This patch makes the internal functions for the pose library aware of action slots.
* Allows to apply poses with more than 1 slot.
* The slot is chosen based on a best guess, with a fallback to the first slot.
Not in this patch:
There is no straightforward way to create multi slot pose assets yet. That will come later.
It is possible to manually tag an action with more than 1 slot as an asset though.
When applying poses, only the active object is modified. Multi object editing support will come later.
Part of Design #131840
Pull Request: https://projects.blender.org/blender/blender/pulls/132161
This wasn't working because the code that stores the backup up the current pose
looped over the pose asset's fcurve listbase to determine which bones needed to
be backed up. When the pose asset was stored as a slotted action, that listbase
was always empty, so nothing was backed up. This resulted in exploding poses as
the pose was repeatedly applied on top of itself, and in debug builds would
trigger asserts in code that was sanity-checking quaternion values.
This PR updates that code to loop over the fcurves of the first slot when the
pose asset is stored as a slotted action, which in turn makes pose blending
work as expected with slotted actions.
Pull Request: https://projects.blender.org/blender/blender/pulls/128686
A lot of files were missing copyright field in the header and
the Blender Foundation contributed to them in a sense of bug
fixing and general maintenance.
This change makes it explicit that those files are at least
partially copyrighted by the Blender Foundation.
Note that this does not make it so the Blender Foundation is
the only holder of the copyright in those files, and developers
who do not have a signed contract with the foundation still
hold the copyright as well.
Another aspect of this change is using SPDX format for the
header. We already used it for the license specification,
and now we state it for the copyright as well, following the
FAQ:
https://reuse.software/faq/
Use a shorter/simpler license convention, stops the header taking so
much space.
Follow the SPDX license specification: https://spdx.org/licenses
- C/C++/objc/objc++
- Python
- Shell Scripts
- CMake, GNUmakefile
While most of the source tree has been included
- `./extern/` was left out.
- `./intern/cycles` & `./intern/atomic` are also excluded because they
use different header conventions.
doc/license/SPDX-license-identifiers.txt has been added to list SPDX all
used identifiers.
See P2788 for the script that automated these edits.
Reviewed By: brecht, mont29, sergey
Ref D14069
Support extracting identifiers RNA paths into fixed size buffer
since the maximum size of the identifier is known all cases.
- Add BLI_str_unescape_ex to support limiting the destination buffer.
- Add BLI_str_quoted_substr to copy values into a fixed size buffer.
Remove the assumption of the pose library that Action groups are named
after the bones in the armature. Even though this assumption is correct
when the keys are created by Blender, action groups can be renamed. Keys
created by Python scripts can also use arbitrary group names.
Since there is more code in Blender making this assumption, and looping
over selected bones is also a common occurrence, this commit contains
some generic functionality to aid in this:
- `BKE_armature_find_selected_bones`: function that iterates over all
bones in an armature and calls a callback for each selected one. It
returns a struct with info about the selection states (all or no bones
selected).
- `BKE_armature_find_selected_bone_names(armature)` uses the above
function to return a set of selected bone names.
- `BKE_pose_find_fcurves_with_bones()` calls a callback for each FCurve
in an Action that targets a bone, also passing it the bone name.