After revert the commit rB4b99958ca12642, the line added at the end of the enum is not necessary anymore because it is replaced by the corresponding element in the list in the right position.
This reverts commit 5aa19be912 and b4a721af69.
Due to postponement of particle system rewrite it was decided to put particle code
back into the 2.8 branch for the time being.
The idea is to allow certain animation channels to be always visible in
animation editors. So, for example, one can pin Camera animation to the
editor so it is always possible to refine/tweak camera animation when
animating something else in the scene.
There is probably some more polishing required, and some current
limitations could be solved in the future but should be a good starting
point already.
Currently only works for object without recursing into deeper datablock
(so for example, it's not possible to pin object material animation).
Studio request by Colin Levy.
All in all, this patch adds an Alembic importer, an Alembic exporter,
and a new CacheFile data block which, for now, wraps around an Alembic
archive. This data block is made available through a new modifier ("Mesh
Sequence Cache") as well as a new constraint ("Transform Cache") to
somewhat properly support respectively geometric and transformation data
streaming from alembic caches.
A more in-depth documentation is to be found on the wiki, as well as a
guide to compile alembic: https://wiki.blender.org/index.php/
User:Kevindietrich/AlembicBasicIo.
Many thanks to everyone involved in this little project, and huge shout
out to "cgstrive" for the thorough testings with Maya, 3ds Max, Houdini
and Realflow as well as @fjuhec, @jensverwiebe and @jasperge for the
custom builds and compile fixes.
Reviewers: sergey, campbellbarton, mont29
Reviewed By: sergey, campbellbarton, mont29
Differential Revision: https://developer.blender.org/D2060
This commit introduces a scale factor setting for scaling all keyframe indicators
in the Dopesheet Editor up/down, in order to make them easier to select. It is perhaps
most useful for keyframe types which are usually indicated using smaller keyframes
(e.g. breakdown), which may get tricky to quickly select.
By popular request, restored the ability to shift-click on the X (unlink) button
to unlink the action (from the active action slot), clear the Fake User, and
also remove the NLA-stashed copy (only works for the current object/NLA stack though).
team.
There are 3 options here:
1) Keep range (previous behaviour)
2) Seconds - allows a specified offset in seconds around current frame
3) keyframes - zoom to include a number of keyframes around the cursor
Options 2 and 3 have their own properties to tweak the behaviour and all
options can be found in User Preferences->Interface under the 2D
viewports section.
Number 3 will probably need some refinement so commiting here for the
hwoozeberry team to test first.
After looking into this more carefully, I've found that we do in fact need a dedicate
operator to add some custom logic when trying to unlink an action from the editor/datablocks.
Specifically, this new operator does the following:
1) When in Tweak Mode, it shouldn't be possible to unlink the active action,
or else, everything turns to custard.
2) If the Action doesn't have any other users, the user should at least get
a warning that it is going to get lost.
3) We need a convenient way to exit Tweak Mode from the Action Editor
4) If none of the above apply, we can just unlink normally
This commit implements this for the Action Editor, with stubs for the NLA Editor too.
Those will be fixed next.
When renaming animation channels, the old names are no longer drawn behind the
text boxes anymore. This used to cause problems if the names were long, or
if text boxes were set to have transparent backgrounds.
Thanks to kopias for reporting on IRC.
This works by using the distance in the x axis only (usually artists want to influence nearby
keyframes based on timing, not value). Tweaking handles is the same as tweaking
the central handle. It's a bit ambiguous if proportional editing is really meaningful
for handles but will leave that for artists to decide.
Using the standard "FCurve" animchannel type didn't work that well for
the control FCurves on NLA Strips, as the paths would not resolve correctly,
and the indentation was wrong. Also, there would likely be issues down the
track with applying NLA mapping. Hence, it's easier to just create a separate
type for this case, and adapt the rest of the code to also consider these (todo).
The "Nla Strip Controls" channel is used to house the per-strip
FCurves for controlling the strip_time and influence properties.
It sits above the active action's first group, at the same level
in the hierarchy as other groups.
TODO: It looks like a dedicated FCurve channel is needed for these
control FCurves, so that we won't accidentally apply NLA mapping
or have these FCurves disabled by the path lookups failing.
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.
The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
- Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
to enter "Stroke Edit Mode". In this mode, many common editing tools will
operate on Grease Pencil stroke points instead.
- Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
- Proportional Editing works when using the transform tools
2) Grease Pencil stroke settings can now be animated
NOTE: Currently drivers don't work, but if time allows, this may still be
added before the release.
3) Strokes can be drawn with "filled" interiors, using a separate set of
colour/opacity settings to the ones used for the lines themselves.
This makes use of OpenGL filled polys, which has the limitation of only
being able to fill convex shapes. Some artifacts may be visible on concave
shapes (e.g. pacman's mouth will be overdrawn)
4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
has been added which draws strokes as a series of screen-aligned discs.
While this was originally a partial experimental technique at getting better
quality 3D lines, the effects possible using this technique were interesting
enough to warrant making this a dedicated feature. Best results when partial
opacity and large stroke widths are used.
5) Improved Onion Skinning Support
- Different colours can be selected for the before/after ghosts. To do so,
enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
the colours accordingly.
- Different numbers of ghosts can be shown before/after the current frame
6) Grease Pencil datablocks are now attached to the scene by default instead of
the active object.
- For a long time, the object-attachment has proved to be quite problematic
for users to keep track of. Now that this is done at scene level, it is
easier for most users to use.
- An exception for old files (and for any addons which may benefit from object
attachment instead), is that if the active object has a Grease Pencil datablock,
that will be used instead.
- It is not currently possible to choose object-attachment from the UI, but
it is simple to do this from the console instead, by doing:
context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]
7) Various UI Cleanups
- The layers UI has been cleaned up to use a list instead of the nested-panels
design. Apart from saving space, this is also much nicer to look at now.
- The UI code is now all defined in Python. To support this, it has been necessary
to add some new context properties to make it easier to access these settings.
e.g. "gpencil_data" for the datablock
"active_gpencil_layer" and "active_gpencil_frame" for active data,
"editable_gpencil_strokes" for the strokes that can be edited
- The "stroke placement/alignment" settings (previously "Drawing Settings" at the
bottom of the Grease Pencil panel in the Properties Region) is now located in
the toolbar. These were more toolsettings than properties for how GPencil got drawn.
- "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
suggestion for an earlier discussion on developer.blender.org
- By default, the painting operator will wait for a mouse button to be pressed
before it starts creating the stroke. This is to make it easier to include
this operator in various toolbars/menus/etc. To get it immediately starting
(as when you hold down DKEy to draw), set "wait_for_input" to False.
- GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor
- Toolbar panels have been added to all the other editors which support these.
8) Pie menus for quick-access to tools
A set of experimental pie menus has been included for quick access to many
tools and settings. It is not necessary to use these to get things done,
but they have been designed to help make certain common tasks easier.
- Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
spatially stable manner.
- D Q = "Quick Settings" pie. This allows quick access to the active
layer's settings. Notably, colours, thickness, and turning
onion skinning on/off.
This makes it easier for finding the active or first selected channel
(where actual data channels need to be favoured over expanders - which come
first), as previously, long switch statements were needed everytime.
This commit lays some of the groundwork needed to port the last of the NLA Editor
channel types that's still defined using custom code. By moving this code over
to the newer standardised framework, this will enable widgets to have tooltips
to make it easier for users to find out what various buttons do.
Currently this isn't hooked up to anything though.
- deduplicate timecode_simple_string from image.c
- replace V2D_UNIT_SECONDSSEQ with V2D_UNIT_SECONDS
- avoid possible buffer overflow bugs (sprintf -> BLI_snprintf)
- remove option not to use timecode and split into 2 functions
Patch D227 by Andrew Buttery with own refactoring.
Changes:
- acf.name_prop() and acf.has_setting() now return bools instead of shorts
- Renamed a few name_prop() callbacks whose names ended in "_nameprop"
instead of "_name_prop", which made it difficult to safely find all
such instances
Added two options to a header of FCurve editor:
- Normalize which makes it so every individual
curve is fit into -1..1 space.
- Auto-normalize, which probably is to be called
"Lock" which "locks" curve normalization scale.
This is useful to prevent curves from jumping
around when tweaking it.
It's debatable whether it need to be a button to
normalize curves n purpose only, and it's fully
depends on animator's workflow.
Here during Project Pampa we've got Francesco
who get used to auto-renormalization and Hjalti
who prefers locked behavior.
Docs are to be ready soon by Francesco.
Thanks Brecht for the review!
Remove usages of ANIM_unit_mapping_apply_fcurve in favor of
runtime scale factor apply.
There're still calls to ANIM_nla_mapping_apply_fcurve are
hanging around, they're the next t be cleaned up!