== Armature Layer/Move Bone to Layer Popups ==
This commit adds a few quick tools for riggers. In Editmode for Armatures, I've added the popups that show up in PoseMode when Shift-MKEY and MKEY are used. This should speed up the workflow a bit, by requiring less trips between the 3d-view and the buttons panel, as well as providing a 'batch' move-bones-to-layer functionality. Usage Notes: * MKEY - move selected bones to layer(s) * SHIFT-MKEY - change the currently visible armature layers * CTRL-MKEY - mirror selected bones
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@@ -872,7 +872,9 @@ void pose_activate_flipped_bone(void)
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}
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}
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/* This function pops up the move-to-layer popup widgets when the user
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* presses either SHIFT-MKEY or MKEY in PoseMode OR EditMode (for Armatures)
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*/
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void pose_movetolayer(void)
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{
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Object *ob= OBACT;
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@@ -882,10 +884,11 @@ void pose_movetolayer(void)
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if(ob==NULL) return;
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arm= ob->data;
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if(G.qual & LR_SHIFTKEY) {
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if (G.qual & LR_SHIFTKEY) {
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/* armature layers */
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lay= arm->layer;
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if( movetolayer_short_buts(&lay, "Armature Layers")==0 ) return;
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if(lay==0) return;
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if ( movetolayer_short_buts(&lay, "Armature Layers")==0 ) return;
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if (lay==0) return;
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arm->layer= lay;
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if(ob->pose)
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ob->pose->proxy_layer= lay;
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@@ -893,28 +896,28 @@ void pose_movetolayer(void)
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWACTION, 0);
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allqueue(REDRAWBUTSEDIT, 0);
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}
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else if(ob->flag & OB_POSEMODE) {
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else if (ob->flag & OB_POSEMODE) {
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/* pose-channel layers */
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bPoseChannel *pchan;
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if(pose_has_protected_selected(ob, 0))
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if (pose_has_protected_selected(ob, 0))
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return;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(arm->layer & pchan->bone->layer) {
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if(pchan->bone->flag & BONE_SELECTED)
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if (arm->layer & pchan->bone->layer) {
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if (pchan->bone->flag & BONE_SELECTED)
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lay |= pchan->bone->layer;
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}
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}
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if(lay==0) return;
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if (lay==0) return;
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if( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
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if(lay==0) return;
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if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
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if (lay==0) return;
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for(pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if(arm->layer & pchan->bone->layer) {
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if(pchan->bone->flag & BONE_SELECTED)
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for (pchan= ob->pose->chanbase.first; pchan; pchan= pchan->next) {
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if (arm->layer & pchan->bone->layer) {
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if (pchan->bone->flag & BONE_SELECTED)
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pchan->bone->layer= lay;
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}
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}
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@@ -924,4 +927,30 @@ void pose_movetolayer(void)
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allqueue(REDRAWACTION, 0);
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allqueue(REDRAWBUTSEDIT, 0);
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}
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else if (G.obedit) {
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/* must be editbone layers then */
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EditBone *ebo;
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for (ebo= G.edbo.first; ebo; ebo= ebo->next) {
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if (arm->layer & ebo->layer) {
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if (ebo->flag & BONE_SELECTED)
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lay |= ebo->layer;
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}
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}
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if (lay==0) return;
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if ( movetolayer_short_buts(&lay, "Bone Layers")==0 ) return;
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if (lay==0) return;
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for (ebo= G.edbo.first; ebo; ebo= ebo->next) {
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if (arm->layer & ebo->layer) {
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if (ebo->flag & BONE_SELECTED)
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ebo->layer= lay;
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}
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}
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BIF_undo_push("Move Bone layer");
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allqueue(REDRAWVIEW3D, 0);
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allqueue(REDRAWBUTSEDIT, 0);
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}
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}
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@@ -2086,16 +2086,19 @@ static void winqreadview3dspace(ScrArea *sa, void *spacedata, BWinEvent *evt)
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break;
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case MKEY:
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if(G.obedit){
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if(G.qual==LR_ALTKEY) {
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if (ELEM(G.qual, 0, LR_SHIFTKEY) && (G.obedit->type==OB_ARMATURE)) {
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pose_movetolayer();
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}
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else if (G.qual==LR_ALTKEY) {
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if(G.obedit->type==OB_MESH) {
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mergemenu();
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DAG_object_flush_update(G.scene, G.obedit, OB_RECALC_DATA);
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}
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}
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else if((G.qual==0) || (G.qual==LR_CTRLKEY)) {
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else if ((G.qual==0) || (G.qual==LR_CTRLKEY)) {
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mirrormenu();
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}
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if ( G.qual == (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY) ) {
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else if ( G.qual == (LR_SHIFTKEY | LR_ALTKEY | LR_CTRLKEY) ) {
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if(G.obedit->type==OB_MESH) select_non_manifold();
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}
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}
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