This commit tries to make the bare minimum changes to add a meaningful
level of support for Action Slots in Rigify:
- You can now select an Action Slot in each Action Set-up, and that
will be assigned to the generated Action Constraints.
- For this to be meaningful, we have to support selecting the same
Action in multiple Action Set-ups, which would previously throw an
error.
- For that to be possible however, it was necessary to make the
trigger selectors of Corrective Action Set-ups select one of the
other set-ups directly, rather than selecting an Action (datablock),
and then making an association to one of the action set-ups based on
that action pointer. (The necessity to allow users to point at
another action set-up was the reason behind not allowing user to use
the same action datablock multiple times.)
Pull Request: https://projects.blender.org/blender/blender/pulls/146182
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
This adds an overlay to the animation editors to visualize the current scene strip
in and out points in the scene timeline when the `Sync Scene Time` option in
the sequencer is used.
* Adds an overlay toggle + panel to the dopesheet.
* Adds a new theme setting (for the overlay) under
`Common` > `Animation` > `Scene Strip Range`.
* Adds the overlay drawing to the dopesheet.
Pull Request: https://projects.blender.org/blender/blender/pulls/146165
Given a grid of velocities, this node advects the values of the input
grid. Different options for integration scheme and clamping are
exposed. Currently their names are just as defined in OpenVDB.
Pull Request: https://projects.blender.org/blender/blender/pulls/147273
Add a new constraint called "Geometry Attribute", which directly
samples vector, quaternion, or 4x4 matrix attributes from geometry and
applies these to an object's or bone's transform.
This can be used to transfer data generated by geometry nodes to the
object or bone level. By default the constraint will sample a vector
on the vertex domain. The default attribute is `position` for
simplicity, but the attribute value does not have to have anything to
do with neither the transform of the geometry object nor the geometry
itself.
Pull Request: https://projects.blender.org/blender/blender/pulls/136477
Adds a new operator that jumps time by a given number of frames or seconds, forward or backward.
Surprisingly, it was lacking in Blender, and prompted many users (including me) to create extensions.
This PR adds two properties: `time_jump_unit` for choosing whether to jump by frames or seconds
and `time_jump_delta` property that defines by how many frames or seconds the operator should jump,
as well as an actual operator that changes the current frame (`screen.time_jump`).
`time_jump_delta` is a float that gives users the ability to jump by half a second, for example, or by subframes.
Default is set to 1 second, which translates to as many frames jump as frame rate / frame base.
The operator is intentionally not bound by frame range, and can go in negative frames as well.
This is very important because it's extremely common to set frame range to the current workload,
but wish to see animation beyond that.
Operators are added in the new footer for animation editors alongside with pop-up menu where
properties can be changed.
Shortcuts are also added: Ctrl+Left/Right Arrow, which was surprisingly free in Blender.
Now timeline controls are:
- **Right Arrow**: Next Frame
- **Ctrl + Right Arrow**: Jump Forward (by default also Next Second)
- **Shift + Right Arrow**: Jump to End
Pull Request: https://projects.blender.org/blender/blender/pulls/140677
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
The swap operators use `Node.location` for location calculations. This expresses
a node's location relative to their parent frames.
This can lead to inaccurate location calculations if nodes have different parent
frames. This was partly addressed by using the custom `temporary_unframe`
context manager. However, that method is sensitive to the order of steps
executed by the operator, making it easy to accidentally let a few location bugs
go through.
This patch fixes the issue by using `Node.location_absolute` which gives the
node's absolute location. This also gets rid of the need for
`temporary_unframe`, and makes the location calculations more straightforward.
Pull Request: https://projects.blender.org/blender/blender/pulls/147424
Calling node menus in the context of a different editor can lead to
errors in many places (e.g. checking on space_data tree_type/
node_tree_sub_type), so to resolve, add a very general poll function to
the NodeMenu class.
Pull Request: https://projects.blender.org/blender/blender/pulls/147512
Ensure that Rigify correctly handles RNA properties as RNA properties.
Before, it mixed dictionary-style and attribute-style access, but
since 7276b2009a that is no longer
possible.
This means that the (un)registration of the RNA properties needs to
happen in two places: the add-on itself, and the code it generates in
the rig. To be able to inject the code into a blend file, Rigify needs
to access it as string. This commit introduces a new way of dealing
with this: it just has normal code, and uses Python's
[`inspect.getsource()`][getsource] to get that code as string for
injection into the rig file.
[getsource]: https://docs.python.org/3/library/inspect.html#inspect.getsource
The biggest chunk of code in this commit deals with the 'Copy
Parameters', 'Copy Type & Parameters', and 'Mirror Type & Parameters'
operators. Since it's no longer possible to access RNA properties as
dict-like custom properties, new code was written to recursively copy
`bpy.types.PropertyGroup` instances. Eventually this may end up in
Blender itself, but that would mean writing more thorough checks and
making sure it works in many cases. And it might be easier to
implement this on the C++ side, where it should just be a matter of
exposing one `IDP_CopyPropertyContent()` call to the Python API.
That's all for another Blender release, though -- for now this'll have
to do to fix up Rigify for 5.0.
Fixes: #146675
Pull Request: https://projects.blender.org/blender/blender/pulls/147199
Support sync selection in the UV editor, with face-corner selection,
so it's possible to select individual UV vertices/edges in the UV editor
without UV's attached to the same underlying edge also becoming selected.
There is limited support for maintaining the UV selection when selecting
from the 3D viewport, common operations such as picking &
box/circle/lasso select support this, however other selection operations
such as "Select Random" or "Select Similar" will clear this data,
causing all UV's connected to selected mesh elements to become selected.
We may add support for additional operators as needed.
Details:
- UV Sync Selection is now enabled by default.
- In edit-mode the UV selection is stored in BMLoop/BMFace which are
written to custom-data layers when converted to a Mesh.
- To avoid unnecessary overhead - this data is created on demand.
Operators may clear this data - selecting all or none do so,
as there is no reason to store this data for a uniform selection.
- The Python API includes functions to synchronize the selection to/from
UV's as well as flushing based on the mode.
- Python scripts that manipulate the selection will either need to clear
this synchronized state or maintain it.
See:
- Design task: #78393.
- Implementation task: #131642.
Ref !138197
Adds a new `prop_custom_pressure` helper method to `UnifiedPaintPanel`
specifically for drawing brush properties that have custom,
collapsible paint curves and migrates existing usages.
Pull Request: https://projects.blender.org/blender/blender/pulls/147161
This PR changes the current behavior that closes menus that are open
when your mouse is moved out of its "safe" area (a bit wider than its
visible bounds). With this PR applied menus stay open unless you click
elsewhere, hover a neighboring menu, press escape, or select an item.
Although this PR turns off menu mouse leave, it also adds a preference
that can be used to turn it back on.
Pull Request: https://projects.blender.org/blender/blender/pulls/145523
- Add the missing `Vector Math` node to the Compositor add menu.
- Adjust the position of the `Separate XYZ` node in Geometry Nodes.
- Adjust the position of the `Vector Math` node in Shader Nodes.
Pull Request: https://projects.blender.org/blender/blender/pulls/147435
This PR gives access to OpenVDB's level set filtering operations
through individual **SDF Grid** nodes.
- **Mean Curvature**: Smoothens high curvature areas more than flatter
ones.
- **Laplacian**: Approximates mean curvature flow for true SDFs at lower
computational cost.
- **Median**: Reduces noise while preserving sharp features.
- **Mean**: Fast separable averaging filter for general-purpose
smoothing with linear computational complexity.
- **Offset**: Uniform dilation/erosion operation that shifts the SDF
surface by a world-space distance.
- **Fillet**: Rounds off concave internal corners by operating only on
regions with negative principal curvature.
Pull Request: https://projects.blender.org/blender/blender/pulls/147224
Cosmetic changes to "Global Transform" panel in 3D Viewport sidebar, to make it
more aligned with rest of the Blender UI.
Note that this isn't a comprehensive update, there are still many things to change
according to our discussions in #137280. This PR only includes small,
non-controversial changes so that we can land improvements in 5.0.
Bigger changes will follow in the next version(s).
List of changes:
- Close all subpanels by default.
- Move "Fix to Camera" subpanel to the bottom, so that it's not between related
"Mirror" and "Relative" subpanels.
- Follow Blender's GUI guidelines:
- Use `property_split`.
- Align related properties.
- Remove redundant label from "Relative" subpanel. The title of the subpanel
already communicates the purpose.
- Rename "Mirror Options" subpanel title to just "Mirror". It's obvious that the
panel will contain options.
Pull Request: https://projects.blender.org/blender/blender/pulls/147436
This PR Updates the default colors of the Curve Handle types,
to increase readability and contrast.
Each color more different from each other to not be confusing.
Logic for the new colors:
* Purple/Dark blue is used for the `Vector` type to match the header
and sockets of Vector nodes.
* Red is used for `Auto` to show that they're locked and can't be
changed without converting the type.
* Pink/Salmon color is used for `Auto-Clamped` to be similar to `Auto`
while still being distinct.
* The remaining colors are chosen to be visually distinct from the
other colors.
This also fixes a problem caused by 1067112c11 (#145360) where
Free handle were left fully black. These black handles are extremely
hard to use with Grease Pencil objects, because Grease Pencil strokes
often are black. Because the `Free` handle selected color is also black,
handles do not show if they are selected.
Co-authored-by: Nika Kutsniashvili <nickberckley@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/147335
Increase width in some popovers where labels would get trimmed.
This was even worst for other languages, but at least now labels don't
get ellipsis by default (English at 1.0 UI scale).
The current placement of the operators make it easy for them to blend in with
other group nodes in that menu.
This patch adds an icon to better indicate the nature of these operators, and
have separators between it and other entries of the menu.
Pull Request: https://projects.blender.org/blender/blender/pulls/147330
The "Add Reroutes" operator does not ignore virtual sockets when creating reroutes.
This has the unintended side effect of creating new sockets when attempting to link with said sockets.
This patch adds a check that explicitly skips over them.
Pull Request: https://projects.blender.org/blender/blender/pulls/147306
Move the Copy Global Transform core add-on into Blender's code.
- The entire extension was one Python file. This PR basically splits
it into two, one for operators (in `bl_operators`) and the other for
UI panels. Those panels are registered in the 3D viewport's sidebar,
which were registered in `space_view3d`, but I made the decision
here to create a new file `space_view3d_sidebar`, because the main
file is getting too large and difficult to navigate. This PR puts
the global transform panel in this file. After this is merged, I
will do refactors to move the rest of the sidebar panels here as
well.
- `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that
it's reusable and also accessible from API, since it's generally
very useful. There were discussions about putting this somewhere,
but for now, I chose against it because creating a new file would
also mean PR would have to affect documentation generation, and
would complicate things. If we want to, we can probably create a new
module in the future.
- Little tweaks to labels and descriptions. Now that they exist
outside of the add-on context, and exist without the user explicitly
enabling them, they need to be more descriptive and tell users what
they actually do. They also need to conform to Blender's GUI
guidelines. Also tried organizing files a little by grouping
objects.
- Add-on properties (which included word `addon` in the name) have
been registered in C++, on `scene.tool_settings` with `anim_`
prefix.
Pull Request: https://projects.blender.org/blender/blender/pulls/145414
Goal of this PR is mainly to improve flexibility and of VSE layout and
screen space efficiency.
Previously, strip properties were displayed in timeline sidebar. This
was limiting, because if you want to display as much properties as
possible, the timeline area had to be taller, but this was at the
expense of space available for preview. However there is plenty of
space in properties editor, which is mostly unused in VSE. Therefore
strip properties were moved to the properties editor.
ID pinning and path displayed in top section aren't drawn, since strip
is not an ID and can not be pinned. Since there is more space for
properties, various panels are changed to be open by default.
Mainly transform and time panels, since they are used often.
There is one minor change: The waveform display property
of sound strip was previously hidden, if timeline area had per strip
waveform display overlay set. This is no longer possible to do and the
property is always visible.
Pull Request: https://projects.blender.org/blender/blender/pulls/140395
This node gives access to the integer coordinates of the the voxel that is
currently being evaluated by a field. It can be used together with e.g. the
Integer Math and Sample Grid Index node to sample neighboring voxel values.
Previously, one could only get the position of the voxel in object space.
Since sometimes field are evaluated on tiles of many voxels, just having the
voxel coordinates can be misleading. Therefore, this same node also outputs
whether it is a tile and the extent of the tile (which is 1 for normal voxels).
Pull Request: https://projects.blender.org/blender/blender/pulls/147268
Add sound pitch correction functionality, so that retimed sound strips
can preserve their original pitch.
This has been implemented as a GSoC 2025 project. Actual pitch
correction is done with Rubberband library, which has been already
included into Blender 5.0 library builds; and then most of the other
code has been in Audaspace, which was already updated within Blender
tree earlier.
So this PR just flips on Rubberband build option, and adds the
checkbox to VSE sound strips for pitch correction (on by default for
newly created sound strips). Pitch correction works with both
simple whole-strip retiming, as well as more complex retiming setups
where different parts of the strip use different speeds.
Co-authored-by: Aras Pranckevicius <aras@nesnausk.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/143347
The operator moves selected UVs, using the num-pad for directional keys:
Modifiers control the units:
- UDIM / UV unit (NUMPAD KEY)
- Dynamic grid unit (CTRL + NUMPAD KEY)
- Pixel unit (SHIFT + NUMPAD KEY)
Implements design task #78405.
Ref !139608
The main goal is to simplify reusing this drawing code when drawing properties
for group input/output nodes. This is not implemented as part of this patch
though. The UI shouldn't change, except that the old code had an incomplete
`field_socket_types` list.
Pull Request: https://projects.blender.org/blender/blender/pulls/147231
Add two common building blocks for volume-grid workflows.
- **Voxelize** turns all active tiles into fully dense voxels. For fog
volumes, this will mean the "inside" sparse tiles will become
individually adjustable voxel values.
- **Prune** is the opposite action as voxelize. It can be important for
certain workflows when large regions of constant values are created.
The node can collapsed those regions into more efficient tiles or
inner nodes. There are a few modes which are each useful for
different use cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/147148
Explicitly set the transform of a grid.
The new transform can fail to be applied if the input transform isn't
invertible or for some extremes of scaling (0 or combinations of
negative and positive) and numerical errors with `openvdb`. If a
transform is not applied an error is raised and the `Is Valid`
returns false.
Pull Request: https://projects.blender.org/blender/blender/pulls/146824
* Move Shader before Displacement
* Organize Shader submenu by mix/add, surface and volume
* Alphabetically order Color submenu
* Move Script into utilities
Pull Request: https://projects.blender.org/blender/blender/pulls/147212
Adds four new grid operator nodes that wrap OpenVDB's differential
operators. All nodes take a grid input and output a grid, potentially
with a different data type.
New nodes:
- Grid Curl: Calculate curl of vector field (Vec3 → Vec3)
- Grid Divergence: Calculate divergence of vector field (Vec3 → Float)
- Grid Gradient: Calculate gradient of scalar field (Float → Vec3)
- Grid Laplacian: Calculate Laplacian of scalar field (Float → Float)
These operators enable vector calculus operations on volume grids for
effects like flow analysis, vortex detection, etc.
Co-authored-by: Hans Goudey <hans@blender.org>
Pull Request: https://projects.blender.org/blender/blender/pulls/146845
## Fix: Error in Node Wrangler UI when in Sequencer mode
Node Wrangler tried to find the current scene compositing node tree,
even when there was none. This could happen if working on a sequencer
compositing modifier.
This commit hides the Save This Image button when not in Scene
compositing mode.
## Fix: Error in Node Wrangler's Save Image op when file path is empty
If the file path is empty in Save Image operator, it returns `None`
and errors out.
This commit makes it return `{'CANCELLED'}` early in that case.
## Add webp to list of file formats for Save Viewer
## Fix: Error when Viewer Node image renamed and saved
The "Viewer Node" image that contains the current compositing node
tree's viewer data has a hardcoded name by default. However it can be
renamed by the user, which will make the Save Viewer operator fail.
This commit extracts a utility function to get the current viewer
image based on its properties, and simply saves that.
In addition, this avoids having to change the area type to an image
editor to get the current viewer node, and restoring the node editor
afterwards. This action did not restore the current node tree if the
editor was inside a node group.
## Rename "Save This Image" to "Save Viewer Image"
When calling the operator through Menu Search, it is not clear what
"Save This Image" refers to. This commit renames the operator to "Save
Viewer Image", but keeps the old name for the button label.
Pull Request: https://projects.blender.org/blender/blender/pulls/147085
Minimal changes to make Rigify use the current Action API (introduced in
Blender 4.4) instead of the legacy API (removed in 5.0).
Most of the refactoring consists of:
- Find the right `Channelbag`
- Replace operations on `Action` with operations on that `Channelbag`.
I didn't manage to test all code, because some code paths are very hard
to follow, and others seem to only be available for legacy rigs.
This is part of #146586
Pull Request: https://projects.blender.org/blender/blender/pulls/147060
Convert the code in `scripts/modules/animsys_refactor.py` from the
legacy Actions API to the current API.
The code was made for very old rigs (2.70 and older, last updated for
Caminandes in 2014). The updated code seems to work on a Caminandes test
file, and produces the same logging on the terminal as in Blender 4.3
(before slotted Actions).
No functional changes.
This is part of #146586
Pull Request: https://projects.blender.org/blender/blender/pulls/147060