Pose Shape Keys: Major Update #321
Demeter Dzadik
commented 2024-07-02 19:55:49 +02:00
Member
- Convert to an Extension.
- Re-organized UI for a more top->bottom workflow and improve UI strings.
- Add poll messages for all failure cases of all operators.
- Re-organize code for a more standard add-on structure, format with Black.
- Improved operators for adding Pose Shape Keys and Shape Keys:
- Now prompt you to enter a name instead of having to do it as a separate action.
- Can choose to create new or select existing shape key / vertex group mask.
- Removing a shape key slot removes the shape key itself, unless you hold Shift.
- Removing a shape key removes its drivers.
- Implement automatic Driver set-up
- A lot of people seem to struggle with this, and it will be a significant speed boost for me as well. It scans (and displays) which channels are posed, creates corresponding driver variables, then multiplies them together. You can do this on a per-shapekey basis, or not do it at all.
- Supports Loc/Rot/Scale. Scale is special-handled correctly. All rotation modes are converted to Euler under the hood, then interpreted as Swing+Y Twist, because that allows mixing shape keys for multiple axes of rotations without weird transitions between poses.
- Implementation assumes that the posed bones should be the driving bones, which is not always true. For face rigs though, it usually is.
- Convert to an Extension.
- Re-organized UI for a more top->bottom workflow and improve UI strings.
- Add poll messages for all failure cases of all operators.
- Re-organize code for a more standard add-on structure, format with Black.
- Improved operators for adding Pose Shape Keys and Shape Keys:
- Now prompt you to enter a name instead of having to do it as a separate action.
- Can choose to create new or select existing shape key / vertex group mask.
- Removing a shape key slot removes the shape key itself, unless you hold Shift.
- Removing a shape key removes its drivers.
- Implement automatic Driver set-up
- A lot of people seem to struggle with this, and it will be a significant speed boost for me as well. It scans (and displays) which channels are posed, creates corresponding driver variables, then multiplies them together. You can do this on a per-shapekey basis, or not do it at all.
- Supports Loc/Rot/Scale. Scale is special-handled correctly. All rotation modes are converted to Euler under the hood, then interpreted as Swing+Y Twist, because that allows mixing shape keys for multiple axes of rotations without weird transitions between poses.
- Implementation assumes that the posed bones should be the driving bones, which is not always true. For face rigs though, it usually is.
Demeter Dzadik
added 9 commits 2024-07-02 19:55:50 +02:00
Pose Shape Keys: Update to an Extension
f60f8f930e
ReadMe & Docs
778ace5c58
Improve polls+wording & prevent unnamed PoseKeys
f044a3270e
Cleanup: Split up into usual add-on structure
e7cf029f5a
Revamp UX flow by splitting Init&Save into 2 operators
a0f32b4d0d
Cleanup: More sensible code order
6ca9d82ebc
Smarter shape key add/remove operators
485f405d83
Implement automatic driver set-up operator
f1b4c47749
Update .toml
23ebcbc12e
Demeter Dzadik
added 1 commit 2024-07-02 20:12:08 +02:00
Support for non-Euler rotations (by conversion)
39cb375309
Demeter Dzadik
merged commit 10d58532fe into main 2024-07-03 14:50:58 +02:00
Demeter Dzadik
deleted branch pose-shape-keys-extension 2024-07-03 14:50:59 +02:00
Demeter Dzadik
referenced this issue from a commit 2024-07-03 14:51:02 +02:00
Pose Shape Keys: Major Update (#321)
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Reference: studio/blender-studio-tools#321
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