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.
Useful to store a snapshot of the current keymap state
so changes to the default keymap are ignored.
Also useful for testing keymap export works properly.
- Logical use of fields since they define type information.
- Avoids using ordered-dict metaclass.
Properties using regular assignments will print a warning and load,
however the order is undefined.
Instead of running code to create a keymap, store them as data.
This allows for keymaps to share content as well as running
transformations at load time.
This makes it possible to have a single shading nodetree that contains
separate Cycles and Eevee shaders. By default the target is set to All
so shaders are shared.
Moves the preset into a menu for the panel header, so it can be changed
without opening the panel and takes up less space. Two remaining issues:
* For long lists the add new preset button can be scrolled off screen.
* We should support showing the name of the chosen preset in the panel
header, but the current preset system does not support detecting which
preset is used.
Differential Revision: https://developer.blender.org/D3366
For many years, animators have been complaining about how keyframing a (transform)
property directly would leave them ungrouped, while keyframing them using a Keying Set
would put them into a group based on the name of the keyingset.
This commit attempts to improve (unify + make consistent) the default behaviour:
* All object transforms now get added to an "Object Transforms" group,
regardless of whether they were added individually via buttons or keyingset
* All bone transforms now get added to a group corresponding to the name of the bone
instead of only the ones added via keyingset