Commit Graph

406 Commits

Author SHA1 Message Date
9dc9f84740 Fix T45458: Edge Slide Mirror doesn't preserve UVs 2015-07-21 14:15:31 +10:00
406b9aa7b1 Fix T45402: Transform crash w/ project+align snap
Only euler rotations were checked for.
Also delta rotations caused random/unusable output.
2015-07-14 04:30:16 +10:00
bbc4a92318 Curve selection, de-duplicate & cleanup 2015-07-09 14:39:24 +10:00
5edff01920 Transform: use snap-to-grid behavior from D910
Excuse the trashing here, but seems users prefer this most (though both can be useful).

Note that the UI remains the same,
so this is an option for 'Incremental' snapping instead of a new snapping mode.
2015-07-02 02:20:54 +10:00
c07bba1b05 Transform: add back absolute snapping option
This ensures that vertices are grid-aligned while transforming,
instead of just snapping the input values for translate.
2015-06-30 19:14:46 +10:00
09e89f01a6 Cleanup: transform center
store global center in transform struct,
some code was calculating all the time, this is useful to keep available.
2015-06-26 16:21:04 +10:00
c74255181e Cleanup: transform aspect
Transform code had duplicate aspect checking,
now store aspect in TransInfo.aspect for reuse.
2015-06-26 15:45:09 +10:00
3b57f075a8 Fix (unreported) redo of 'bone envelope distance resize' transform op not working
(it would behave like 'bone envelope resize' instead).

Issue comes from the fact this transform op shares some common points with both BoneResize
and BoneEnvelope operations. However, trying to re-use `TFM_BONE_ENVELOPE` itself in this case
is bad idea, since this mode gets stored in transform op and is directly re-used for redo,
by-passing the whole init phase that shall be done in `TFM_BONESIZE` mode... So now,
we add a real new mode, `TFM_BONE_ENVELOPE_DIST`, while keeping most of existing code
and all existing behavior.

This is slightly hackish - but was already anyway, and avoids creating a full new set of
function for pretty much the same thing. As a side note, also makes it possible to
resize envelope distance outside of envelope viewing mode (from py or by adding a custom
shortcut).
2015-06-17 12:30:30 +02:00
a5a648c7c6 Fix error redoing shrink fatten
Use a property to store even-offset option.
2015-05-25 15:45:56 +10:00
31d354dfa3 rename _ipo -> _fcurve 2015-04-10 13:41:57 +10:00
851ea206d0 Separate proportional editing options for graph and action editor. 2015-04-09 18:30:14 +02:00
c1e5d966c6 Proportional editing support for the action editor.
There are a few things here which are not so nice:

* Position of proportional edit circle is not centered on data
(difficult to predict positions here since those are completely custom,
 will probably be positioned at center of area later instead)

* Result is flushed to curve handles only at the end of the transform,
so if people have the graph editor open they will see handles lagging behind.
2015-04-07 20:49:47 +02:00
146be8e258 Fix proportional editing always turned on in graph editor. 2015-04-02 12:34:35 +02:00
8e6e7010bc Proportional editing for graph editor did not work outside edit mode 2015-04-01 11:24:58 +02:00
6461fbd9ce Fix glitch scaling bone radius
connected parents radius could get out of sync with child.
2015-04-01 17:07:04 +11:00
37556d9a9a Fix T43798: Individual origins disabled object PET 2015-02-25 13:41:02 +11:00
34479d8b63 Snap to Active: missing armature/pose/mball/curve
de-duplicate active center calc between transform & snap-to-selected.
2015-02-23 23:05:54 +11:00
5721863805 RNA: pass only 0/1 to RNA_property_boolean_set 2015-02-19 12:33:14 +11:00
c2f6a07531 Fix possible (unlikely) buffer overrun
Translated strings didn't check fixed length for PET id's
2015-02-04 05:51:48 +11:00
02acfdab9e Add inverse-square blending for PET and warp
Similar to 'Root' but without noticeable spike/pinch in the center.
2015-02-04 05:45:30 +11:00
14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.

The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
   - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
     to enter "Stroke Edit Mode". In this mode, many common editing tools will
     operate on Grease Pencil stroke points instead.
   - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
     Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
   - Proportional Editing works when using the transform tools

2) Grease Pencil stroke settings can now be animated
   NOTE: Currently drivers don't work, but if time allows, this may still be
         added before the release.

3) Strokes can be drawn with "filled" interiors, using a separate set of
   colour/opacity settings to the ones used for the lines themselves.

   This makes use of OpenGL filled polys, which has the limitation of only
   being able to fill convex shapes. Some artifacts may be visible on concave
   shapes (e.g. pacman's mouth will be overdrawn)

4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
   has been added which draws strokes as a series of screen-aligned discs.

   While this was originally a partial experimental technique at getting better
   quality 3D lines, the effects possible using this technique were interesting
   enough to warrant making this a dedicated feature. Best results when partial
   opacity and large stroke widths are used.

5) Improved Onion Skinning Support
   - Different colours can be selected for the before/after ghosts. To do so,
     enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
     the colours accordingly.
   - Different numbers of ghosts can be shown before/after the current frame

6) Grease Pencil datablocks are now attached to the scene by default instead of
   the active object.
   - For a long time, the object-attachment has proved to be quite problematic
     for users to keep track of. Now that this is done at scene level, it is
     easier for most users to use.
   - An exception for old files (and for any addons which may benefit from object
     attachment instead), is that if the active object has a Grease Pencil datablock,
     that will be used instead.
   - It is not currently possible to choose object-attachment from the UI, but
     it is simple to do this from the console instead, by doing:
     context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]

7) Various UI Cleanups
   - The layers UI has been cleaned up to use a list instead of the nested-panels
     design. Apart from saving space, this is also much nicer to look at now.

   - The UI code is now all defined in Python. To support this, it has been necessary
     to add some new context properties to make it easier to access these settings.
     e.g. "gpencil_data" for the datablock
          "active_gpencil_layer" and "active_gpencil_frame" for active data,
          "editable_gpencil_strokes" for the strokes that can be edited

   - The "stroke placement/alignment" settings (previously "Drawing Settings" at the
     bottom of the Grease Pencil panel in the Properties Region) is now located in
     the toolbar. These were more toolsettings than properties for how GPencil got drawn.

   - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
     suggestion for an earlier discussion on developer.blender.org

   - By default, the painting operator will wait for a mouse button to be pressed
     before it starts creating the stroke. This is to make it easier to include
     this operator in various toolbars/menus/etc.   To get it immediately starting
     (as when you hold down DKEy to draw), set "wait_for_input" to False.

   - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor

   - Toolbar panels have been added to all the other editors which support these.

8) Pie menus for quick-access to tools
   A set of experimental pie menus has been included for quick access to many
   tools and settings. It is not necessary to use these to get things done,
   but they have been designed to help make certain common tasks easier.

   - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
              spatially stable manner.
   - D Q    = "Quick Settings" pie. This allows quick access to the active
              layer's settings. Notably, colours, thickness, and turning
              onion skinning on/off.
2014-12-01 01:52:06 +13:00
6a45b2a232 Partial Fix T42652: Transform falloff for mesh islands
This doesn't currently do anything clever when a single vertex is shared by multiple islands
(uses closest only).
2014-11-27 21:40:01 +01:00
2dc5365d0d Simplify function to get view vector in world space 2014-11-17 14:38:31 +01:00
c8ef04e726 Fix T42199: PET displays when transforming around centers
Old code only worked for faces.
2014-11-10 14:37:53 +01:00
769c0bee9f Fix T42334: x-mirror fails in armature with a partially mirrored chain.
When resetting edit bones on cancel, they also have to reset connected
parent and child bone tips and heads respectively, since these can be
modified during the transform.
2014-10-22 11:11:52 +02:00
984836781e Fix typo in calculateCenterMedian that could give computed median point wrong values.
From soc-2014-shapekey branch, with minor edits by mont29 (Bastien Montagne).
2014-10-19 20:15:03 +02:00
f745564e4e GSOC 2013 paint
Yep, at last it's here!

There are a few minor issues remaining but development can go on in
master after discussion at blender institute.

For full list of features see:

http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.72/Painting

Thanks to Sergey and Campbell for the extensive review and to the
countless artists that have given their input and reported issues during
development.
2014-07-21 12:02:05 +02:00
00b29156e0 Defines: replace ELEM3-16 with ELEM(...), that can take varargs 2014-07-20 01:33:40 +10:00
b617d6d5e6 Fix T40991, mirrored armatures not restored properly when cancelling.
Issue here is that we force mirroring even if original armature is not
mirrored.

We could be smart and store only unselected mirrored bones here (since
those will get restored from transdata), however not all properties were
getting stored and restored; rolling bones still suffered from the bug
for instance.

To fix this we need to restore all properties that armature mirroring
overrides. Transdata obviously does not offer a lot of space here, so I
used TransInfo->customdata to store an array of initial parameters of
the mirrored bones.
2014-07-09 19:58:56 +03:00
dcf2a071a0 Fix mask transform when display aspect is not 1:1
Requires some more intense testing.
2014-05-28 18:45:05 +06:00
193e77cc67 Fix T40201: Keyframe edits fail to update the viewport 2014-05-19 00:24:45 +10:00
663c800ef3 Fix T36973: Active snapping fails for edges/faces
also add snap-active support for armatures, pose & metas
2014-05-09 18:29:02 +10:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
c67bd49e56 Code cleanup: use 'const' for arrays (editors) 2014-04-27 00:25:15 +10:00
3b75d6c4f9 Fix T39880: Cancelling transforms in Graph Editor does not restore F-Curves to original state
Since autosnap was being applied during the flushing step for various practical reasons,
it wasn't possible to restore keyframes and handles to their original values, as these
would always get overwritten before getting a chance to be written back to the keyframes.
2014-04-25 13:32:27 +12:00
b1932477a7 Spelling error fixes 2014-04-25 13:19:21 +12:00
adf1834ede AutoSnap Bugfixes: NLA Frame/Second Step didn't work
Since the NLA was also using the standard transform mode by default, this meant that
no frame/second step-snapping was happening here (i.e. like for the Graph Editor).
The actual differences between doing true stepping vs nearest here are quite small
(and don't really make much sense with NLA Strips), so for now, it should be fine that
these are the same.
2014-04-25 03:14:04 +12:00
9f4ad8014c AutoSnap Bugfixes: NLA Editor - Nearest Second behaviour tweak
The previous behaviour for nearest second meant that transforming the strips often
caused their lengths to change (sometimes drastically), since strip lengths aren't
always uniformly x-seconds long. Now, it only snaps the start frame value, and adjusts
the end of the strip to follow.

This works well for most cases, apart from negatively scaling the strip, where it will
get "stuck" as a 0.001 frame long strip (and the viewport drawing will be a bit weird
during this time). Nevertheless, negative scaling of strips isn't something that's exactly
recommended.
2014-04-25 03:14:03 +12:00
8b24d0a2e9 AutoSnap Bugfixes: NLA Editor - Nearest Frame/Second
Split off handling for nearest second from nearest frame
2014-04-25 03:14:02 +12:00
7199e2288f Code cleanup: use sqrtf when input and output are float 2014-03-28 14:53:37 +11:00
a32588b174 Fix for transform setting T_CAMERA
This was only set when the camera was active, however non active cameras
can be transformed too.
2014-03-01 01:28:15 +11:00
f23f07ced0 Fix T38407: Bone roll calculation flips local axes at wrong rotation angle
Just remove that rotation special case for now, at least fixes the glitch along Z axis when rotating around Y axis in report.

Anyway, there is no reason for such special handling, we do not have real rotation in editbone...
2014-02-28 10:47:28 +01:00
2e0a33745d Revert editbone roll correction changes.
This reverts commit f72acc38d 65c5be967 eff6b385e 3fe487217
2014-02-28 10:35:11 +01:00
f72acc38dd Transform: remove recently added ival2, use editbones temp data 2014-02-27 09:47:37 +11:00
65c5be9676 Fix T38843: Bone parallel to world z axis flicking when scale in edit mode.
This commit hopefully fixes all glitches we had when bone was Z-aligned. Note that when you init a transform
with a Z-aligned bone and change it to be non-Z-aligned, you will still get some brutal roll change,
there is not much things we can do here afaik...
2014-02-26 21:36:24 +01:00
eff6b385e4 Code cleanup: use lowercase names for vars 2014-02-23 14:38:26 +11:00
3fe487217d Fix T38407: Bone roll calculation flips local axes at wrong rotation angle.
Basic idea is now to have the transformes bones keep "facing" the armature's Z axis, see comments in code for details.

That might not be ideal, but at least we now have humanly predictable and consistent results.
2014-02-22 11:12:44 +01:00
f49e89fa37 Fix T38525: missing update when running bpy.ops.transform.* from the console. 2014-02-12 17:01:53 +01:00
37026b12ec Code cleanup: use bool for static methods 2014-02-05 22:36:15 +11:00
6c329304c1 Fix bone transform issue where the bone roll depends on intermediate mouse positions.
It computed the roll compatible with the previous mouse position roll value,
now it uses the initial roll value.
2014-01-29 17:03:16 +01:00