Commit Graph

327 Commits

Author SHA1 Message Date
f377be3783 2.5
Assorted smaller fixes:

- Fix: modal keymaps for editmode in view3d were not set again
  when you copy areas or go fullscreen.

- Improved "redo last op" (F6) to search back in history for
  a redoable operator. Operator also used wrong pupmenu type.

- On creating new FCurve editor, the channel rainbow colors are
  set correct.

- EditMesh: fixed code for Spin/Screw, correct props, init and
  error reporting. (Spin hotkey ALT+R temporary)

- recompiled all to check for uninitialized variable warnings.
  (compile flag should be -O for this). Fixed some proto's.
2009-02-19 16:22:07 +00:00
ba3cacc33f Visual Keyframing - Restored code to make this work, but it may still be flaky
NOTE: upon further testing, quick-record-animation feature does not work with auto-ik yet. Although it would be desireable to have, it is not a priority at this point, since adding that would require a bit of reworking of that code for something it wasn't intended for.
2009-02-17 10:58:40 +00:00
11d96459cf Bugfix: 'Legacy' Insert Keyframe operator works again... It's future is still uncertain though. 2009-02-13 21:40:07 +00:00
09547c508e 2.5: Keyingsets now can construct rna paths including pointers
and collections, which means keying for example object game
settings or constraint properties should work.
2009-02-13 14:48:38 +00:00
8817fb93c4 Keying Sets: Insert/Delete Keyframe Operator Buttons
* Insert/Delete keyframe buttons in the TimeLine work again. These now use two new operators which only insert keyframes for the active Keying Set. 
* Renamed the old insert/delete keyframe operators. These now have the "*_old" postfix on their names. What happens with these temp operators is yet to be seen.
* Added insert/delete keyframe buttons beside the operator buttons for Keying Sets in the Outliner->Datablocks view
2009-02-13 09:46:08 +00:00
c8f04eba48 Animato: Various improvements
* Scene and World AnimDatas are now included in animation editors
 
* Keyframes for integer-value settings now get the FCURVE_INT_VALUES flag set for their F-Curves, which restricts those curves to only having integer-values. F-Curve displays have been altered accordingly, but some editing tools may still need tweaks to work with this.

* Fixed notifiers for Insert Keyframe -> Active Keying Set.
2009-02-13 06:33:07 +00:00
cec4a29977 Keying Sets: Wrapped KeyingSets in RNA
* The settings of KeyingSets can now be viewed/modified through RNA. 
* Shuffled RNA wrapping for AnimData over to its own file 
* Moved insert-key flags to DNA_anim_types.h, as they're now used for KeyingSets.
2009-02-13 01:51:33 +00:00
4075c60133 KeyingSets: First working prototype
To use KeyingSets, simply Outliner-select items in the Datablocks view and press K to add to the active KeyingSet. Then keyframes can be inserted by choosing the 'Active Keying Set' option when inserting keyframes.

Important notes on the current implementation:
* Only properties directly inside some ID-block that is close to the root (i.e. main -> objects -> "someobj" -> location, or main -> materials -> "somemat" -> colour) can be accessed for now, as I haven't got the code for building the inner-parts of the paths working yet. Help on getting this working is welcome (hint to Brecht).  
* Properties that can be safely included include simple properties "object -> Dupli Verts", entire arrays "object -> Location" or individual array elements "object -> Location -> y"

---

Also added typo fix for KeyingSet freeing. It was freeing the KeyingSet instead of it's paths.
2009-02-12 10:41:57 +00:00
9733eebd60 KeyingSets: More work on preparing the UI
KeyingSets can now be added/removed. Next up, the code for the operators to add items to Keying Sets.
2009-02-12 01:11:29 +00:00
7d3c88772b Keying Sets: Initial commit of skeleton code
When fully implemented, these will be the clearest demonstration of 'Everything is Animateable', as they will allow users to define an arbitary group of settings through selecting items in the Datablocks (RNA-Viewer) View of the Outliner to define custom 'sets'. Such Keying Sets are known as the 'absolute' ones, which are created for a custom purpose.

Of course, 'builtin' Keying Sets will still be provided. Such built-in ones will not work on any particular paths, but will use context info to maintain the legacy method of inserting keyframes (via IKEY menu).

Currently, KeyingSets cannot be created/edited through the UI, though the backend code is in place to do this.
2009-02-11 12:19:42 +00:00
c58d336a33 Keyframe-related bugfixes:
* Deleting keyframes should be safer now
* Graph Editor no longer crashes on F-Curves with no keyframes/samples
* Silenced console prints that occurred when an F-Curve had now keyframes.
2009-02-09 11:05:34 +00:00
59736af8fc Animato: Added 'experimental' grouping schemes for F-Curves
When inserting keyframes on previous un-animated Objects/bones, F-Curves will be added into Action Groups into either "Object Transform" or <PoseChannel Name>. Ob->Material settings are not grouped for now to illustrate what's possible.

Old files are currently not patched to use do this, as it's still not clear whether this will be ideal.
2009-02-09 10:04:11 +00:00
284db61572 RNA: C API
* RNA_blender.h is now generated along with the other files. It is not
  used anywhere yet, and still located quite hidden next to the other
  rna_*_gen.c files. Read only access for now.
* Inherited properties are not copied from the base anymore but
  iterated over. Patch by Vekoon, thanks!
* Array get/set callbacks now do the whole array instead of getting an
  index. This is needed for some layers for example so python can set
  the array as a whole, otherwise the check that one layer has to be
  enabled at all times gets in the way. Also nicer for the C API.
* Also some changes to returning pointers to make the API cleaner, got
  rid of the type() callback and instead let get() return PointerRNA
  with the type included.

The C API looks like this currently:
http://users.pandora.be/blendix/RNA_blender.h
2009-02-02 19:57:57 +00:00
51ded6696a 2.5
Big commit, but mainly adminstration.

- Enabled ot->flag OPTYPE_UNDO to work.
- Removed all redundant ED_undo_pushes, but I'd
  recommend everyone to check it while testing. :)
- Added view manipulations as OPTYPE_REGISTER,
  although this will flood the redo stack a bit...
  Nevertheless; for a "redo last action" panel we
  can simply check if both flags are set for redo.

- Bugfix in editmode undo: selectmode was cleared,
  so you couldn't select after undo
- Bugfix in mixing tweaks and keymaps... solution
  works but is weak, need to think over a while.
2009-01-31 19:40:40 +00:00
3701fe8f36 Silencing MSVC warnings in code that I maintain 2009-01-29 10:19:43 +00:00
4e232753c0 2.5
Some drawing tweaks for animsys:

- added notifier ND_KEYS type, to send proper notes around.
  now insert-key redraws fcurve/action view
- made slider-draggers disappear when view is total or bigger.

Also experimented with making sliders go away entirely, but
this conflicts too much with current code for channel lists.

Ali: I think you have to make call that calculates the 'tot'
for channels, and run this in region listener, including the
totRect update for view2d.

The 'minsize' for channels also fails when there's a slider,
it always doesn't fit then :)
2009-01-28 18:26:47 +00:00
e71d531238 Animato - Shapekeys work again
The RNA-wrapping for the 'value' (internally kb->curval) was set to be not editable, thus preventing Animato from writing to it. Removing the flag makes shapekeys more functional again (there are still a few non-functional cases).
2009-01-24 11:35:14 +00:00
e42ed36b3b Animato - Insert Keyframe for PoseChannels
Added temporary entries to the quick-hack insert-keyframe operator menu. Action Editor doesn't get refreshed properly yet though.

Proper keyingsets will be coming/remimplemented tomorrow or later this week.
2009-01-24 10:58:34 +00:00
09357a91ce Animato - Quick bugfix
Added missing 'break;' 's skipped during the sprint towards the "first working prototype" stage. The temporary Insert Keyframe operator should now work correctly for rotation/scaling keys now by not adding extra keys.
2009-01-21 06:14:37 +00:00
53ae509cc5 2.5 - AnimSys Data management stuff...
* Removed nAction struct. We'll be using good ol' bAction structs again, but putting new data in a different list. Apart from that, the data is similar enough to do so.

* Rearranged code in DNA_action_types.h while renaming the structs to avoid confusion over what is currently in use...

* Added freeing and AnimData execution loops for many other ID-types too. (NOTE: I've added AnimData in NodeTree struct too, but it's not clear to me where the relevant data-management calls should go in Nodes code).

* File writing code should now only write the new data to files
2009-01-18 10:41:45 +00:00
023765eb48 2.5 - AnimData fixes
* Made AnimData blocks be stored as pointer instead of directly in the ID-datablock, so that fewer files will need to be recompiled everytime some animation settings change.

* Tried to fix some of the compiler errors that pop up in Yafray code. If this commit doesn't fix it, just disable Yafray code for now (WITH_BF_YAFRAY=0 for scons)...
2009-01-17 05:36:58 +00:00
44e5b7788b 2.5: Blender "Animato" - New Animation System
Finally, here is the basic (functional) prototype of the new animation system which will allow for the infamous "everything is animatable", and which also addresses several of the more serious shortcomings of the old system. Unfortunately, this will break old animation files (especially right now, as I haven't written the version patching code yet), however, this is for the future.

Highlights of the new system:
* Scrapped IPO-Curves/IPO/(Action+Constraint-Channels)/Action system, and replaced it with F-Curve/Action. 
- F-Curves (animators from other packages will feel at home with this name) replace IPO-Curves. 
- The 'new' Actions, act as the containers for F-Curves, so that they can be reused. They are therefore more akin to the old 'IPO' blocks, except they do not have the blocktype restriction, so you can store materials/texture/geometry F-Curves in the same Action as Object transforms, etc.
* F-Curves use RNA-paths for Data Access, hence allowing "every" (where sensible/editable that is) user-accessible setting from RNA to be animated.
* Drivers are no longer mixed with Animation Data, so rigs will not be that easily broken and several dependency problems can be eliminated. (NOTE: drivers haven't been hooked up yet, but the code is in place)
* F-Curve modifier system allows useful 'large-scale' manipulation of F-Curve values, including (I've only included implemented ones here): envelope deform (similar to lattices to allow broad-scale reshaping of curves), curve generator (polynomial or py-expression), cycles (replacing the old cyclic extrapolation modes, giving more control over this). (NOTE: currently this cannot be tested, as there's not access to them, but the code is all in place)
* NLA system with 'tracks' (i.e. layers), and multiple strips per track. (NOTE: NLA system is not yet functional, as it's only partially coded still) 

There are more nice things that I will be preparing some nice docs for soon, but for now, check for more details:
http://lists.blender.org/pipermail/bf-taskforce25/2009-January/000260.html

So, what currently works:
* I've implemented two basic operators for the 3D-view only to Insert and Delete Keyframes. These are tempolary ones only that will be replaced in due course with 'proper' code.
* Object Loc/Rot/Scale can be keyframed. Also, the colour of the 'active' material (Note: this should really be for nth material instead, but that doesn't work yet in RNA) can also be keyframed into the same datablock.
* Standard animation refresh (i.e. animation resulting from NLA and Action evaluation) is now done completely separate from drivers before anything else is done after a frame change. Drivers are handled after this in a separate pass, as dictated by depsgraph flags, etc.

Notes:
* Drivers haven't been hooked up yet
* Only objects and data directly linked to objects can be animated.
* Depsgraph will need further tweaks. Currently, I've only made sure that it will update some things in the most basic cases (i.e. frame change).
* Animation Editors are currently broken (in terms of editing stuff). This will be my next target (priority to get Dopesheet working first, then F-Curve editor - i.e. old IPO Editor)
* I've had to put in large chunks of XXX sandboxing for old animation system code all around the place. This will be cleaned up in due course, as some places need special review.
In particular, the particles and sequencer code have far too many manual calls to calculate + flush animation info, which is really bad (this is a 'please explain yourselves' call to Physics coders!).
2009-01-17 03:12:50 +00:00
9bcdb4b758 2.5: various warning fixes. 2009-01-17 00:51:42 +00:00
df20a12728 2.5 - Animation Fixes + More Porting work in Action Editor
* Added crash fixes for loading old files with Actions/Armatures in them. Was caused by usage of some old globals still and the functions in question not performing NULL checks on the validity of the data they're given.

* Added back reorganise action channels tools (shift/ctrl-shif pageup/down) for Action Editor. These are only available in 'Action Mode' only.

* Tidied up Action Editor/Dopesheet tools code - removed various unused things, and also, added an API call in anim_deps.c to send the correct notifiers, since I anticipate that they're likely to require a few context checks which would be better to centralise than copy+paste everywhere.

Note to Ton: could you have a look at this notifier stuff here? I'm not sure which ones I should be sending...


* Also added a few assorted comments in various places
2009-01-05 09:54:39 +00:00
f7cb86df3a 2.5
Think global, act local!

The old favorite G.scene gone! Man... that took almost 2 days.
Also removed G.curscreen and G.edbo.

Not everything could get solved; here's some notes.
- modifiers now store current scene in ModifierData. This is not
  meant for permanent, but it can probably stick there until we
  cleaned the anim system and depsgraph to cope better with
  timing issues.
- Game engine G.scene should become an argument for staring it.
  Didn't solve this yet.
- Texture nodes should get scene cfra, but the current implementation
  is too tightly wrapped to do it easily.
2009-01-04 14:14:06 +00:00
97a82102d4 2.5 - Action Editor / Animation Stuff:
* Brought back clean (OKEY), sample (Shift-OKEY), and delete (XKEY/DELKEY) tools for the Action Editor. 
Currently clean uses a predefined threshold (as a rna-prop, though it's still lacking the popup to set this when it is called)

* Added new file for 'destructive' keyframe operations/tools. 

* Got keyframing.c compiling. Now, some of these tools need to be operatorised. Also, the API there might change when enough of the system is stable for RNA-IPO work to take place (so that it can be tested).
2008-12-29 01:19:25 +00:00
87c05f7836 2.5 Action Editor - Big WIP Commit
* Brought back backend for editing keyframes IPO/IPO-Curves. Did some refactoring work here that will still have to be verified when operators using them are added.

* Animation channel filtering code now returns the number of channels filtered (for Action Editor to set totrect of channels - TODO still!)

* View2D - made function to check if mouse is in View2D scrollers an API function

* Renamed keyframe related files. The old names were too clumsy.

* Started porting click-select operators for Action Editor. These don't work currently, as the events are being stolen by the markers. This needs to be fixed ASAP.
2008-12-23 11:02:39 +00:00