Pose-mode selection tools (box, lasso & circle select) now support
pose-mode when weight-painting.
Changes to the key-map [0] caused a regression where it was no longer
possible to select multiple bones because Shift-LMB is now used for
painting. The report #114981 proposes to support pose selection tools
in weight paint mode.
Note that in [1] added the tweak tool, this completes the change by
supporting other tools & fixing W-key shortcut access.
Resolves#114981.
[0]: 6de6d7267f
[1]: edcac1f48b
Various fixes to operator preset cleanup:
- Only remove properties that match exactly the properties to exclude
exactly (taking word boundaries into account).
- When the preset path doesn't exist, don't construct paths relative
to the working directory.
- Enforce UTF8 encoded text.
Other minor changes:
- Rename "properties" to "properties_exclude" for clarity.
- Use single underscore for private methods.
- Match each line against a single regex instead of constructing a
string and checking startswith(..) for every property to exclude.
- Use os instead of pathlib, as us used in blender's built in operators
that handle paths.
- Prefer doc-string over bl_description.
- Double quote strings.
- Use single indentation for lists to reduce right-shift.
Solo'ing bone collections was only possible from the Armature properties
panel. However, the bone collections shown on the Bone properties panel
should have the same functionality.
Pull Request: https://projects.blender.org/blender/blender/pulls/118512
Work around the limitation that `context.active_pose_bone` is `None` when
the active bone is hidden.
This also fixes the issue that the bone custom properties panel was using
the global context (`bpy.context`) instead of the one passed to the
`draw()` and `poll()` functions.
Pull Request: https://projects.blender.org/blender/blender/pulls/118510
Reduce the width size and align the URL with the UIList.
Adjustments that would still be welcome:
* Make URL label color the same as Advanced.
* Waste less space between URL and the [________________].
New name: Extensions
Now that we are gettting closer to a launch I need to refer to this
feature in the documentation. As such it was time to bring it up to
date.
I'm also pointing the experimental feature to the task where the Alpha
launch is being coordinated (#117286). Once that task is all ticked we
will likely be ready to go out of experimental.
The tiled compositor code is mainly still around, which is only
expected to be a short-lived period. Eventually it will also be
removed.
The OpenCL, Group Buffers, and Chunk size options are already removed.
Pull Request: https://projects.blender.org/blender/blender/pulls/118010
Implements the design from #116067.
The socket type is called "Matrix" but it is often referred to as "Transform"
when that's what it is semantically. The attribute type is "4x4 Matrix" since
that's a lower level choice. Currently matrix sockets are always passed
around internally as `float4x4`, but that can be optimized in the future
when smaller types would give the same behavior.
A new "Matrix" utilities category has the following set of initial nodes"
- **Combine Transform**
- **Separate Transform**
- **Multiply Matrices**
- **Transform Direction**
- **Transform Vector**
- **Invert Matrix**
- **Transpose Matrix**
The nodes and socket type are behind an experimental flag for now,
which will give us time to make sure it's the right set of initial nodes.
The viewer node overlay doesn't support matrices-- they aren't supported
for rendering in general. They also aren't supported in the modifier interface
currently. But they are supported in the spreadsheet, where the value is
displayed in a tooltip.
Pull Request: https://projects.blender.org/blender/blender/pulls/116166
This PR prepares GPv3 for calculating falloff factors when working in multi frame editing mode.
The falloff popover is added to the UI.
A `float multi_frame_falloff` is added to `MutableDrawingInfo`. This is a factor from 0.0 to 1.0f.
A `retrieve_editable_drawings_with_falloff()` is added to the utility functions, which retrieves the falloff factor for each drawing when
multi frame falloff is enabled.
To avoid a copy, the return type of `retrieve_editable_drawings()` and friends is changed from
`Array<MutableDrawingInfo>` to `Vector<MutableDrawingInfo>`.
Pull Request: https://projects.blender.org/blender/blender/pulls/118108
Make the 'purge' operation show an interactive popup by default, with
a preview of the type and amount of data-blocks to be deleted.
Idea and initial UI/UX design are from @Harley (see PR !117242).
Pull Request: https://projects.blender.org/blender/blender/pulls/117304
Visually it is the same as the execution time implemented for the
geometry nodes, and it is to be enabled in the overlay popover.
The implementation is separate from the geometry nodes, as it is
not easy or practical to re-use the geometry nodes implementation.
The execution time is stored in a run-time hash, indexed by a node
instance key. This is similar to the storage of the mode preview
images, but is stored on the scene runtime data and not on the node
tree. Indexing the storage by key allows to easily copy execution
statistics from localized tree to its original version.
The time is only implemented for full-frame compositor, as for the
tiled compositor it could be tricky to calculate reliable time for
pixel processing nodes which process one pixel at a time.
Pull Request: https://projects.blender.org/blender/blender/pulls/117885
Merge duplicated motion blur settings between Cycles and EEVEE,
and move them to `RenderData`/`scene.render`:
* `scene.cycles.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.use_motion_blur` -> `scene.render.user_motion_blur`
* `scene.eevee.motion_blur_position` -> `scene.render.motion_blur_position`
* `scene.eevee.motion_blur_shutter` -> `scene.render.motion_blur_shutter`
On the C/C++ side, this also renames `RenderData::blurfac` to
`RenderData::motion_blur_shutter`.
Pull Request: https://projects.blender.org/blender/blender/pulls/117913
Ported lattice modifier from GPv2.
The `LatticeDeformData` is no longer stored in the modifier data, but calculated on-the-fly like in the mesh deform modifier. This is quite trivial data and only stores deformed positions of the lattice, so not really worth the effort and complexity of caching it.
Pull Request: https://projects.blender.org/blender/blender/pulls/117955
Add new "Soft Falloff" option on point and spot light that uses
the old light behavior from Blender versions before 4.0. Blend
files saved with those older versions will use the option.
This option is enabled by default on new lights.
Fix#114241
Co-authored-by: Weizhen Huang <weizhen@blender.org>
Co-authored-by: Clément Foucault <foucault.clem@gmail.com>
Pull Request: https://projects.blender.org/blender/blender/pulls/117832
This implements layer parenting and layer transforms.
* Adds a new "Transform" panel in the object-data properties with the (local) translation, rotation and scale.
* Adds a new "Relations" panel with the parent property (and also bone name in case the parent is an armature).
* When converting from GPv2 to GPv3, the parent and transforms are converted too.
* Bone names are updated if they are renamed in the armature.
Implementation details:
* The positions in the drawings are always in layer space. During extraction, we transform the positions to object space. Note that this could be optimized further and done in the render engine itself.
* This means that e.g. the selection code (which needs to know where the positions are on screen) now takes this transform into account.
* The layer transform is calculated when accessed (from the location, rotation, scale properties).
* Code that needs to know where the positions are on screen now takes this new transform into account.
Pull Request: https://projects.blender.org/blender/blender/pulls/117247
This simple operator set the edge sharpness attribute on edges,
either extending the existing values or replacing them completely.
It's meant to make it more convenient to manually control the
sharpness now that there can be more reason to do that after
auto smooth became a modifier.
Pull Request: https://projects.blender.org/blender/blender/pulls/117918
Add shortcuts to the Outliner for consistency and convenience:
* Add Object (Shift+A)
* Duplicate (Shift+D)
* Duplicate Linked (Alt+D)
More info and images in the PR.
Pull Request: https://projects.blender.org/blender/blender/pulls/117922
When moving keys in the Graph Editor animators
usually only want to move them on one axis.
While this is possible in a few ways (G+X, or G + Middle Mouse Button click),
we could default the behavior to always lock on an axis.
This was suggested by Dreamworks animators during the
Animation & Rigging module meeting.
https://devtalk.blender.org/t/2024-01-26-animation-rigging-module-meeting/33081#patch-review-decision-time-5
This PR adds an option with which the movement is
always locked to a single axis by default.
The option can be found in the Graph Editor under "View->Auto-Lock Axis".
The movement will then be restricted to the axis along
which you've moved the cursor the most.
You can still manually override the lock behavior by pressing `X` or `Y`.
I am piggybacking off the auto locking feature you get when pressing the middle mouse button.
When the new feature is enabled I call that at the start of the transformation.
Except when:
* only handles are selected
* the tweak mode has been started on a handle
This is to not snap handles, which is a behavior that has
been requested by the artists.
Pull Request: https://projects.blender.org/blender/blender/pulls/117669
Animators (especially for film and TV) often need
to track the movement of things in screenspace.
At the end of the day, the pixel motion is what counts.
But motion paths were always in world space,
which made it hard to use when the camera
is also animated (during action scenes e.g.)
This PR introduces the feature of projecting a motion path into the screen space of the active scene camera.
Limitations
This makes the motion path only useful when looking through the active scene camera.
Switching the scene camera using markers is not yet supported.
Technical Implementation
This is achieved by baking the motion path points into the
camera space on creation. For every point calculated,
the camera is evaluated through the depsgraph and
the resulting world matrix is used.
Then I pass in the current frame's world matrix of the
camera into the shader to make sure the points follow it.
As can be seen in the video, it looks quite odd when
viewed at another angle but this is expected.
I mentioned that in the tooltip, so it shouldn't be an issue
Pull Request: https://projects.blender.org/blender/blender/pulls/117593