Commit Graph

1326 Commits

Author SHA1 Message Date
ffa23b6c77 GPencil: Fix unreported Vertex Opacity Overlay not working
This values was not working because was removed by error in refactor.

Reviewed By: mendio, fclem

Differential Revision: https://developer.blender.org/D8061
2020-06-17 22:42:49 +02:00
bc7a4b126a GPencil: Convert and Bake mesh animation to grease pencil strokes
This patch adds two options:

- Convert a mesh to grease pencil strokes.
- Bake the mesh animation into grease pencil strokes.

Both are related and must be included in the same patch.

Related to tasks: T77629 and T77630

Notice: The conversion is done for mesh edges and it's not considering any visibility clipping. All edges are exported, no matters if it's visible or not.

Example of Convert a Mesh to Grease Pencil strokes:

{F8606028}

This conversion was inspired by the technique used by @luamono in this tweet: https://twitter.com/luamono/status/1239983662176841730

Example of Bake Animation (the video is a little outdate, but the basic functionality is the same, only small changes in UI):

{F8606032}

Reviewed By: mendio, pepeland

Maniphest Tasks: T77629, T77630

Differential Revision: https://developer.blender.org/D7983
2020-06-16 15:28:46 +02:00
cb9de95d61 Sculpt: Face Set Edit Operator
This operator performs an edit operation in the active face set defined
by the cursor position and updates the visibility. For now, it has a
Grow and Shrink operations, similar to Select More/Less in edit mode or
to the mask filter Grow/Shrink modes. More operations can be added in
the future.

In multires, this updates the visibility of an entire face from the base
mesh at once, which makes it very convenient to edit the visible area
without manipulating the face set directly.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D7367
2020-06-09 19:09:50 +02:00
b0038b8d73 Fix T77139: UI: Add "View Camera Center" to View Menu
The "View Camera Center" operator was not accessible by the new menu search.

Differential Revision: https://developer.blender.org/D7865
2020-06-01 11:34:07 -04:00
dbdb8a3355 Cleanup: line length, single quote enums, invalid URL 2020-05-29 12:45:46 +10:00
e790f1a8dc Merge branch 'blender-v2.83-release' 2020-05-26 14:24:50 +02:00
5a1ab3e9ae Fix T77067: GPencil Object without materials cannot use Vertex Color mode 2020-05-26 12:13:25 +02:00
49f59092e7 Curves: Implement Handles for selected points only
When editing a complex curve is very annoying to have all handles at a time. Also, this is a requirement for the current GSoC Edit Grease Pencil using curves.
I have seen that this improvement can be used in any other area of blender, so I have decided to publish the option in the overlay panel..

Reviewed By: fclem, #user_interface, billreynish, Severin

Differential Revision: https://developer.blender.org/D7754
2020-05-26 10:37:47 +02:00
f990b42504 Revert "UI: Remove duplicate Mark/Clear Seam entries from Edge menus"
Seams are widely used outside UV context so it's okay to duplicate entries.
Based on community feedback, thanks!

This reverts commit fc62a3366c.
2020-05-22 13:41:48 +02:00
c13bf40ab1 Merge branch 'blender-v2.83-release' 2020-05-21 16:34:20 +10:00
fcfb87def9 Cleanup: excess blank lines and parenthesis 2020-05-21 16:17:44 +10:00
79a48c5676 Merge branch 'blender-v2.83-release' 2020-05-19 01:08:23 +02:00
7c9c8cee7b Fix T76397: Missing value property on Clear Mask pie menu
Without this value defined it was reusing the same 1.0 value after using
fill mask, so it was not working.

Reviewed By: jbakker

Maniphest Tasks: T76397

Differential Revision: https://developer.blender.org/D7699
2020-05-19 01:07:38 +02:00
b369d46eb7 GPencil: Add new X-Ray option for Canvas Grid
In some situations is good to have a grid visible anot beeing occulde by meshes.

By default is OFF.

Differential Revision: https://developer.blender.org/D7721
2020-05-13 22:49:24 +02:00
71298a1da9 Revert "GPencil: Add new X-Ray option for Canvas Grid"
This reverts commit fd025b0b7a.
2020-05-13 22:48:52 +02:00
fd025b0b7a GPencil: Add new X-Ray option for Canvas Grid
In some situations is good to have a grid visible anot beeing occulde by meshes.

By default is OFF.

Differential Revision: https://developer.blender.org/D7721
2020-05-13 22:44:04 +02:00
fc62a3366c UI: Remove duplicate Mark/Clear Seam entries from Edge menus
These already exist in the UV menu (both in the 3D Viewport and UV Editor)
which makes it more clear that this feature is related to UV Unwrapping.
2020-05-12 19:07:15 +02:00
82e8df01ac UI: Rename 'View All' operator to 'Frame All'
This change was done time ago but it was still missing in some operators.
2020-05-12 15:44:59 +02:00
bbb5fa2a16 Merge branch 'blender-v2.83-release' 2020-05-12 14:41:43 +10:00
bff679f8f9 UI: add offset edge slide to edge menu
This was only available in the context menu which only shows
when the selection was set to edge-mode, even though this
works in other modes.
2020-05-12 13:53:46 +10:00
ced4dfa349 Cleanup: Toggle X-Ray button, removed nested ternary operators
Replaced two nested ternary operators combined with dynamic attribute
access, with a simple `if`/`elif`/`else` construct.

No functional changes.
2020-05-11 13:02:21 +02:00
b571516237 GPencil: Include new Brush random curves
Now the brushes have several new random settings and use curves to define the effect. The curves have been moved below the parameter to keep UI standards and extra curve panels have been removed.

{F8505387}

The new curves are:

* Hue.
* Saturation.
* Value.

New option to random at stroke level instead to random at point level for the following values:

* Thickness.
* Strength.
* UV.
* Hue.
* Saturation.
* Value.

Curves have been moved below the corresponding parameter and only are displayed in properties panel. Display the curves in the popover made it unusable.

{F8505392}

Also, the Pressure random has been renamed to Radius because the old name was not clear enough.

Reviewed By: mendio, pablovazquez

Differential Revision: https://developer.blender.org/D7577
2020-05-07 15:11:16 +02:00
6a7e9f2b76 GPencil: Add material selector to context menus
Now it's possible to select the material in context menu and new menu to select material.

The patch and workflow  has been tested in greasepencil-object branch.

* New Material selector in Draw mode Context menu:

{F8499259}

* Pressing `U`key in Draw mode display material menu.

{F8503224}

Reviewed By: mendio, pepeland

Differential Revision: https://developer.blender.org/D7554
2020-04-30 16:13:23 +02:00
fed5e0ca04 Merge branch 'blender-v2.83-release' 2020-04-29 11:10:24 +02:00
e07b245fe1 Armature posemode: add mouse independent "Select Linked" operator
The current "Select Linked" operator works based on mouse position and
makes no sense to call from the menus and was removed in rB536055e1ee0b.

This patch adds an operator independent from mouse position that just
selects all bones in relation to selected bones (and adds back menu
entries, adds keymap entry CTRL+L).

The original operator is renamed to 'select_linked_pick' internally
(this is now more in line to how "Select Linked" works for meshes,
curves etc)

ref T76071

Maniphest Tasks: T76071

Differential Revision: https://developer.blender.org/D7542
2020-04-29 11:06:41 +02:00
7c782b8f27 Merge branch 'blender-v2.83-release' 2020-04-27 16:13:44 +02:00
536055e1ee remove "Select Linked" from the posemode select menu
The operator in its current state is based on mouse position and doesnt
make sense to be called from a menu.
(In fact it should be called 'select_linked_pick' internally and a
separate 'select_linked' should be implemented similar to how "Select
Linked" works for meshes, curves etc -- see D7542 for this)

Note: We had the same thing for particles recently:
rBdd9dfadaac9b: remove "Select Linked" from the particle select and
context menu
rB5ca7c85e105d: Particle editmode: add mouse independent "Select Linked"
operator

Fixes T76071

Maniphest Tasks: T76071

Differential Revision: https://developer.blender.org/D7543
2020-04-27 16:10:31 +02:00
fd10ac9aca UI: Move Scene Statistics to the 3D Viewport
Removes statistics from footer and to an (optional) overlay in 3DView.

Differential Revision: https://developer.blender.org/D7410

Reviewed by Campbell Barton
2020-04-24 11:05:40 -07:00
a8e89db291 Merge branch 'blender-v2.83-release' 2020-04-24 17:07:23 +10:00
9b56b2b2b9 UI: add mesh skin-resize to menu
Resolves T75925
2020-04-24 17:06:55 +10:00
f2acfb460f UI: Add separator after Local Camera row 2020-04-17 20:43:12 +02:00
7fc60bff14 UI: Layout changes for new checkbox layout possibilities
Follow-up to previous commit.

Some examples:
{F8473507} {F8473508} {F8473509} {F8473510}
For more screenshots, please see D7430.

We use column or row headings here to bring more structure, and to give
the eye visual anchors which aid eye-scanning. The left-aligned
checkboxes likewise help with this. And we keep the adherence to the
center line, so the alignment matches up between the various buttons and
controls.

* Changes the property split percentage from 50/50% to 40/60%. This is
  needed to give enough space for the checkboxes. But in most cases this
  looks better anyway - see Transform panel. In some cases it simply
  fills out the available space more efficently.
* Fix various hacks where we previously used manually defined splits.
  When we did this, the alignment was never quite right, and the layout
  code was a mess.
* Adds column headings to many places where a list of checkboxes all
  share a common purpose or leading text.
* Add checkbox + value configurations various places where a checkbox
  only serves to enable the value slider
* Removes most uses of grid flow layout. The grid flow layouts combine
  poorly with column headings, and also they would mess alignment up
  badly. The grid flow layouts also often made buttons and controls jump
  around on the screen if you would just resize editors slightly,
  causing visual confusion, making users lose their place. The logic for
  at what time the list of items would re-flow was often flawed, jumping
  to multiple columns too fast or too late - and frankly, the grid flow
  layouts would often just look bad.

Maniphest Task: https://developer.blender.org/T65965

Differential Revision: https://developer.blender.org/D7430

Reviewed by: Brecht Van Lommel, Pablo Vazquez.

Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 17:00:57 +02:00
002752f021 Object: only apply smooth/flat to the active object in paint modes
Also some minor improvements:

- Only run once per object data instance.
- Correction for mesh smooth flag being used on curves.
- Move curve operation into utility function.
2020-04-16 11:47:48 +10:00
3bef5d15d8 UI: add spin to extrude menu
This tool wasn't accessible anywhere in the interface
(besides the interactive tool).

Add to extrude since it's a kind of extrusion.
2020-04-14 18:34:07 +10:00
17193f6c76 UI: rename 'smoothen' to 'smooth'
Other smooth operators use term 'smooth'.
2020-04-07 15:12:18 +10:00
4e7c65035b UI: Use Consitent Menu Layout for Bone Names 2020-04-06 21:45:41 -04:00
e455536943 UI: 3D Viewport text edit menus
- Adds select menu
- Removes undo/redo controls
- Adds delete menu
- Refactor
- Combines font and text menu

The goal is to match other edit menus better and match the text editor.
2020-04-04 12:41:58 -04:00
24f8c8491d UI: group edit-mesh Separate with Split & Merge
This was already the case for curve & armature.
2020-03-31 18:21:21 +11:00
c1722a3a8c Keymap: 'M' for edit-mesh merge menu, 'Alt-M' for split menu
As the 'M' key is free, it's convenient to use for the merge menu,
especially since this contains "Merge by Distance",
a frequently used action.

Use 'Alt-M' for a new split menu, following our convention of Alt being
used for opposite functionality.

Also move merge/split menu's into the "Mesh" menu as neither operate
solely on a single mesh element type.
2020-03-31 18:21:21 +11:00
0f5c94bbd1 Armature: add Select Linked (Ctrl-L)
This matches select linked for other modes (curve, mesh)
2020-03-31 15:11:11 +11:00
15cb567c8e Armature: remove merge function, use dissolve instead
This was crashing, when looking into a fix I noticed that it gave
hap-hazard results dissolving past forks in the parent/child hierarchy
arbitrarily following one chain.

This functionality is almost identical to "dissolve" which delimits
forks in the chain predictably.

So remove this in favor of dissolve (available from the delete menu).
2020-03-30 19:18:09 +11:00
ec3da20896 UI: use operator name for extrude repeat
Match names between the redo popup and the menu item.
2020-03-30 11:41:44 +11:00
6b24f7d87c UI: move extrude repeat out of the vertex menu
This works for all selection modes,
include last below a separator since it's a specialized function.

Note that the previous commit was raising an exception as operator
properties don't support 'or'.
2020-03-30 10:29:32 +11:00
a103d09df4 UI: Move Array Extrude Below Verticies 2020-03-29 17:36:34 -04:00
a022cb8f62 UI: Add missing operators to menus in the 3D Viewport Mesh Edit mode
Differential Revision: https://developer.blender.org/D7263
2020-03-29 14:09:39 -04:00
48ea173a7d Sculpt: Create Face Set by Edit Mode Selection
This implements a new mode in the Face Sets Create operator to create a
new face sets from the faces selection in edit mode. This can be used
when the user considers that the edit mode tools are more convenient for
a more precise control or a certain type of selection, like creating a
face set from a face loop.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7211
2020-03-26 16:24:21 +01:00
99530ef4ed Sculpt: Face Sets Init operator
This operator initializes all face sets in the sculpt at once using
different mesh properties. It can create face sets by mesh connectivity,
material slots, face normals, UV seams, creases, sharp edges, bevel
weights and face maps.

For properties that are already in the faces, this is implemented as a
loop. Properties that depend on edge attributes use a similar operation
to sculpt flood fill, but using face adjacency instead of edge vertex
connectivity.

As Multires also stores the face sets in the base mesh, this should work
in the face sets Multires implementation without any changes.

This is implemented as a separate operator as this resets the visibility
and creates all face sets at once, while the create face set operator
creates a single face sets, leaving the rest of the face sets in the
mesh as they are.

Reviewed By: jbakker

Differential Revision: https://developer.blender.org/D7209
2020-03-26 16:20:24 +01:00
acd84ab105 GPencil: Fix unreported missing parameter for Cutter tool 2020-03-25 18:46:45 +01:00
a22cd6b6a9 UI: Weight Paint: add a menu for locking and unlocking vertex groups.
This is a follow up on rBa1e50cfe6b4dbc360b6118c63a0dc7445023c37b
2020-03-20 20:07:42 -04:00
b0a1cf2c9a Objects: add Volume object type, and prototypes for Hair and PointCloud
Only the volume object is exposed in the user interface. It is based on OpenVDB
internally. Drawing and rendering code will follow in another commit.
https://wiki.blender.org/wiki/Source/Objects/Volume
https://wiki.blender.org/wiki/Reference/Release_Notes/2.83/Volumes

Hair and PointCloud object types are hidden behind a WITH_NEW_OBJECT_TYPES
build option. These are unfinished, and included only to make it easier to
cooperate on development in the future and avoid tricky merges.
https://wiki.blender.org/wiki/Source/Objects/New_Object_Types

Ref T73201, T68981

Differential Revision: https://developer.blender.org/D6945
2020-03-18 11:23:05 +01:00