* Driver F-Curves were not getting fixed by the "FCurve/Driver Version
Fix" tool. This was causing problems such as shapekey drivers from
older (2.56 compatible rigs) failing to run. As well as renaming the
paths for these Driver F-Curves, the "disabled" flags also get cleared
from these drivers so that they can be run again
* "Revive Disabled F-Curves" operator in Animation Editors can now be
used to revive disabled drivers too.
Ported joeedh's Euler Filter code from Python to C so that this is
more in line with the other Graph Editor tools - i.e. joeedh's version
only worked on the active bone's curves, while standard tools could
work with multiple bones/objects at the same time.
To use this new version of this operator:
1) Select all the F-Curves for all 3 of the components (XYZ) for the
euler rotations you wish to clean up. In the Graph Editor, they must
be one after the other (i.e. you can't have "RotX, RotY, something
else, RotZ")
2) Activate the operator from the Key menu in the Graph Editor
In an old test file I have floating around, this method did not appear
to be good enough to fix a very clear discontinuity in the middle of
the action, so I'll test some additional methods too
Coded a new modifier, "Precision UV Interpolation",
that triangulates, subdivides, then uses brecht's mean
value interpolation to interpolate face data.
Textures on ngon faces get interpolated a bit nicer, in
other words (though concave cases, e.g. 'N', don't work very well).
tried doing this smarter by validating the property exists in UI code before access but this ended up making it too complicated and also hard to account for possible access without checking every time.
for now just redraw all areas when a user property is changed.
This tool automates the process of copying a pose to successive
keyframes, making it easier for animators to go back and change the
pose for some controls which remain "static" for periods of time.
Previously, animators would need to do a "{Ctrl-Pageup Ctrl-V} *
number_of_static_keyframes" dance for each set of controls that this
happened on, which is not too good ergonomically speaking.
There are two modes exposed via the menu (Pose->Propagate):
- "Pose Propagate" - also known as the 'WHILE_HELD' mode, which
propagates to all keyframes that are holding the same value
- "To Next Keyframe" - which only propagates the pose to the closest
keyframe in the occurring after (but not including) the current frame
Additionally, there are a few other modes that can be used, though
they are less useful for direct use from the UI, though they can be
used via the PyAPI as need be.
---
Also, I did some cleanups in the "Pose" menu to bring it more into
line with the Object mode one. There are some more tweaks that could
still be done here, such as bringing the keyframing operator entries
under a submenu too (as in the Object mode version) to get the length
of this under control.
move calls to the classes register/unregister function into register_class() / unregister_class() and add docs.
also other minor changes:
- remove face sorting keybinding, was Ctrl+Alt+F, this is quite and obscure feature and face order normally doesn't matter, so access from Face menu is enough.
- add commented out call to mesh.validate() in addon template since its useful to correct incomplete meshes during development.
ui/ --> startup/bl_ui
op/ --> startup/bl_operators
scripts/startup/ is now the only auto-loading script dir which gives some speedup for blender loading too.
~/.blender/2.56/scripts/startup works for auto-loading scripts too.
Modified to only do one lookup.
from Martin:
"Basically, what it does is allow you to add register and unregister class methods to rna types, this way you don't have to rely on module register/unregister methods to setup your types properly (and it makes them easier to move around when reorganizing code and easier to understand what a type does when reading code). This is especially nice for PropertyGroup classes that are added as properties to existing types, you can easily see in their register methods where they are added and removed in their unregister method. Obviously, those two methods are optional, so current code still works fine."
Not really a "bug", but it was on my todo anyways. Based on patch
[#26508] by Campbell, with a few modifications including extending
this to the Action/DopeSheet editor too.
People had trouble finding the 'Create New Directory' operator button in the file browser. Changed this to show the text as well and make button bigger.
Discussed with Campbell, it's not actually bug and it's more about limitation
of topology mirror. It will work properly when both sides of mesh have matching
unique topology.
Added note to tooltip, so now unpredictable behaviour shouldn't confuse users
so much.
Also gray out "Topology mirror" when "X Mirror" is disabled.
creating RNA within draw functions can free existing RNA, crashing blender when this is already used in the UI.
disallowing this so it raises a python exception.
This was being used to dynamically generate addon categories so for now they are hard coded and we need proper enum-functions for python to do this.
'create' was used as prefix and suffix, change dupli list functions to use as suffix, this matches obj.animation_data_create() & obj.animation_data_clear().
obj.create_dupli_list() --> obj.dupli_list_create()
obj.free_dupli_list() --> obj.dupli_list_clear()
Don't use 'create' for object to mesh function since other uses of this are for createing data which stays attached, instead use mathutils style naming convention.
obj.create_mesh() --> obj.to_mesh()
* View map calculation has been intensively optimized for speed by
means of:
1) new spatial grid data structures (SphericalGrid for perspective
cameras and BoxGrid for orthographic cameras; automatically switched
based on the camera type);
2) a heuristic grid density calculation algorithm; and
3) new line visibility computation algorithms: A "traditional"
algorithm for emulating old visibility algorithms, and a "cumulative"
algorithm for improved, more consistent line visibility, both exploiting
the new spatial grid data structures for fast ray casting.
A new option "Raycasting Algorithm" was added to allow users to choose
a ray casting (line visibility) algorithm. Available choices are:
- Normal Ray Casting
- Fast Ray Casting
- Very Fast Ray Casting
- Culled Traditional Visibility Detection
- Unculled Traditional Visibility Detection
- Culled Cumulative Visibility Detection
- Unculled Cumulative Visibility Detection
The first three algorithms are those available in the original
Freestyle (the "normal" ray casting was used unconditionally, though).
The "fast" and "very fast" ray casting algorithms achieve a faster
calculation at the cost of less visibility accuracy.
The last four are newly introduced optimized options. The culled
versions of the new algorithms will exclude from visibility
calculation those faces that lay outside the camera, which leads to a
faster view map construction. The unculled counterparts will take all
faces into account. The unculled visibility algorithms are useful
when culling affects stroke chaining.
The recommended options for users are the culled/unculled cumulative
visibility algorithms. These options are meant to replace the old
algorithms in the future.
Performance improvements over the old algorithms depend on the scenes
to be rendered.
* Silhouette detection has also been considerably optimized for speed.
Performance gains by this optimization do not depend on scenes.
* Improper handling of error conditions in the view map construction
was fixed.