This commit adds some of the initial support for a properties region in the
Action Editor. There are currently no panels to display, as there is still
a lot of work required to port over the required internal architecture to
support the panels seen in the Graph Editor.
* Reshuffled code for existing "View Frame" implementations, and removed leftover
comment from some of the the copy-and-paste used to build it.
* Added support for this operator in the NLA and Timeline
To make it easier for animators working in a multipass pose-to-pose workflow
when inserting breakdown keyframes and so forth, it is now possible to specify
the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn
in the Dope Sheet).
Usage:
1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from
the new dropdown located between the AutoKeying and KeyingSet widgets on the
timeline header.
2) Insert keyframes
3) Rejoyce that your newly created keyframes have now been coloured for you already
in the DopeSheet.
Todo:
* Look into a way of using the actual keyframe colours (from the theme) for the icons
of these types.
This may have resulted in situations where the order of GP keyframes was
incorrect (leading to some frames not being able to be found), or in some
redraw problems when trying to delete GP keyframes (that I was getting earlier,
but can't seem to reproduce now)
TODO: We now need to hook up a proper api to do the GP key sorting
When in TweakMode on NLA strips that had an offset, it was not possible to select
those keyframes in the Summary Channel in the Dope Sheet.
The main gist of it is that the current code is from before the summary track was
introduced, and so could assume that ANIM_nla_mapping_get() would work for all channels
present. Thus, simply converting the clicked frame to nla-mapped time once would be
enough. However, for summary channels, nla-mapping_get() doesn't do anything, since
we can potentially include keyframes from several different objects!
This brings the dopesheet more in line with the NLA and Graph Editors, where
similar initial ranges were also used. The benefit is that it should save
animators a small amount of time getting the dopesheet timeline into the
right zoom level before starting work.
While SCons building system was serving us really good for ages it's no longer
having much attention by the developers and started to become quite a difficult
task to maintain.
What's even worse -- there started to be quite serious divergence between SCons
and CMake which was only accumulating over the releases now. The fact that none
of the active developers are really using SCons and that our main studio is also
using CMake spotting bugs in the SCons builds became quite a difficult task and
we aren't always spotting them in time.
Meanwhile CMake became really mature building system which is available on every
platform we support and arguably it's also easier and more robust to use.
This commit includes:
- Removal of actual SCons building system
- Removal of SCons git submodule
- Removal of documentation which is stored in the sources and covers SCons
- Tweaks to the buildbot master to stop using SCons submodule
(this change requires deploying to the server)
- Tweaks to the install dependencies script to skip installing or mentioning
SCons building system
- Tweaks to various helper scripts to avoid mention of SCons folders/files
as well
Reviewers: mont29, dingto, dfelinto, lukastoenne, lukasstockner97, brecht, Severin, merwin, aligorith, psy-fi, campbellbarton, juicyfruit
Reviewed By: campbellbarton, juicyfruit
Differential Revision: https://developer.blender.org/D1680
Apparently this is the result of some sloppiness during 2.5 project and since then it confused people who were trying to understand the area-region relation (myself included).
Sorry if this causes merge conflicts for anyone, but at some point we really had to do it :/
We have callbacks for that, they also do some checks and help ensure things are done
correctly. Only place where this is assumed not true is blenloader (since here we
may affect refcount of library IDs as well...).
get_keyframe_extents() would add an extra frame in case of mono-key fcurves in selected set...
Now do the 'not same start/end frames' check later, and also use floor/ceil instead of round
(we want to start at frame 3 if first key is at frame 3.8, reversed-same goes for end frame).
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).
- Add blentranslation `BLT_*` module.
- moved & split `BLF_translation.h` into (`BLT_translation.h`, `BLT_lang.h`).
- moved `BLF_*_unifont` functions from `blf_translation.c` to new source file `blf_font_i18n.c`.
The issue was caused by the following construction:
def = env['SOMETHING']
defs.append('SOMETHING_MORE')
Since first assignment was actually referencing environment option it was totally
polluted hawing weird and wonderful side effects on all other areas of Blender.
Basically it's a clean keyframes tool, but also removes a channel if the
only remaining keyframe has the default value only and is not used by
drivers or generative modifiers.
It's was used to help with performance of keyframe-heavy scenes in
gooseberry.
Note, as always the curve left after the clean tool is used is not the
same as the original, so this tool is better used before doing custom
editing of fcurves and after initial keyframe insertion, to get rid
of any unwanted keyframes inserted while doing mass keyframe insertion
(by selecting all bones and pressing I for instance)
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.
To help make it more convenient to edit stashed actions, Shift-Tab
(i.e. holding down the Shift key, which "tabbing" into tweakmode as
usual to edit the action referenced by the active NLA strip) now flags
the NLA Track that the strip occupies as being "solo" too.
This allows you to use the NLA to select a stashed action, then Shift-Tab
to start editing it without any other actions in the NLA stack interfering.
Like the "Next/Previous Layer" tools in the Action Editor, this is designed
to help with checking on stashed actions.
editors.
Reporter used a hacky work-around by placing cursor at end of keyframe
range and doing ctrl-C ctrl-V repeatedly. This was working on 2.73 but
not anymore since the old selection is not kept.
Much better is to have duplication operator be repeatable. This commit
takes care of that.
There are a few things here which are not so nice:
* Position of proportional edit circle is not centered on data
(difficult to predict positions here since those are completely custom,
will probably be positioned at center of area later instead)
* Result is flushed to curve handles only at the end of the transform,
so if people have the graph editor open they will see handles lagging behind.
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.
Made all action management operators use the AnimData-local flag instead of the scene
global one. Technically, this is more accurate and results in less blocking
situations (i.e. another object may be in tweakmode, but because of that, the active
object's action couldn't be stashed).
The main impetus for this though was that the Action Up/Down feature doesn't clear
the global flag, since it is not in a position to do so (since it can't load up
everything to clear it).
TODO:
I'll need to review how this global flag works and/or potentially ditch it (or
perhaps add some better ways to ensure that it stays valid), since while thinking
this over, I've noticed a few problems here. But, for the meantime, this commit
at least makes things more usable here in the short term.
Now marking NLA Tracks as Solo'd and muting the NLA stack are linked together
when using the Action Layer Up/Down tools. That is, when switching from a NLA strip
to the active action, if the track was solo'd, then the NLA stack will get muted;
and when switching from the active action to a NLA track, if the stack was muted,
the track will get solo'd. This linkage means that we ensure that when moving up
and down the stack, we can continue to check the actions in isolation without things
messing up when you switch to and from the active action.
Also fixed a bug where this wasn't getting applied when going in the other direction.
TODO:
- When we get the rest/reference track support, we're going to need to insert
some calls to flush the restpose values so that values from the previously
used action do not pollute the pose for the new action (if not all the
same controls get keyed across both). For now, it's best to only do this
switching from the first frame.
With this feature, it is now possible to quickly switch between different actions
stacked/stashed on top of each other in the NLA Stack without having to go to the
NLA Editor and doing a tab-select-tab dance, thus saving quite a few clicks. It
was specifically designed with Game Animation / Action Library workflows in mind,
but also helps layered animation workflows.
Usage:
Simply click on the up/down arrow buttons (between the action datablock selector
and the pushdown/stash buttons) to go to the action in the NLA Track above/below
the NLA Strip being whose action is being tweaked in the Action Editor.
Notes:
- These still work when you're not editing the action used by a NLA Strip.
If you're just animating a new action normally, it is possible to use the "down arrow"
to temporarily jump down to the previous action without losing the new action you're
working on, and then use the "up arrow" to get back to it once you're done checking
the other action(s).
- If there are multiple actions/strips on the same layer/track, then only the one
closest to the current frame will be used.
* Insert Keyframe tool for Dopesheet/Graph Editors needed to be modified to
not try to resolve the paths for NLA Control Curves
* For now, the poll callback to get the "Active FCurve" also works when given
a NLA control curve. They're really the same in most cases, and this should
be fine until one of the channels does something funky.
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).