So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
as duplicators.
This property was always hidden in the UI for empties and cameras. It
doesn't make sense for the objects themselves (they are wires-only), but
also gets inherited by duplis. Now show it greyed out if not used, but
make it available for duplicators.
Not that happy with this, but this Item panel is a bit stupid, and we could add more
useful settings as well. So better get a design decision first, here.
This operator is used to make sure that if/when you have multiple strips
using the same action, if you select these and run this operator, each
strip will be given its own copy of the action. This is useful if you
decide later that you want to start using an existing action as a base.
NOTE: This does not recursively go inside meta's, so care is still advised
in that case.
This commit changes the default strip duplication behaviour (Shift-D) so that it will
create a copy of whatever action it uses. Previously, it was very hard, if not impossible
in some cases to create a new copy of an action to start working on in the NLA.
If you want the old behaviour, you'll need to use ALt-D (Linked Duplicates).
(Note: Although the new Shift-D may not be so optimal in all cases, I've decided to go
with this version since it aligns better with the way this works for objects. Doing the
opposite for NLA would just have added to the confusion)
This adds some view ratios in the video sequencer menu, based (copied) on the UV/Image Editor. It also fixes the inverted ratio issue reported in the same task.
Reviewers: #video_sequencer, #user_interface, schlaile
Reviewed By: schlaile
CC: jta, dingto, sergey, schlaile
Differential Revision: https://developer.blender.org/D447
Made the timeline option to only show keyframes from selected channels/data be a
per-scene setting instead of the per-timeline option it was previously. This makes
it easier for animators working on rigs with multiple bones (especially during the
polishing phase), since now the timeline and jump to keyframe operators use the same
setting to decide which subset of keyframes they need to consider.
By default, this option is enabled by default.
TODO: Extend this to the keyframe status shading on the active object name in the 3D view?
In fact, armature layers operators (set layers, and show all) were kind of messy and broken
in Edit mode (Select layers had two different operators for Pose and Edit modes, both
using the same funcs that could only work in Pose mode, Show All was supposed to be
used in both modes but again, its exec code could only work in Pose one).
Fixed that by:
* Using only one op for each task, for both modes (with adapted poll func).
* Replacing 'object from context' access by an helper that returns the right Armature
object in both Edit and Pose modes.
Making both keymap and menu values the same, and adding a (debug only) check in
IDP_EqualsProperties_ex() warning when comparing two floats with nearly the same value.
* The button icon for jumping to the Render Layers tab of the Properties context is
now RENDERLAYERS. Previous icon BUTS was too general.
* Thickness position options are grayed out if not applicable. These options are applied
only when plain chaining is used with the Same Object option enabled.
Also refactor:
- Material property UI related to shadows
- Preparation of OR-ed mode flags (ma->mode_l) of render materials
Reviewers: brecht
Reviewed By: brecht
Differential Revision: https://developer.blender.org/D313
Toggle buttons are now placed to the left of those labels separating sets of line style
options, so as to save some space (in line with the new UI elements added in the
commit f60a66f417).
Line styles now have a set of new options for rearranging the stacking order of lines.
This gives artists more control to determine which lines should be drawn on top of others.
Two available sort keys are the distance from camera and curvilinear 2D length.
Since the distance of a line from camera may vary over vertices, another option called
integration type is used to compute the sort key for a line from the values computed at
individual vertices. Available integration types are MEAN, MIN, MAX, FIRST and LAST
(see the tool tips for more detail).
This commit makes it so CameraIntrinsics is no longer hardcoded
to use the traditional polynomial radial distortion model. Currently
the distortion code has generic logic which is shared between
different distortion models, but had no other models until now.
This moves everything specific to the polynomial radial distortion
to a subclass PolynomialDistortionCameraIntrinsics(), and adds a
new division distortion model suitable for cameras such as the
GoPro which have much stronger distortion due to their fisheye lens.
This also cleans up the internal API of CameraIntrinsics to make
it easier to understand and reduces old C-style code.
New distortion model is available in the Lens panel of MCE.
- Polynomial is the old well-known model
- Division is the new one which s intended to deal better with huge
distortion.
Coefficients of this model works independent from each other
and for division model one probably want to have positive values
to have a barrel distortion.
* Add a new calcLoopNormals function to DerivedMesh struct, and implement it for CDDM and CCGDM (subsurf).
EditDerivedBMesh (edit mode DM) only gets a dummy one in this commit.
* Add a tessellated version of CD_LOOPNORMAL layer (CD_TESSLOOPNORMAL), with relevant code to handle it
(tessellation, rna access, etc.).
* Change auto_smooth options of Mesh (angle now in radian internaly, and toggle is now used to enable/disable
split normals in DM creation process). Note BI render code is not touched here, hence its behavior regarding
this option is now incoherent, will be addressed in a separate commit.
Reviewers: campbellbarton
CC: brecht
Differential Revision: https://developer.blender.org/D365
There is no good solution here, since RNA props can only have one type/unit.
Tried to find the less worse one - have different RNA props for same DNA value
(a bit like the angle/length for camera lens).
Also fixed two other issues with Transform conctraint:
* Angle were still in degrees (yes, another backward-compatibility breacking).
* Scale was absolute, unlike loc/rot.
Also cleaned up a bit the code, replaced some magic numbers by proper enums, ...
Now they do, to make it harder to accidentally press them and lose work.
Reviewed By: brecht, carter2422
Differential Revision: https://developer.blender.org/D440
- autodetect optimal default, which typically avoids HT threads
- can store setting in .blend per scene
- this does not touch general omp max threads, due i found other areas where the calculations are fitting for huge corecount
- Intel notes, some of the older generation processors with HyperThreading would not provide significant performance boost for FPU intensive applications. On those systems you might want to set OMP_NUM_THREADS = total number of cores (not total number of hardware theads).
Summary:
The title actually says it all, it's just possible to
have independent free handles for mask splines. Also
it's now possible to have aligned handles displayed
as independent handles.
Required changes in quite a few places, but they're
rather straightforward.
From user perspective there's one really visible change
which is removed Handle Type menu from the panel. With
asymmetric handles it's not clear which handle type to
display there. So now the only way to change handle type
is via V-key menu.
Rewrote normal evaluation function to make it deal
with new type of handles we support. Now it works in
the following way:
- Offset the original spline by maximal weight
- Calculate vector between corresponding U positions
on offset and original spline
- Normalize this vector.
Seems to be giving more adequate results and doesn't
tend to self-intersect as much as old behavior used to,
There're still some changes which needed to be done, but
which are planned for further patch:
- Support colors and handle size via themes.
- Make handles color-coded, just the same as done for
regular bezier splines in 3D viewport.
Additional changes to make roto workflow even better:
- Use circles to draw handles
- Support AA for handles
- Change click-create-drag to change curvature of the
spline instead of adjusting point position.
Reviewers: campbellbarton
CC: sebastian_k, hype, cronk
Differential Revision: http://developer.blender.org/D121
Bevel Factor Mapping allows to control the relation between bevel factors
(number between 0 and 1) and the rendered start and end point of a beveled
spline.
There are three options: "Resolution", "Segments", "Spline". "Resolution"
option maps bevel factors as it was done < 2.71, "Spline" and "Segments"
are new.
* "Resolution“: Map the bevel factor to the number of subdivisions of a
spline (U resolution).
* "Segments“: Map the bevel factor to the length of a segment and to the
number of subdivisions of a segment.
* "Spline": Map the bevel factor to the length of a spline.
Reviewers: yakca, sergey, campbellbarton
CC: sanne
Differential Revision: https://developer.blender.org/D294
do not use different stroke property names for different paint systems.
This was done due to different stroke sets being supported for each
system, but this lead to trouble if we changed the names (due to
different stroke sets being supported) and users created custom keymaps
with the old property name saved.
The first part of this fix addresses master. A similar commit will be
done to soc-2013-paint.