Rename modules in `./scripts/modules/` to use an underscore prefix to
make it clear they aren't intended to be part of public API's. This
also means there is no implication that these modules should be stable,
allowing us to change them based on Blender's internal usage.
The following modules have been marked as private:
- `animsys_refactor`
- `bl_console_utils`
- `bl_i18n_utils`
- `bl_previews_utils`
- `bl_rna_utils`
- `bl_text_utils`
- `bl_ui_utils`
- `bpy_restrict_state`
- `console_python`
- `console_shell`
- `graphviz_export`
- `keyingsets_utils`
- `rna_info`
- `rna_manual_reference`
- `rna_xml`
Note that we could further re-arrange these modules
(under `_bpy_internal` in some cases), this change is mainly to mark
them as private, further changes can be handed on a case-by-case basis.
Ref !147773
Addresses #146305.
Ever since moving to the "sequencer scene" paradigm, attempting to
render an image or animation when a sequencer with strips is present
often seems to outright ignore the sequencer in most cases. This is
because the sequencer scene usually differs from the active scene (which
is the true render target), so one must first switch their active scene
to the sequencer scene before rendering. This is confusing and
seems like a regression in behavior. To improve clarity, this patch does
the following:
When a sequencer scene with at least one strip (and the sequencer step
enabled in the pipeline) exists in the current workspace, new options
"Render Sequencer Image" and "Render Sequencer Animation" appear. These
options may be invoked by alt-F12 and ctrl-alt-F12, respectively.
Additionally, if such a valid sequencer scene is the same as the active
scene, then only the regular render options are listed, since in this
case they are identical to the sequencer render operators, meaning F12
still works predictably.
To switch back and forth between sequencer and main scene render
outputs, a new toggle has been added to the image editor to "Show
Sequencer Scene" output. This button only appears for the render result
if there is a valid sequencer scene that differs from the active scene.
Pull Request: https://projects.blender.org/blender/blender/pulls/146934
As mentioned in !146730, blender.org does not provide a list of
tutorials anymore, instead, the "Support" section has links to user
communities, enterprise support, and mentions tutorials as part of
a community activity.
Also add "Get Involved", which is a hub for inviting contributors in
all areas.
Pull Request: https://projects.blender.org/blender/blender/pulls/147414
Small layout and links adjustments to the splash screen.
- Extend list of templates to fit the new Storyboarding template.
- Extend the list of recent files by one row, so it matches templates.
- Add icons to templates.
- Rename `Donate` to `Donate to Blender`.
- Move donate link down so it's more prominent.
- Make separator visible.
- Add "Get Involved" link.
- Remove "Tutorials" link. The Support link already provides help, and
it's been a while since we no longer promote tutorials on blender.org.
See PR for details and screenshots.
Pull Request: https://projects.blender.org/blender/blender/pulls/146730
Other code that needs to operate on "the Action that's shown in the
Dope Sheet" now accesses the newly-added
`bAnimContext::active_action`, which is now also used by
`context.active_action`. I've also added
`bAnimContext::active_action_user` in case the ID that is animated by
this Action is needed. That's either the active `Object` or the active
`Key`, again depending on the mode of the Dope Sheet editor.
The active Action can also be obtained via
`ANIM_active_action_from_area(scene, view_layer, area)`. This is a
faster method than the usual `ANIM_animdata_get_context(C, &ac)` and
it doesn't need the entire `bContext`.
The "Stash Action" and "Push Down Action" to the NLA were also
implemented by writing to `SpaceAction::action` via RNA. They now use
`ANIM_animdata_get_context()` to get the active action owner ID, and a
direct call to `blender::animrig::assign_action()` instead.
The remaining use of `SpaceAction::action` was for display &
manipulation of Scene/Action markers. This required some work to get
addressed, as there was quite a bit of spaghetti and duplicate logic
to churn through. More can be improved there, but I had to limit the
time I spent on this.
Python code that was still using `context.space_data.action` to find
the currently-showing Action has been migrated to
`context.active_action`.
Related: #119626
Pull Request: https://projects.blender.org/blender/blender/pulls/145672
- Remove "experimental" label from C++ based FBX importer,
- Make drag-n-drop use the C++ FBX importer,
- Add "Legacy" label to the previous Python FBX importer
Pull Request: https://projects.blender.org/blender/blender/pulls/140703
Show Top Bar Workspace items as pills (rounded on all sides) rather
than tabs (connected to region edge). This change also raises them
slightly to vertically align with other content, and adds a vertical
bar to separate the sections.
Pull Request: https://projects.blender.org/blender/blender/pulls/137070
Adds a C++ based FBX importer, using 3rd party ufbx library (design task:
#131304). The old Python based importer is still there; the new one is marked
as "(experimental)" in the menu item. Drag-and-drop uses the old Python
importer; the new one is only in the menu item.
The new importer is generally 2x-5x faster than the old one, and often uses
less memory too. There's potential to make it several times faster still.
- ASCII FBX files are supported now
- Binary FBX files older than 7.1 (SDK 2012) version are supported now
- Better handling of "geometric transform" (common in 3dsmax), manifesting
as wrong rotation for some objects when in a hierarchy (e.g. #131172)
- Some FBX files that the old importer was failing to read are supported now
(e.g. cases 47344, 134983)
- Materials import more shader parameters (IOR, diffuse roughness,
anisotropy, subsurface, transmission, coat, sheen, thin film) and shader
models (e.g. OpenPBR or glTF2 materials from 3dsmax imports much better)
- Importer now creates layered/slotted animation actions. Each "take" inside
FBX file creates one action, and animated object within it gets a slot.
- Materials that use the same texture several times no longer create
duplicate images; the same image is used
- Material diffuse color animations were imported, but they only animated
the viewport color. Now they also animate the nodetree base color too.
- "Ignore Leaf Bones" option no longer ignores leaf bones that are actually
skinned to some parts of the mesh.
- Previous importer was creating orphan invisible Camera data objects for
some files (mostly from MotionBuilder?), new one properly creates these
cameras.
Import settings that existed in Python importer, but are NOT DONE in the new
one (mostly because not sure if they are useful, and no one asked for them
from feedback yet):
- Manual Orientation & Forward/Up Axis: not sure if actually useful. FBX
file itself specifies the axes fairly clearly. USD/glTF/Alembic also do
not have settings to override them.
- Use Pre/Post Rotation (defaults on): feels like it should just always be
on. ufbx handles that internally.
- Apply Transform (defaults off, warning icon): not sure if needed at all.
- Decal Offset: Cycles specific. None of other importers have it.
- Automatic Bone Orientation (defaults off): feels like current behavior
(either on or off) often produces "nonsensical bones" where bone direction
does not go towards the children with either setting. There are discussions
within I/O and Animation modules about different ways of bone
visualizations and/or different bone length axes, that would solve this
in general.
- Force Connect Children (defaults off): not sure when that would be useful.
On several animated armatures I tried, it turns armature animation
into garbage.
- Primary/Secondary Bone Axis: again not sure when would be useful.
Importer UI screenshots, performance benchmark details and TODOs for later
work are in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/132406
This PR adds new RNA properties that deprecate and replace any `sequence` property.
The old prooperties are still there and fully functional, but the description is changed
to indicate that these will be removed in the future and that the new properties should
be used instead.
| Deprecated property | Replacement property |
| --------------------------------- | ----------------------------------- |
| `context.active_sequence_strip` | `context.active_strip` |
| `context.selected_editable_sequences` | `context.selected_editable_strips` |
| `context.selected_sequences` | `context.selected_strips` |
| `context.sequences` | `context.strips` |
| `SequenceEditor.sequences` | `SequenceEditor.strips` |
| `SequenceEditor.sequences_all` | `SequenceEditor.strips_all` |
| `MetaStrip.sequences` | `MetaStrip.strips` |
Previously, rna paths for animation data on strips started with `sequence_editor.sequences`.
This PRadds versioning for the rna paths to make sure to use
the new naming scheme. This does mean that in previous versions of blender,
the animations don't show but the data is not lost (even if the file is saved in the older version).
Also do some cleanup of existing python scripts inside the source to use the
new properties.
Part of #132963.
Pull Request: https://projects.blender.org/blender/blender/pulls/133156
- Wrap the closing parenthesis onto it's own line
which makes assignments to the return value
read better.
- Reduce right-shift with multi-line function calls.
Removes many of the operators, panels, and menus used exclusively by Grease Pencil v2 that are no longer needed in v3.
No functional changes are expected.
Some operators are still used by the annotations system and have to be kept around. These may be renamed in future.
Pull Request: https://projects.blender.org/blender/blender/pulls/128521
As per the human interface guidelines, do not use the same icon in
consecutive items within a group in a menu.
* Operator Search in Top Bar's Edit menu
* Viewport Render Keyframes in Viewport's View menu
When passing strings to str.format(..) use `{:s}` format specifier
which only takes strings and wont run `.__str__()` on non-strings.
While `{!s}` is an equivalent to `%s`, for the most part `%s` was
used for strings, so using `{:s}` is clearer and more specific.
Part of modernizing scripts in Blender, where the previous convention
was to use percentage formatting which has become the "old" way to
format strings in Python.
See proposal for details #120453.
Ref !120552
This implements the ability to have file exporters added and configured on Collections.
Exporting is reachable from several locations:
- Individually on each exporter configuration: The `Export` button in each panel header
- For all exporters on the collection: The `Export All` button in the main panel interface
- For all exporters on all collections in the scene: The `File`->`Export All Collections` button
Visibility of which collections currently have exporters configured is done by ways of an icon added to the Collection row in the Outliner.
Adding multiple exporters for the same file type is permitted. The user is free to setup several exports of the same format but with different file locations or settings etc.
Notes:
Only USD and Wavefront OBJ are enabled for the initial commit. Additional formats, including those implemented in Python will be added as separate commits after this.
Ref #115690
Pull Request: https://projects.blender.org/blender/blender/pulls/116646
Make the 'purge' operation show an interactive popup by default, with
a preview of the type and amount of data-blocks to be deleted.
Idea and initial UI/UX design are from @Harley (see PR !117242).
Pull Request: https://projects.blender.org/blender/blender/pulls/117304
Currently, internal I/O operators can be invoked with drag-n-drop path
data, and when this happens a quick popup menu is shown to customize
import settings.
If these operators support operator presets, using a preset can
override path data given by drag-n-drop, and that can be unwanted
behavior.
While this can be fixed by setting path properties to SKIP_SAVE, doing
this would make these properties also to stop using ghost values. These
ghost values are used by the file select window to open operator last
import directory, and using this flag makes the file select windows
always open the home directory.
To fix that, add an explicit flag PROP_SKIP_PRESET that skips properties
writing to presets. Also clarify that PROP_HIDDEN and PROP_SKIP_SAVE
also avoid writing to presets.
Added a operator that can clean operator's specific property presets.
Importing presets from previous versions runs an automatic cleanup.
Co-authored-by: Brecht Van Lommel <brecht@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/117673
Based on the design of #102585, This PR replaces the MOD_MASK icon with
the CLIP_UVDEHLT icon to better communicate the intent of masking across
many areas of Blender. It also changes the Grease Pencil `invert` icons
to avoid conflicts with the CLIPUV_DEHLT & CLIPUV_HLT.
Pull Request: https://projects.blender.org/blender/blender/pulls/117467
Exceptions:
* Links to personal wiki pages
* Pages that are not in the new developer docs yet (like Human Interface Guidelines)
* tools\check_wiki\check_wiki_file_structure.py needs a refactor
There was a C++ STL importer since Blender 3.3, but no corresponding C++ STL exporter. This PR is adding said exporter: taking https://projects.blender.org/blender/blender/pulls/105598 and finishing it (agreed with original author).
Exporting Suzanne with 6 level subdivision (4 million triangles), on Apple M1 Max:
- Binary: python exporter 7.8 sec -> C++ exporter 0.9 sec.
- Ascii: python exporter 13.1 sec -> C++ exporter 4.5 sec.
Co-authored-by: Iyad Ahmed <iyadahmed430@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/114862
Listing the "Blender Foundation" as copyright holder implied the Blender
Foundation holds copyright to files which may include work from many
developers.
While keeping copyright on headers makes sense for isolated libraries,
Blender's own code may be refactored or moved between files in a way
that makes the per file copyright holders less meaningful.
Copyright references to the "Blender Foundation" have been replaced with
"Blender Authors", with the exception of `./extern/` since these this
contains libraries which are more isolated, any changed to license
headers there can be handled on a case-by-case basis.
Some directories in `./intern/` have also been excluded:
- `./intern/cycles/` it's own `AUTHORS` file is planned.
- `./intern/opensubdiv/`.
An "AUTHORS" file has been added, using the chromium projects authors
file as a template.
Design task: #110784
Ref !110783.