Add an Action Slot selector to the Action editor's header, next to the
Action selector. The selector shows all slots in the action that are
suitable for animating objects (as the Action editor itself is limited
to showing the Action of the active object).
This also considerably simplifies the 'Animation Debug' panel, as some
debugging code has been removed, as well as the display of any animation
layers. The latter can be reintroduced (if necessary) when multi-layer
animation support is added. Most importantly, it removes the
WindowManager property that was used as a hack to assign layered Actions
to objects.
API change: the RNA property `AnimData.slot` is now a pointer property
that reflects the actual slot (it used to be an enum property).
Some small changes to the UI code were necessary to make the selector
show the slot's display name (and not their internal name).
Pull Request: https://projects.blender.org/blender/blender/pulls/125416
Replace the "play" emoji ▶ with a hyphen as separator in attribute
lists (Attributes and Color Attributes panel).
The hyphen uses less space while at the same time adding negative
space around domain/datatype making it easier to scan through the list.
See pull request for images.
Pull Request: https://projects.blender.org/blender/blender/pulls/125436
Core extensions should have their bugs reported as any other issue in
Blender.
This PR removes their "Rrport a Bug" link.
I left the link only for glTF since it has its own tracker. But I
wouldn't mind removing it as well.
Ref: !125218
This adds two new nodes:
* `Grease Pencil to Curves`: Converts each grease pencil layer into an instance
that contains curves.
* `Curves to Grease Pencil`: Converts top-level curve instances into grease
pencil layers.
This opens up many new opportunities:
* Use grease pencil as input to other procedural systems that don't necessarily
output grease pencil.
* Generate grease pencil from scratch using geometry nodes.
* Temporarily convert grease pencil data to curves to use more powerful features
for curves processing.
Some data on layers are not attributes yet unfortunately, so there is some
special case handling for the `opacity` attribute. This was previously discussed
at the geometry nodes workshop:
https://devtalk.blender.org/t/2024-05-13-geometry-nodes-workshop-notes/34760#grease-pencil-14
Pull Request: https://projects.blender.org/blender/blender/pulls/124279
This PR removes the "Widget Label" text style, found in Preferences /
Themes / Text Style. This results in both labels and the text found in
input boxes sharing settings. This results in a slight loss of
customization but it isn't that useful to have these things separate
and results in code complication and errors.
Pull Request: https://projects.blender.org/blender/blender/pulls/122898
The filter for grease pencil objects wasn't showing up.
The code was still checking for the legacy type.
Now, we're checking for the right object type and
are also looking at the `bpy.data.grease_pencils_v3`
list to make the checkbox show up in the UI.
Follow up to !123570
With !122709, many Sculpt tools were changed to remove the visual brush
radius displayed by the brush cursor to avoid confusing users. This had
the unintended side effect of forcing these tools to use the default
arrow cursor.
This commit adds the PAINT_CROSS cursor back to various Sculpt Mode
tools to remain consistent within the overall mode.
Pull Request: https://projects.blender.org/blender/blender/pulls/124946
Improvements to Area maintenance, adding the ability to move and dock
areas to any location, including between multiple windows. Allows
transitioning between splitting, joining, moving, and docking without
early commit. Improved visual feedback. Design Doc #124915. Added
as experiment feature.
Pull Request: https://projects.blender.org/blender/blender/pulls/123414
Interpolation tool for strokes ported from GPv2.
Adds a new operator that inserts a new frame with interpolated curves.
The source curves are taken from the previous/next keyframe.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/122155
Add the concept of 'active slot' within an Action. This allows
clicking on a slot in the Action editor, to select it and mark it as
'active'.
Note that this does _not_ add support for action slots in
`ANIM_set_active_channel()`, as that function doesn't get enough info
to do that, and refactoring it is not on my wishlist.
RNA property `action.slots.active` can be used to access and set the
active slot in Python. `slot.active` can be used to query the slot's
active state, and is read-only (so that there is one way to set the
active slot).
A panel in the Action editor shows info about the active slot. This
panel is just a minimal UI that shows the name and an icon
representing the idtype of the active slot.
Pull Request: https://projects.blender.org/blender/blender/pulls/124422
The (GPv2) fill tool has an "extension" mode to assist with filling
small gaps where strokes don't fully meet.
- Overlay: Draws various helpers during modal fill tool operation, using
the same functions as the render-to-image used for applying the fill
tool.
- Extension lines: Scrolling or page up/down extends the tips of strokes
and draws extra boundary lines to limit filling.
- Extension circles: Press S to toggle the mode. This draws circles
around stroke tips.
- Stroke overlay: This can be enabled in the brush settings
(_Advanced > Visual Aids_) to draw strokes in a simple color on top of
the viewport.
- Extension line collision: Tests for intersections of extension lines
with other lines and with strokes, and cuts them short. Enable in
brush settings (_Advanced > Strokes Collision_).
- Better defaults for extension increments: The values are in Blender
units, and quite arbitrary. Using lower values makes it feel more like
GPv2 in the 2D animation template.
- Draw functions in the `ed::greasepencil::image_render` namespace now
consistently expect coordinates in view space (avoids confusion and
works better for 2D elements).
- Some internal renaming and cleanup (many variable names come from GPv2
and were not very clear).
Pull Request: https://projects.blender.org/blender/blender/pulls/122771
`UnifiedPaintPanel.get_brush_mode()` may return `None` when the current
tool doesn't use brushes. In the specific case of primitive tools
("Line", "Polyline", "Arc", etc) in grease pencil draw mode, the tools
actually should use brushes, but this isn't implemented properly yet
with brush assets. Still handle this case cleanly.
Tools for grease pencil v3 weight paint mode weren't updated in
7b0ea0f1b4. Possibly because there was some back and forth in grease
pencil modes while this was being worked on.
This adds support for attaching gizmos for input values. The goal is to make it
easier for users to set input values intuitively in the 3D viewport.
We went through multiple different possible designs until we settled on the one
implemented here. We picked it for it's flexibility and ease of use when using
geometry node assets. The core principle in the design is that **gizmos are
attached to existing input values instead of being the input value themselves**.
This actually fits the existing concept of gizmos in Blender well, but may be a
bit unintutitive in a node setup at first. The attachment is done using links in
the node editor.
The most basic usage of the node is to link a Value node to the new Linear Gizmo
node. This attaches the gizmo to the input value and allows you to change it
from the 3D view. The attachment is indicated by the gizmo icon in the sockets
which are controlled by a gizmo as well as the back-link (notice the double
link) when the gizmo is active.
The core principle makes it straight forward to control the same node setup from
the 3D view with gizmos, or by manually changing input values, or by driving the
input values procedurally.
If the input value is controlled indirectly by other inputs, it's often possible
to **automatically propagate** the gizmo to the actual input.
Backpropagation does not work for all nodes, although more nodes can be
supported over time.
This patch adds the first three gizmo nodes which cover common use cases:
* **Linear Gizmo**: Creates a gizmo that controls a float or integer value using
a linear movement of e.g. an arrow in the 3D viewport.
* **Dial Gizmo**: Creates a circular gizmo in the 3D viewport that can be
rotated to change the attached angle input.
* **Transform Gizmo**: Creates a simple gizmo for location, rotation and scale.
In the future, more built-in gizmos and potentially the ability for custom
gizmos could be added.
All gizmo nodes have a **Transform** geometry output. Using it is optional but
it is recommended when the gizmo is used to control inputs that affect a
geometry. When it is used, Blender will automatically transform the gizmos
together with the geometry that they control. To achieve this, the output should
be merged with the generated geometry using the *Join Geometry* node. The data
contained in *Transform* output is not visible geometry, but just internal
information that helps Blender to give a better user experience when using
gizmos.
The gizmo nodes have a multi-input socket. This allows **controlling multiple
values** with the same gizmo.
Only a small set of **gizmo shapes** is supported initially. It might be
extended in the future but one goal is to give the gizmos used by different node
group assets a familiar look and feel. A similar constraint exists for
**colors**. Currently, one can choose from a fixed set of colors which can be
modified in the theme settings.
The set of **visible gizmos** is determined by a multiple factors because it's
not really feasible to show all possible gizmos at all times. To see any of the
geometry nodes gizmos, the "Active Modifier" option has to be enabled in the
"Viewport Gizmos" popover. Then all gizmos are drawn for which at least one of
the following is true:
* The gizmo controls an input of the active modifier of the active object.
* The gizmo controls a value in a selected node in an open node editor.
* The gizmo controls a pinned value in an open node editor. Pinning works by
clicking the gizmo icon next to the value.
Pull Request: https://projects.blender.org/blender/blender/pulls/112677
This adds a new `name` member to the `GeometrySet` class. This name can be set
with the new `Set Geometry Name` node. Currently, the name is only used in the
spreadsheet when displaying instances.
The main purpose of this name is to help debugging in instance trees. However, in the
future it may also be used when exporting instance trees or when creating separate
objects from them.
Note, the name is not expected to be unique, it is fully in user control.
Naming geometries is necessary to make the spreadsheet more useful for instances,
because currently the user has no information for which geometry is used by each instance.
We also want to use this name to improve the integration with grease pencil where
sometimes layers become instances with the same name.
Pull Request: https://projects.blender.org/blender/blender/pulls/114910
- Sort add menu alphabetically
- Use forward declaration for GeometrySet again
- Use `this->` to access class methods
- Use `MEM_cnew`
- Fix typo
- Pass Span by value
- Pass MutableSpan instead of Vector &
- Remove unnecessary whitespace
- Use `BLI_SCOPED_DEFER` for freeing non-RAII objects
- Use `is_empty()` instead of `size() == 0`
- Use `GeometrySet::from_mesh` ability to handle null argument
Add a node similar to the STL import node (d1455c4138) that
imports OBJ files, including both meshes and curves. The output consists
of a geometry instance for each mesh/curve in the file.
There are a few improvements to address in the future: Currently the node
has no inputs besides the file path. Options may be exposed in the future.
Materials are also not imported yet, because creating material data-blocks
during evaluation may not be trivial.
This is part of a GSoC project:
https://devtalk.blender.org/t/gsoc-2024-geometry-nodes-file-import-nodes/34482
Pull Request: https://projects.blender.org/blender/blender/pulls/123967
This is the main merge commit of the brush assets project. The previous
commits did some preparing changes, more tweaks are in the following commits.
Also, a lot of the more general work was already merged into the main branch
over the last two years.
With the new design, quite some things can be removed/replaced:
- There's a unified "Brush" tool now, brush based tools and all special
handling is removed.
- Old tool and brush icons are unsed now, and their initialization code
removed here. That means they draw as blank now, and the icon files can be
removed in a follow up.
- Creation of default brushes is unnecessary since brushes are now bundled in
the Essentials asset library. Icons/previews are handled as standard asset
previews.
- Grease pencil eraser options are replaced by a general default eraser brush
that can be set by the user.
More changes are planned still, see task list issue below.
Main Authors: Bastien Montagne, Brecht Van Lommel, Hans Goudey, Julian Eisel
Additionally involved on the design: Dalai Felinto, Julien Kaspar
Blog Post: https://code.blender.org/2024/07/brush-assets-is-out/
Tasks:
https://projects.blender.org/blender/blender/issues/116337
Reviewed incrementally as part of the brush assets project, see:
https://projects.blender.org/blender/blender/pulls/106303
The functionality of the Bone Selection Sets add-on is now integrated
into Blender itself. Rigify has been updated to no longer check for the
add-on, but just assume that the functionality is available.
The keymap is still the same, and so are all the class names. This
ensures that there are no conflicts when people still have the old
add-on enabled somehow. And there is versioning code to remove the
'add-on enabled' state so that Blender won't complain it cannot find it
any more.
Compared to the add-on, the following changes are made:
- The 'bone' icon has been removed from the list of available selection
sets. It was the same for each entry anyway, and thus didn't provide
any information.
- The code has been split up into multiple files, with the UI elements
in `scripts/startup/bl_ui/properties_data_armature.py` and the
operators in `scripts/startup/bl_operators/bone_selection_sets.py`.
- Helper functions and classes are prefixed with `_` to indicate that
they are not part of any public API.
- The `Operator` helper subclasses have been transformed to mix-in
classes. This way the only subclasses of `Operator` are the actual
operators.
- Comments & descriptions have been updated for clarity & consistency.
This commit contains code by the following authors, ordered by number of
commits in the original add-on repository, highest first:
Co-Authored By: Ines Almeida <britalmeida@gmail.com>
Co-Authored By: Sybren A. Stüvel <sybren@stuvel.eu>
Co-Authored By: Campbell Barton <ideasman42@gmail.com>
Co-Authored By: meta-androcto <meta.androcto1@gmail.com>
Co-Authored By: Demeter Dzadik <Mets>
Co-Authored By: lijenstina <lijenstina@gmail.com>
Co-Authored By: Brecht Van Lommel <brechtvanlommel@gmail.com>
Co-Authored By: Aaron Carlisle <carlisle.b3d@gmail.com>
For the full history see the original add-on at:
https://projects.blender.org/blender/blender-addons/commits/branch/main/bone_selection_sets.py
Reviewed On: https://projects.blender.org/blender/blender/pulls/124343
Adds snapping in the VSE preview area.
Source points are the four corners and origins of all selected, visible
image quads. Targets can be preview borders, preview center, or
corners/origins of other strips.
Pull Request: https://projects.blender.org/blender/blender/pulls/122759
Rename "Animation data-block" to "Action" or "Layered Action", where
appropriate. Some uses of the term actually refer to the `AnimData`
struct, in which case they were left as-is.
No real functional changes, just changing some messages & descriptions.
Pull Request: https://projects.blender.org/blender/blender/pulls/124170
Rename 'Binding' to 'Slot'. The old term was causing all kind of
confusion, and 'slot' was considered to be a better term for the
intended functionality.
This commit breaks existing blend files that were using the new layered
Action for their animation. The animation data will be lost due to the
rename, as there is no versioning code or DNA renaming logic. At this
time the new system is still marked as experimental, so shouldn't be
used for anything serious anyway.
Pull Request: https://projects.blender.org/blender/blender/pulls/124170
In the Action mode of the Dope Sheet, show the Bindings, optionally
showing all Bindings in that Action. This also works when different
data-block types are animated from the same Action.
Bindings are selectable in the Action editor with box/range select.
Since there is no use for an 'active Binding' yet, this has not been
implemented, and as a result, clicking on a Binding does nothing.
Note on 'Binding' vs 'Slot': this code change was created before the
decision to change the name from 'Bindings' to 'Slots'. To avoid
confusion, and to keep this PR in sync with the code changes, it still
uses the term 'binding'. Renames of 'Binding' to 'Slot' in the code will
happen after this PR lands.
Pull Request: https://projects.blender.org/blender/blender/pulls/122672
- Do not translate a label containing the name of the active NLA
action.
- Translate default action name when created by inserting a keyframe.
- Translate "<NoAction>" and other default NLA strip names.
- Translate "<NoAction>" displayed in the UI when no action exists in
the NLA.
- Translate the temporary meta-strip created when moving an NLA strip
around. This uses DATA_() for consistency, even though it is not
really user data.
Issues reported by Gabriel Gazzán.
Pull Request: https://projects.blender.org/blender/blender/pulls/124113