this way the UI scripts are less likely to fail silently and wont let typos work ok.
also allow subclassing of the context, added a copy function,
bpy.context.copy(), returns the context as a python dict to be modified and used in python.
This also showed up an invalid brush member in the screen context.
* new operator: set rendersize (SEQUENCE_OT_rendersize) sets the render output size in the current scene to the size of the active sequence strip
* works for movies and images right now
* TODO: currently only works if image or movie strip has been loaded (as in showing the preview for example) - reason is that otherwise the size is not initialized in the strip
- python defined classes will be used when available (otherwise automaically generated metaclasses are made as before)
- use properties rather then functions for python defined rna class's
- call the classes getattr AFTER doing an RNA lookup, avoids setting and clearing exceptions for most attribute lookups, tested UI scripts are ~25% faster.
- extending rna py classes this way is a nicer alternative to modifying the generated metaclasses in place.
Example class
--- snip
class Object(bpy.types.ID):
def _get_children(self):
return [child for child in bpy.data.objects if child.parent == self]
children = property(_get_children)
--- snip
The C initialization function looks in bpy_types.py for classes matching RNA structure names, using them when available.
This means all objects in python will be instances of these classes.
Python properties/funcs defined in ID py class will also be available for subclasses for eg. (Group Mesh etc)
- separated python console from the interactive console
- added shell console type (simple example)
- console types are autodetected and can be selected in the menu
- made the console banner printing function into a python operator (includes sys.version)
- added 'C' into the consoles default namespace for convenience
* #19819: 'Select' operator for Hooks was crashing when Hooks didn't have any vertices assigned yet
* Default twist resolution mode for curves is now 'Minimise'. This seems to work better for Curve Deforms and other purposes. Can be changed if other ways are better after some more testing.
* Spline IK now has more options for controlling how the x and z axis scaling is determined. There is now a choice between using the radius of the curve, the x+z scaling from the bones, or no scaling (default). This does break old files a bit, but this is to have a more stable base for later.
Depgraph update was commented out in undo system because of globals, restored this with new context/id-based depgraph
* Fix in UV editor UV menu
* Slightly nicer default names for adding forcefields with Add menu
- more detailed exceptions (always give file:line incase the python exception doesnt)
- fix some errors in the edit docs
editing docs still fails, need to figure out why.
- made all exporters default to the blend filename with the extension replaced
- MDD's poll function now checks for an active mesh
- multiline docstrings are written as multiline docs when generating epydocs
- split into 2 operators: object.make_links_data() & object.make_links_scene since they are quite different.
- added reusable functions RNA_group_itemf & RNA_scene_itemf which can be used for any operator that takes ID data (easy to add more types Mesh, Text etc)
- DummyRNA_NULL_items for dynamic items so each operator need not define its own empty enum.
- added scene.bases (like scene.objects)
- renamed group create operator.
Example
scene = bpy.data.scenes[0]
C = {}
C["scene"] = scene
C["selected_editable_bases"] = [scene.bases[2], scene.bases[3]]
bpy.ops.group.create(C)
Also made operator fake modules not return __call__ (reported by Stani, fixes autocomp. bug)
1) "Even Divisions" - This option ignores the length of bones when considering how they should fit along the curve. This is useful for getting a smoother curve fit without having to worry about getting the bone lengths spot on. By default, this is disabled.
2) "Keep Max Length" - This option prevents the bone chain from extending past its natural length when the spline is stretched beyond that length. When the spline length is substatially shorter though, this bones get scaled to zero; making this option possibly useful for doing "growing tips".
This is essentially a 'no scale' option, although the behaviour when the curve is shorter is really a compromise since the curve cannot be accurately satisfied + left intact without some scaling being applied due to the way this works.
3) "Radius to Thickness" - The average radius of the spline between at the head+tail of each bone determines the x+z scaling of the bone.
At last, this commit introduces the Spline IK Constraint to Blender. Spline IK is a constraint that makes n bones follow the shape of a specified curve.
Simply add a chain of bones, add a curve, add a Spline IK Constraint to the tip bone and set the number of bones in the chain to make it work. Or, try the following test file:
http://download.blender.org/ftp/incoming/250_splineik_spine01.blend
Screenshots of this in action (as proof):
http://download.blender.org/ftp/incoming/b250_splineik_001_before.pnghttp://download.blender.org/ftp/incoming/b250_splineik_001_after.png
I've implemented this in a similar way to how standard IK solvers are done. However, this code is currently not an IK plugin, since I imagine that it would be useful to be able to combine the 2 types of IK. This can be easily changed though :)
Finally, a few notes on what to expect still:
* Constraint blending currently doesn't affect this. Getting that to work correctly will take a bit more work still.
* Options for not affecting the root joint (to make it easier to attach the chain to a stump or whatever), and non-uniform scaling options have yet to be added. I've marked the places where they can be added though
* Control over the twisting of the chain still needs investigation.
Have fun!
Contributors list isnt used much in our C code so probably its easier if people just use svn blame for this.
Can change if this isnt acceptable but I guessed people didnt care so much since most scripts had no header.
# Before
[
bpy.props.StringProperty(attr="path", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= ""),
bpy.props.BoolProperty(attr="use_modifiers", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True),
bpy.props.BoolProperty(attr="use_normals", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True),
bpy.props.BoolProperty(attr="use_uvs", name="Export UVs", description="Exort the active UV layer", default= True),
bpy.props.BoolProperty(attr="use_colors", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
]
# After
path = StringProperty(attr="", name="File Path", description="File path used for exporting the PLY file", maxlen= 1024, default= "")
use_modifiers = BoolProperty(attr="", name="Apply Modifiers", description="Apply Modifiers to the exported mesh", default= True)
use_normals = BoolProperty(attr="", name="Export Normals", description="Export Normals for smooth and hard shaded faces", default= True)
use_uvs = BoolProperty(attr="", name="Export UVs", description="Exort the active UV layer", default= True)
use_colors = BoolProperty(attr="", name="Export Vertex Colors", description="Exort the active vertex color layer", default= True)
by Jeff Doyle (nfz). Thanks!
This adds:
* "Show All Layers" to the View3d -> View menu
* "Center Cursor and View All" and "Align
Active Camera to View" to the align view submenu.
This is effectively a C-port of Nathan Vegdahl's "No Twist" TrackTo PyConstraint, and has been added as a separate type of constraint to be consistent with the existing constraints (Locked Track, and Track To).
In general, this works considerably better than the existing "Track To" constraint, since it works by determining the smallest rotation necessary to get the current orientation of the owner to an orientation which would be tracking the target. It is also a much more straightforward approach than the weird old method the old Track To uses.
I've made a few tweaks to the code to deal with the (hopefully rare) cases where the target and the constrained are coincident. These don't appear to cause too much trouble in general.
TODO:
- Probably the naming of the constraints will change, to better convey their purposes. Naming suggestions welcome.
--- from his patch
All the functionality is in the console
folder:
- intellisense.py: the central module which loads others on demand
- complete_namespace: more or less a replacement for the old autocomplete.py
- complete_import: module completion (I find this very handy, not just luxury)
These complete_* modules work very simple and should also work outside blender. You give some input and it returns a list with possible completions.
autocomplete.py is now deprecated.
The aim of this is to avoid having to set the selection each time before running an operator from python.
At the moment this is set as a python dictionary with string keys and rna values... eg.
C = {}
C["active_object"] = bpy.data.objects['SomeOb']
bpy.ops.object.game_property_new(C)
# ofcourse this works too..
bpy.ops.object.game_property_new({"active_object":ob})
# or...
C = {"main":bpy.data, "scene":bpy.data.scenes[0], "active_object":bpy.data.objects['SomeOb'], "selected_editable_objects":list(bpy.data.objects)}
bpy.ops.object.location_apply(C)
I tried to make it integrate more with regular render but couldn't
do it well, it still needs a 3D view to take the settings from, and
can't run in a separate thread due to OpenGL.
However, it is now rendering to an offscreen buffer which then gets
displayed in the image window. This requires FBO's to be available, so
a fallback creating a new window is still needed. Currently available
from the Render menu in the top header.
* Extrude and Duplicate for Armatures now use proper macros instead of manually calling transform themselves. This means that repeating these operators now works properly.
** NOTE: there's a bug with macros now which prevents the 'forked' extrude operator working correctly. Bug report filed for this.
* Included the proper operators for extrude and duplicate in the toolbar + menus. The operators used there did not activate transform, which meant that users often could not tell that the operation had occurred at all.
- Generated and uploaded api docs - http://www.blender.org/documentation/250PythonDoc
- Added Edit docs menu item & operators as discussed with Mindrones, Brecht, Stani & Letterip @ bconf, needs some web backend. python operator can aparently use xml/rpc to upload docstrings.
- Added operator invoke function - context.manager.invoke_props_popup(self.__operator__, event)
this calls a popup for invoke by default (which intern calls execute())
- Own recent commit to game framing applied to non-camera views too.
- v3d->persp is deprecated but still used in some places.
- Transforming strips could overlap 1 frame if moving them below frame 0
- Transforming overlapping strips could go into an eternal loop (though overlapping strips should not exist)
* Restored the Grease Pencil tools to the toolbar
Probably, if the reason they were commented out before was so that the repeat stuff is visible, we can swap the order of those two. Otherwise, it's good to have somewhere for the operators now (so that the hotkeys can be found)
* Hotkey displays in the tooltips now show the keymodifier too
For example, "D LeftMouse" or "Ctrl D LeftMouse" for the Grease Pencil operators, instead of just "LeftMouse" or "Ctrl LeftMouse".
Active shape key can now be changed while in edit mode. This is based
on exit/enter editmode again in the background, which is not ideal,
as that loses the undo history. But that already happened anyway when
you did exit/change-active/enter manually.
Blended shape keys can now be displayed & edited in edit mode. This
is much like showing an armature modifier in edit mode, and shape keys
now are a applied as a virtual modifier (for mesh & lattice only, curve
doesn't fit in the stack well due to tilt).
The main thing missing still is being able to switch between the active
shape key in edit mode, that's more complicated.. but the weights of
other shapes can be edited while in edit mode.
One thing to be careful about is that this does automatic crazyspace
correction, which means that if you edit a shape key with a low value,
the actual vertices will be moved to correct for that and actually move
a (potentially much) longer distance.
Also includes some UI tweaks, mainly placing some buttons horizontally
since the vertical list was getting too long.
This means if you refer to a member of an object it will fail silently if there is no active object, but if you use an invalid attribute of the object it raises an error.
The method to check this is not nice but works well enough.
also removed pageup/down keys for changing the active shape since listviews can do this now.
* Curves/Surfaces now have the shape key panel as well, this
is new compared to 2.4x.
* The previous commit also fixed curve tilt blending for relative
keys, this was writing to the wrong memory location.
* Minor button tweaks
* Driver adding/removing operators in the Outliner now work properly for arrays
* Renamed these operators so that their names are more indicative of how they work (i.e. based on the data in the Outliner that is selected)
* Added a menu labelled 'Edit' in the Datablocks view which gives access to (and includes the hotkeys for) these tools.
- weight blending (Vertex specials menu), currently blends from surrounding unselected verts (nice for blending edge loops), but will eventually support face mask mode.
Added an option for normalize_all that keeps the active group at its existing weight while normaling all other groups around it.
Thsi makes it easy to paint up to 100% where all other groups will use progressivly less until the active group is 100% and all others are 0.
Added weight operators to the toolbar
Auto save is now working again in 2.5. It will also remember now what
the location of the original file was when recovering it, so that
library links still work and saving the restored file does not save to
the temp directory. There is also a new Recover Auto Save operator
which will open the filebrowser in the temp directory and show the
auto saved .blends.
Implemenation Notes:
* Timer storage was moved from window to windowmanager, so we can have
windowmanager level timers too now, doesn't make sense to have
autosave timer attached to a particular window.
* FileGlobal now has a filename field storing where the file was saved.
Note that this is only used when loading a file through the recover
operators, regular file read doesn't use it, so copying the quit.blend
manually over the original file will still work as expected.
* Jobs timer no longer uses operator now, this seems more like an
internal thing, changing keymaps should not make it possible to break
the jobs manager.
* Autosave is postponed by 10 seconds when a modal operator is running,
e.g. transform or file browsing.
* Moved setting G.sce in setup_app_data before depsgraph updates, these
can use the filename for pointcaches.
Removing old add tube operator and replacing it with add cylinder. The resulting operator is called add tube, since that's the name in the menu. Other people can debate about the name and change it later if they feel like it.
- invalid pointer was used for getting the sequencer length crashing blender or setting the length to negative values.
- printf_strip(seq) for debugging sequence strip locations
- Spelling: Cheet Sheet -> Cheat Sheet