyframes recalculates every handle so importing became increasingly slow.
added a 'fast' argument to insertkey that python api's insertPoseKey can make use of since it alredy accepts a 'fast' option.
The ~4450 frame, 31 bone BVH imports in ~108sec now
Seperated editmode switch statement in space.c's event handling,
if editmode is disabled, or the images is a render or composite, UV editing operations are ignored.
In previous releases it has given an annoying warning if selecting or scaling is attempted when out of UV/Face mode.
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Now it is possible to do Copy+Paste in the Action Editor, like in the IPO Editor. There are two new buttons in the Action Editor header for this, using the familiar icons.
* To copy...
Select the keyframes you wish to copy, and the channels that they occur in (except for ShapeKey mode, where it is not possible to select channels). Click copy button.
* To paste...
Place the current frame where you want the first of the keyframes from the buffer is to be pasted. Select all channels you wish the keyframes to be pasted into. Click paste button.
Currently, keyframes are only pasted into 'compatible' curves (i.e. LocX keyframes can only go to LocX, and so on). This may change after user feedback, if this is found to be too restrictive.
== Code Changes ==
I've made a few changes which allow this code to be nicer.
* renamed insert_vert_ipo to insert_vert_icu, as that represents its actual purpose better (and changed all occurrences I could find)
* created a new function, insert_bezt_icu, which does the actual inserting of provided BezTriple data to a given IpoCurve
* recoded insert_vert_icu to use this new function, and also the IPO-Editor keyframe pasting (i.e. pasting in Editmode)
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Added a new API method for ShapeKeys, which is useful for finding a certain KeyBlock from a Key.
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This commit fixes several issues related to using the Action Editor with Shapekeys. I've known about most of them for a while, so now's the time to fix that.
1) When the shapekey anim data for an object comes from an Action (key's IPO block is linked to the "Shape" action-channel), the names of the individual shapekeys is now shown. They will only do so if the Action Editor is not pinned though.
2) Slider limits for the case described above should now be sane again
3) "Add New" option from the popup menu in the Action Editor header will now convert shapekey animation data from IPO to Action if the action editor is displaying Shapekey data at the time. Many users have often found the old way of having to toggle the "running man" in the IPO-editor header, too clumsy and confusing.
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* It is now possible to work on keyframe data/scrub the timeline when the Action Editor is squished up so that the left-hand panel disappears.
* I'm not sure whether I've eliminated a bug with long-keyframes where sometimes the selection status was show incorrectly (keyframe after keyframe marking end of long-keyframe is selected, results in long-keyframe selection).
* Changed a few obscure comments
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Resolved Issues:
* My drawing cleanup commit the other day broke shapekey keyframe selection - was using wrong filter for Action Editor data
* Removed the old hack to limit vertical scrolling so that shapekeys were visible. It wasn't really needed anymore, and was causing problems with HomeKey.
Unresolved Issues:
* Vertical placement of sliders is slightly off
* In a test file I obtained, shapekey sliders don't work immediately after the file is loaded.
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Added new defines for the icons used to show this, on the request of Matt Ebb. For now, the eye icons have simply been duplicated to the new spaces, but 'more descriptive' icons should be made.
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Some cleanups of the Action Editor drawing methods. These now make use of the filtering stuff I added for the backend cleanup.
Unfortuantely I still cannot get Blender's ui widgets to really work properly, so that toggle icons can have tooltips. There were some severe scaling issues.
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