Commit Graph

494 Commits

Author SHA1 Message Date
b7afbaf8cc Bugfix: Fix for crash when trying to create new action in Shape Key DopeSheet mode
When the active object had no shapekey data, trying to create a new action from the
Shape Keys mode of the DopeSheet would crash. The segfault here was a silly regression
caused by my earlier Action Stashing work.

However, the old (pre-Action Stashing) code here also wasn't that great either.
While it didn't crash, it would still silently create a new action, even if that
could not get assigned/used anywhere. To prevent both of these problems from
happening again, I've added additional null checks, as well as beefing up the poll
callback here to forbid keyframing
2015-03-28 23:23:23 +13:00
f2bc3dd678 Grrr, missed those ones in previous commit! 2015-03-03 10:44:14 +01:00
82cafcfdb7 UI messages fixes... 2015-03-03 10:40:52 +01:00
2058505da4 Bugfix T43851: Creating a new action after stashing crashes blender 2015-03-02 05:05:04 +13:00
ea84b0e4ac Action Editor: "New Action" operator now stashes old actions, and is used by default again
This commit modifies the "New Action" operator to always stash the old action
before it creates a new one. As a result, the old active action will now have
a proper user of sorts after the new one is created, preventing previously
created actions from being lost.

Now that the New operator does this, it can be used for the Action Editor header AND
NLA Editor (Animation Data Panel -> Active Action) again. The "stash and create"
operator is somewhat redundant at this point as a result.
2015-03-01 02:34:52 +13:00
741a66e472 Action Editor WIP: Adding new actions in Action Editor now uses the "stash and create new" operator
In constrast to the old "new" operator, this operator will stash the existing action
in the stack to prevent it from being lost. This situation isn't totally ideal yet,
since the NLA Editor still calls the old method.
2015-03-01 02:34:51 +13:00
13a0dce51c Action Stashing: Don't allow an action to get stashed more than once 2015-03-01 02:34:50 +13:00
7c611e2204 Code Cleanup: Deduplicate logic for getting AnimData block associated with Action Editor modes 2015-03-01 02:34:48 +13:00
2b51eab69d Code cleanup: Split off the creation and setting logic for new actions into different functions
This is also just as prep for the next step
2015-03-01 02:34:47 +13:00
8d2fc99618 Code Cleanup: Separate out the logic for stashing actions into a separate function 2015-03-01 02:34:46 +13:00
ac30378e3e Action Editor: Stash Action Operator
This operator (the snowflake icon, beside the pushdown button on the Action Editor
header) adds the currently active action to the NLA stack in a muted track, then
creates + loads a new action ready to be populated with new keyframes.
Since the NLA is being used to hang on to all the actions here, no actions are
getting lost.

Usage Notes (there will be some additional tweaks to make this nicer):
* To preview different actions that have been "stashed", simply click the "Solo"
  toggle for the track containing the action in question. Playing back the NLA will
  now show the stashed track
* To edit a previously stashed action - simply enter tweakmode on it in the NLA
  while the "Solo" toggle is enabled.

Todo:
* Add some more operators here to polish up the Action <-> NLA bridge to make the
  layered and stash workflows smoother. Examples include some tools to easily
  switch between the different actions layers in the stack, as well as making it
  easier to get out of tweakmode (and sync up the action lengths)

* Review and cleanup the behaviour of the "new" operator here to avoid the old
  problems that users were running into

* After the next release - Implement the full Action Libraries functionality, with
  ways to bridge the stashed strips over to a full-blown library.
2015-03-01 02:34:44 +13:00
bb7ce9173a Fix for previous commit: Pop up a warning in cases where the operator will refuse to do anything 2015-03-01 02:34:42 +13:00
b28a24091f Action Editor: Added "Push Down" operator to send the current action on to the NLA Stack
This commit exposes the "Push Down" button/functionality found in the NLA Editor
to the Action Editor, so that actions can be added NLA Stack from here too. The
main point of this for now is to make the whole layered-animation workflow nicer
more efficient, but not requiring the second editor be visible in common cases.
It also conveniently sets things up for the next few changes (already hinted at
here)...
2015-03-01 02:34:41 +13:00
cec1691a91 Code Cleanup: Clarify some comments regarding usercount management
(Note for the uninitiated looking at the diffs: this is very much *not* what
 you're probably thinking right now, if you're looking at the line in
 act_new_exec())
2015-03-01 02:34:40 +13:00
2f16098d20 Gooseberry animation request: Paste flipped pose in action
and graph editor.

This was a tricky commit that was not so straightforward to make work.
The information for bones is not easy to come by in the animation curves,
however we do have some string manipulation tricks to make it happen.

Testing in gooseberry worked for the rigs there, commiting to master now
2015-01-09 12:16:58 +01:00
14b951747f Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch)
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.
2014-12-01 01:52:06 +13:00
bcbbc66795 Cleanup: unused headers 2014-11-28 15:52:30 +01:00
5c6e333780 UI Refactor T41640
Make the UI API more consistent and reduce confusion with some naming.

mainly:
- API function calls
- enum values

some internal static functions have been left for now
2014-11-10 23:06:54 +01:00
8ba33a69c8 Cleanup: rename draw_markers_time -> ED_markers_draw 2014-10-28 19:03:13 +01:00
36da579d12 Markers: show the area that handles marker events 2014-10-28 18:51:28 +01:00
8d084e8c8f Ghost Context Refactor
https://developer.blender.org/D643
Separates graphics context creation from window code in Ghost so that they can vary separately.
2014-10-07 15:47:32 -05:00
c03d8a17f1 Bugfix T41077: Dope sheet's column select (alt + click) gets ignored with NLA Strips
NLA mapping corrections were being applied twice, causing column select to fail
2014-07-20 17:19:46 +12:00
00b29156e0 Defines: replace ELEM3-16 with ELEM(...), that can take varargs 2014-07-20 01:33:40 +10:00
19f89a083f Fix for invalid memory access in graph editor when deleting the last
vertex in a fcurve.
2014-07-10 13:03:05 +02:00
9ca0c7eea3 Ctrl-F now activates the filter-by-name functionality for Animation Editors 2014-06-24 17:53:13 +12:00
9c9fc626b7 Comments: Note direction in doxy args 2014-05-29 22:05:07 +10:00
6c721a86ff Cleanup: Use doxy for more structured comments 2014-05-29 21:17:48 +10:00
193e77cc67 Fix T40201: Keyframe edits fail to update the viewport 2014-05-19 00:24:45 +10:00
b3cd9d289a Code cleanup: Define a dedicated "channel_role" field for animchannel types
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.
2014-05-09 15:49:36 +12:00
89abdb606d DopeSheet: View Selected recenters the view vertically to display the active channel 2014-05-09 15:49:35 +12:00
4ca67869cc Code cleanup: remove unused includes
Opted to keep includes if they are used indirectly (even if removing is possible).
2014-05-01 04:47:51 +10:00
920602f3cf Quiet warning 2014-04-24 20:20:26 +10:00
1fabfc9ea2 Fix T39851: F-curve noise modifier on a bone: change selection when modifying value
When the dopesheet was open, "keyframe edited" events from the graph editor
(i.e. fired whenever any properties on keyframes or FModifiers are changed)
would trigger the dopesheet to synchronise selection states of anim channels
and ensure that FCurve autocolours are initialised correctly.

This however was undesired when editing properties in the graph editor. Now,
made it so that keyframe adding/removing operators use different notifier flags
to specify that the channels might have changed + need colour syncing, and
adjusted the dopesheet updating logic to fit
2014-04-24 14:29:10 +12:00
9ae0e585b0 View2d: API Cleanup for view<->region conversion
View2D had some inconsistencies making it error prone in some cases.

- Inconstant checking for NULL x/y args.
  Disallow NULL args for x/y destination pointers, instead add:
  - UI_view2d_region_to_view_x/y
  - UI_view2d_view_to_region_x/y

- '_no_clip' suffix wasn't always used for non-clipping conversion,
  switch it around and use a '_clip' suffix for all funcs that clip.

- UI_view2d_text_cache_add now clips before adding cache.

- '_clip' funcs return a bool to quickly check if its in the view.

- add conversion for rectangles, since this is a common task:
  - UI_view2d_view_to_region_rcti
  - UI_view2d_region_to_view_rctf
2014-04-21 16:59:40 +10:00
617557b08e Code cleanup: remove TRUE/FALSE & WITH_BOOL_COMPAT define 2014-04-01 15:22:28 +11:00
cfefc5d0d4 Fix T38987 Dope sheet is inoperable with "view slected" when nothing is selected.
Code was unconditionnaly setting view's xmin and xmax, even when it was aborting afterward.
2014-03-06 14:17:26 +01:00
410613ec09 NDOF: add keymapping for the 'fit' button for other 2d views 2014-02-18 11:57:49 +11:00
5621e63d36 Code cleanup: duplicate headers 2014-02-14 10:55:38 +11:00
b8b412230b Code Cleanup: use iroundf
also increase precision of rctf print functions
2014-01-15 13:40:40 +11:00
fa88c7ffae Fix T38105: Action Editor refresh is missing when a keyframe is inserted in 3D view
When yiz insert a keyframe (on a location keying set f.e.) in the 3D-view and you got an action editor open then the action datablock is  not changed (displaying only the button "new") until you hover the action editor with the mouse.

 Added a handler in the action_header_area_listener to handle this case

If non-obvious, some technical note about what the cause of the bug was and
how it was solved.
2014-01-08 17:57:33 +01:00
b2fdc591c3 UI: restore confirmation popups for delete operators.
It turned out this was leading to accidental deleting in some cases when the
info message was missed by users. Fixes T37801.
2013-12-20 01:40:33 +01:00
63caaa2b12 Code Cleanup: rename vars for detecting change to be more consistent
rename change/is_change/is_changed/modified -> changed
also use bools over int/short/char and once accidental float.
2013-11-26 06:39:14 +11:00
3ca4387bc8 UI: remove unnecessary confirmation popups
This makes a number of operators no longer ask for confirmation, rather it will
show an info message after performing the operation. Ref T37422 for decision. In
particular, these were changed:

* Delete objects, bones, keyframes, masks, mask curves, motion tracks, markers.
* Clear and delete keyframes in the 3D view.
* Align bone to parents.
* Separate bones from armature.
* Group/ungroup metastrips in sequencer.
* Copy/paste objects to/from buffer.

Reviewed By: brecht, dingto

Differential Revision: http://developer.blender.org/D35
2013-11-25 12:21:45 +01:00
98be88653d Bugfix [#37304] Arrow Keys Stop Working When Mouse Over Outliner
Frame change hotkeys now work in the following places:
1) Outliner - Main region
2) Action/NLA Editors - Channels Region
3) Info View - Reports region

Other places identified by the bugreport (but which I've decided to leave
alone):
- Text Editor (when no file open) - The way the keymaps work here means that
this can't be done without affecting normal text editing

- File Browser - What's the point of changing frames when you're about to
open/save the file?

- User Prefs - Is there any real point here either? Also, this is usually shown
in a separate window.
2013-11-05 01:29:45 +00:00
4a15df1571 remove null checks for macro definitions, if these fail then something is broken elsewhere, better not fail silently. 2013-10-26 08:01:33 +00:00
df553892c9 Bugfix: Renaming bones now renames the corresponding F-Curves in actions used by
Action Constraints
2013-10-22 11:36:48 +00:00
4dc9c9639f Ctrl+Alt+SelectMouse now does "Select all keyframes in same channel" in
DopeSheet too

Previously, it only worked in the Graph Editor, though I thought I had
implemented it here too.
2013-10-22 11:12:37 +00:00
d2fe7c38dd Adding comments to clarify each set of modifier mappings for animation editors
selection ops
2013-10-22 09:59:54 +00:00
7db1d6556d code cleanup: add break statements in switch ()'s, (even at the last case). 2013-07-21 08:16:37 +00:00
397da50002 style cleanup: switch statements, include break statements within braces & indent.
also indent case's within the switch (we already did both of these almost everywhere)
2013-07-19 15:23:42 +00:00