Basic definition works like a python operator but you derive from "bpy.types.Macro" instead.
Operators are added to the macro after it has been added with "bpy.ops.add_macro" through the class method "define" which takes an operator id and returns an OperatorMacroType (new RNA type) for which properties can then be defined to be passed to the operator when run.
Example: http://blenderartists.org/~theeth/bf/macro.py
Using this system, it should be easy to add an operator to the console that converts selected lines into a macro or even a more generic record macro system.
original bone names cant be changed anymore but this means the bones can be re-parented without confusing scripts that run after the rig is modified.
support for defining a bone to have multiple types and automatically blending between 2 generated rigs
new bone properties
- bone.basename (name without the extension), "Some.Bone.001" --> "Some.Bone"
- bone.children_recursive_basename, gives a chain of children that have the same basename
- the scripts path set in the user preferences or ~/.blender/scripts/ui (io, op, io etc..) will be used to load scripts.
- the default home dir part probably only works in *nix os's
- Added a missing sync callback to vector.toTuple()
- retopo operator to convert grease pencil drawn topology into geometry, not in the convert menu yet since its not quite finished, use the operator search menu for retopo. will test this week and see what needs fixing.
[#20123] "Import" menu entry becomes empty
[#20141] In Object menu Make Links appears twice - SVN 24970
also moved OBJs name cleaning func to bpy.utils.clean_name(name, replace="_")
these are applied by adding constraints, drivers, control bones etc. making it possible to re-apply changes & improvements to many rigs at once.
testcase makes a finger rig (like in BBB) from 3 bones, the base tagged with an id property "type":"finger".
still missing is a way to update the driver dep's
also fixed an error in the property UI when the active bone is not on the active layer.
This means you can have a pose bone for eg and get the path...
pose.bones["Bone"]
uses rna internal functions, so will work for sequence strips etc.
- StructRNA.get(), used for getting ID props without exceptions...
val = C.object["someKey"]
or..
val = C.object.get("someKey", "defaultValue") # wont raise an error
- change rna property for testing if rna props are editable, test the flag rather then calling the function since the function depends on blenders state.
- fix a python exception with the ID-Property popup UI (when editing in more then 1 step)
- remove functions such as operator_int(), operator_enum(), operator_string
this mixed with keyword arguments in a way that made them hard to read.
Instead, have operator() always return properties rather then needing an argument.
- rename prop_pointer() --> prop_object(), pointer is more a C thing.
- missed item_enumR(), rename to prop_enum()
- path functions bpy.utils.script_paths(), bpy.utils_preset_paths(subdir)
- further simplified presets, use a generic draw function for preset menus and define the preset subdir and operator in the class
- property editor can now set button min/max values and edit the tooltip
- custom props tooltips were not displayed
- cleanup the property UI
- remove hacks that were used for editing (edit is now a popup operator)
- object.children was broken