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2008-07-23soc-2008-mxcurioni: merged changes to revision 15705Maxime Curioni
2008-07-12soc-2008-mxcurioni: merge with trunk - rev 15540Maxime Curioni
2008-07-08== Select Swap for Armatures (Ctrl I) ==Joshua Leung
It is now possible to swap the selection of bones in EditMode and PoseMode using the CTRL IKEY hotkey. As a result, the hotkey for adding IK Constraints has now changed to SHIFT IKEY (so that select swap can have a consistent hotkey)
2008-06-09Merge from Apricot Revisions 14897, 14913, 14914, 14915, 14929, 15009, 15046Martin Poirier
--------------------------------------------------- Snappy stuff * Align rotation with snapping target: rotate the object, aligning it with the target (object mode only - temporarily) (New icon in the header when snap is turned on) * Snap to different mesh elements (face, edge, vertice): snapping target slide on faces and edge or use exact position of vertice. When using Align rotation with edge snapping, the normal is interpolated as you slide along. Snaps correctly to derived mesh (sculpt, modifiers, ...) and duplis. In object and edit mode. NOTE: The snapping code is now based on faces, so even if you're snapping to vertices or edges, it will not work on meshes without faces. This might change if needed.
2008-05-14Missing hotkey in menu for Align to Transform OrientationMartin Poirier
2008-05-14Minor particle system fixes:Brecht Van Lommel
- Changed some tooltips. - Refresh with reactors and shared particle settings. - Copying of child particles.
2008-05-14== Transform orientation bugfix ==Martin Poirier
Fallback to global if the selected orientation doesn't exists. This only happens when switching between scenes or screens(orientations are per view3d)
2008-05-11More bugfixes for Armature Separation/Joining:Joshua Leung
* Move armatures out of posemode before joining/separating, so that bones don't mysteriously disappear after the operation * Added an undo push and fixed up hotkey access for armature separation
2008-04-27remove old particle system.Campbell Barton
also removed quat, dquat, and sumohandle from the Object struct since they aren't used anywhere.
2008-04-17Patch from GSR that a) fixes a whole bunch of GPL/BL licenseChris Want
blocks that were previously missed; and b) greatly increase my ohloh stats!
2008-04-16replace magic numbers with constants for (G.vd->persp), view naming was also ↵Campbell Barton
using persp as a flag which worked but isnt correct.
2008-04-13* Made Armature auto name L/R, Top/Bot, Fr/Bk remove existing, known extensions.Campbell Barton
* Added fromDupli MTex setting to python api * Shift+RMB was setting the active face in the UV view. * Armature scripts menu was broken
2008-03-31== Armature Tools - Separate (not yet functional) ==Joshua Leung
Initial commit of Separate tool for Armatures. Currently, the functionality is hidden behind a temporary patch, as there are still issues to be worked out (crashes under certain conditions and a re-linking issue). It may remain like this for the release if I can't get it to work correctly. Note: - Hotkey for separate is Ctrl-Shift-P (it's a bit clumsy, and isn't consistent with P for separate for meshes, but Select Parent(s) is better as P)
2008-03-27== Sculpt ==Nicholas Bishop
Removed Painting Mask button from view3d header when in sculpt mode.
2008-03-26Fix for bug #8713: edge loop delete did an undo push too much.Brecht Van Lommel
2008-03-24uv stretch display respect image aspect ratio,Campbell Barton
tooltip correction (bug #8660) ghostwinlay.c was missing string.h include
2008-03-22[#8693] Align view to selected works differently called from menue then from ↵Martin Poirier
shortcut The header menu was sending the wrong axis (off by one) to the tool.
2008-03-21update to trunk r14199ndofJean-Luc Peurière
2008-03-21corrected minor error of the mergeJean-Luc Peurière
object center button was duplicated
2008-03-20* add notification of new hotkey in object select menuNathan Letwory
2008-03-16== Align ==Martin Poirier
Use pupmenu menu to select align orientation. Faster workflow than always having to change the current transform orientation beforehand.
2008-03-16Todo #8511: Lock Transform Channels does not work with Clear TransformsJoshua Leung
When transform channels (i.e. LocX, RotY, ScaleZ) are 'locked' in the Transform Properties panel, the Clear Transform Tools (Alt-G/R/S) didn't respect these. Also fixed typo in 3D-View Menu item.
2008-03-14resolved conflict state with HEAD r14096Jean-Luc Peurière
blenderbuttons still bad not let this compile
2008-03-13final (??) work on NDOF branchJean-Luc Peurière
it is now in a state where it can be safely merged with trunk. Note: basic icons were provided but I'm not an icondesigner and working in a 16x15 grid is way too small for me, so feel free to change them.
2008-03-10== Align to Transform Orientation ==Martin Poirier
New rotation alignement fonction Rotates objects/Pose bones to match the selected transform orientation. Can be used to align to view, active object (normal) and custom transform orientations. Accessible in the Object -> Transform submenu and through the hotkey Ctrl-Alt-A (which was previously a fall through for Apply but only Ctrl-A and Ctrl-Shift-A did anything special). Can be eventually made to work in edit mode (not too hard).
2008-03-09added snap cursor->active and adjusted snap menu order in toolbox and header ↵Campbell Barton
menu's
2008-03-01Split the add_hook function into two parts (user interaction + actual ↵Joshua Leung
operations)
2008-02-26Going into vertex paint mode without vertex colors, now it doesn'tBrecht Van Lommel
create vertex colors from shaded mode anymore. Instead there is function in vertex paint mode to create them. Also some fixes for previous commits.
2008-02-24-> Bevel tools and Bmesh kernelGeoffrey Bantle
The following is a commit of Levi Schooley's bevel code and the bmesh library it depends on. The current editmode bevel has been replaced with a new per edge bevel function. Vertex beveling is also availible. To set weights for the modifier to use, use the ctrl-shift-e shortcut on either edges or vertices. Recursive beveling is turned of for the time being.
2008-02-22autoThread was inverted at rendertime (forgot to change), added tooltipsCampbell Barton
2008-02-21Following on from the commits yesterday for "Action Channel Settings" ↵Joshua Leung
quick-toggle tools, bones now have this functionality too. Use Shift-W to toggle, Ctrl-Shift-W to enable, and Alt-W to disable one of the bone's settings.
2008-02-16automerge and multires cant coexist, added note in the menu to say this and ↵Campbell Barton
stopped automerge from running and popping up an annoying error when multires is enabled.
2008-02-04Added single user ipos option - useful when you make linked duplicates with ↵Campbell Barton
many objects and want them a unique ipo.
2008-02-01== Sculpt ==Nicholas Bishop
Added a new brush option, "Anchored". When enabled, the brush doesn't move with the mouse, but rather stays in it's initial location and grows larger or smaller to follow the mouse. Good for brushing alphas on to the mesh. (Note that this option isn't available for the grab brush, and ignores the smooth stroke option.)
2008-01-31Bugfix for Join Armatures:Joshua Leung
When Join Armatures was called from the menu (Object -> Join Objects) problems were being cause by the use of BASEACT, causing some armatures to disappear and not be joined.
2008-01-30* Bone Groups - changed some of the options in the Ctrl-G menu so that it is ↵Joshua Leung
more useful * Tweaked one of the colours in the colour sets so that it is less similar to a colour in another set representing another state.
2008-01-29Added menu entries to 3d-view for the auto-bone-extension tools I added ↵Joshua Leung
yesterday.
2008-01-24=== Mirror Tool ===Martin Poirier
Making the mirror tool axis selection interactive instead of using a popmenu. Mirror is now just a constant -1 scaling transform, which enables you to choose the mirror axis through hotkeys (x,y,z) and with MMB. It also means it's easier to select the correct axis if you're not sure which is which and gives access to all the orientation supported in transform (including custom user orientations). Mesh and Object header menus still have the individual axis as options but have an added "Interactive Mirror" which just enters transform and lets user pick the axis there. Ctrl-M enters "Interactive Mirror" too. In a nutshell, this changes adds more possible mirroring axis and unifies the mirror axis selection process with transform constraint axis selection.
2008-01-22* Menus for Bone-GroupsJoshua Leung
* Added missing #include in poseobject.c
2008-01-21Added object mode select random (use for changing the group instances of ↵Campbell Barton
many objects to vary them without selecting manually - leaves/sticks etc)
2008-01-21=== Transform Snap ===Martin Poirier
Snapping Mode: Active With this mode, the active element (at this time, object or vertice) is used as snapping target. If there is no active element in the selection, it reverts back to median mode. Edit Mode snapping, other meshes no longer have to be selected to act as snapping point. Fix a potential bug with snapping point from other meshes.
2008-01-16== Radial Control ==Nicholas Bishop
* Generalized the interactive brush property control from sculpt mode into a simple API * Modified sculpt mode to take advantage of this (even fixes some minor bugs!) * Added shortcuts in particle edit to set brush size/strength (FKEY/shift+FKEY) Still todo are the other modes that have brushes...
2008-01-14=== Transform Snap ===Martin Poirier
Snapping for object mode Changes: - Transform snap now working in object mode and not just mesh edit mode - Shift-Tab can be used to toggle snap on/off inside transform too (no more Esc,toggle,restart) - Object mode snap: Closest uses the bounding box corners of all selected objects, Median uses object center and Center uses transform center (same as edit mode). - Object mode snap: all visible meshes can be used to get the snapping point (unlike edit mode snap which is limited to selected mesh: this might be adjusted to make edit mode snap use all visible too). To Do: - Add "Active" snap target method: use active object (or mesh element) as snap target - Add snapping capabilities to Scale - (Maybe) Add "Near pointer" snap target method: use selected element that is closest to mouse pointer as snap target. Active could probably accomplish that already in a less confusing manner, so I might skip this.
2008-01-13=== Custom Transform Orientation ===Martin Poirier
Custom Orientations can be added with Ctrl-Shift-C (hotkey suggestions are welcomed), this adds and select the new alignment. Custom Orientations can also be added, deleted, selected from the Transform Orientations panel (View -> Transform Orientations). Standard orientations (global, local, normal, view) can also be selected from this panel. If you plan on using only a single custom orientation and don't really need a list, I suggest you use the hotkey as it adds and selects at the same time. Custom Orientations are save in the scene and are selected per 3D view (like normal orientation). Adding from an object, the orientation is a normalized version of the object's orientation. Adding from mesh data, a single element (vertex, edge, face) must be selected in its respective selection mode. Vertex orientation Z-axis is based on the normal, edge Z-axis on the edge itself (X-axis is on the XoY plane when possible, Y-axis is perpendicular to the rest). Face orientation Z-axis is the face normal, X-axis is perpendicular to the first edge, Y-axis is perpendicular to the rest. (More logical orientations can be suggested). I plan to add: 2 vertice (connected or not) => edge orientation , 3 vertice = face orientation Differences from the patch: - orientations no longer link back to the object they came from, everything is copy on creation. - orientations are overwritten based on name (if you add an orientation with the same name as one that already exists, it overwrites the old one)
2008-01-13== Sculpt ==Nicholas Bishop
Added undo pushes for the items in the sculpt menu
2008-01-03A few PoseLib and Action-Editor tweaks:Joshua Leung
* Removed "snap" from the names of the entries in the "Auto-Snap" menu for the Action Editor. "No Snap" is still "No Snap" though. * PoseLib is now referred to as "Pose Library" in the interface * Tidied up whitespace in editaction.c
2007-12-28Added a new option for 'Apply Object', (Ctrl+A) Called "Apply Visual ↵Campbell Barton
Transform to Loc/Size/Rot" Since there was no easy way to apply a constraint's transformation back to the original objects transformation. Also adjusted how Apply Scale/Rot works so that it wont change some objects then raise an error and leave others unchanged, better to check first so it changes everything or nothing.
2007-12-27== PoseLib - Bugfixes ==Joshua Leung
* Fixed crash using Interactive Preview, on an armature without a PoseLib * Cancelling Interactive Preview now correctly restores the original Pose * Interactive Preview now sets the correct active pose after it is run * Interactive Preview now also updates the buttons window after it is run * Clicking on the "New PoseLib" button now creates a new PoseLib action, even when one existed before * Poses can be applied using the Pose browsing menu (i.e. when a menu item from that list is clicked, that pose is assigned)
2007-12-26== PoseLib - Pose-Library Tool for Blender ==Joshua Leung
"A slightly late Christmas present for the Animators out there :-)" This tool allows animators to store frequently used poses in an action, and be able to label those poses to help them retrieve them later. In a way, it acts as a glorified clipboard for poses. One of the cool features with this is the ability to select which stored pose to use interactively in the 3d-view. Once a few poses have been stored in the PoseLib, simply use the "Ctrl L" hotkey to start previewing. Use the Mousewheel or the Page Up/Down keys to change poses, and confirm/cancel the preview in the same way as you do for transforms. Usage Notes: * Each Armature may get its own PoseLib. PoseLibs are simply actions with extra data, so they can get relinked. * Manually editing actions used as PoseLibs is not a good idea, as some data may not be able to be found. Tools to automagically find poses in an action could be investigated... * PoseLib will only apply/retrieve poses to/from selected bones * A basic UI for this can be found in the "Links and Materials" panel. Most of the PoseLib tools are presented there. Useful Hotkeys (also found in Pose->PoseLib menu): * Ctrl L - interactively preview poses * Shift L - add a new pose or replace an existing pose in the PoseLib with the current pose * Ctrl Shift L - rename an existing pose in the PoseLib * Alt L - remove a pose from the poselib.c
2007-12-20Particle Edit ModeBrecht Van Lommel
================== - Added a Remove Doubles tool, to remove two particles with the same root position.