- Pose Propagate and Pose Sliding tools now work in the same way as
Pose Library previewing, with regards to selections. If some bones are
selected, then only those will be affected. But if no bones are
selected, then the whole rig gets affected.
- Added a "On Selected Markers" option, which only propagates poses to
frames where there's a selected marker. Animators can combine this
with a "select markers whose name contains..." operator to get an
effective way to manage hand-keyed walk cycles, etc.
- Renamed "Last Keyframe" mode to "Before End". This mode still just
copies the pose to all keyframes starting from the current frame until
the last one encountered per F-Curve
- "Last Keyframe" mode (new one) now copies the pose to the last
keyframe. This is useful for making animations cyclic (i.e. go to
first keyframe, edit, then Pose->Propagate->To Last Keyframe (Make
Cyclic))
This tool automates the process of copying a pose to successive
keyframes, making it easier for animators to go back and change the
pose for some controls which remain "static" for periods of time.
Previously, animators would need to do a "{Ctrl-Pageup Ctrl-V} *
number_of_static_keyframes" dance for each set of controls that this
happened on, which is not too good ergonomically speaking.
There are two modes exposed via the menu (Pose->Propagate):
- "Pose Propagate" - also known as the 'WHILE_HELD' mode, which
propagates to all keyframes that are holding the same value
- "To Next Keyframe" - which only propagates the pose to the closest
keyframe in the occurring after (but not including) the current frame
Additionally, there are a few other modes that can be used, though
they are less useful for direct use from the UI, though they can be
used via the PyAPI as need be.
---
Also, I did some cleanups in the "Pose" menu to bring it more into
line with the Object mode one. There are some more tweaks that could
still be done here, such as bringing the keyframing operator entries
under a submenu too (as in the Object mode version) to get the length
of this under control.
- Sync Markers option works for local markers (or any other list of
markers in future) too now.
- Apply Pose to Restpose operator now displays a warning if an action
was found (warning about the action now being invalid)
- Custom properties are now affected by the Pose Sliding tools too.
This is now more important to support, given that modern rigs use
these a lot for facial expressions/posing. By and large, this should
work fine, though discrete integer values may experience a bit of
trouble
- Fixed potential bugs with the code which detects which F-Curves are
relevant to a PoseBone's transforms (+ custom props). This was prone
to being tricked by certain setups if the names of the bones contained
some of the keywords these were searching for.
- Shuffled some code around: moved bulk of logic out of vec3 case into
new function for single-value, since it was really doing per axis
already
- Fix for crash with Keying Sets when a Keying Set path has no ID-
block to target
- Info window now indicates the types of the reports shown by
colouring their entries if the entries are not selected.
* All the various index-related issues should finally be sorted now.
It seems you cannot just partially implement some of these active
index getter/setters...
* Standardised the call used by PoseLib operators to get the Object
from which they get the active PoseLib data from
* PoseLib operators which require some existing data to work now use a
poll() which checks for this
* Added back the operator used to make standard actions into ones
usable by PoseLib
* Added a dummy operator for the apply active pose button which really
just calls the same backend functions as "Browse Interactive", but
which has a nicer frontend (naming + description) for the purpose of
being used in this way
* Also, removed some useless code from here
- Added operator button to show the current pose. This runs on top of
the interactive pose browse functionality, so the tooltip may be a bit
obtuse...
- Specifying a pose for the Pose browse functionality to set now works
correctly. Previously, some old depsgraph hacks were actually
interferring with correct updating (only the armature updated
correctly, but deforms didn't occur)
- Fixed a case of accessing freed memory, which I'm surprised no
static checkers have reportedly picked up on yet, or that nobody has
really had issues with (probably due to low memory "turnaround" so
far)
This presents a UI from which PoseLibs can be assigned/removed from
Objects. From here, it is also possible to see the list of poses and
add/remove poses from this list.
Known Issues:
- [Py/RNA/Operators BUG ALERT!] If after immediately starting Blender
you try to remove a pose from the PoseLib using the UI buttons, you'll
get a an error the first time you do so (but not for subsequent
attempts). This seems to be caused by the "pose" enum (dynamically
generated) of the POSELIB_OT_pose_remove operator, which does not seem
to be getting initialised when the operator's exec gets called without
the invoke having been called previously
- Changing the active Pose Library still seems to be broken (to be
fixed soon)
Todos:
- Operator button to make the selected pose get shown in the 3d view
- Restore the "validate action" operator and add that to this panel
- Rename pose access
Custom properties are now supported by Pose Library. They will get
saved and restored correctly during previewing and pose adding.
To do this, I've changed PoseLib over from using the "LocRotScale"
Builtin Keying Set to the "Whole Character" one instead. One
consequence of this, is that now entire poses are stored in the Pose
Lib, irrespective of whether you only selected part of a pose to store
(i.e. facial controls only, or hand poses only). If this is enough of
a problem, I'll make a second Keying Set that does take selections
into account, and use that here instead.
- fix mistake with grease pencil UI (&& was intended but & used).
- use (void) rather then () across _all_ blenders code.
- a few minor edits, don't shadow stack variables in roll calculation & avoid running memset() for VBO vertex map.
- use NULL rather then 0 where possible (makes code & function calls more readable IMHO).
- set static variables and functions (exposed some unused vars/funcs).
- use func(void) rather then func() for definitions.
Simplified the code for Apply Visual Transform as Pose.
This makes it work for IK chains now, since there aren't any
recalculations of the pose involved now, which were contributing to
the pose getting incorrect as the applying process went on, since the
IK chain was getting calculated differently with each successive
change to the chain.
When using Pose Lib with a search string, if the search fails after
typing a character and then you try to backspace to get back to the
previous search string, the pose does not refresh until you type in
another valid letter such that the search works again.
Did a logic reshuffled in the get next preview pose function so that
this is dealt with properly
- [#25951] Hardcoded Keys in PoseLib modal operator register twice per
use
Now only the KM_PRESS events are handled. KM_RELEASE events for these
are ignored...
- While checking the above, I also found that the view-manipulation
while previewing functionality was broken. This was one of the
benefits of this UI approach over a fixed screenshot-only listview.
Fixed now :)
Patch #25901 by Tobias Oelgarte.
Bone transformations would be converted back and forth between different
representations when changing modes, which due to numerical errors could
lead to bone transformations slowly changing as you edit the armature.
Now the editmode head, tail and roll values are stored in bones and used
directly when entering edit mode. Head and tail were already there but
now we ensure they are the exact same value, roll was not yet there, so
we have a version patch for it.
The sub version was incremented to 1 for the version patch.
After discussions with ZanQdo, it was agreed that the current workflow
for making a pose symmetrical was a bit too cumbersome, especially
when auto-keying was enabled, requiring pasting the flipped pose on
another frame so that the changes could be merged back in without
overwriting the "good" half of the rig.
This option for the Paste Pose operator makes things easier, by adding
an option which will make the pose only get pasted on to selected
bones instead of overriding the entire pose. By default this option is
turned off, but can be easily enabled either from the toolbar
(operator properties) or through the F6 popup.
The intended workflow with this option for making a rig symmetrical is
now:
1) Copy pose
2) Select "bad" bones
3) Paste Flipped
4) Enable "On Selected Only" for the operator
If there is sufficient interest, this option can even be enabled by
default. But, we'll see about that later
- use BLI_math functions for removing rotations from objects and pose channels.
- add unit_axis_angle() to avoid setting the Y axis inline anywhere rotation needs removing.
only case that doesn't fully work yet is the one where quats/axis-
angle are converted to eulers first.
- Fixed incorrect comment
- Removed obsolete "armature_clear" var from clear origin operator.
This was some ancient stuff from 2.4x code that ended up getting
ported across...