This feature has been desired for some time:
- https://rightclickselect.com/p/ui/Tqbbbc/allow-navigating-while-transforming (See comments);
- D1583;
- T37427;
In short, blocking navigation during transform limits the user to move the object only to visible areas within the screen and hinders the allocation of objects within closed meshes.
The node editor is also impaired because some nodes are far between them and the connectors are too small.
The only disadvantage of this patch (as I see it) is the conflict with the existing key map:
MIDDLEMOUSE:
- enable axis constrain in 3D view;
WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY:
- change the threshold of the proportional edit;
So the patch solution was to change these keymaps:
- MIDDLEMOUSE to Alt+MIDDLEMOUSE;
- WHEELDOWNMOUSE, WHEELUPMOUSE, PAGEUPKEY, PAGEDOWNKEY to Alt+(corresponding key);
When you use this new keymap for the first time in the proportional edit, it may seem strange due to the custom of using it (both in View2D and View3D).
But quickly the user gets used to it.
Alternatively we can add an option to the user preferences ([] Allow navigating while transforming). (I'm not much fan of this option).
The patch was done on branch2.8. But maybe it's a good idea to apply it to 2.79
Differential Revision: https://developer.blender.org/D2624
This patch implements part of what was stated in {T66484}, with respect to `Base Point`.
## Introduction
The snapping feature of the transform tools has a variety of applications:
- Organization of nodes.
- Positioning of frames in precise time units.
- Retopology with snap to face
- Creation of armatures with bone positioning through the snap to volume
- Precise positioning of 3D or 2D objects in the surrounding geometry (CAD modeling)
The goal of this document is to make it more powerful for precision modeling and still supporting the old use cases without extra complexity.
The main topic addressed here is the introduction of a **interactive mode for setting a snap source** (See terminology).
## Terminology
* **Snap Source**: 3d coordinate * we want to snap from. (Currently defined by the `Snap With` options: `Closest`, `Center`, `Median` and `Active`).
* **Snap Target**: 3d coordinate* we want to snap to. (Vertices, Edges, Faces, Grid...)
## Interactive Mode for Editing a Snap Source
Currently the fixed snap point can only be obtained through the `Snap With` options. So it's a little tricky for the user to define a snap source point having so much geometry on an object.
Because of this, the user needs to resort to impractical solutions to get a point in the geometry.
See example of an impractical use:
{F11714181, layout=left, width=960, alt="The user used the cursor (which can be snapped) to choose the snap origin point."}
The user used the cursor (which can be snapped) to choose the snap source point.
While it is possible to work around this current limitation, it is important to reduce the number of steps and allow the user to set a snap source point through an optional interactive mode during a transformation.
The proposed solution is to be able to move the current snap source point through a modal modifier activated with a key (eg. B).
The snap source point can thus "snap" to the elements in the scene (vertex, mid-edge, Lamp, …) during this mode.
{F9122814, layout=left, width=960, alt="Base Point Snap, example of transform operation via the shortcut (not the tool). After pressing g and the snap base change shortcut (e.g., shift + ctrl) the user set the base point. The base point is then visible until the end of the operation. The z axis constrains the final position."}
## Implementation Details
- The feature will only be available in 3D View.
- The feature will only be available for `Move`, `Rotate` and `Scale` transform modes.
- The snap source editing will be enabled with a single click on the modifier key (B).
- Having a snap point indicated, the new snap origin point will be confirmed with the same buttons that confirms the transformation (but the transformation will not be concluded).
- The snap source editing can be canceled with the same key that activated it (B).
- If the transformation is done with "release_confirm" (common for gizmos), the new feature cannot be enabled.
- During the transformation, when enabling the feature, if the snap option is turned off in the scene, the snap will be forced on throughout the rest of the transformation (unless interactive mode is canceled).
- During a transformation, if no snap target is set for an element in the scene (Vertex, Grid...), the snap targets to geometry Vertex, Edge, Face, Center of Edge and Perpendicular of Edge will be set automatically.
- Snap cannot be turned off during the snap source editing.
- Constraint or similar modification features will not be available during the snap source editing.
- Text input will not be available during the snap source editing.
- When adding multiple snap points (A) the new prone snap source point will be indicated with an "X" drawing.
{F11817267}
Maniphest Tasks: T66484
Differential Revision: https://developer.blender.org/D9415
Channel protection flags were only used in global mode,
this doesn't make any sense, especially for rotation and scale.
Follow pose-bones, only using protection flags for
local & gimbal orientation.
Out of bounds read and potential out-of-bounds write when transforming
the 2D cursor for image editor and sequencer.
While this didn't cause user visible bugs in my tests,
it's error prone and should be avoided.
Use TransData2D for 2D cursors.
Out of bounds read and potential out-of-bounds write when transforming
the 2D cursor for image editor and sequencer.
While this didn't cause user visible bugs in my tests,
it's error prone and should be avoided.
Use TransData2D for 2D cursors.
Adds navigation transforms (pose, scale) to the XR session state that
will be applied to the viewer/controller poses. By manipulating these
values, a viewer can move through the VR viewport without the need to
physically walk through it.
Add-ons can access these transforms via Python
(XrSessionState.navigation_location/rotation/scale) to use with custom
operators.
Also adds 3 new VR navigation operators that will be exposed to users
as default actions in the VR Scene Inspection add-on. While all three
of these operators have custom properties that can greatly influence
their behaviors, for now these properties will not be accessible by
users from the UI. However, other add-ons can still set these custom
properties if they desire.
1). Raycast-based teleport
Moves the user to a location pointed at on a mesh object. The result
can optionally be constrained to specific axes, for example to achieve
"elevation snapping" behavior by constraining to the Z-axis. In
addition, one can specify an interpolation factor and offset.
Credit to KISKA for the elevation snapping concept.
2). "Grab" navigation
Moves the user through the viewport by pressing inputs on one or two
held controllers and applying deltas to the navigation matrix based on
the displacement of these controllers. When inputs on both controllers
are pressed at the same time (bimanual interaction), the user can scale
themselves relative to the scene based on the distance between the
controllers.
Also supports locks for location, rotation, and scale.
3). Fly navigation
Navigates the viewport by pressing a button and moving/turning relative to
navigation space or the VR viewer or controller. Via the operator's
properties, one can select from a variety of these modes as well as
specify the min/max speed and whether to lock elevation.
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D11501
This was caused by strips with single frame input like single image
strip or color strip. their length is always 1, and so content length
was calculated to end after first frame.
There was code handling this case, but it was also checking for
`anim_endofs` and `endstill` values. Anim offset values have no effect
on these strips and still frame value was used incorrectly. So these
chacks can be removed completely.
This was caused by snap to hold offset feature, which calculates strip
content boundary, but it can be outside of strip boundary.
Clamp content start and end values so they are always inside of strip.
This change simplifies the parameter list for these functions
and reduces the chance of typos mixing up array indices.
Reviewed By: campbellbarton
Ref D12950
Use arrays for wmEvent coordinates, this quiets warnings with GCC11.
- `x, y` -> `xy`.
- `prevx, prevy` -> `prev_xy`.
- `prevclickx, prevclicky` -> `prev_click_xy`.
There is still some cleanup such as using `copy_v2_v2_int()`,
this can be done separately.
Reviewed By: campbellbarton, Severin
Ref D12901
Adds a button, Update All Paths, to the Motion Paths property tabs and
will always show. The operator goes through all visible objects and
updates their motion paths.
The current implementation has a subtle functional change. Calculating
or updating motion paths for armature objects (through the Object tab,
not Armature tab) now also updates the paths for its bones. We could
preserve the old behavior but it doesn't seem necessary. It seems more
likely that the animator wants to update both anyways.
Reviewed by: sybren
Maniphest Tasks: T83068
Differential Revision: https://developer.blender.org/D11667
Move most of the gizmo snap and placement code to `view_cursor_snap.c`.
Simplify and extend the snap API.
Differential Revision: https://developer.blender.org/D12868
Commit e1665c3d31 added math to do 2D affine transformations with 3x3
matrices, but these matrices are also used for 3D transformations.
Remove added functions and use 4x4 matrices for 2D transformation.
Reviewed By: campbellbarton
Differential Revision: https://developer.blender.org/D12510