Pose Library: Update to use the asset shelf (when enabled) #104546
@ -1,7 +1,9 @@
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name: Add-on Bug Report
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about: File a bug report for an add-on bundled with Blender
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labels:
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- type::Report
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- "Type/Report"
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- "Status/Needs Triage"
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- "Priority/Normal"
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body:
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- type: markdown
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attributes:
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@ -6,7 +6,7 @@ bl_info = {
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"version": (4, 37, 5),
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"blender": (3, 4, 0),
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"location": "File > Import-Export",
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"description": "FBX IO meshes, UV's, vertex colors, materials, textures, cameras, lamps and actions",
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"description": "FBX IO meshes, UVs, vertex colors, materials, textures, cameras, lamps and actions",
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"warning": "",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/import_export/scene_fbx.html",
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"support": 'OFFICIAL',
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@ -1068,7 +1068,7 @@ def blen_read_geom_layer_color(fbx_obj, mesh, colors_type):
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use_srgb = colors_type == 'SRGB'
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layer_type = 'BYTE_COLOR' if use_srgb else 'FLOAT_COLOR'
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color_prop_name = "color_srgb" if use_srgb else "color"
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# almost same as UV's
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# almost same as UVs
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for layer_id in (b'LayerElementColor',):
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for fbx_layer in elem_find_iter(fbx_obj, layer_id):
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# all should be valid
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@ -4,7 +4,7 @@
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bl_info = {
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'name': 'glTF 2.0 format',
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'author': 'Julien Duroure, Scurest, Norbert Nopper, Urs Hanselmann, Moritz Becher, Benjamin Schmithüsen, Jim Eckerlein, and many external contributors',
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"version": (3, 6, 3),
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"version": (3, 6, 4),
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'blender': (3, 5, 0),
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'location': 'File > Import-Export',
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'description': 'Import-Export as glTF 2.0',
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@ -272,7 +272,7 @@ class ExportGLTF2_Base(ConvertGLTF2_Base):
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export_draco_generic_quantization: IntProperty(
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name='Generic quantization bits',
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description='Quantization bits for generic coordinate values like weights or joints (0 = no quantization)',
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description='Quantization bits for generic values like weights or joints (0 = no quantization)',
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default=12,
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min=0,
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max=30
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@ -857,7 +857,7 @@ class PrimitiveCreator:
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# Morph tangent are after these 3 others, so, they are already calculated
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self.normals = self.attributes[attr['gltf_attribute_name_normal']]["data"]
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self.morph_normals = self.attributes[attr['gltf_attribute_name_morph_normal']]["data"]
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self.tangent = self.attributes[attr['gltf_attribute_name_tangent']]["data"]
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self.tangents = self.attributes[attr['gltf_attribute_name_tangent']]["data"]
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self.__calc_morph_tangents()
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self.attributes[attr['gltf_attribute_name']] = {}
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@ -865,18 +865,18 @@ class PrimitiveCreator:
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def __calc_morph_tangents(self):
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# TODO: check if this works
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self.morph_tangent_deltas = np.empty((len(self.normals), 3), dtype=np.float32)
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self.morph_tangents = np.empty((len(self.normals), 3), dtype=np.float32)
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for i in range(len(self.normals)):
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n = Vector(self.normals[i])
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morph_n = n + Vector(self.morph_normal_deltas[i]) # convert back to non-delta
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morph_n = n + Vector(self.morph_normals[i]) # convert back to non-delta
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t = Vector(self.tangents[i, :3])
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rotation = morph_n.rotation_difference(n)
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t_morph = Vector(t)
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t_morph.rotate(rotation)
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self.morph_tangent_deltas[i] = t_morph - t # back to delta
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self.morph_tangents[i] = t_morph - t # back to delta
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def __set_regular_attribute(self, attr):
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res = np.empty((len(self.prim_dots), attr['len']), dtype=attr['type'])
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@ -6,7 +6,7 @@ bl_info = {
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"version": (3, 9, 0),
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"blender": (3, 0, 0),
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"location": "File > Import-Export",
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"description": "Import-Export OBJ, Import OBJ mesh, UV's, materials and textures",
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"description": "Import-Export OBJ, Import OBJ mesh, UVs, materials and textures",
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"warning": "",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/import_export/scene_obj.html",
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"support": 'OFFICIAL',
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@ -452,10 +452,10 @@ def write_file(filepath, objects, depsgraph, scene,
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uv_ls = uv_face_mapping[f_index] = []
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for uv_index, l_index in enumerate(f.loop_indices):
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uv = uv_layer[l_index].uv
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# include the vertex index in the key so we don't share UV's between vertices,
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# include the vertex index in the key so we don't share UVs between vertices,
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# allowed by the OBJ spec but can cause issues for other importers, see: T47010.
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# this works too, shared UV's for all verts
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# this works too, shared UVs for all verts
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#~ uv_key = veckey2d(uv)
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uv_key = loops[l_index].vertex_index, veckey2d(uv)
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@ -596,7 +596,7 @@ def write_file(filepath, objects, depsgraph, scene,
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face_vert_index += len(f_v)
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else: # No UV's
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else: # No UVs
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if EXPORT_NORMALS:
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for vi, v, li in f_v:
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fw(" %d//%d" % (totverts + v.index, totno + loops_to_normals[li]))
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@ -64,7 +64,7 @@ class _Properties:
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)
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scene.muv_select_uv_sync_mesh_selection = BoolProperty(
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name="Sync Mesh Selection",
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description="Select the mesh's faces as well as UV's faces",
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description="Select the mesh's faces as well as UVs' faces",
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default=False
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)
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@ -106,7 +106,7 @@ class MUV_OT_SelectUV_SelectOverlapped(bpy.types.Operator):
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)
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sync_mesh_selection = BoolProperty(
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name="Sync Mesh Selection",
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description="Select mesh's faces as well as UV's faces",
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description="Select the mesh's faces as well as UVs' faces",
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default=False
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)
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@ -199,7 +199,7 @@ class MUV_OT_SelectUV_SelectFlipped(bpy.types.Operator):
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)
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sync_mesh_selection = BoolProperty(
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name="Sync Mesh Selection",
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description="Select mesh's faces as well as UV's faces",
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description="Select the mesh's faces as well as UVs' faces",
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default=False
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)
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@ -2020,7 +2020,7 @@ class NWMergeNodes(Operator, NWBase):
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mode = 'MIX'
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if (merge_type != 'MATH' and merge_type != 'GEOMETRY') and tree_type == 'GEOMETRY':
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merge_type = 'AUTO'
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# The MixRGB node and math nodes used for geometry nodes are of type 'ShaderNode'
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# The Mix node and math nodes used for geometry nodes are of type 'ShaderNode'
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if (merge_type == 'MATH' or merge_type == 'MIX') and tree_type == 'GEOMETRY':
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node_type = 'ShaderNode'
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selected_mix = [] # entry = [index, loc]
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@ -2119,8 +2119,13 @@ class NWMergeNodes(Operator, NWBase):
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was_multi = False
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for i in range(the_range):
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if nodes_list == selected_mix:
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add_type = node_type + 'MixRGB'
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mix_name = 'Mix'
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if tree_type == 'COMPOSITING':
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mix_name = 'MixRGB'
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add_type = node_type + mix_name
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add = nodes.new(add_type)
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if tree_type != 'COMPOSITING':
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add.data_type = 'RGBA'
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add.blend_type = mode
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if mode != 'MIX':
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add.inputs[0].default_value = 1.0
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@ -2128,8 +2133,11 @@ class NWMergeNodes(Operator, NWBase):
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add.hide = do_hide
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if do_hide:
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loc_y = loc_y - 50
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first = 1
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second = 2
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first = 6
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second = 7
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if tree_type == 'COMPOSITING':
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first = 1
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second = 2
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add.width_hidden = 100.0
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elif nodes_list == selected_math:
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add_type = node_type + 'Math'
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@ -2290,7 +2298,7 @@ class NWBatchChangeNodes(Operator, NWBase):
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blend_type = self.blend_type
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operation = self.operation
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for node in context.selected_nodes:
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if node.type == 'MIX_RGB' or node.bl_idname == 'GeometryNodeAttributeMix':
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if node.type == 'MIX_RGB' or (node.bl_idname == 'ShaderNodeMix' and node.data_type == 'RGBA'):
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if not blend_type in [nav[0] for nav in navs]:
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node.blend_type = blend_type
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else:
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@ -2309,7 +2317,7 @@ class NWBatchChangeNodes(Operator, NWBase):
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else:
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node.blend_type = blend_types[index - 1][0]
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if node.type == 'MATH' or node.bl_idname == 'GeometryNodeAttributeMath':
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if node.type == 'MATH' or node.bl_idname == 'ShaderNodeMath':
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if not operation in [nav[0] for nav in navs]:
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node.operation = operation
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else:
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@ -2349,7 +2357,7 @@ class NWChangeMixFactor(Operator, NWBase):
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selected = [] # entry = index
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for si, node in enumerate(nodes):
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if node.select:
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if node.type in {'MIX_RGB', 'MIX_SHADER'}:
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if node.type in {'MIX_RGB', 'MIX_SHADER'} or node.bl_idname == 'ShaderNodeMix':
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selected.append(si)
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for si in selected:
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@ -4,8 +4,8 @@ bl_info = {
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"name": "Hotkey: 'Ctrl Alt S' ",
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"description": "Switch Editor Type Menu",
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"author": "saidenka, meta-androcto",
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"version": (0, 1, 1),
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"blender": (2, 80, 0),
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"version": (0, 1, 2),
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"blender": (3, 40, 1),
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"location": "All Editors",
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"warning": "",
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"doc_url": "",
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@ -64,7 +64,7 @@ class PIE_MT_AreaTypePieOther(Menu):
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self.layout.operator(
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PIE_OT_SetAreaType.bl_idname,
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text="File Browser",
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icon="FILEBROWSER").types = "FILE_BROWSER"
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icon="FILEBROWSER").types = "FILES"
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self.layout.operator(PIE_OT_SetAreaType.bl_idname, text="Preferences",
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icon="PREFERENCES").types = "PREFERENCES"
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self.layout.operator(PIE_OT_SetAreaType.bl_idname, text="Text Editor", icon="TEXT").types = "TEXT_EDITOR"
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@ -3,7 +3,7 @@
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bl_info = {
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"name": "VR Scene Inspection",
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"author": "Julian Eisel (Severin), Sebastian Koenig, Peter Kim (muxed-reality)",
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"version": (0, 11, 1),
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"version": (0, 11, 2),
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"blender": (3, 2, 0),
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"location": "3D View > Sidebar > VR",
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"description": ("View the viewport with virtual reality glasses "
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@ -7,6 +7,7 @@ else:
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from . import properties
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import bpy
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from bpy.app.translations import pgettext_iface as iface_
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from bpy.types import (
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Menu,
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Panel,
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@ -37,12 +38,10 @@ class VIEW3D_PT_vr_session(Panel):
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# Using SNAP_FACE because it looks like a stop icon -- I shouldn't
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# have commit rights...
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toggle_info = (
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("Start VR Session", 'PLAY') if not is_session_running else (
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"Stop VR Session", 'SNAP_FACE')
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)
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layout.operator("wm.xr_session_toggle",
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text=toggle_info[0], icon=toggle_info[1])
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toggle_info = ((iface_("Start VR Session"), 'PLAY') if not is_session_running
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else (iface_("Stop VR Session"), 'SNAP_FACE'))
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layout.operator("wm.xr_session_toggle", text=toggle_info[0],
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translate=False, icon=toggle_info[1])
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layout.separator()
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@ -8,6 +8,7 @@ else:
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import bpy
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import gpu
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from bpy.app.translations import pgettext_data as data_
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from bpy.types import (
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Gizmo,
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GizmoGroup,
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@ -117,8 +118,8 @@ class VIEW3D_OT_vr_camera_landmark_from_session(Operator):
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loc = wm.xr_session_state.viewer_pose_location
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rot = wm.xr_session_state.viewer_pose_rotation.to_euler()
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cam = bpy.data.cameras.new("Camera_" + lm.name)
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new_cam = bpy.data.objects.new("Camera_" + lm.name, cam)
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cam = bpy.data.cameras.new(data_("Camera") + "_" + lm.name)
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new_cam = bpy.data.objects.new(data_("Camera") + "_" + lm.name, cam)
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scene.collection.objects.link(new_cam)
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new_cam.location = loc
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new_cam.rotation_euler = rot
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@ -215,8 +216,8 @@ class VIEW3D_OT_add_camera_from_vr_landmark(Operator):
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scene = context.scene
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lm = properties.VRLandmark.get_selected_landmark(context)
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cam = bpy.data.cameras.new("Camera_" + lm.name)
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new_cam = bpy.data.objects.new("Camera_" + lm.name, cam)
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cam = bpy.data.cameras.new(data_("Camera") + "_" + lm.name)
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new_cam = bpy.data.objects.new(data_("Camera") + "_" + lm.name, cam)
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scene.collection.objects.link(new_cam)
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angle = lm.base_pose_angle
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new_cam.location = lm.base_pose_location
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