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This uses the global scene range, with styling matching the sequencer's start/end
frame drawing.
(The graph editor's "drivers" mode is exempt, as that doesn't really display time
in a linear way, so the start/end frames don't apply)
These now live in the action editor/dopesheet related files.
Apart from these, the timeline didn't actually have other settings
of its own that were of any interest to anyone.
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.
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)...
added some missing functions too - which are not used yep but should be there for api completeness.
* CDDM_set_mloop
* CDDM_set_mpoly
* BLI_mempool_count
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 $keywords$
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...
This commit introduces the Select More/Less Operators (Ctrl +/-) for keyframes. This works like the ones for curves, by only selecting/deselecting keyframes lying in the same F-Curve. Inter F-Curve selection is not done by this operator. That is the job for another one.
This is especially useful for F-Curves set in the 0-1-0 pattern (i.e. 3 keyframes forming localised peaks), where the peaks can be selected by clicking on them individually, and immediately surrounding '0' values are selected too using "Select More".
Keymaps are now saveable and configurable from the user preferences, note
that editing one item in a keymap means the whole keymap is now defined by
the user and will not be updated by Blender, an option for syncing might be
added later. The outliner interface is still there, but I will probably
remove it.
There's actually 3 levels now:
* Default builtin key configuration.
* Key configuration loaded from .py file, for configs like Blender 2.4x
or other 3D applications.
* Keymaps edited by the user and saved in .B.blend. These can be saved
to .py files as well to make creating distributable configurations
easier.
Also, user preferences sections were reorganized a bit, now there is:
Interface, Editing, Input, Files and System.
Implementation notes:
* wmKeyConfig was added which represents a key configuration containing
keymaps.
* wmKeymapItem was renamed to wmKeyMapItem for consistency with wmKeyMap.
* Modal maps are not wrapped yet.
* User preferences DNA file reading did not support newdataadr() yet,
added this now for reading keymaps.
* Key configuration related settings are now RNA wrapped.
* is_property_set and is_property_hidden python methods were added.
It is now possible to tag certain keyframes as being 'breakdowns' in the DopeSheet. Breakdown keyframes are drawn as slightly smaller blue diamonds.
Simply select the relevant keyframes and use the RKEY hotkey (or from the menus, Key->Keyframe Type) to choose between tagging the keyframe as a 'proper' keyframe and a 'breakdown' keyframe.
Notes:
* Please note that this feature does not currently imply anything about breakdowns moving around keyframes or behaving any differently from any other type of keyframe
* In future, if there is any such need, more keyframe types could be added, though this is not really likely at all
Now the mute/protect/expand/etc. toggles are drawn using UI widgets. This means that special event handling code to determine when they were clicked on is no longer needed, and also means that there can now be tooltips for these items too.
Also, added visibility toggles for ID-block expanders, which will cause all the F-Curves in the linked datablock to not get drawn. The backend filtering code to make this work will come later...
As with the DopeSheet, the names of operators in the Graph Editor have been cleaned up, and operators have been added to menus as appropriate to show their availability.
Tweaked a few DopeSheet operator names to be more in line with the Graph Editor equivalents, and vica versa.
TODO: now, the operator poll callbacks here need checking...
* Replaced old-style menu defines with the new-style Layout Engine ones. These are now much cleaner as a result :)
* Wrapped DopeSheet and Graph Editors in RNA to allow them to use the new Layout Engine for menu drawing
* Shortened the names of operators in the DopeSheet, removing the "keyframes" prefix since that's the only real context which can operate there.
* Standardised a few names, and renamed a confusingly named operator (cfrasnap -> jump to frame)
- use select as a suffix eg UV_OT_loop_select -> UV_OT_select_loop
- Each select all operator was using slightly different wording...
select_all, deselect_all, de_select_all, select_de_select_all -> select_all_toggle
- selection -> select
- POSE_OT_select_connected -> POSE_OT_select_linked to match other operators
- NODE_OT_delete_selection -> NODE_OT_delete since its not used in other operators
- ANIM_OT_previewrange_define -> ANIM_OT_previewrange_set to match other operators
- NODE_OT_fit_all -> NODE_OT_view_all to match other operators
- View2D_OT_* -> VIEW2D_OT_* to match VIEW3D
- View2D_OT_view_downscroll -> VIEW2D_OT_scroll_down more logical
- removed MARKER_OT_mouseselect_extend and made extend a boolean property of MARKER_OT_mouseselect
- MARKER_OT_mouseselect -> MARKER_OT_select
- GROUP_OT_group_remove -> GROUP_OT_objects_remove more logical since its removing objects from groups
- MESH_OT_removedoublesflag -> MESH_OT_remove_doubles
- redundant words MESH_OT_split_mesh -> MESH_OT_split, OBJECT_OT_object_delete -> OBJECT_OT_delete
renamed selection operator properties
extend_select -> extend
column_select -> column
select_children_only -> children_only
... Since these are all in the context of selection operators there is no need for the extra 'select' in the property name.
Updated docs
http://www.graphicall.org/ftp/ideasman42/html/bpyoperator-module.html