Examples.
euler = Euler(1, 2, 3)
euler.order = 'ZXY'
euler = matrix.to_euler('XZY')
Still missing rna support. this still wont give the right order, defaulting to XYZ.
eul = object.rotation_euler
was doing an extra lookup for the functions property, as well as using the property iterator.
(every button & menu item draws does one of these for every redraw).
Moved some of the generic code used to determine the F-Curves linked to PoseChannel transforms (as used by the Pose Sliding tools) into a separate file, in preparation for migration of PoseLib tools to this system too. This should make it easier to add some useful new functionality to the PoseLib browsing system (pending in a later commit).
* Added a user-preference setting which disallows setting the current frame number to a negative number. This setting only applies when setting the current frame by scrubbing the time cursor in a timeline view, or by typing a value into the current frame number field.
* Made the minimum frame number for the start frame to be 0, which should make setting keyframes by a regular step size less confusing. Also changed the MINFRAME define to 0 for consistency. Hopefully this doesn't cause any problems with any output formats.
* Fixed some missing channel selection cases in animation editors.
the same properties were being registered many times with built in structs.
blender memory at least is not leaking, but it seems python is still not freeing some memory.
For the moment dont allow existing properties to be registered again, will need to have a way to unregister rna properties.
Added a new option to filter the out Object-level (i.e. transforms, object visibility/settings, and also bone animation) animation data from the channels list. As most of these settings are transforms, I've used the transform manipulator icon and named the RNA setting display_transforms.
This is useful when trying to filter out only material animation data for example, as requested by Colin.
1) Decreased the alpha value for unselected F-Curves in the Graph Editor, making them more invisible to help make the selected ones stand out more.
2) Removed various outdated settings from pose bone RNA
Texture animation is now shown in the animation editors. Texture stacks are shown for each Material/Lamp/World block that uses them.
There is currently still a bit of a bug with this which means that unless the owner of the texture stack is animated too, the animation data for the textures won't show up. This will get rectified soon though.