If we parent with type `PAR_ARMATURE` (where vertexgroups are already
set up and named correctly according to the corresponding bones), we
still need an armature modifier. This just wasnt added.
In contrast to meshes [which add their armature modifier early in
`ED_object_parent_set`], grease pencil used to do this (adding the
armature modifier) in `ED_gpencil_add_armature_weights`.
Now split ED_gpencil_add_armature_weights in two:
- ED_gpencil_add_armature
- ED_gpencil_add_armature_weights (which calls ED_gpencil_add_armature)
- use ED_gpencil_add_armature for the PAR_ARMATURE case
Maniphest Tasks: T76416
Differential Revision: https://developer.blender.org/D7625
The fix was actually missing few bits:
- Firstly, the operator itself is not to do UNDO push
- Secondly, multires sculpt/top level are not pushed to the undo
node, so undo can not happen reliably.
It should be possible to incorporate some of the work from WIP patch
for propagation undo, but it needs more work.
Reverting code base to the previous state, since currently things
are actually a bit more confusing then they used to be.
This reverts commit 0c928087a3.
This introduces two alternative subdivision modes that generates
displacement on the grids that look as Simple subdivisions but while
using the Catmull-Clark subdivision type in the modifier. This way,
Simple and Catmull-Clark subdivision can be combined when creating new
levels if needed, for example, to sculpt hard surface objects.
Subdivide simple smooths the sculpted data when creating a new
subdivision level. Subdivide linear also preserves the sharpness
in the sculpted data.
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7415
This implements the main unsubdivide algorithm which rebuilds a base mesh and extracts the grid's data from a high resolution mesh.
It includes the Rebuild Subdivisions operator, which generates all subdivision levels down to the level 0 base mesh.
It supports:
- Rebuilding an arbitrary number of levels (Unsubdivide) or as many levels as possible down to level 0 in a single step (Rebuild Subdivisions).
- Rebuilding with already existing grids.
- Meshes with n-gons and triangles
- Meshes with more than 2 faces per edge
- Base mesh made completely out of triangles
- Meshes without poles
- Meshes with multiple disconnected elements at the same subdivision level
Reviewed By: sergey
Differential Revision: https://developer.blender.org/D7372
There was an assert here as well since using the original object to read
from was having an empty runtime curve cache.
Now use BKE_vfont_to_curve_ex instead of BKE_vfont_to_curve, so we can
read from the evaluated object and write to the original curves in order
to have the modified data taken into account on next object evaluation.
(BKE_vfont_to_curve would read and write to/from the same object)
Final solution provided by @sergey in that report, thx!
Removes statistics from footer and to an (optional) overlay in 3DView.
Differential Revision: https://developer.blender.org/D7410
Reviewed by Campbell Barton
before rB17bd5c9d4b1e it was "Remove selected objects from all groups"
- `BKE_object_groups_clear` is not checking if a collection is linked
to the current scene...
- rB713010bd7795 did not change that either
So this indeed removes selection from _all_ collections, so account for
that in the operator description/idname.
Reviewers: brecht
https://developer.blender.org/D7500
Holding Ctrl while dragging the light point gizmo would use
uninitialized stack memory if the normal had not been
initialized by a surface.
Now holding Ctrl can be used to drag,
even when there is no surface to orient to.
Also some minor improvements:
- Only run once per object data instance.
- Correction for mesh smooth flag being used on curves.
- Move curve operation into utility function.
The idea is to push both base mesh geometry and PBVH coordinates
so it is possible to undo everything without loosing data which was
not flushed from sculpt session to base mesh.
It is possible do memory optimization to avoid push custom data
layers which are not touched by operator, but before doing that
better to ensure this is a correct and working approach.
Differential Revision: https://developer.blender.org/D7381
Ensure we use the first frame as filepath so we can compute the number of
leading zeros. For file validation, always test the first frame rather than
the current scene frame.
Note this only changes cases where the variable was declared inside
the for loop. To handle it outside as well is a different challenge.
Differential Revision: https://developer.blender.org/D7320
The `BKE_animsys.h` and `anim_sys.c` files already had a an "AnimData
API" section. The code in that section has now been split off, and
placed into `BKE_anim_data.h` and `anim_data.c`.
All files that used to include `BKE_animsys.h` have been adjusted to
only include the animation headers they need (sometimes none).
No functional changes.
Follow up of b2ee1770d4 and 10c2254d41, part of T74432.
Now the area and region naming conventions should be less confusing.
Mostly a careful batch rename but had to do few smaller fixes.
Also ran clang-format on affected files.
The files are now split up into the following sections:
- `BKE_anim_path.h` and `anim_path.c` for path/curve functions.
- `BKE_anim_visualization.h` and `anim_visualizationanim_path.c` for
animation visualization (mostly motion paths).
- `BKE_duplilist.h` for DupliList function declarations. These were
already implemented in `object_dupli.c`, so they were rather out of
place being declared in `BKE_anim.h` in the first place.
No functional changes.