Add the Discontinuity (Euler) Filter operator to the Dope Sheet->Key
menu, so it's not only available from the Graph Editor->Key menu. On
request of @pablico, see T95386.
This required changing a poll function which is used by a bunch of other
operators, which seemed scary at first, but my thinking is that if an
operator can execute in the Graph Editor, then it should also be able to
execute in the Dope Sheet. I think the only reason this wouldn't be true
is if we were storing animation data in the UI itself, which of course
we don't. So I hope this is okay.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14015
This patch modifies tooltips of attributes and UV maps to resolve
inconsistencies. It also restores the vertex color icon that went
missing from the UI lists when color attributes replaced vertex colors.
Fixes T97614
Differential Revision: https://developer.blender.org/D14768
When height is limited, it is defined by space occupied by strips,
but at least channels 1 to 7 will be always visible. This allows it to
easily overview timeline content by zooming out to maximum extent in Y
axis and panning in X axis.
More channels can be "created" on demand by moving strip to higher
channel. When strip is removed and highest channel becomes empty, view
will stay as is until it is moved down. Then new highest point is
remembered and it is not possible to pan upwards until strip is moved to
higher channel.
Limiting takes into account height of scrubbing and markers area as
well as scrollers. This means that when zoomed out to maximum extent,
no strips are obstructed by fixed UI element.
Fixes T57976
Reviewed By: Severin
Differential Revision: https://developer.blender.org/D14263
Geometry node group inputs and outputs get a new property that controls
the attribute name used for that field input/output when assigning the
node group to a modifier for the first time. If the default name is assigned
to an input, the default "Use attribute name" is true .
In order to properly detect when a node group is first assigned,
the modifier now clears its properties when clearing the node group.
Ref T96707
Differential Revision: https://developer.blender.org/D14761
Motion paths can now be initialised to more sensible frame ranges,
rather than simply 1-250:
- Scene Frame Range
- Selected Keyframes
- All Keyframes
Reviewed By: sybren, looch, dfelinto, pablico
Maniphest Tasks: T93047
Differential Revision: https://developer.blender.org/D13687
auto-iteration property in mask filter
Note: Auto-iteration is still set manually
for increase/decrease contrast. These should
probably become their own operators.
by showing redo panel.
The A hotkey has "auto iteration" enabled by default,
which calculates the number of times to run the filter
using a heuristic based on vertex count.
To make clear to the user what is going on the redo
panel is now shown for the mask filter operator.
NOTE: I discovered the source of the bug where sculpt
operators' redo panels were greyed out. The name
fed to SCULPT_undo_push_begin must match the operator
name. I've added a comment in sculpt_intern explaining
this.
Add Bake Action to the NLA edit menu to aid discoverablity and allow
people to understand that Bake Action is part of working with the NLA.
Part of the NLA road map improvement project for the Animation Module.
This was a community request to add access to the Bake without needing
to turn on developer tools in the preferences and then use search in the
NLA for bake.
It seems this was always intended, as the operator is called `nla.bake`.
Reviewed By: sybren
Differential Revision: https://developer.blender.org/D14575
Added some regex magic in i18n py module to also extract UI names from
all of our units definitions.
Those enum values are fully dynamically generated, so they cannot be
extracted from RNA introspection.
- Verrtex paint mode has been refactored into C++ templates.
It now works with both byte and float colors and point
& corner attribute domains.
- There is a new API for mixing colors (also based
on C++ templates). Unlike the existing APIs byte
and float colors are interpolated identically.
Interpolation does happen in a squared rgb space,
this may be changed in the future.
- Vertex paint now uses the sculpt undo system.
Reviewed By: Brecht Van Lommel.
Differential Revision: https://developer.blender.org/D14179
Ref D14179
Currently the "exclude" option for autopep8 isn't as reliable as it
should be since passing in absolute paths to autopep8 causes
the paths not to match. See: D14686 for details.
So explicitly disable autopep8 in this generated file (the generator
has already been updated).
Also use spaces for indentation otherwise autopep8 re-indents them.
This seems like a bug in autopep8 since it's changing lines with
autopep8 disabled. Use a workaround instead of looking into a fix since
it's simpler for all our Python files to use spaces instead of tabs and
there isn't much benefit mixing indentation for scripts.
This adds support for rendering motion blur for volumes, using their
velocity field. This works for fluid simulations and imported VDB
volumes. For the latter, the name of the velocity field can be set per
volume object, with automatic detection of velocity fields that are
split into 3 scalar grids.
A new parameter is also added to scale velocity for more artistic control.
Like for Alembic and USD caches, a parameter to set the unit of time in
which the velocity vectors are expressed is also added. For Blender gas
simulations, the velocity unit should always be in seconds, so this is
only exposed for volume objects which may come from external OpenVDB
files.
These parameters are available under the `Render` panels for the fluid
domain and the volume object data properties respectively.
Credits: kernel advection code from Tangent Animation's Blackbird based
on earlier work by Geraldine Chua
Differential Revision: https://developer.blender.org/D14629
The following methods weren't included in API docs.
- BlendDataLibraries.load
- BlendDataLibraries.write
- Text.region_as_string
- Text.region_from_string
This doesn't cause any functional change as the RNA property
of Bone wasn't overridden by the _GenericBone's property,
however the `children` property was documented twice, causing a warning.
Reimplement copy geometry node groups in C. The version implemented in
Python could also manually copy the animation data, but it's more
standard to do this with `BKE_id_copy_ex` and `LIB_ID_COPY_ACTIONS`.
Differential Revision: https://developer.blender.org/D14615
* Curves objects now support the geometry nodes modifier.
* It's possible to use the curves object with the Object Info node.
* The spreadsheet shows the curve data.
The main thing holding this back currently is that the drawing code
for the curves object is very incomplete. E.g. it resamples the curves
always in the end, which is not expected for curves in general.
Differential Revision: https://developer.blender.org/D14277
**Relevant to Artists:** This patch adds an option to the Parenting
menu, `Object (Keep Transform Without Inverse)`, and Apply menu, `Parent
Inverse`. The operators preserve the child's world transform without
using the parent inverse matrix. Effectively, we set the child's origin
to the parent. When the child has an identity local transform, then the
child is world-space aligned with its parent (scale excluded).
**Technical:** In both cases, the hidden parent inverse matrix is
generally set to identity (cleared or "not used") as long as the parent
has no shear. If the parent has shear, then this matrix will not be
entirely cleared. It will contain shear to counter the parent's shear.
This is required, otherwise the object's local matrix cannot be properly
decomposed into location, rotation and scale, and thus cannot preserve
the world transform.
If the child's world transform has shear, then its world transform is
not preserved. This is currently not supported for consistency in the
handling of shear during the other parenting ops: Parent (Keep
Transform), Clear [Parent] and Keep Transform. If it should work, then
another patch should add the support for all of them.
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D14581
This adds a new node editor overlay that helps users to see where
named attributes are used. This is important, because named
attributes can have name collisions between independent node
groups which can lead to hard to find issues.
Differential Revision: https://developer.blender.org/D14618
Add a new operator, "Start Tweaking Strip Actions (Full Stack)", which
allows you to insert keyframes and preserve the pose that you visually
keyed while upper strips are evaluating,
The old operator has been renamed from "Start Tweaking Strip Actions" to
"Start Tweaking Strip Actions (Lower Stack)" and remains the default for
the hotkey {key TAB}.
**Limitations, Keyframe Remapping Failure Cases**:
1. For *transitions* above the tweaked strip, keyframe remapping will
fail for channel values that are affected by the transition. A work
around is to tweak the active strip without evaluating the upper NLA
stack.
It's not supported because it's non-trivial and I couldn't figure it
out for all transition combinations of blend modes. In the future, it
would be nice if transitions (and metas) supported nested tracks
instead of using the left/right strips for the transitions. That
would allow the transitioned strips to overlap in time. It would also
allow N strips to be part of the (previously) left and right strips,
or perhaps even N strips being transitioned in sequence (similar to a
blend tree). Proper keyframe remapping through all that is currently
beyond my mathematical ability. And even if I could figure it out,
would it make sense to keyframe remap through a transition?
//This case is reported to the user for failed keyframe insertions.//
2. Full replace upper strip that contains the keyed channels.
//This case is reported to the user for failed keyframe insertions.//
3. When the same action clip occurs multiple times (colored Red to
denote it's a linked strip) and vertically overlaps the tweaked
strip, then the remapping will generally fail and is expected to
fail.
I don't plan on adding support for this case as it's also non-trivial
and (hopefully) not a common or expected use case so it shouldn't be
much of an issue to lack support here.
For anyone curious on the cases that would work, it works when the
linked strips aren't time-aligned and when we can insert a keyframe
into the tweaked strip without modifying the current frame output of
the other linked strips. Having all frames sampled and the strip
non-time aligned leads to a working case. But if all key handles are
AUTO, then it's likely to fail.
//This case is not reported to the user for failed keyframe
insertions.//
4. When using Quaternions and a small strip influence on the tweaked
Combine strip. This was an existing failure case before this patch
too but worth a mention in case it causes confusion. D10504 has an
example file with instructions.
//This case is not reported to the user for failed keyframe insertions. //
5. When an upper Replace strip with high influence and animator keys to
Quaternion Combine (Replace is fine). This case is similar to (4)
where Quaternion 180 degree rotation limitations prevent a solution.
//This case is not reported to the user for failed keyframe insertions.//
Reviewed By: sybren, RiggingDojo
Differential Revision: https://developer.blender.org/D10504
Add operator to select markers left/right of the current frame
(including the current frame).
`bpy.ops.marker.select_leftright(mode='LEFT', extend=False)`
`mode` can be either 'LEFT' or 'RIGHT'.
The naming and defaults of the above variables match similar operators
(e.g., `bpy.ops.nla.select_leftright`)
This also adds a new sub-menu to the Marker menu found in animation
editors, exposing both the new `bpy.ops.marker.select_leftright`
operator as well as the `bpy.ops.marker.select_all` operator.
Despite the name "Before Current Frame" and "After Current Frame", it
also selects a marker that falls on the current from for both of the
modes. This is to match the behavior found in the `nla.select_leftright`
operator.
RCS: https://blender.community/c/rightclickselect/OgmG/
Reviewed by: sybren, looch
Differential Revision: https://developer.blender.org/D14176
F2 allows renaming lots of different types of active items, and now it
also works for markers.
Before, Ctrl+M was used, and it's context-sensitive: you often get
"Mirror Keys" instead, when your cursor isn't on the markers region, and
that operator has nothing to do with either renaming or markers.
**What this commit does:**
- Replace Ctrl+M shortcut with F2.
- Adds the `TOPBAR_PT_name_marker` panel which is implemented similar
to the global rename panel. This having to press enter twice to
confirm or escape twice to cancel, which would happen if the
`marker.rename` operator was called directly.
- Replace usages of `marker.rename` in the UI with `wm.call_panel`.
- To make the Industry Compatible keymap consistent with Blender
Default, the rename shortcut only works when hovering the markers
area.
Reviewed By: ChrisLend, sybren
Differential Revision: https://developer.blender.org/D12298
Unlike regular selection cycling that is activated when clicking again
in the same location, object mode would cycle to another object
if the object that was selected happened to already be active.
This made it impossible to click-drag to tweak the active object
if there were other objects behind it as those would be activated first.
Resolves T96752.
Use Alt-Slash to remove objects from local-view (was M prior to [0]),
following the convention of using Alt to perform the reverse of an
action. Also remove the confirmation menu as this key as it can be
undone and it's not likely to be pressed by accident.
This can be useful to quickly subtract items from a complex selection
with items that only become visible when entering local-view.
The M key was originally used in 2.4x since moving between layers wasn't
possible. Now moving between collections is possible in local-view
the keys collided.
[0]: cf5d582b77
This behaviour was introduced in a687d98e67 to bring the old obscure
"M" operator to remove objects from the local view. In order to avoid
the keymap clash with the Move to Collection operator, the Move to
Collection was artificially restricted to work in local view.
In retrospect, the "Remove from Local View" operator is in the menu anyways,
so it didn't even need to have a shortcut (back in 2.79 the operator was
not in a menu).
The changes introduced here are:
* No shortcut for "Remove from Local View"
* No more restrictions to "Move/Link to Collection" from local view.
Thanks for Philipp Oeser for digging the old commit that introduced this
and for the rationale on the changes.
The new tab in the properties panel for "Color Attributes" shows the
data type and domain, just like the Attributes tab.
The issue is that the UI does not scale well and can only display the
full names when dragged to an extreme width.
This is due to the inclusion of the render icon in between the
attribute name and attribute type description.
This patch changes the order that items are displayed in the Color
Attributes Panel. Moving the render icon to the very right.
The result is consistent with other parts of the Blender UI and does
not take as much space to display the full text.
Reviewed By: @jbakker
Differential Revision: https://developer.blender.org/D14567
Ref D14567
When using proportional editing, the 'project onto self' snap setting
is ignored since proportional editing does not allow snapping to
self. The UI should reflect this fact. This patch makes 'project onto
self' active only when proportional editing is off.
Reviewed By: mano-wii
Differential Revision: https://developer.blender.org/D14496
Adding nodes via `NodeAddOperator` could fail if the node's poll fails
in `rna_NodeTree_node_new`. Examples are trying to add a RenderLayers
node or a Cryptomatte node to a nodegroup.
Now except the python error and use blender error reporting only instead
of throwing full python stacktraces at the user.
Differential Revision: https://developer.blender.org/D14584