Although this wasn't so obvious since it
only showed up for factory settings and in the preferences window.
Panel display order depends on registration order,
Sorry for the noise. On the bright side we no longer need to move
classes around to re-arrange panels.
Experimental option for the Reproject Strokes operator to project strokes on to
geometry, instead of only doing this in a planar (i.e. parallel to viewplane) way.
The current implementation is quite rough, and may need to be improved before it
is really ready for use. Potential issues:
* Loss of precision (i.e. stairstepping artifacts) from the 3D -> 2D -> 3D conversion
as we don't have float version of one of the projection funcs
* Jagged depth if there are gaps, since it will default back to the 3d-cursor plane
if no geometry was found (instead of doing some fancy interpolation scheme)
* I'm not sure if it's that useful for adapting GP strokes to deforming geometry yet...
This operator adds a new frame with nothing in it on the current frame.
If there is already a frame there, all existing frames are shifted one frame later.
Quite often when animating, you may want a quick way to get a blank frame,
ready to start drawing something new. Or maybe you just need a quick way to
add a "placeholder" frame so that a suddenly-appearing element does not show
up before its time.
To make it faster to try different interpolation curves, there's a new operator
"Remove Breakdowns" which will delete all breakdowns sandwiched by normal
keyframes (i.e. all the ones that the previous run of the Interpolation op created)
This commit introduces the ability to use the Robert Penner easing equations
or a Custom Curve to control the way that the "Interpolate Sequence" operator
interpolates between keyframes. Previously, it was only possible to get linear
interpolation between the gp frames.
Workflow:
1) Place current frame between a pair of GP keyframes
2) Open the "Interpolate" panel in the Toolshelf
3) Choose the interpolation type (under "Sequence Options")
4) Adjust settings (e.g. if you're using "Custom Curve", use the curvemap widget
to define the way that the interpolation proceeds)
5) Click "Sequence" to interpolate
6) Play back/scrub the animation to see if you've got the result you want
7) If you need to make some tweaks, undo, or delete the generated keyframes,
then repeat the process again from step 4 until you've got the desired result.
The "gp_sculpt" settings should be strictly for stroke sculpting, and not abused by
other tools. (Similarly, if other general GP tools need one-off options, those should
go into the normal toolsettings->gpencil_flag)
Furthermore, this paves the way for introducing new settings for controlling the way
that GP interpolation takes place (e.g. with easing equations, or a custom curvemap)
Sometimes it can be useful to be able to keep onion skins visible in the
OpenGL renders and/or when doing animation playback. In particular, there
are two use cases where this is quite useful:
1) For creating a cheap motion-blur effect, especially when the before/after
values are also animated.
2) If you've animated a shot with onion skinning enabled, the poses may end
up looking odd if the ghosts are not shown (as you may have been accounting
for the ghosts when making the compositions).
This option can be found as the small "camera" toggle between the "Use Onion Skinning"
and "Use Custom Colors" options.
Now, the strokes can be locked to a plane set in the cursor location.
This option allow the artist to rotate the view and draw keeping the
strokes flat over the surface. This option is similar to surface option
but doesn't need a object.
The option is only valid for 3D view and strokes in CURSOR mode.
Replace the W shortcut for subdivision by a new menu for edit specials
in order to keep consistency in UI.
Subdivision is not used all the time, so it's better assign this
shortcut to menu.
In some situations the artist needs to subdivide a stroke created with
few points before, specially for sculpting.
The subdivision is done for any pair of continuous selected points in
the same stroke.
The operator can be activated in edit mode with W key and has a
parameter for number of cuts.
Two new modal operators to create a grease pencil interpolate drawing
for one frame or a complete sequence between two frames. For drawing
the temporary strokes in the viewport, two drawing handlers have been
added to manage 3D and 2D stuff.
Video: https://youtu.be/qxYwO5sSg5Y
The operator shortcuts are Ctrl+E and Ctrl+Shift+E. During the modal
operator, the interpolation can be adjusted using the mouse (moving
left/right) or the wheel mouse.
Previously, they were in a column alongside the list, but because the lists were
rarely that long, there would always be a large gap left below the list.
A common problem encountered by artists was that they would accidentally move
the 3D cursor while drawing, causing their strokes to end up in weird places in
3D space when viewing the drawing again from other perspectives.
This operator helps fix up this mess by taking the selected strokes, projecting them
to screenspace, and then back to 3D space again. As a result, it should be as if
you had directly drawn the whole thing again, but from the current viewpoint instead.
Unfortunately, if there was originally some depth information present (i.e. you already
started reshaping the sketch in 3D), then that will get lost during this process.
But so far, my tests indicate that this seems to work well enough.
After the GP v2 changes, it wasn't possible to easily set the thickness of strokes
if you didn't know about the pie menus already. This just exposes the same set of
settings.
Parenting options are not visible there (i.e. they're only for the 3D view),
so reserving space that isn't going to be used in those editors doesn't really
make much sense. Furthermore, those property regions are often quite narrow
too, so it doesn't help too much to keep these settings so narrow there.
* "Flip direction" -> "Flip Direction"
* "Show drawing direction" -> "Show Directions"
* "Grease Pencil Curves" -> "Brush Curves"
(I was considering "Brush Response Curves" instead, but that seemed like too much
of a mouthful)
* "X" for removing a palette. The UI there was more similar to a standard datablock
selector, so it should use the "+X" combo instead of "+-" combo for consistency.
(Note though, presets tend to use "+-" instead - e.g. see the Render Settings)
As suggested by mendiobox:
* Don't show "enable editing" in the 3D view. You can already do this by switching
into stroke editing mode here, so no need for the duplication. (In other editors
though, this can't be done yet, so we don't do it)
* Make the "Convert" button into a dropdown so that you don't need to deal with a
a separate popup menu
* In the 3D view, don't show the selection + transform operators that can be easily
found in the menus too (as well as having commonly used shortcuts)
I'm still not happy with this layout as it is now, but it seems a bit less unbalanced
than what I'd been trying before. So, let's leave this as-is for now.
After some test, a new iteration parameter has been added in order to
apply repetitive smoothing to the stroke. By default 1 iteration is applied,
but can used any number between 1 and 3.
The repetition uses different levels of intensity from 100% of the defined smooth
factor for the first loop, 50% for the second and 25% for the third. We use in each
loop a smaller value in order to avoid deform too much the stroke.
Now, stroke-related things (thickness, volumetric, points) and fill-related things
(HQ fill) are in the relevant columns, instead of having some in each column.
Improve filling for concave shapes using a triangulation of the stroke.
The triangulation information is saved in an internal cache and only is
recalculated if the stroke changes.
The triangulation is not saved in .blend file.
Reviewers: aligorith
Maniphest Tasks: T47102
Differential Revision: https://developer.blender.org/D1705
On second thought, these might be better names for these... I'm still not 100%
happy with these, but they will do for now.
(Best results currently seem to be with smooth 0.7, and subdivision steps 1 or 2)
Improve the quality of current grease pencil strokes adding a new dynamic smooth and subdivision. The level of smooth and subdivide can be adjusted using UI parameters. These options are disabled by default in order to keep the grease pencil stroke compatible with any existing add-on.
Both parameters are defined at layer level.
Reviewers: aligorith
Differential Revision: https://developer.blender.org/D1866
Sculpt settings are often quite handy to be able to easily access while drawing,
so make it easier to access these when drawing without having to first expand
the panel.
(On the other hand, the "Edit Strokes" panel contains tools already found in
various other places - menus,etc. - so no need to expand it by default)
For now, we just change the labels of these toggles so that it makes sense what
results we should expect from each. A better solution may be to create separate
"direction" props for the different brush types here, so that we can also define
more appropriate tooltips too to go with the labels.
Restored the "New Layer" button in the NKEY Grease Pencil panel (as was found
pre-2.73) for two cases:
1) When no Grease Pencil datablock is active - This shortcut makes it possible to
add a new layer to start drawing in with a single click again (instead of two
clicks - one to add a datablock, and a second to add the layer)
2) When there are no layers - There is no need to display the UI list in this case,
thus saving a bit more space in the rare cases where this applies.
As reported by zeffi, the "show_points" option was not working in master.
It probably broke recently, after some changes meant that the point sizes
weren't geting set prior to drawing these points anymore. Since this was
originally added as a debugging tool (though it is now somewhat redundant
due to the stroke editing functionality, which uses/exposes the same points),
this option wasn't really that important. I have decided to add back a toggle
for this to the UI though, since it can be used for some interesting effects...