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2007-12-24Step 3 for the initial commits for 2.5: removing src/ and python,Ton Roosendaal
adding new windowmanager module, and the first bits of new editors module.
2007-12-20== Action Editor - Show Hidden Channels ==Joshua Leung
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...
2007-12-06== Action Editor - Snap Current-Frame Marker to Keys ==Joshua Leung
This little feature snaps the current frame marker to the average frame of all the selected keyframes. Use the hotkey Ctrl-Shift-S to use it.
2007-12-05Little workflow goody for animators. Adds Alt-RMB select to Action Editor. ↵Roland Hess
Alt-RMB in the key area selects all keys on that side of the current frame line. Shift-Alt-RMB builds selection. Commands are also in the headers.
2007-11-06== "Extend" Transform Mode for Action + NLA Editors ==Joshua Leung
Peach Request: Now the Action and NLA editors have the "Extend" transform mode first seen in the Sequence Editor. Just use the EKEY to start transforming. It works like Grab, except it only moves the keyframes/side of NLA-strip that was on the same side of the current-frame marker as the mouse was when transform started.
2007-10-22== Action/NLA Transform ==Joshua Leung
Added a new auto-snapping mode: snap to nearest marker. This mode can be toggled using the ALTKEY.
2007-10-17markers in the sequencerCampbell Barton
- added a new redraw type - REDRAWMARKER, at the moment this draws the same windows as REDRAWANIM, but this may not always be true, and it is more explicit whats happening, This replaced 5 or so draw calls in quite a few places.
2007-09-24== Action and NLA Editor Transform ==Joshua Leung
I've refactored the Action and NLA Editor Transform tools to use the Transform System instead of setting up their own transform loops. This should have happened ages ago, but no-one got around to doing so. * There are still a few bugs left to iron out of a few features, but on the whole it should work as well as it used to. These are: the values which get displayed when working with NLA-scaled actions may not all be correct yet; and the Time-Slide tool in the Action Editor is currently kindof broken. * One of the main benefits of this work, is that it is now possible to use Numeric Input during Transforms. * Also, a bug that meant that it was not possible to negatively scale keyframes in the Action Editor has been resolved.
2007-09-17== Action Editor - Copy and Paste Tools ==Joshua Leung
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)
2007-08-22Bugfix #7083:Joshua Leung
The menu entries for changing Interpolation and Extrapolation modes in the Action Editor weren't working properly (at all).
2007-08-12Action Editor - Code Cleanups:Joshua Leung
* I've replaced the long lists of #defines in header_action.c with enums, which should make that easier to maintain/add new items as needed. * Added a few comments also
2007-08-11== Action Editor - Time Stuff for Tools ==Joshua Leung
Part 2 of work from yesterday. Now tools in Action Editor are aware of (work well) with time display in seconds as well.
2007-08-10== Action Editor - Time Display ==Joshua Leung
The Action Editor can now display timing in seconds too. By default, it still displays timing in frames, but it is possible to switch the time display to seconds. The hotkey to toggle this is Ctrl T. Notes: - Many of the Action Editor's tools have yet to be made aware of this. Therefore, they will still work as though frames are used. Only Transform, Snap, and Mirror should really be affected. This will be fixed when I wake up. - Nothing *should* be broken, but I might have missed something.
2007-07-06== Action Editor Bugfixes ==Joshua Leung
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.
2007-06-05== Action Editor - Major Recode ==Joshua Leung
I've just spent two days rewriting the Action Editor to unify its code and bring it under control again (it was 107kb, now it is around 73 kb). * This means that there are no longer separate functions for each tool for Actions and Shapekeys in the Action Editor, and also no more missing tools for either. * Also, I've gotten rid of the need for those complicated, hierarchial loops used for action channels, as they were a pain to keep consistent with each other. * Baking functions have been removed. See user-level-changes for more details. * Reorganised and completely rewrote code in editaction.c, thus the lengthy diff. User Level Changes: * For the meantime, border-selecting Action Channels has been disabled * Baking functions have been removed. As far as I have been able to find out, these were really non-functional anyway. Besides, I don't think they really belonged in editaction.c * Editing Shapekey keyframes now yields the same feature set as for those in Action Channels. * There shouldn't be any major bugs left, but I might have missed something. Further Work: * Do a cleanup like this to the Action Editor drawing code in drawaction.c * Baking??? (harkyman seems to be doing something about this)
2007-05-23== Action Editor ==Joshua Leung
Now Action/IPO-Curve/Constraint Channels draw so that they open downwards. The only noticeable differences are that when expanding/collapsing channels, all the channels above won't get shunted out of the way again. Also, on loading some older files, all the channels may be out of view (TODO: make version patch for this...)
2007-05-10Bugfix #6674:Joshua Leung
Action Editor: editing of action-channel keys is impossible if shapekeys are present for that object. Also, after toggling the 'swimmer' icon in the IPO editor header,on and then off again, then trying to expand/collapse/select/deselect the 'Shape' action channel, Blender would crash. Not really a showstopper, but still nice to fix. ;-)
2007-03-17When pressing XKEY or DELETE in NLA/Action/IPO editors, you are noJoshua Leung
longer asked whether you want to delete the selected markers or keys. Instead, it more 'logically' deletes anything that is selected.
2007-03-11Action Editor - Remove unused code.Joshua Leung
Nothing ever called that part of code, and that code was 'not implemented' anyway.
2007-02-06Patch #5928 from Diego Borghetti (bdiego)Joshua Leung
Blender crashed when selecting column-select options in Action Editor if there was no action active at the time.
2007-01-16== Action Editor ==Joshua Leung
Final tweaks to Snapping and Mirroring tools: * Snap To Nearest Marker * Mirror Values of Horizontal Axis * Mirror Over Selected Marker
2007-01-10== Action Editor -> Auto-Snap ==Joshua Leung
There's a new selection-box on the header of the action editor, which sets the mode of auto-snapping for transforms. By default auto-snapping is off. There are 3 modes of auto-snap: * Off - transforms per normal * Frame Step - grid-step transform (may have errors with scaled actions) * Nearest Frame - true snap-to-frame (takes into account nla-scaling) These translate to the following hotkeys when transforming: * Off - no keys press/held (as it's always been) * Frame Step - Ctrl (as it's always been) * Nearest Frame - Shift (replaces old shift-key behaviour which was not useful)
2006-12-17Removed double confirmation for deleting keys in action editor.Joshua Leung
2006-12-05Some more action editor goodies:Joshua Leung
* Now it is possible to invert the selection status of keyframes and markers. These options can only be found in the Select menu in the header. * It is also possible to select the keyframes that occur within the 2 'extreme' selected markers. Hotkey for this is Ctrl K
2006-12-05== Action Editor - Column Select Tools ==Joshua Leung
Now it is possible to column select keyframes that occur on the same frame as selected markers with the hotkey: SHIFT K More selection goodies to come :-)
2006-12-02== Action Editor ==Joshua Leung
Now it is possible to mirror selected keyframes in the action editor; either over the current frame or the vertical axis. Hotkey is: SHIFT M (like in ipo editor).
2006-11-30I've made the hotkeys for marker editing more consistant now.Joshua Leung
Check the menu headers for the correct set of hotkeys to use.
2006-11-30Big Commit.Joshua Leung
Now time-markers work in all time-related spaces (i.e. Ipo, Action Editor, NLA editor, TimeLine, Sound). The hotkeys and functionality set should be the same for each of these modes (with a few exceptions still). I've had to change a few hotkeys here and there, so hopefully they aren't too bad. Marker Operations: MKEY - Add Marker SHIFT MKEY - Rename marker (was CTRL MKEY) XKEY - Delete Marker PAGE UP - Jump to next marker PAGE DOWN - Jump to previous marker CTRL A - Select all markers SHIFT G - Transform markers (NLA, IPO, Action) G - Transform markers (Sound, Timeline) CTRL SHIFT D - Duplicate markers (NLA, IPO, Action) SHIFT D - Duplicate markers (Sound, Timeline) BKEY - select markers and other keyframes (if any) I've also made a few little tool additions to NLA and Action editors: * NLA editor - Snap To Frame. Now with the option to offset strip so that it starts at the current frame. Added menus for this. * Action editor - Snap To Frame A few new menus for this too
2006-11-19Disabled some code which I added to make the markers menu onlyJoshua Leung
display in action editor header when there was a set of markers + an action.
2006-11-17Fixes for Time Marker support in Action window;Ton Roosendaal
- now draws on correct height - selection is clipped correctly (did entire height) - made showing scene markers default Actually this implementation should have been a patch review... it was done with entirely duplicating the code from timeline.c, whilst re-use and generalizing markers has a preference. That way markers can become supported in any time-based editor. Will send an extensive review to Joshua Leung :)
2006-11-17This commit adds some missing features to markers in action editor,Joshua Leung
and also fixes some further segfaults. Now it is possible to 'surf' (jump) to different markers. This is only possible through the hotkeys for this: * Page Up - Next Marker * Page Down - Previous Marker These hotkeys match the ones in the timeline. In order to do so, I've had to reassign two (rarely used/obscure) hotkeys: * 'Ctrl Page Up' is now move selected action channel up (was Page Up) * 'Ctrl Page Down' is no move selected action channel down (was Page Down) I should also mention here that * 'Shift Page Up' is move action channel to top * 'Shift Page Down' is move action channel to bottom
2006-11-16Some more action editor marker bugfixes:Joshua Leung
* (De)select all markers now works normally * RMB click-drag in action editor when no markers caused segfault
2006-11-16== Action Editor Makers ==Joshua Leung
* There is now a feature to (de)select all markers. Can be found in menu or via the hotkey Ctrl A * The 'Markers' menu is now not drawn when marker set is 'None' * Some other minor code cleanups Additional Notes: * I'm still trying to track down the cause of a bug which means that you can't select more than one marker (with RMB clicks) at once. For now, just use borderselect
2006-11-15== Action Editor ==Joshua Leung
A Plumiferos wishlist item: Markers working in the Action Editor too. * The user can choose between displaying the scene markers (i.e. the markers shown in the timeline) or the markers specific to each action, by using the next list box on the action editor header. This is specific to each instance of the action editor. * The display of the markers currently still needs improvement. At the moment, the triangle icons + text are drawn below all the last row of keyframes. As such, I've made it draw yellow vertical lines which span the height of the action editor, to also indicate markers. Comments on this and also help getting the triangle thingies to 'float' above the bottom scroll bar are warmly appreciated. * There are a few minor update issues with editing a marker in the timeline and the markers in the action editor which will be fixed soon. * There are also a few hotkeys to still add. Enjoy!
2006-11-09This commit adds two of my recent animation editing related patches:Joshua Leung
#5061 - Ipo/Action 'Cleaning' #5071 - 'Only Needed' Keyframing Option ==================== * IPO/Action 'Cleaning': It removes un-necessary keyframes from individual ipo curves. - In both editors, the hotkey is currently the OKEY. Also accesable from menus of each editor. - There is currently a 'threshold' popup. This sets the value that the cleaner uses to determine if two keys have same time/value There are a few improvements that could still be made, such as: - There are a few cases that it still doesn't handle yet, such as when un-needed keyframes lie on a linear line (and similiar cases). This shall be improved soon. - Also, for some reason, after running cleaning while in ipo editor editmode, all but the active curve are hidden. ==================== * 'Only Needed' Keyframing Option: This patch adds a new keyframing option for objects and bones. It only adds keyframes where they are needed, judging from the surrounding points on that curve. Notes about this keyframing option: - Works like the existing 'Avail' option, except it checks if the keyframe is needed. - Currently uses hardcoded threshold for determining if same value. [quote] /* Cases where keyframes should not be added: * 1. Keyframe to be added bewteen two keyframes with similar values * 2. Keyframe to be added between two keyframes with similar times * 3. Keyframe lies at point that intersects the linear line between two keyframes */ [/unquote]
2006-11-07Patch #5028. by Joshua Leung (aligorith)Ton Roosendaal
Key snapping in Action Window, cleanup and added option to snap to current frame.
2006-09-12fixed typo collumn -> columnTon Roosendaal
2006-09-12Patch 4981 (Tom Musgrave, revised)Ton Roosendaal
New option: "Select Collumn" in Action editor. This selects all 'keys' on the same time, based on already existing selection. Works for Actions as well as Shape Keys. Hotkey K.
2006-01-04Orange: Another issue with Armature layers; in NLA, the strips with aTon Roosendaal
locked length should not skip hidden channels.
2005-12-29More node goodies!Ton Roosendaal
First note; this is a WIP project, some commits might change things that make formerly saved situations not to work identically... like now! ------ New Material integration ------ Until now, the Node system worked on top of the 'current' Material, just like how the Material Layers worked. That's quite confusing in practice, especially to see what Material is a Node, or what is the "base material" Best solution is to completely separate the two. This has been implemented as follows now; - The confusing "Input" node has been removed. - When choosing a Material in Blender, you can define this Material to be either 'normal' (default) or be the root of a Node tree. - If a Material is a Node tree, you have to add Nodes in the tree to see something happen. An empty Node tree doesn't do anything (black). - If a Material is a Node Tree, the 'data browse' menus show it with an 'N' mark before the name. The 'data block' buttons display it with the suffix 'NT' (instead of 'MA'). - In a Node Tree, any Material can be inserted, including itself. Only in that case the Material is being used itself for shading. UI changes: Added a new Panel "Links", which shows: - where the Material is linked to (Object, Mesh, etc) - if the Material is a NodeTree or not - the actual active Material in the Tree The "Node" Panel itself now only shows buttons from the other nodes, when they are active. Further the Material Nodes themselves allow browsing and renaming or adding new Materials now too. Second half of today's work was cleaning up selection when the Nodes overlap... it was possible to drag links from invisible sockets, or click headers for invisible nodes, etc. This because the mouse input code was not checking for visibility yet. Works now even for buttons. :)
2005-12-18* Updates for missing menu itemsMatt Ebb
2005-11-10added changing the extending / extrapolation type of the IPO curves of ↵Toni Alatalo
selected actions in the action editor (to the menu - code to handle hotkey (to rise a popup) is there too but unused & untested now).
2005-10-31iNew: TimeSlide in Action WindowTon Roosendaal
Usage: press Tkey, and you can proportionally squeeze or stretch the selected keys, with current mouse position as reference. Only works with more than 3 keys selected horizontally. I've remapped the old Tkey (ipo type) to SHIFT+T... might be temporal, I have an idea for a cool 2D manipulator system that makes it much friendlier to grab/scale/slide keys all in once. Also: fix for HOME key in action editor (didn't do Pin), and removed gcc warnings from jiri's commit in editmesh_add.c
2005-10-31Fix for HOME key in Action Window. Didn't check for mapped NLA time yet.Ton Roosendaal
2005-10-30SHIFT+S snap to frame for both Action and NLA window.Ton Roosendaal
2005-10-29Orange's buglist!Ton Roosendaal
- Action Editor: hotkeys V and H for handles were invisible, added menus - NLA strips: when current frame is exactly on the strip end, it didn't include that action... needs a rounding correction for it. - Action/NLA: deleting keys in Action, which results in only 1 key left, resulted in zero sized strip length. Now the strips are defaulted to be 1 frame in size minimal. - NLA editor: ALT+C "Convert to strip" didn't increment Action user count - 3D Window: CTRL+P make parent to Bone still gave the insane menu with all bone names. With unified PoseMode select it can just parent to the active Bone. Note; this now requires the Armature to be in PoseMode to work. - Rotation Constraint; the new options to only map to X,Y,Z rotation, did set the not mapped rotation axes to zero. These should remain unchanged. - AutoKey optionn for Actions; should not insert action keys on ESC And added a fix myself: - When SHIFT+selecting a Bone in PoseMode, and the Armature was not selected or active yet, it doesn't extend-select/deselect the Bone anymore. This case is only useful when you try to add IK or Constraint, so the shift+selection should only activate the clicked Bone.
2005-10-27More Orange NLA/Action fixes;Ton Roosendaal
- NLA: Hotkey ALT+S resets (synchs) action start/end in selected Strips - NLA: Panel for Strips allow setting negative "Action start" - NLA: When transforming strips, the selected keys for that action don't get included (caused weird errors) - Action: cleanup of drawing horizontal bars. - Action: Pulldown menu option "Lock time" was in different location than for the other pulldowns
2005-10-20New option; "Lock Time to Other Windows" for Ipo, Action, NLA and TimeTon Roosendaal
windows. If set (in View pulldown), it synchronizes the horizontal scale of the current window with the other Windows with this option set. That way you always have these windows showing an identical part of the time you work on. Also added because Action Window now displays its content relative to NLA strips.
2005-10-10Stage two of the giant animation recode project; Ipo/Action/NLA cleanupTon Roosendaal
-> Note; added 2 new c files (split editipo.c). MSVC needs upgrade. Impatient people can check the goodies in CMS: http://www.blender3d.org/cms/Action_and_NLA_editor.706.0.html Most work was on trying to unwind the spaghetti for editing ipos. Too much history and bad design got added here. Most evident changes: - made generic 'context' for detecting which Ipo is being edited, or to assign ipos or to retrieve ipo curves. - made generic insertkey() for all ipo types, including actions - shuffled a lot of code around to make things more logical. Also made sure local functions are not exported It is far from ready... when action/nla was added in Blender, a lot of duplicate code was generated. That's for another time. Now the goodies; - made Actions to allow any Ipo type - made NLA to define active actions, for Action window too - corrected timing for active action, so it shows the 'real time', as defined in NLA editor. I did update python code, but that would require testing. Testing is needed for this commit in general, too many changes happened on all levels of the animation system. :) Will keep track of all reports this evening, hopefully it doesnt break the pre-release schedule!
2005-10-03Brought back Outliner operations!Ton Roosendaal
Since clicking on outliner items activates/selects, and not all outliner elements allow selection (like scene, mesh, material, etc) there's another selection method needed. It works by leftclicking (click-drag works too) outside of the outliner icons or texts. This allows rapid selecting, without any change in the other windows. Then press Wkey or RightMouse for an operations menu. Based on the selection you get a menu with options. Currently available; - Objects: Select/Deselect/Delete - Materials: Unlink - Textures: Unlink - Bones: Select/Deselect/Hide/Unhide Notes: - mixed selections give an error. - selection doesn't flush down into closed outliner items. - selection state is persistant (saved in files), and unique per Outliner window, so can be used as sortof temporal grouping. Hotkey SHIFT+A: select/deselect all open outliner items The system can be easily expanded with a lot of interesting options, of course.