When WITH_INPUT_NDOF is disabled, 3D mouse handling code is removed
from:
- GHOST (was mostly done, finished the job)
- window manager
- various editors
- RNA
- keymaps
The input tab of user prefs does not show 3D mouse settings. Key map
editor does not show NDOF mappings.
DNA does not change.
On my Mac the compiled binary is 42KB smaller after this change. It
runs fine WITH_INPUT_NDOF on or off.
This only works in the Action and Dopesheet modes (which operate on FCurve keyframes).
Support for Grease Pencil and Mask Keyframes though is still pending.
This commit adds some of the initial support for a properties region in the
Action Editor. There are currently no panels to display, as there is still
a lot of work required to port over the required internal architecture to
support the panels seen in the Graph 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.
After looking into this more carefully, I've found that we do in fact need a dedicate
operator to add some custom logic when trying to unlink an action from the editor/datablocks.
Specifically, this new operator does the following:
1) When in Tweak Mode, it shouldn't be possible to unlink the active action,
or else, everything turns to custard.
2) If the Action doesn't have any other users, the user should at least get
a warning that it is going to get lost.
3) We need a convenient way to exit Tweak Mode from the Action Editor
4) If none of the above apply, we can just unlink normally
This commit implements this for the Action Editor, with stubs for the NLA Editor too.
Those will be fixed next.
With this feature, it is now possible to quickly switch between different actions
stacked/stashed on top of each other in the NLA Stack without having to go to the
NLA Editor and doing a tab-select-tab dance, thus saving quite a few clicks. It
was specifically designed with Game Animation / Action Library workflows in mind,
but also helps layered animation workflows.
Usage:
Simply click on the up/down arrow buttons (between the action datablock selector
and the pushdown/stash buttons) to go to the action in the NLA Track above/below
the NLA Strip being whose action is being tweaked in the Action Editor.
Notes:
- These still work when you're not editing the action used by a NLA Strip.
If you're just animating a new action normally, it is possible to use the "down arrow"
to temporarily jump down to the previous action without losing the new action you're
working on, and then use the "up arrow" to get back to it once you're done checking
the other action(s).
- If there are multiple actions/strips on the same layer/track, then only the one
closest to the current frame will be used.
In constrast to the old "new" operator, this operator will stash the existing action
in the stack to prevent it from being lost. This situation isn't totally ideal yet,
since the NLA Editor still calls the old method.
This operator (the snowflake icon, beside the pushdown button on the Action Editor
header) adds the currently active action to the NLA stack in a muted track, then
creates + loads a new action ready to be populated with new keyframes.
Since the NLA is being used to hang on to all the actions here, no actions are
getting lost.
Usage Notes (there will be some additional tweaks to make this nicer):
* To preview different actions that have been "stashed", simply click the "Solo"
toggle for the track containing the action in question. Playing back the NLA will
now show the stashed track
* To edit a previously stashed action - simply enter tweakmode on it in the NLA
while the "Solo" toggle is enabled.
Todo:
* Add some more operators here to polish up the Action <-> NLA bridge to make the
layered and stash workflows smoother. Examples include some tools to easily
switch between the different actions layers in the stack, as well as making it
easier to get out of tweakmode (and sync up the action lengths)
* Review and cleanup the behaviour of the "new" operator here to avoid the old
problems that users were running into
* After the next release - Implement the full Action Libraries functionality, with
ways to bridge the stashed strips over to a full-blown library.
This commit exposes the "Push Down" button/functionality found in the NLA Editor
to the Action Editor, so that actions can be added NLA Stack from here too. The
main point of this for now is to make the whole layered-animation workflow nicer
more efficient, but not requiring the second editor be visible in common cases.
It also conveniently sets things up for the next few changes (already hinted at
here)...
and graph editor.
This was a tricky commit that was not so straightforward to make work.
The information for bones is not easy to come by in the animation curves,
however we do have some string manipulation tricks to make it happen.
Testing in gooseberry worked for the rigs there, commiting to master now
This operator used to be called "Jump to Frame". It basically takes the midpoint
(frame number and/or value) of selected keyframes, and positions the current
frame (or2d-cursor in Graph Editor) at this point.
The hotkey for this is now Ctrl-G (i.e. as it's similar to a "Goto Frame"
feature). It is also now in the Key menu instead of in the relatively obscure
View menu, even though it doesn't actually result in any keyframe edits taking
place.
(Also, fixed a typo/grammer issue with one of Remove Bone Group operator)
Causing a flurry of refresh file prompts post-commit,
Confusing local diffs and causing merge conflicts,
Stating the obvious; redundant and useless...
We shall not miss thou, blasted expand $keywords$
Adding/Rename markers (M/Ctrl-M) were restricted to only being
available when the mouse was hovering just over the time scroller at
the bottom of animation editors, as otherwise we'd get nasty keymap
conflicts where markers keymap would block all the primary function
keymaps.
However, in the case of Adding/Renaming markers, there are no other
keys which currently conflict with these in such cases. Hence, it is
fine to let these ones be able to be run from anywhere within the
animation editors, which should make it easier to add markers for
lipsyncing purposes again for example.
this is more commonly used that the TimeSlide tool (which is DopeSheet
only).
Noticed that this does bring this out of line with the hotkey for
setting extrapolation, but then again, extrapolation is a per-curve
setting.
Not really a "bug", but it was on my todo anyways. Based on patch
[#26508] by Campbell, with a few modifications including extending
this to the Action/DopeSheet editor too.
markers.
This is useful for when working with lipsync shots, where you've used
markers for noting down key syllables and want to separate these out
into chunks to manage things better.
left/right to current frame in dope sheet
This commit separates out this selection functionality out of the
click-selection operator into a separate operator, so that hotkeys and
menu entries can be assigned to it.
This is based on an idea+patch (#23738) submitted by Torsten Rupp
(rupp), though I've ultimately decided not to go with the suggested
implementation as I don't think this fits that well under the "column"
select operator.
Todo: Graph Editor support will be coming shortly...
Previous commit fixing rest of handle type keymaps renamed this
operator, but that brings it out of line with rest of animation editor
operators, so reverting that fix.
Also, made Action Editor/DopeSheet use same hotkey as Graph Editor for
setting handle types now (which is same as one used in 3D-View).
Now, when the mode is 'replace', no F-Curves are created during keyframing (i.e. only existing F-Curves are used).
---
Also, fixed missing line in previous commit for Select Linked.