The preset and decorator icons were updated to be monochrome and draw in the
same color as text. Other icons are unchanged, having them as separate icon IDs
prepares for an artist to make them.
This commit adds a new armature modifier for grease pencil. The deformations are done reusing the mesh deform routines.
There is also a new operator in weight paint mode to help the artist to generate weights base on armatures. This operator is required because 2D animation workflow is not equal to meshes when parent an object to armatures.
In the drawing engine has been added the option to handle the Fade object parameter used in armatures to see the strokes while move the bones.
When rename bones, all related data of grease pencil is renamed too. This not only affect new armature code, but also layers parented and hook modifiers.
Thanks @aligorith for his review and help.
Misleading name since it's between 0..1.
Use as a keyword argument to prepare for keyword only args.
Also document that leaving unset has special behavior.
The operator allows to copy a complete layer with all frames or only active frame to a new object.
Can be found in edit specials menu (W key) or in Layers specials menu (last button near layer list).
When OpenGL renderer is selected the option for background colors are
displayed, but ignored. For now we hide this option as it makes no sense
to have a viewport color option without viewport or render a 'final'
with a theme color.
This operator clean any stroke below a defined number of points. This is used because sometimes when use eraser some points keep missing.
Also some changes in the UI menu.
This commit merge the full development done in greasepencil-object branch and include mainly the following features.
- New grease pencil object.
- New drawing engine.
- New grease pencil modes Draw/Sculpt/Edit and Weight Paint.
- New brushes for grease pencil.
- New modifiers for grease pencil.
- New shaders FX.
- New material system (replace old palettes and colors).
- Split of annotations (old grease pencil) and new grease pencil object.
- UI adapted to blender 2.8.
You can get more info here:
https://code.blender.org/2017/12/drawing-2d-animation-in-blender-2-8/https://code.blender.org/2018/07/grease-pencil-status-update/
This is the result of nearly two years of development and I want thanks firstly the other members of the grease pencil team: Daniel M. Lara, Matias Mendiola and Joshua Leung for their support, ideas and to keep working in the project all the time, without them this project had been impossible.
Also, I want thanks other Blender developers for their help, advices and to be there always to help me, and specially to Clément Foucault, Dalai Felinto, Pablo Vázquez and Campbell Barton.
They were added as placeholder to show something until they lazy-load.
But since the load is fast and it's hard to fit the text, and their name
is displayed already in the tooltip, we can do without for now.
In the future when we have insta-tooltips we should make them use this.
Replaced the draw world option with a shading.background_type enum.
Where the user can select Theme, World or a Custom color.
World and theme colors do not always work in workbench. We needed to
have an option what the user could control locally (per viewport).
Especially when using linked data.
I removed the world background drawing from the draw_manager. It was never used as EEVEE and Workbench both override the logic.
Not 100% sure about the naming of Theme, World, Viewport.
In other parts of blender's codebase World is sometimes called Scene.
Will stick to the names that describes its location best.
{F3990139}
Reviewers: fclem, campbellbarton
Reviewed By: fclem
Subscribers: venomgfx
Tags: #bf_blender_2.8
Differential Revision: https://developer.blender.org/D3551
This is intended for quick renders for previsualization, animation previews
or sequencer previews. It provides the same settings as found in the 3D view
Shading popover in solid display mode, but in the scene render properties.
The "Workbench" engine was removed, and this name no longer appears in the
user interface, it's purely an internal name. We might come up with a better
name for this OpenGL engine still, but it's good to be consistent with the
OpenGL Render operator name since this has a similar purpose.