Alexander Gavrilov angavrilov
  • Cyprus
  • Joined on 2015-08-20
Alexander Gavrilov pushed to blender-v4.0-release at angavrilov/blender-addons 2023-10-15 18:24:07 +02:00
f0c3d11ef5 Rigify: disable action slot target space settings other than World & Local.
25a86d2504 Import_3ds: Added percent to bump texture
afbd0c18b9 Import_3ds: Connect texture to factor if two tintcolors are present
ddc9ecd46f UI Translations: fix add-on translation export
e153c299b4 Import_3ds: Fixed KeyError in target import
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Alexander Gavrilov created branch blender-v4.0-release in angavrilov/blender-addons 2023-10-15 18:24:07 +02:00
Alexander Gavrilov pushed to blender-v4.0-release at blender/blender-manual 2023-10-14 13:49:19 +02:00
398dcf8267 Rigify: document the Actions panel.
c86a3a9312 Rigify: add more detailed animator docs for the face and spine rigs.
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Alexander Gavrilov commented on issue blender/blender#112943 2023-10-09 17:50:08 +02:00
Proposal: Unify Active/Selected Bone Colors and set current Blender Theme Colors as Default

So all in all I feel this "unified colors" approach should not be optional. Either we do it, or we don't. If we do, it's a Blender 5.0 thing, which is fine.

It could potentially still be…

Alexander Gavrilov commented on issue blender/blender#112635 2023-10-09 13:34:28 +02:00
Proposal: New Bone Color Presets

The main function you'll probably want to use is okhsl_to_srgb(). It just takes a Hue-Saturation-Lightness color and converts it to non-linear sRGB, which can be plugged straight into the…

Alexander Gavrilov commented on issue blender/blender#112635 2023-10-05 11:42:01 +02:00
Proposal: New Bone Color Presets

That OkLab page contains some code, so it may be easy to try it.

Actually, now I wonder if the luminance should actually have been computed in linear space rather than gamma, and whether these…

Alexander Gavrilov commented on issue blender/blender#112635 2023-10-05 11:37:34 +02:00
Proposal: New Bone Color Presets

Additionally, human color perception is weird, and a simple weighted average of the RGB channels doesn't actually cut it for highly saturated colors. If we're going to do this algorithmically…

Alexander Gavrilov pushed to blender-v4.0-release at blender/blender-manual 2023-10-02 11:14:56 +02:00
a2848dda9a Rigify: document bone properties copied from metarig bones.
Alexander Gavrilov pushed to blender-v4.0-release at blender/blender-manual 2023-09-30 21:55:03 +02:00
7d9f310ef1 Rigify: document features of the limb rigs from the animator pov.
Alexander Gavrilov pushed to blender-v4.0-release at blender/blender-manual 2023-09-30 14:30:02 +02:00
3b0361bd17 Rigify: update descriptions of rig types to handle additions.
496c024ad4 Rigify: document UI changes related to bone collections.
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Alexander Gavrilov commented on issue blender/blender#112635 2023-09-28 17:59:40 +02:00
Proposal: New Bone Color Presets

With so much color science going on, I feel that this is not something that should be addressed/implemented for bone colors alone. If we want to have some calculation of the preceived…

Alexander Gavrilov commented on issue blender/blender#112635 2023-09-27 18:27:15 +02:00
Proposal: New Bone Color Presets

In any case, there's a handy .blend file attached in the post where you can try to experiment with stuff by looping over the theme preset colors and applying some maths based on to the base…

Alexander Gavrilov commented on issue blender/blender#112635 2023-09-27 15:35:03 +02:00
Proposal: New Bone Color Presets

this would be a nice improvement, but do you already know how to do it?

Well, I expect you need to adjust the color to target a specific luminance without affecting hue, and minimally…

Alexander Gavrilov commented on issue blender/blender#112635 2023-09-27 12:13:35 +02:00
Proposal: New Bone Color Presets

Regarding the use of brightness for selection: is it possible to ensure the colors have exactly the same visual brightness? And not in just the max channel values, but what you actually see on the…

Alexander Gavrilov commented on issue blender/blender#112943 2023-09-27 11:10:48 +02:00
Proposal: Unify Active/Selected Bone Colors and set current Blender Theme Colors as Default

I had a random crazy idea: would an arbitrary blend between the default selected/active and the per-bone make any sense? Like, basically, a literal slider that would do `mix(bone, default,…

Alexander Gavrilov pushed to main at blender/blender-addons 2023-09-26 20:52:20 +02:00
ce6775b50d Rigify: use the curved B-Bone mapping mode in upgrade face and metarigs.
Alexander Gavrilov deleted branch pr-bbone-curved-mapping from angavrilov/blender 2023-09-26 14:17:32 +02:00
Alexander Gavrilov merged pull request blender/blender#110758 2023-09-26 14:17:30 +02:00
Bendy Bones: implement a new curve-aware vertex to segment mapping mode.
Alexander Gavrilov pushed to main at blender/blender 2023-09-26 14:17:29 +02:00
0055ae01ab Anim: implement a new curve-aware vertex to B-Bone segment mapping mode.
Alexander Gavrilov pushed to pr-bbone-curved-mapping at angavrilov/blender 2023-09-26 14:16:53 +02:00
a5224b40af Anim: implement a new curve-aware vertex to B-Bone segment mapping mode.
1b1334aabd Fix: Show mesh data tab while using EEVEE Next
d9976dac3e UI: Remove duplicate Make Library Override in Object menu
a8c0857dcf Fix: assert due to missing topology cache
3cbddb2a22 BLI: compute string search scores in parallel
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