Not exactly sure why we did not have cached displist for bevel object
here... But anyway, that conversion operation should really happen
outside of depsgraph evaluation area, so makes sense to do it as when
generating geometry for rendering, imho. Also solves issues like loosing
hidden parts of the curve/surface, etc. Still using viewport resolution
for curves, though.
It was supposed to be a feature for substituting RNA paths on the
fly, but has never been implemented, apart from a couple of structure
definitions and passing around some always-NULL pointers. Now it gets
in the way of refactoring NLA evaluation to use GHash for efficiency.
NLA strips are users of their action, so we need to pass along ID
management flags.
This commit also cleans up a bit things by passing along ID_CREATE/COPY
flags instead of dummy booleans...
BKE_scene_copy() & co. were pretty much doing nothing right...
Was a tough fight, but at least now they should behave a tad better (and
reported issue is fixed).
Proper fix is to fully rewrite that PoS, it was already a mess without
collections, now it's even hairier to handle properly, we need to use
modern new ID handling API for that (and maybe extend it a bit as
needed). But way too late to do that in 2.80.
Only tag relations update when new f-curve was allocated. This solves
possible too slow keyframe insertion when doing character animation,
but still does proper relation update when new ID component became
animated.
That feature will not be ready (or at least, not tested enough) to be
officially part of 2.80 beta. So we disable it by default, hidding it
behind a startup option (`--enable-static-override`), and a python
app var (`bpy.app.use_static_override`).
That way, people who really want to play with it can do it easily, while
not exposing/enabling non-production-ready feature by default.
Note that underlying override code remains active, i.e. files we do have
overridden data-blocks will be loaded correctly according to static override.
This commit adds a new armature modifier for grease pencil. The deformations are done reusing the mesh deform routines.
There is also a new operator in weight paint mode to help the artist to generate weights base on armatures. This operator is required because 2D animation workflow is not equal to meshes when parent an object to armatures.
In the drawing engine has been added the option to handle the Fade object parameter used in armatures to see the strokes while move the bones.
When rename bones, all related data of grease pencil is renamed too. This not only affect new armature code, but also layers parented and hook modifiers.
Thanks @aligorith for his review and help.
This avoids getting all overridden objects from said collection
instantiated in master collection, totally untidy!
Note that there is still an issue when 'active' object (i.e. the
armature usually) is in hidden sub-collection, since you have to make
that whole hidden collection visible again to see it.
We'll need to support moving objects into overridden collections am
afraid, arg. :(
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
`BKE_pose_rebuild()` should (ideally) always trigger a rebuild of the
depsgraph, since it can add or remove posechannels.
This function now takes a Main parameter to ensure that related
depsgraphes are tagged as dirty (kept it optional, for some corner cases).
We should also probably double-check calls to that function, think in
theory it should only be called from depsgraph itself? But for now...
Access to main database is actually rarely needed, but some custom
'apply' functions do need it (like Collections' overriding of objects or
children collections).
Notes:
* Really need to address RNA setters case, end up adding way too much
G.main here these days... :/
* Added Main pointer into bAnimContext, helps a lot in anim code ;)
OVERVIEW
* In 2.7 terminology, all layers and groups are now collection datablocks.
* These collections are nestable, linkable, instanceable, overrideable, ..
which opens up new ways to set up scenes and link + override data.
* Viewport/render visibility and selectability are now a part of the collection
and shared across all view layers and linkable.
* View layers define which subset of the scene collection hierarchy is excluded
for each. For many workflows one view layer can be used, these are more of an
advanced feature now.
OUTLINER
* The outliner now has a "View Layer" display mode instead of "Collections",
which can display the collections and/or objects in the view layer.
* In this display mode, collections can be excluded with the right click menu.
These will then be greyed out and their objects will be excluded.
* To view collections not linked to any scene, the "Blender File" display mode
can be used, with the new filtering option to just see Colleciton datablocks.
* The outliner right click menus for collections and objects were reorganized.
* Drag and drop still needs to be improved. Like before, dragging the icon or
text gives different results, we'll unify this later.
LINKING AND OVERRIDES
* Collections can now be linked into the scene without creating an instance,
with the link/append operator or from the collections view in the outliner.
* Collections can get static overrides with the right click menu in the outliner,
but this is rather unreliable and not clearly communicated at the moment.
* We still need to improve the make override operator to turn collection instances
into collections with overrides directly in the scene.
PERFORMANCE
* We tried to make performance not worse than before and improve it in some
cases. The main thing that's still a bit slower is multiple scenes, we have to
change the layer syncing to only updated affected scenes.
* Collections keep a list of their parent collections for faster incremental
updates in syncing and caching.
* View layer bases are now in a object -> base hash to avoid quadratic time
lookups internally and in API functions like visible_get().
VERSIONING
* Compatibility with 2.7 files should be improved due to the new visibility
controls. Of course users may not want to set up their scenes differently
now to avoid having separate layers and groups.
* Compatibility with 2.8 is mostly there, and was tested on Eevee demo and Hero
files. There's a few things which are know to be not quite compatible, like
nested layer collections inside groups.
* The versioning code for 2.8 files is quite complicated, and isolated behind
#ifdef so it can be removed at the end of the release cycle.
KNOWN ISSUES
* The G-key group operators in the 3D viewport were left mostly as is, they
need to be modified still to fit better.
* Same for the groups panel in the object properties. This needs to be updated
still, or perhaps replaced by something better.
* Collections must all have a unique name. Less restrictive namespacing is to
be done later, we'll have to see how important this is as all objects within
the collections must also have a unique name anyway.
* Full scene copy and delete scene are exactly doing the right thing yet.
Differential Revision: https://developer.blender.org/D3383https://code.blender.org/2018/05/collections-and-groups/
For now, do not override/instantiate objects used as boneshapes.
Note that this is a rather poor/dirty hack, it seems Spring char groups
still have a lot of other (unused???) shape objects.
Ideally lib groups should be designed more cleanly for the new Static
Override system, putting only really usable objects into 'main' group,
and placing the others in sub-groups, helpers groups, or so...