The main use one can imagine for this is adding tweak controls to
parts of a model that are already deformed by multiple other major
bones. It is natural to expect such locations to deform as if the
tweaks aren't there by default; however currently there is no easy
way to make a bone follow multiple other bones.
This adds a new constraint that implements the math behind the Armature
modifier, with support for explicit weights, bone envelopes, and dual
quaternion blending. It can also access bones from multiple armatures
at the same time (mainly because it's easier to code it that way.)
This also fixes dquat_to_mat4, which wasn't used anywhere before.
Differential Revision: https://developer.blender.org/D3664
- Vertex & weight paint now use the 'blend' setting.
- Weight paint now has it's own tool setting,
since weight paint doesn't deal with color - we'll likely
support different tools eventually.
Previously the brush names were used which had the limit that:
- Brush names that were deleted wouldn't show up in the toolbar.
- Naming collisions between user defined brushes and existing tools
broke tool selection.
Now brushes are created as needed when tools are selected.
Note, vertex/weight paint combine tool and blend modes,
this should be split out into a separate enum.
Now the grid is always controlled by the topbar selector and not in the canvas panel. To have two places to define orientation was confuse.
The orientation by default (no lock) is always to view plane.
The grease pencil UI was showing twice in tool properties space.
Move to top-bar because this UI is meant as quick convenience access
which is expanded on in the tool properties editor.
Grease pencil tool now uses an icon for each tool,
previously it mapped icons to tool icons which is now not needed
because for each tool a different brush can be selected which has it's
own icon.
It mainly contains properties that affect the final render/viewport and it's handy
to see if it's enabled or not while going through the render settings.
* Viewport Display always last before Custom Properties.
* DoF panel second as it's changed more often than Camera sensor width.
* In scene, move Simplify higher up as it is changed more often than Gravity or Audio.
The toolbar now shows brush types, the brush selector now
only shows brushes matching the current tool type.
Details:
- Add's Paint.tool_slots (used by the toolbar).
- Removed custom grease pencil brush tool code.
- Bumped subversion.
See T57526 for details.
* Move Save User Preferences to the right (matches file browser and quit prompt).
* Icons for Import/Export keyconfig
* Match order of install/reset of Themes section
* Rename "Install MatCap/HDRI" to "Add MatCap/HDRI"
- Draw on back buttons moves near mode
- zDepth offset moved from View Panel to Popover
- Target for Stroke mode moved to popover
- New First point snap mode
Center is misleading since it could mean the center of the objects, selection, etc.
Python API is left as is to not break compatibility. Maybe it could be renamed as well?
This is the panels that you see when you invoke the painting tools from
the Image Editor.
If you do so from the viewport, the panels are different (and have it
properly swapped already, although the panels should be the same as
those ones I suppose - that said I like the one from the image editor
better, in regard to the overlay panel).
* Icons in specials menu (Copy and the new Duplicate icon)
* Remove redundant "Settings" label next to ID template widget.
* Remove "Type" label and expand dropdown, since it only has 2 options (emitter/hair), saves 1 click.
* Move "Seed" to and "Hair Segments" to Emission panel
* Rename "Duplicate Particle Systems" to "Duplicate Particle System", since it
only duplicates one (the active one) at a time.
This option make the internal render size larger than the output size in
order to minimize screenspace effects disapearing at the render edges.
The overscan size added around the render is the maximum dimension
multiplied by the overscan percentage.
@jpbouza was rather upset these were made read-only, and unlike
parents, it's not that hard to allow changing these Bone fields:
all is needed is to carefully refresh the matching fields in the
relevant bPoseChannel objects and properly tag update.
Reviewers: brecht
Differential Revision: https://developer.blender.org/D3870