Add a new option that makes the Spline IK solver apply volume
preservation on top of the original scaling, considering the
pre-IK scale of the bone as the goal volume to be preserved.
This basically works similar to the Stretch To constraint, and
allows easily rigging a stretchy chain that uniformly follows
its parent's scaling.
Since the Stretch To behavior is more familiar, the new option
is on by default for newly created Spline IK constraints.
Perviously it was only possible to interpolate from the breakdown poses.
Now you can Push/Relax in regard to the rest pose as well.
For this only one keyframe is needed while the old modes needs two.
- This only applies to left click select. Right click select and the legacy keymap are unaffected
- You can still set the playhead from anywhere, using Shift-RMB, just like how you set the cursor in the 3D View
The main reason for this change is to allow setting the
active frame with the left mouse button, while still being
able to select e.g. keyframes with the same mouse button.
The solution is to introduce a new scrubbing region with
a specialized keymap. There are a couple of related todos,
that will be handled in separate commits.
Those are listed in D4654.
This solves T63193.
Differential Revision: https://developer.blender.org/D4654
Reviewers: brecht, billreynish
Previously you could only orbit.
Apparently the order of the keys in the modal keymap makes a big difference.
Thanks to users Znio.G and Oskar on Devtalk who provided this solution.
After a lot of thinking about this, I decided that all operation modes
that I've tried over the past couple of years, including the original
2.79 one, have their uses after all. Thus the only reasonable solution
is to add yet another option.
The modes are:
- Strict: The current 2.80 mode, which overrides the original scaling
of the non-free axes to strictly preserve the volume. This is the most
obvious way one would expect a 'Maintain Volume' constraint to work.
- Uniform: The original 2.79 mode, which assumes that all axes have been
scaled the same as the free one when computing the volume. This seems
strange, but the net effect is that when simply scaling the object
uniformly with S, the volume is preserved; however, scaling the non-
free axes individually allows deviating from the locked volume.
This was obviously intended as a more or less convenient UI tool.
- Single Axis: My own variant of the intent of the Uniform scale, which
does volume-preserving if the object is scaled just on the Free axis,
while passing the non-free axis scaling through. I.e. instead of
uniform S scaling, the user has to scale the object just on its
primary axis to achieve constant volume. This can allow reducing the
number of animation curves when only constant volume scaling is needed,
or be an easier to control tool inside a complex rig.
A template_curve_mapping with brush=True was always resetting the curve
to a positive slope (descending from left to right).
Behaviour is now changed so that specifying "use_negative_slope" is
taken into account as well.
Also use this for:
- paint "cavity_curve"
- gpencil "curve_sensitivity" / "curve_strength" / "curve_jitter" /
"interpolation_curve"
Reviewers: brecht
Maniphest Tasks: T64164
Differential Revision: https://developer.blender.org/D4809
New icons from Andrzej Ambroż / jendrzych:
- New icons for select tool modes
- Brought back screen icon for viewport visibility toggles
- Added new Instanced visibility toggle (unused currently - meant for forthcoming updates to the Outliner)
- New Gizmo icon for the header
- Many tweaks and alterations to existing icons. Full list on Devtalk
- Use correct icon when Proportional Editing is disabled
Added working X-mirroring in pose mode with an optional relative mirror
mode.
Reviewed By: Campbell Barton
Differential Revision: http://developer.blender.org/D4765
- Add missing tooltips to Quick Effects and Subdivide Edge Ring
- Add proper tooltip to the Bevel operator
- Clearer tooltips for the extrude operators
Plus a few other tweaks
Suggested by users on Devtalk.
Was too easy to do by mistake while attempting to zoom.
Unfortunately it seems like it's not currently possible to add zooming to the Knife modal keymap, so this is still missing here.
Note: Some adjustments were made compared to the diff mainly for code
readability and made the default ball size 150px.
Reviewed By: fclem
Differential Revision: http://developer.blender.org/D4793
- Use Display As rather than Draw Type, following naming conventions
- Rename Advanced subpanel to Stretching, since that more accurately describes what it's for
Users have requested to have the Annotate tool added to Sculpt Mode. It can be useful for annotating while sculpting.
- Remove Measure tool from the tools_annotate group
- Add Measure tool to object and edit mode toolbar
- Add Annotate tools to Sculpt and Paint modes
Differential Revision: https://developer.blender.org/D4785
- Add `render_aa` and `viewport_aa` sampling setting for workbench. 0
samples means no AA, 1 sample uses FXAA and more samples will use
TAA.
The viewport `gpu_viewport_quality` can still limit viewport anti-aliasing
method.
- Use TAA when rendering images. (this used to be CPU based FSAA)
- Removed `R_OSA` related settings.
Reviewers: fclem, brecht
Maniphest Tasks: T60847
Differential Revision: https://developer.blender.org/D4773
Same changes as for Dopesheet and Graph editor:
- Dragging in empty area starts a box selection
- Hold Shift to expand or Ctrl to remove
- LMB Dragging on keyframe moves key
- MMB Dragging anywhere moves selection
- Dragging in empty area starts a box selection
- Hold Shift to expand or Ctrl to remove
- LMB Dragging on keyframe moves key
- MMB Dragging anywhere moves selection
This panel is arguably the most important in the ViewLayer properties, so
the concept of "1 panel open per context" doesn't work. Especially since
the first panel (View Layer) contains only two settings.
In 2.7x UV sculpt was a kind of sub-mode
(a toggle with it's own key-map & drawing code).
Move this to an operator that uses the tool-system,
this simplifies internal logic, especially brush selection
which now matches sculpt and other paint modes.
- Remove toggle used to enable uv sculpt.
- Expose the brush, which was already used but there was no way to
select different brushes.
- Make UV sculpt use paint paint tool slots
(using brushes how all other paint mode currently do).
- Move UV Sculpt keymap to the tools keymap.
- Remove Q to toggle UV sculpt mode,
S/P/G keys to switch tools.