Commit Graph

8377 Commits

Author SHA1 Message Date
Sergey Sharybin
cbe7f9dd03 Cycles: Pole merging for spherical stereo
The idea of pole merge is to fade interocular distance after a certain
altitude to zero when altitude goes closer to a pole. This should prevent
annoyances looking up in the sky or down to the bottom.

Works for both panorama and perspective cameras when Spherical Stereo
is enabled.

Reviewers: dfelinto, brecht

Reviewed By: brecht

Subscribers: sebastian_k

Differential Revision: https://developer.blender.org/D1998
2016-05-18 10:56:57 +02:00
Joshua Leung
1139e51be6 Fix: "Whole Character" Keying Set should not include Location on bones with "connected" joint 2016-05-18 16:29:18 +12:00
Thomas Beck
df8097ea2a Bendy Bones: Small ui tweak
Change the order of the bending controls ("Curve XY Offsets") so the user can activate both InX and OutX by holding down the left mouse button. This way, it's easy to bend symmetrically on X or Y.
2016-05-17 18:08:04 +02:00
Joshua Leung
49aeee5a3d Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and
for working with B-Bones, making it easier for animators to create their own
rigs, using fewer bones (which also means hopefully lighter + faster rigs ;)
This functionality was first demoed by Daniel at BConf15

Some highlights from this patch include:
* You can now directly control the shape of B-Bones using a series of properties
  instead of being restricted to trying to indirectly control them through the
  neighbouring bones.  See the "Bendy Bones" panel...

* B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone.
  This is useful for things like eyebrows and mouths/eyelids

* You can now make B-Bones use custom bones as their reference bone handles,
  instead of only using the parent/child bones. To do so, enable the
  "Use Custom Reference Handles" toggle. If none are specified, then the BBone will
  only use the Bendy Bone properties.

* Constraints Head/Tail option can now slide along the B-Bone shape, instead of
  just linearly interpolating between the endpoints of the bone.

For more details, see:
* http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html
* http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html



-- Credits --
Original Idea: Daniel M Lara (pepeland)
Original Patch/Research: Jose Molina
Additional Development + Polish: Joshua Leung (aligorith)
Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
2016-05-18 03:19:06 +12:00
Campbell Barton
24e887cd93 Fix script_paths(check_all=True) missing script paths
BLENDER_SYSTEM_SCRIPTS wasn't included in bpy.utils.script_paths()
2016-05-14 03:27:35 +10:00
Joshua Leung
dc4c3ce592 GPencil: Added operators to select first and last points of strokes
These are useful for removing overshoots at the end of closed strokes (for fills)
2016-05-09 17:23:36 +12:00
Aaron Carlisle
5fe1bea2da Info Header / URLs: Fix community link + https'ification. 2016-05-08 23:38:41 +02:00
Joshua Leung
491ad6664e Tweak to GPencil layers UI layout
I'm still not happy with this layout as it is now, but it seems a bit less unbalanced
than what I'd been trying before. So, let's leave this as-is for now.
2016-05-09 02:04:28 +12:00
Joshua Leung
81c302bbff Action Editor: Initial support for a Properties Region
This commit adds some of the initial support for a properties region in the
Action Editor. There are currently no panels to display, as there is still
a lot of work required to port over the required internal architecture to
support the panels seen in the Graph Editor.
2016-05-09 00:53:52 +12:00
Antonio Vazquez
9dbe7bbe9a D1886: GPencil - Add smooth iterations parameter to get better quality
After some test, a new iteration parameter has been added in order to
apply repetitive smoothing to the stroke. By default 1 iteration is applied,
but can used any number between 1 and 3.

The repetition uses different levels of intensity from 100% of the defined smooth
factor for the first loop, 50% for the second and 25% for the third. We use in each
loop a smaller value in order to avoid deform too much the stroke.
2016-05-09 00:53:51 +12:00
Joshua Leung
011786a3f8 GPencil Fills: Small reshuffle of UI buttons
Now, stroke-related things (thickness, volumetric, points) and fill-related things
(HQ fill) are in the relevant columns, instead of having some in each column.
2016-05-09 00:53:50 +12:00
Antonio Vazquez
1d5c71bca7 D1705: Fix Grease Pencil Fill for Concave Shapes
Improve filling for concave shapes using a triangulation of the stroke.
The triangulation information is saved in an internal cache and only is
recalculated if the stroke changes.

The triangulation is not saved in .blend file.

Reviewers: aligorith

Maniphest Tasks: T47102

Differential Revision: https://developer.blender.org/D1705
2016-05-09 00:53:47 +12:00
Campbell Barton
6f2797b50b Curve Draw: option to apply absolute offset
Offset used curve radius, which isn't useful drawing without any bevel radius.
2016-05-04 15:45:55 +10:00
Campbell Barton
143f6c4bb2 Curve: new dissolve tool
removes vertices, re-fitting the surrounding handles.
2016-05-02 18:50:12 +10:00
2b485e21f4 Minor code simplification in previous commit. 2016-04-27 22:58:00 +02:00
dd8a7342bc Nodes: sort builtin compositor/shader/texture nodes alphabetically in menus
Reviewed By: lukastoenne, dingto, Severin, carter2422

Differential Revision: https://developer.blender.org/D1957
2016-04-27 21:37:14 +02:00
Campbell Barton
0912bffb84 Sequencer text strip color options
D1930 by @NiKoZLaB
2016-04-27 15:49:13 +10:00
Sergey Sharybin
ab500eb3f3 Hair edit: Add operator to uniform length of selected hairs
Request by Andy, should help him a lot doing weird and wonderful hair styles.

A bit experimental yet, details of behavior might be changed after some real
usage feedback.
2016-04-26 16:08:06 +02:00
Alexander Romanov
5abae51a6e Support multiple tangents for BI render & viewport
Normal Map node support for GLSL mode and the internal render (multiple tangents support).

The Normal Map node is a useful node which is present in the Cycles render.
It makes it possible to use normal mapping without additional material node in a node tree.
This patch implements Normal Map node for GLSL mode and the internal render.

Previously only the active UV layer was used to calculate tangents.
2016-04-26 20:43:29 +10:00
Ines Almeida
22f2405d1b Mesh Deform Modifier - leave bind settings visible after binding
The 'precision' and 'dynamic' settings for binding are now always visible.
The settings that can not be edited after binding are disabled (not inactive).

I find it useful to see with what settings a mesh was bound, in case
the file is not mine or if I simply lost track of it.
2016-04-20 19:51:59 +01:00
Sergey Sharybin
48c9208d56 Fix T46903: Missing Render Border Menu items
While other borders are more like a toggle, it is an intrinsic behavior
of those operators. Render Border is intrinsicly split into two operators
and trying to expose it as a toggle will end up with rather confusing
situation when shortcut listed in the menu changes depending on the
context.
2016-04-20 15:02:03 +02:00
Campbell Barton
4ee5ba41bb Fix T48086: Smart UV Project fails w/ small faces
Epsilon for small faces was too large.

Also suppress exception when all faces area are below the epsilon.
2016-04-20 11:51:03 +10:00
Joshua Leung
facc127e72 "View Frame" now works in the sequencer too 2016-04-17 12:27:12 +12:00
Joshua Leung
b973911fee Anim Editors: "View Frame" Operator - Code Cleanups/Reshuffling + NLA/Timeline Support
* Reshuffled code for existing "View Frame" implementations, and removed leftover
  comment from some of the the copy-and-paste used to build it.
* Added support for this operator in the NLA and Timeline
2016-04-17 03:44:10 +12:00
Campbell Barton
34c99fa30a Curve draw fix w/ surface offset + only-first enabled
In this case the initial offset needs to be applied to the rest of the stroke.
2016-04-16 06:47:37 +10:00
Campbell Barton
8ac662c77a New freehand curve drawing tool
- Access with Shift-LMB or from the 'Create' toolbar tab.
- Uses curve fitting for bezier curves, with error and corner angle options.
- Optional tablet pressure to curve radius mapping.
- Depth can use the cursor or optionally draw onto the surface,
  for the entire stroke or using the stroke start.
- Stroke plane can optionally be perpendicular to, or aligned to the surface normal.
- Optional radius tapering and for start/end points.
- Supports operator redo and calling from Python.
2016-04-15 20:36:38 +10:00
Campbell Barton
6cc953fb74 Correct UI messages: hyphenate 'add-ons' 2016-04-13 00:30:38 +10:00
Reinier de Blois
c084520b03 Expose new Recast partitioning methods for navmesh generation
This patch depends on D1747, which upgrades the Recast version.  It exposes the new Recast partitioning methods in the navmesh generation.

Reviewers: campbellbarton, moguri

Reviewed By: moguri

Projects: #bf_blender

Differential Revision: https://developer.blender.org/D1748
2016-04-05 21:39:04 +02:00
Campbell Barton
ee324aacdd Hide layers from UI in template 2016-04-01 10:23:39 +11:00
Bastien Montagne
01ce8d80d0 Usual ui messages fixes/tweaks. 2016-03-30 23:39:54 +02:00
Campbell Barton
c3ed6010af Fix T47967: Select next active fails in some cases
For cases when there are multiple matches,
find the closest match (with increasingly fuzzy tests) instead of failing.
2016-03-30 05:01:57 +11:00
Sergey Sharybin
3237ae2855 Add license text for OCIO configuration 2016-03-29 12:54:29 +02:00
Campbell Barton
2fae1719f8 Fix T47986: OBJ Import fails w/ imagepath encoding 2016-03-29 18:30:08 +11:00
Joshua Leung
c65950dbb4 GPencil: Remove the old UserPrefs-based On/Off Stroke Smoothing method
This never really worked that well, and often ended up being far too strong
to be of practical use. The new options do similar things, but with greater
control, so removing this old method now.
2016-03-28 03:39:26 +13:00
Joshua Leung
2bb956f6c9 GPencil: Smooth and Subdivision variable/setting naming
On second thought, these might be better names for these... I'm still not 100%
happy with these, but they will do for now.

(Best results currently seem to be with smooth 0.7, and subdivision steps 1 or 2)
2016-03-28 03:21:31 +13:00
Antonio Vazquez
bfbbc8ec40 Improve grease pencil stroke quality
Improve the quality of current grease pencil strokes adding a new dynamic smooth and subdivision. The level of smooth and subdivide can be adjusted using UI parameters. These options are disabled by default in order to keep the grease pencil stroke compatible with any existing add-on.

Both parameters are defined at layer level.

Reviewers: aligorith

Differential Revision: https://developer.blender.org/D1866
2016-03-28 03:21:28 +13:00
Campbell Barton
7f3da8f5c9 UI: Presets for scene units
This adds simple preset menu for unit scale scene property.

D1799 by @alm
2016-03-25 05:03:25 +11:00
Lukas Tönne
bdae647670 Color sources for point density textures based on mesh vertices
This patch adds support for coloring point density textures based on several mesh vertex attributes.

* Vertex Color: Use a vertex color layer for coloring the point density texture
* Vertex Weight: Use a weights from a vertex group as intensity values. (for Blender Render engine the additional color band is used)
* Vertex Normals: Use object-space vertex normals as RGB values.

The vertex color source enum is stored separately from the particle color source, to avoid invalid values when switching.

Note that vertex colors are technically "corner colors" (MLoop), so each vertex can have as many colors as faces it is part of.
For the purpose of point density the mloop colors are simply averaged, which is physically plausible because corners can be viewed
as multiple points in the same location.
2016-03-24 12:07:03 +01:00
Joshua Leung
6a4967ca6e AnimEditors: Fuzzy/Multi-Word Name Filtering
Thanks to D1080 by @rockets, I've now been able to easily implement the
ability to type multiple word snippets/partial words into the text filter
field (in the Animation Editors), and have it filter the channels which
contain just some of those parts (instead of having to match everything).

For example, the following search strings will now work:
* "loc rot" or "lo ro" will now filter all location and rotation FCurves
* "col loc" will filter all location and color FCurves
* "scale" will also work as before to filter all scale FCurves

But, the following will not work:
* "lc rt" will NOT filter all location and rotation, as the fuzzy search only
  breaks down the search string based on whitespace placement

By default, this is not enabled when using name filtering (i.e. magnifying glass is checked,
and some filtering text is specified). Instead, you need to enable the "AZ" toggle beside
the name field. This fuzzy matching is not enabled by default as it could end up being
quite a bit slower on really heavy scenes. (There are probably some optimisation
opportunities, but that's only a future option if someone really needs it)
2016-03-24 02:45:14 +13:00
Campbell Barton
c31c53983e Cleanup: style (80-width) 2016-03-23 04:25:08 +11:00
Campbell Barton
84d8b35d6c Weight Paint: support accumulate for blur brush
This re-applies smoothing based on the previous update.

Can smooth more but harder to get such even distribution.
2016-03-23 01:25:56 +11:00
Bassam Kurdali
0f63ce61c5 Fix add mesh template 2016-03-22 14:26:48 +11:00
Campbell Barton
a0a66e0418 Correct strange icon scaling in preferences 2016-03-21 15:34:34 +11:00
Campbell Barton
3d59be3001 Sequencer: expose GL preview alpha in scene UI
While this isn't essential, accessing this setting required navigating to each scene and using render menu.
Expose in sequencer UI for more convenient access.
2016-03-18 20:05:08 +11:00
Campbell Barton
eb32aa827a Sequencer: add frame-jump to menu 2016-03-17 11:02:14 +11:00
Campbell Barton
7db79ae57a PyAPI: Double performance of Mesh.from_pydata
D1853 by @JacquesLucke

The speedup is mainly possible by using the `foreach_set` method for polygon data.
2016-03-15 10:45:34 +11:00
Bastien Montagne
a078fe3539 Fix T47750: Edited hair: disconnect (and connect!) operator do not support redo.
As suggested by Sergey, do not register those anymore, this way we keep undo step,
but user cannot 'redo' them (does not work, since cached DM in particle modifier data
is not yet re-created by depsgraph update after undo when operator is redone).

UI now has two buttons, one to (dic)connect current psys, the other to (dis)connect all.

Also fixed similar issue with Connect Hair op.
2016-03-14 21:04:30 +01:00
Joshua Leung
9779d1558a Default Keyframe Type: Some UI tweaks
* Don't show name of keyframe type in timeline header. It's getting a bit too crowded
  for that, so just show the keyframe icon. Hopefully that will be enough.

* Tweaked the tooltip and label to make it clearer what the setting is for
2016-03-14 01:04:39 +13:00
Joshua Leung
6bf9aa3f8e Fancy procedural icons for Keyframe Types
The new "default keyframe type" dropdown on the timeline header
(and also the "Keyframe Type" operator/properties in other places)
now has procedurally generated icons which reflect what that keyframe
type will look like when rendered in the Dope Sheet.

This was achieved using the ancient "VICON" (vector icon) stuff
that's lurking around in the dark parts of UI code. From memory,
the only other things that use (or used to use) this stuff included
some of the triangle icons for some dropdown buttons, or something
like that.

Notes:
* Theme colour changes are reflected immediately by these icons.
  This is possible because they are all drawn procedurally
* These icons scale with the DPI setting. I manually guessed the size of
  these icons. They can be adjusted further if needed.
* I've documented the steps for adding voodoo icons like this on the wiki
  (http://wiki.blender.org/index.php/Dev:2.7/Source/Checklists/Vector_Icon)
* It's true that the rendering of these keyframes doesn't quite fit the rest
  of the icons in the UI. However, since we're just leveraging the standard
  keyframe drawing methods (to avoid discreptancies between the two), we'll
  leave it as such for now. Maybe later we can consider blending in a bit of
  the glossy keyframe icons in the Icon Sheet?
2016-03-14 00:56:52 +13:00
Joshua Leung
570fbba3f3 Keyframing: Added ToolSetting for choosing default keyframe type
To make it easier for animators working in a multipass pose-to-pose workflow
when inserting breakdown keyframes and so forth, it is now possible to specify
the "type" of keyframe being created (i.e. the colour of the keyframe, when drawn
in the Dope Sheet).

Usage:
1) Choose the type of keyframe ("Keyframe", "Breakdown", "Extreme", etc.) from
   the new dropdown located between the AutoKeying and KeyingSet widgets on the
   timeline header.
2) Insert keyframes
3) Rejoyce that your newly created keyframes have now been coloured for you already
   in the DopeSheet.

Todo:
* Look into a way of using the actual keyframe colours (from the theme) for the icons
  of these types.
2016-03-13 18:28:30 +13:00