- use reverse order for palm fingers (pointer first)
- allow copying bone class instances to exclude some bones
- doc generation had a python error (incedently updated online docs linked from the splash)
- Neck example didnt account for some possible problems when linking to the body
- foot IK were referencing the wrong bones
- updated some example rigs
- graph constraint arrow direction was incorrect
- use python malloc's in bpy_array.c
- automatically blending bone locations is disabled if the target bone has locked location
- neck had incorrect roll
also avoids hitting the 255 string limit if you want to add 100's of values. eg.
>>> b05/max(0.001, [globals().update({"LOCALS":locals(), "ADD":float.__add__, "reduce":__import__("functools").reduce}), 0.0][1], max((, [LOCALS["b%.2d" % (i+1)] for i in range(5)])))
Since this more simple expression reaches the limit fairly quick...
>>> b05/max(0.001,b01+b02+b03+b04+b05)
- updated delta not to remove a bone
- spine and neck rigs interpolation bones are now axis aligned to the control bone
- palm tag is expected on the pointer finger rather then the wrist
- operate on bone children first working up the chain (not essential but more pradictable)
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)