When you hit "setup tracking scene" in MCE, the active layer usually switches
to the layer where the ground has been created, thus he shadow layer.
New objects are created or appended on that layer which means they will be
default be rendered as shadows only. This behaviour requires muscle memory
and is confusing for new users. This patch is changing the behaviour in a
way that the active layer is remembered from before setting up the scene.
Patch by gottfried, thanks!
Reviewers: sebastian_k, sergey
Differential Revision: https://developer.blender.org/D574
This commit is intended to fully fix the problem described in
https://developer.blender.org/T36425#19 (see also the previous commit rB08528f577dcb).
Addition of a small offset (to avoid singularity in stroke rendering due to overlapping vertices)
was not performed for all overlapping vertices.
Removed the StrokeCleaner and related helper functions which were added as a
temporary workaround in rB2a5b6d9c8f16.
So! First, frame for absolute shape keys: never allow a new key to have the same pos as an
existing one (this does not make sense). This way, the two workflows are possible (create
all keys and then animate ctime, or animate ctime and then create keys where you need them).
Also, fixed UIList for shapekeys, the "absolute" test was wrong, and better to show frame
value, even though not editable, than nothing in case of absolute keys.
And finally, add getter to RNA 'frame' readonly value, so that we output real frame values,
and not dummy internal ones (which are /100) in our API.
as duplicators.
This property was always hidden in the UI for empties and cameras. It
doesn't make sense for the objects themselves (they are wires-only), but
also gets inherited by duplis. Now show it greyed out if not used, but
make it available for duplicators.
Dashed lines were resetting stroke segment visibility by mistake (making invisible segments
visible, for example when applied to the results of square blueprint geometry modifier).
Not that happy with this, but this Item panel is a bit stupid, and we could add more
useful settings as well. So better get a design decision first, here.
1) The "pushdown" operation is the actual name for the functionality
previously represented by the snowflake. That is, pushing the active
action onto the NLA stack as a new strip.
The icon that is introduced here is the icon I originally wanted to
use here for this purpose (but couldn't at the time the NLA was coded
as we didn't have the master SVG available yet). I'm making this change
now to hopefully make the "animation-layers" intentions behind the NLA
design a lot clearer than they have been so far.
2) Also added a dedicated icon for representing that the active action
is in the "tweaking" state (i.e. we're editing a particular strip's
action). Previously we were abusing an icon designed for an entirely
different purpose, mainly since its identifier looked like it would work.
This operator is used to make sure that if/when you have multiple strips
using the same action, if you select these and run this operator, each
strip will be given its own copy of the action. This is useful if you
decide later that you want to start using an existing action as a base.
NOTE: This does not recursively go inside meta's, so care is still advised
in that case.
This commit changes the default strip duplication behaviour (Shift-D) so that it will
create a copy of whatever action it uses. Previously, it was very hard, if not impossible
in some cases to create a new copy of an action to start working on in the NLA.
If you want the old behaviour, you'll need to use ALt-D (Linked Duplicates).
(Note: Although the new Shift-D may not be so optimal in all cases, I've decided to go
with this version since it aligns better with the way this works for objects. Doing the
opposite for NLA would just have added to the confusion)
Edit existing animsys_refactor module to make able to execute more complex conversions
('to' can now be a callback, instead of a simple prop name), and add a new
Update Animated Transform Constraints operator that uses it to handle complex
conversion for this constraint (drived or animated properties).
Note this operator has to be called manually (from 'space' menu), will make this clear
in release notes.
Also, similar changes made in 2.70 are *not* addressed by this script (would rather wrote
new operators as/if need arise, but Transform constraint looks much more sensible that the others).
This op should not remain in more than two or three releases anyway, imho.
This patch adds icons for each of the keyframe interpolation types (including
the easing equations), as well as icons for the easing type options.
Icons made by: Paulo José Oliveira Amaro (pauloup)
Reviewed by: Joshua Leung, Thomas Beck
This adds some view ratios in the video sequencer menu, based (copied) on the UV/Image Editor. It also fixes the inverted ratio issue reported in the same task.
Reviewers: #video_sequencer, #user_interface, schlaile
Reviewed By: schlaile
CC: jta, dingto, sergey, schlaile
Differential Revision: https://developer.blender.org/D447
Task: https://developer.blender.org/T37960
Thanks a lot :)
Those only cover the current set of brushes, soc-paint brushes will be
commited on that branch
Made the timeline option to only show keyframes from selected channels/data be a
per-scene setting instead of the per-timeline option it was previously. This makes
it easier for animators working on rigs with multiple bones (especially during the
polishing phase), since now the timeline and jump to keyframe operators use the same
setting to decide which subset of keyframes they need to consider.
By default, this option is enabled by default.
TODO: Extend this to the keyframe status shading on the active object name in the 3D view?
In fact, armature layers operators (set layers, and show all) were kind of messy and broken
in Edit mode (Select layers had two different operators for Pose and Edit modes, both
using the same funcs that could only work in Pose mode, Show All was supposed to be
used in both modes but again, its exec code could only work in Pose one).
Fixed that by:
* Using only one op for each task, for both modes (with adapted poll func).
* Replacing 'object from context' access by an helper that returns the right Armature
object in both Edit and Pose modes.
Making both keymap and menu values the same, and adding a (debug only) check in
IDP_EqualsProperties_ex() warning when comparing two floats with nearly the same value.
* The button icon for jumping to the Render Layers tab of the Properties context is
now RENDERLAYERS. Previous icon BUTS was too general.
* Thickness position options are grayed out if not applicable. These options are applied
only when plain chaining is used with the Same Object option enabled.