Docs: Fix Addons Spelling and Links #54
@ -12,7 +12,7 @@ Miscellaneous operators and tools requested by Blender Studio Animators.
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## Installation
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1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
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2. From the root of the repository navigate to `/scripts-blender/addons/`
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3. Find the the `anim_cupboard` folder. Place this folder in your Blender addons directory or create a sym link to it.
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3. Find the the `anim_cupboard` folder. Copy this folder into your Blender addons directory or create a sym link to it.
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## Features
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### Select Similar Curves
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@ -24,12 +24,12 @@ asset-pipeline is a Blender Add-on that manages the Asset Pipeline of the Blende
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## Installation
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1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
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2. From the root of the repository navigate to `/scripts-blender/addons/`
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3. Find the the `asset_pipeline` folder. Place this folder in your Blender addons directory or create a sym link to it.
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3. Find the the `asset_pipeline` folder. Copy this folder into your Blender addons directory or create a sym link to it.
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> **_NOTE:_** This add-on depends on other add-ons that are in the [Blender Studio Tools](https://developer.blender.org/diffusion/BSTS/).
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> **_NOTE:_** This add-on depends on other add-ons that are in the [Blender Studio Tools](https://projects.blender.org/studio/blender-studio-pipeline).
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Make sure to also install:
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- [**blender-kitsu**](https://developer.blender.org/diffusion/BSTS/browse/master/blender-kitsu/)
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- [**blender-kitsu**](/addons/blender_kitsu)
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## How to get started
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@ -40,7 +40,7 @@ The asset-pipeline add-on can be configured with some config files. The idea is
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In the add-on preferences you need to setup the `Production Config Directory`. In this folder the add-on expects to find a file called `task_layers.py`. What exactly you need to define in this file is something you will learn in the [Configuration](#configuration) section.
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To understand the underlying concepts of the Asset Pipeline it is recommended to read [this](https://studio.blender.org/blog/asset-pipeline/) article.
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To understand the underlying concepts of the Asset Pipeline it is recommended to read [this](https://studio.blender.org/blog/asset-pipeline-update-2022/) article.
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## Configuration
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The add-on can be configured on a per project basis, by pointing the the `Production Config Directory` property in the add-on preferences to a folder that contains the config files.
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@ -155,10 +155,10 @@ transfer_mapping.target_coll: bpy.types.Collection
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Further than that you can access to objects which had no match.
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```
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transfer_mapping.no_match_target_objs: Set[bpy.types.Object] (all objs that exist in target but not in source)
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transfer_mapping.no_match_target_objs: Set[bpy.types.Object] (all Objects that exist in target but not in source)
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transfer_mapping.no_match_source_objs: Set[bpy.types.Object] (vice versa)
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```
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- **transfer_settings**: Is the `TransferSettings` PropertyGroup that was defined in the task_layer.py module. More to that in the next section. If the PropertyGroup was defined you can just query its values as you would regularily do it inside of Blender: `transfer_settings.my_value`
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- **transfer_settings**: Is the `TransferSettings` PropertyGroup that was defined in the task_layer.py module. More to that in the next section. If the PropertyGroup was defined you can just query its values as you would regularly do it inside of Blender: `transfer_settings.my_value`
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---
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**Defining Transfer Settings**
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@ -436,20 +436,20 @@ metadata, which is in integral part of the pipeline.
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An asset file is always paired with a metadata file. The metadata file contains various information
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about that particular asset file. It saves all the TaskLayers that are contained in this file and where
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they came from. It also holds all kinds of information that make the Asset cleary identifieable.
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they came from. It also holds all kinds of information that make the Asset clearly identifiable.
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The AssetFile Classes automatically load this metadata on creation.
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The file format of this metadata is `xmp`. For that the asset-pipeline uses the `xml.etree` library.
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In the `metadata.py` file are Schemas that represent the different Metadata blocks.
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The idea here is to have Schemas in the form of Python `Dataclasses` that can be converted to their equivalent as XML Element. That way we have a clear definition of what kind of field are expected and available.
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Schemas can have nested Dataclasses. The conversion from Dataclass to XML Element happens in the `ElementMetadata` class and is automated.
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The idea here is to have Schemas in the form of Python `dataclasses` that can be converted to their equivalent as XML Element. That way we have a clear definition of what kind of field are expected and available.
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Schemas can have nested Data Classes. The conversion from Data Class to XML Element happens in the `ElementMetadata` class and is automated.
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Metadata Classes can also be generated from ElementClasses. This conversion is happening in the `from_element()` function.
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The code base should only work with Dataclasses as they are much easier to handle.
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The code base should only work with Data Classes as they are much easier to handle.
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That means it is forbidden to import `Element[]` classes from `metadata.py`.
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The conversion from and to Dataclasses is only handled in this module.
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The conversion from and to Data Classes is only handled in this module.
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That results in this logic:
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A: Saving Metadata to file:
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@ -33,14 +33,14 @@ blender-kitsu is a Blender Add-on to interact with Kitsu from within Blender. It
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## Installation
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1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
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2. From the root of the repository navigate to `/scripts-blender/addons/`
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3. Find the the `blender_kitsu` folder. Place this folder in your Blender addons directory or create a sym link to it.
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3. Find the the `blender_kitsu` folder. Copy this folder into your Blender addons directory or create a sym link to it.
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## How to get started
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After installing you need to setup the addon preferences to fit your environment.
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In order to be able to log in to Kitsu you need a server that runs the Kitsu production management suite.
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Information on how to set up Kitsu can be found [here](https://zou.cg-wire.com/).
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If Kitsu is up and running and you can succesfully log in via the web interface you have to setup the `addon preferences`.
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If Kitsu is up and running and you can successfully log in via the web interface you have to setup the `addon preferences`.
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> **_NOTE:_** If you want to get started quickly you only need to setup login data and active project
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@ -48,17 +48,17 @@ If Kitsu is up and running and you can succesfully log in via the web interface
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![image info](/media/addons/blender_kitsu/prefs_login.jpg)
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>**Host**: The webadress of your kitsu server (e.G https://kitsu.mydomain.com)<br/>
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>**Host**: The web address of your kitsu server (e.G https://kitsu.mydomain.com)<br/>
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**Email**: The email you use to log in to kitsu<br/>
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**Password**: The password you use to log in to kitsu<br/>
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Press the login button. If the login was succesfull, the next step is..
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Press the login button. If the login was successful, the next step is..
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###### **Setup Project Settings**
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![image info](/media/addons/blender_kitsu/prefs_project.jpg)
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>**Project Root Directory**: Path to the root of your project. Will later be used to configurate the addon on a per project basis<br/>
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>**Project Root Directory**: Path to the root of your project. Will later be used to configure the addon on a per project basis<br/>
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###### **Setup Animation Tools**
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@ -68,7 +68,7 @@ Press the login button. If the login was succesfull, the next step is..
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>**Playblast Root Directory**: Path to a directory in which playblasts will be saved to<br/>
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**Open Webbrowser after Playblast**: Open default browser after playblast which points to shot on kitsu<br/>
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**Open Web browser after Playblast**: Open default browser after playblast which points to shot on kitsu<br/>
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**Open Video Sequence Editor after Playblast**: Open a new scene with Sequence Editor and playback playblast after playblast creation<br/>
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@ -82,7 +82,7 @@ Press the login button. If the login was succesfull, the next step is..
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![image info](/media/addons/blender_kitsu/prefs_outdated_media.jpg)
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>**Path List**: List of paths to top level directorys. Only media that is a child (recursive) of one of these directories will be scanned for outdated media.<br/>
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>**Path List**: List of paths to top level directory. Only media that is a child (recursive) of one of these directories will be scanned for outdated media.<br/>
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###### **Setup Miscellaneous**
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@ -103,7 +103,7 @@ blender-kitsu has many feature and in this documentation they are divided in dif
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blender-kitsu sequence editor tools were constructed with the idea in mind to have a relationship between sequence strips and shots on Kitsu. This connection enables the exchange of metadata between the edit and the shots on Kitsu. Some examples are frame ranges of shots can be directly updated from the edit or thumbnails can be rendered and uploaded to Kitsu with a click of a button and many more which you will find out in this section:
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##### Metastrips
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Metastrips are regular Movie Strips that can be linked to a shot in kitsu. It is a good idea to create a seperate meta strip in a seperate channel that represents the shot. That gives you the freedom to assemble a shot out of multiple elements, like multiple storyboard pictures, and still have one metastrip that contains the full shot range.
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Metastrips are regular Movie Strips that can be linked to a shot in kitsu. It is a good idea to create a separate meta strip in a separate channel that represents the shot. That gives you the freedom to assemble a shot out of multiple elements, like multiple storyboard pictures, and still have one metastrip that contains the full shot range.
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![image info](/media/addons/blender_kitsu/metastrip.001.jpg)
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@ -129,13 +129,13 @@ This will import a metastrip.mp4 (1000 frame black video) file which is saved in
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3.1 Execute the `Initialize Shot` Operator.
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3.2 Link this strip to a sequence with the `Link Sequence` operator or create a new seuence with the `Submit New Sequence` operator.
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3.2 Link this strip to a sequence with the `Link Sequence` operator or create a new sequence with the `Submit New Sequence` operator.
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3.3 Type in the name of the new shot in the `Shot` field
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3.4 Execute the `Submit New Shot` operator in the `Push` Panel (Will warn you if the shot already exists on Kitsu)
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>**Note**: Most of the operatos are selection sensitive. So you can do these operations for a batch of seqeuence strips. If you have nothing selected it will usually try to operate on all strips in the sequence editor. <br/>
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>**Note**: Most of the operator are selection sensitive. So you can do these operations for a batch of sequence strips. If you have nothing selected it will usually try to operate on all strips in the sequence editor. <br/>
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![image info](/media/addons/blender_kitsu/sqe_init_selection.jpg)
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##### Metadata
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@ -145,7 +145,7 @@ If you select a single linked strip you will see a `Metadata` panel that shows y
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The frame range will be updated by using the Blender editing tools on the strip. (trimming, sliding, etc.). <br/>
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If you execute the `Initialize Shot Start Frame` operator (refresh icon) the current in point of the strip will be remapped so the shot starts at 101 in the current editing state. <br/>
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You can reassign the shot to another seqeunce by exeucting the `Link Sequence` Operator, change the shot name or the seqeuence color. <br/>
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You can reassign the shot to another sequence by executing the `Link Sequence` Operator, change the shot name or the sequence color. <br/>
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If you linked in a sequence that has no `["data"]["color"]` attribute on Kitsu yet the gpu overlay line will be white. In order to add a new sequence color execute the `Add Sequence Color` operator. <br/>
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@ -160,7 +160,7 @@ In the `Push` panel you will find all the operators that push data to Kitsu. <br
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![image info](/media/addons/blender_kitsu/sqe_push.jpg)
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>**Metadata**: Pushes metadata of shot: sequence, shotname, frame range, sequence_color
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>**Metadata**: Pushes metadata of shot: sequence, shot name, frame range, sequence_color
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>>**Note**: Global edit frame range will be saved in `"frame_in"` `"frame_out"` kitsu shot attribute <br/>
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The actual shot frame range (starting at 101) will be saved in `["data"]["3d_in"] and `["data"]["3d_out"] kitsu shot attribute <br/>
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@ -173,7 +173,7 @@ In the `Pull` panel you will find all the operators that pull data from Kitsu to
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![image info](/media/addons/blender_kitsu/sqe_pull.jpg)
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>**Metadata**: Pulls metadata of shot: sequence, shotname, shot description and updates the strip name to match the shotname.
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>**Metadata**: Pulls metadata of shot: sequence, shot name, shot description and updates the strip name to match the shot name.
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>>**Note**: Frame ranges will **never** be updated when pulling data from Kitsu. They belong to the edit and will only be pushed to Kitsu.<br/>
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If you have not sequence selected the `Pull Entire Edit` Operator will appear in the `Pull` panel.<br/>
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@ -201,10 +201,10 @@ If you check the `Advanced` checkbox next to the counter value, you have access
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![image info](/media/addons/blender_kitsu/sqe_multi_edit_advanced.jpg)
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You can adjust the number of counter digits, the incrementation size and also the `Pattern` it will use to generate the shot name. <br/>
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You can adjust the number of counter digits, the increment size and also the `Pattern` it will use to generate the shot name. <br/>
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>**Pattern**: supports 3 wildcards. `<Sequence>`, `<Counter>`, `<Project>` that can be used multiple times in any order. <br/>
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**Custom Sequence Variable**: specify a custom string that should be used in the `<Sequence>` wildcard instaed of the sequence name. <br/>
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**Custom Project Variable**: specify a custom string that should be used in the `<Project>` wildcard instaed of the project name. <br/>
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**Custom Sequence Variable**: specify a custom string that should be used in the `<Sequence>` wildcard instead of the sequence name. <br/>
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**Custom Project Variable**: specify a custom string that should be used in the `<Project>` wildcard instead of the project name. <br/>
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##### General Sequence Editor Tools
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In the general tab you can find some tools that don't directly relate to Kitsu but are useful for editing.
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@ -243,7 +243,7 @@ The animation tools will show up when you selected a `Task Type` with the name `
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![image info](/media/addons/blender_kitsu/context_animation_tools.jpg)
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>**Create Playblast**: Will create a openGL viewport render of the viewport from which the operator was executed and uploads it to Kitsu. The `+` button increments the version of the playblast. If you would override an older version you will see a warning before the filepath. The `directory` button will open a file browser in the playblast directory. The playblast will be uploaded to the `Animation` Task Type of the active shot that was set in the `Context Browser`. The webbrowser will be opened after the playblast and should point to the respective shot on Kitsu. <br/>
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>**Create Playblast**: Will create a openGL viewport render of the viewport from which the operator was executed and uploads it to Kitsu. The `+` button increments the version of the playblast. If you would override an older version you will see a warning before the filepath. The `directory` button will open a file browser in the playblast directory. The playblast will be uploaded to the `Animation` Task Type of the active shot that was set in the `Context Browser`. The web browser will be opened after the playblast and should point to the respective shot on Kitsu. <br/>
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**Update Frame Range**: Will pull the frame range of the active shot from Kitsu and apply it to the scene. It will use the `['data']['3d_in']` and `['data']['3d_out']` attribute of the Kitsu shot. <br/>
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**Update Output Collection**: Blender Studio Pipeline specific operator. <br/>
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**Duplicate Collection**: Blender Studio Pipeline specific operator. <br/>
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@ -268,10 +268,10 @@ blender-kitsu makes good use of logging and status reports. Most of the operator
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## Credits
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This project uses gazu as a submodule to interact with the gazu data base. Gazu is written by CG Wire, a company based in France.
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- dazu repo: https://github.com/cgwire/gazu
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- gazu repo: https://github.com/cgwire/gazu
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- gazu doc : https://gazu.cg-wire.com/
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The file at ./blender_kitsu/sqe/draw.py is copied and modified from the blender-cloud-addon (https://developer.blender.org/diffusion/BCA/).
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The file at ./blender_kitsu/sqe/draw.py is copied and modified from the blender-cloud-addon (https://projects.blender.org/archive/blender-cloud-addon).
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Original author of this file is: Sybren A. Stuevel.
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@ -7,7 +7,7 @@ blender-svn is a Blender add-on to interact with the Subversion version control
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1. Make sure you have an SVN client installed, such that typing `svn` in the command line gives a result.
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2. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
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3. From the root of the repository navigate to `/scripts-blender/addons/`
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4. Find the the `blender_svn` folder. Place this folder in your Blender addons directory or create a sym link to it.
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4. Find the the `blender_svn` folder. Copy this folder into your Blender addons directory or create a sym link to it.
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## Features
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- Open a .blend file that is in an SVN repository, and enter credentials.
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@ -10,10 +10,10 @@
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## Installation
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1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
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2. From the root of the repository navigate to `/scripts-blender/addons/`
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3. Find the the `bone_gizmos` folder. Place this folder in your Blender addons directory or create a sym link to it.
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3. Find the the `bone_gizmos` folder. Copy this folder into your Blender addons directory or create a sym link to it.
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## What are Bone Gizmos?
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This add-on is a prototype for a potential future Mesh Gizmos feature in Blender. See [this](https://developer.blender.org/T92218) task for more details.
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This add-on is a prototype for a potential future Mesh Gizmos feature in Blender. See [this](https://projects.blender.org/blender/blender/issues/92218) task for more details.
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## Using Bone Gizmos
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The UI for Bone Gizmos can be found under Properties Editor->Bone->Viewport Display->Custom Gimzo. You need to be in pose mode and have an active bone. You just need to select a mesh and optionally, a vertex group or face map that the gizmo should be bound to.
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@ -21,14 +21,15 @@ The UI for Bone Gizmos can be found under Properties Editor->Bone->Viewport Disp
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### Rigger UX
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- Enable Custom Gizmo on the bone. Gizmos are not mutually exclusive with Custom Shapes. You should either assign an empty object as the Custom Shape, or simply disable the Bones overlay.
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- Select an object. Until a vertex group or face map is selected, the whole object will be used. In this case, the Custom Shape Offset values will affect the gizmo. If you do select a face map or vertex group, the offset will not be used.
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- Assign default interaction behaviour for when the animator click&drags the gizmo: None, Translate, Rotate, Scale.
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- Assign default interaction behavior for when the animator click&drags the gizmo: None, Translate, Rotate, Scale.
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The purpose of this setting is to make the most common way of interacting with an individual bone as fast as possible, but it is NOT to restrict the bone to only that method of interaction. This is different from bone transformation locks. This can actually be used **instead of** transformation locks, because they give the animator a **suggestion** without restricting them.
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- None: Just select the gizmo when clicked. Dragging will do nothing.
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- Translate & Scale: Optionally locked to one or two axes (Until you press G,R,S or X,Y,Z).
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- Rotate: Along View, Trackball, or along the bone's local X, Y, or Z
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- **Colors**: By default, the gizmo's color is determined by the bone group "normal/selected" colors. Although, mesh gizmos are invisible until hovered or selected, unless the default opacity is changed in the add-on preferences, since by default it is 0.
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- Custom operators can be hooked up to each gizmo: The provided operator will be executed when the gizmo is clicked. This allows automatic IK/FK switching and snapping to happen when certain gizmos are interacted with. There's no UI for providing the operator's name and arguments. Instead, you have to feed all that data into a custom property, stored on the rig data. See [this](https://developer.blender.org/F12799095) example file.
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- Custom operators can be hooked up to each gizmo: The provided operator will be executed when the gizmo is clicked. This allows automatic IK/FK switching and snapping to happen when certain gizmos are interacted with. There's no UI for providing the operator's name and arguments. Instead, you have to feed all that data into a custom property, stored on the rig data.
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<!-- TODO Restore removed line "See [this](https://developer.blender.org/F12799095) example file" -->
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### Animator UX
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||||
|
||||
|
@ -12,7 +12,7 @@ This addon is not used in the production of the Blender-Studio anymore and is no
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## Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `cache_manager` folder. Place this folder in your Blender addons directory or create a sym link to it.
|
||||
3. Find the the `cache_manager` folder. Copy this folder into your Blender addons directory or create a sym link to it.
|
||||
|
||||
## How to get started
|
||||
After installing the addon you need to setup the addon preferences.
|
||||
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@ -9,7 +9,7 @@ Blender Add-on to create a contactsheet from sequence editor strips.
|
||||
## Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `contactsheet` folder. Place this folder in your Blender addons directory or create a symlink to it.
|
||||
3. Find the the `contactsheet` folder. Copy this folder into your Blender addons directory or create a symlink to it.
|
||||
|
||||
## Features
|
||||
After the addon is enabled you will find a `Contactsheet` tab in the Sequence Editor Toolbar.
|
||||
|
@ -17,7 +17,7 @@ Easy Weight is an addon focused on quality of life improvements for weight paint
|
||||
## Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `easy_weights` Place this folder in your Blender addons directory or create a symlink to it.
|
||||
3. Find the the `easy_weights` folder. Copy this folder into your Blender addons directory or create a symlink to it.
|
||||
|
||||
## How to Use
|
||||
Easy Weight is an addon focused on quality of life improvements for weight painting in Blender.
|
||||
@ -27,7 +27,7 @@ The Toggle Weight Paint Mode operator lets you switch into weight paint mode eas
|
||||
Simply select your mesh object and run the operator. The armature will be un-hidden and put into pose mode if necessary.
|
||||
Run the operator again to reset the armature object's visibility states to what they were before you entered weight paint mode.
|
||||
|
||||
I recommend setting up a keybind for this, eg.:
|
||||
I recommend setting up a key bind for this, eg.:
|
||||
![toggle_wp_shortcut](/media/addons/easy_weights/toggle_wp_shortcut.png)
|
||||
If you don't want to use the hotkey editor, you can also just find the operator in the "Object" or "Weights" menus, and simply Right Click->Assign Shortcut.
|
||||
|
||||
@ -75,5 +75,5 @@ This operator tries to anyways, by duplicating your mesh, flipping it on the X a
|
||||
|
||||
## Previous Features
|
||||
Over time as more things have been fixed on Blender's side, some features have been removed. To avoid confusion, these are listed here:
|
||||
- As of [Blender 3.1](https://developer.blender.org/rBa215d7e230d3286abbed0108a46359ce57104bc1), holding the Ctrl and Shift buttons in weight painting will use the Subtract and Blur brushes respectively, removing the need for the shortcuts on the 1, 2, 3 keys this addon used to add to provide quick brush switching.
|
||||
- As of [Blender 3.0](https://developer.blender.org/rBSc0f600cad1d2d107d189b15b12e2fcc6bba0985c), the weight paint overlay is no longer multiplied on top of the underlying colors, removing the need for this addon to change shading or object display settings when using the Toggle Weight Paint mode operator.
|
||||
- As of [Blender 3.1](https://projects.blender.org/blender/blender/commit/a215d7e230d3286abbed0108a46359ce57104bc1), holding the Ctrl and Shift buttons in weight painting will use the Subtract and Blur brushes respectively, removing the need for the shortcuts on the 1, 2, 3 keys this addon used to add to provide quick brush switching.
|
||||
- As of [Blender 3.0](https://projects.blender.org/blender/blender/issues/61486), the weight paint overlay is no longer multiplied on top of the underlying colors, removing the need for this addon to change shading or object display settings when using the Toggle Weight Paint mode operator.
|
@ -8,7 +8,7 @@ GeoNode Shape Keys is a Blender Add-on that lets you deform linked and overridde
|
||||
## Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `geonode_shapekeys`a Place this folder in your Blender addons directory or create a symlink to it.
|
||||
3. Find the the `geonode_shapekeys` folder. Copy this folder into your Blender addons directory or create a symlink to it.
|
||||
|
||||
# How to use
|
||||
The add-on's UI is only visible on linked and overridden meshes.
|
||||
|
@ -10,7 +10,7 @@ grease-converter is a Blender Add-on that can convert annotations to grease penc
|
||||
## Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `grease_converter` folder. Place this folder in your Blender addons directory or create a symlink to it.
|
||||
3. Find the the `grease_converter` folder. Copy this folder into your Blender addons directory or create a symlink to it.
|
||||
|
||||
## How to get started
|
||||
After the add-on is installed you have 2 new operators available.
|
||||
|
@ -21,7 +21,7 @@ This addon adds some Lattice-based utilities to Blender.
|
||||
### Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `lattice_magic` folder. Place this folder in your Blender addons directory or create a symlink to it.
|
||||
3. Find the the `lattice_magic` folder. Copy this folder into your Blender addons directory or create a symlink to it.
|
||||
4. After that, you can find the Lattice Magic panel in the 3D Viewport's Sidebar, which you can bring up by pressing the N key.
|
||||
|
||||
|
||||
|
@ -10,7 +10,7 @@ System to create, manage and apply python overrides in a flexible and reliable w
|
||||
## Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `lighting_overrider` folder. Place this folder in your Blender addons directory or create a symlink to it.
|
||||
3. Find the the `lighting_overrider` folder. Copy this folder into your Blender addons directory or create a symlink to it.
|
||||
|
||||
|
||||
## Purpose
|
||||
|
@ -14,7 +14,7 @@ You can find a detailed video tutorial on how to download, install and use the a
|
||||
## Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `pose_shape_keys` folder. Place this folder in your Blender addons directory or create a sym link to it.
|
||||
3. Find the the `pose_shape_keys` folder. Copy this folder into your Blender addons directory or create a sym link to it.
|
||||
|
||||
|
||||
## Basic Workflow:
|
||||
|
@ -9,7 +9,7 @@ Blender Add-on to review renders from Flamenco with the Sequence Editor
|
||||
## Installation
|
||||
1. Clone repository `git clone https://projects.blender.org/studio/blender-studio-pipeline.git`
|
||||
2. From the root of the repository navigate to `/scripts-blender/addons/`
|
||||
3. Find the the `render_review` folder. Place this folder in your Blender addons directory or create a sym link to it.
|
||||
3. Find the the `render_review` folder. Copy this folder into your Blender addons directory or create a sym link to it.
|
||||
|
||||
After install you need to configure the addon in the addon preferences.
|
||||
|
||||
|
Loading…
Reference in New Issue
Block a user