Also 'fix' T43243, since we can easily add a common better behavior now
when both axis settings are incompatible, by systematically changing
the other axis.
Will update 'main' addons in next commit, contrib ones I'll let to the authors
(old behavior is still possible anyway).
creating empties.
The documentation says None is a valid argument for obdata (making
empties), but this would cause an exception. Now obdata is only used
when it is defined. An optional name argument can be passed to override
obdata.name as well.
This merge-commit brings in a number of new features and workflow/UI improvements for
working with Grease Pencil. While these were originally targetted at improving
the workflow for creating 3D storyboards in Blender using the Grease Pencil,
many of these changes should also prove useful in other workflows too.
The main highlights here are:
1) It is now possible to edit Grease Pencil strokes
- Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions
to enter "Stroke Edit Mode". In this mode, many common editing tools will
operate on Grease Pencil stroke points instead.
- Tools implemented include Select, Select All/Border/Circle/Linked/More/Less,
Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete.
- Proportional Editing works when using the transform tools
2) Grease Pencil stroke settings can now be animated
NOTE: Currently drivers don't work, but if time allows, this may still be
added before the release.
3) Strokes can be drawn with "filled" interiors, using a separate set of
colour/opacity settings to the ones used for the lines themselves.
This makes use of OpenGL filled polys, which has the limitation of only
being able to fill convex shapes. Some artifacts may be visible on concave
shapes (e.g. pacman's mouth will be overdrawn)
4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing
has been added which draws strokes as a series of screen-aligned discs.
While this was originally a partial experimental technique at getting better
quality 3D lines, the effects possible using this technique were interesting
enough to warrant making this a dedicated feature. Best results when partial
opacity and large stroke widths are used.
5) Improved Onion Skinning Support
- Different colours can be selected for the before/after ghosts. To do so,
enable the "colour wheel" toggle beside the Onion Skinning toggle, and set
the colours accordingly.
- Different numbers of ghosts can be shown before/after the current frame
6) Grease Pencil datablocks are now attached to the scene by default instead of
the active object.
- For a long time, the object-attachment has proved to be quite problematic
for users to keep track of. Now that this is done at scene level, it is
easier for most users to use.
- An exception for old files (and for any addons which may benefit from object
attachment instead), is that if the active object has a Grease Pencil datablock,
that will be used instead.
- It is not currently possible to choose object-attachment from the UI, but
it is simple to do this from the console instead, by doing:
context.active_object.grease_pencil = bpy.data.grease_pencil["blah"]
7) Various UI Cleanups
- The layers UI has been cleaned up to use a list instead of the nested-panels
design. Apart from saving space, this is also much nicer to look at now.
- The UI code is now all defined in Python. To support this, it has been necessary
to add some new context properties to make it easier to access these settings.
e.g. "gpencil_data" for the datablock
"active_gpencil_layer" and "active_gpencil_frame" for active data,
"editable_gpencil_strokes" for the strokes that can be edited
- The "stroke placement/alignment" settings (previously "Drawing Settings" at the
bottom of the Grease Pencil panel in the Properties Region) is now located in
the toolbar. These were more toolsettings than properties for how GPencil got drawn.
- "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a
suggestion for an earlier discussion on developer.blender.org
- By default, the painting operator will wait for a mouse button to be pressed
before it starts creating the stroke. This is to make it easier to include
this operator in various toolbars/menus/etc. To get it immediately starting
(as when you hold down DKEy to draw), set "wait_for_input" to False.
- GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor
- Toolbar panels have been added to all the other editors which support these.
8) Pie menus for quick-access to tools
A set of experimental pie menus has been included for quick access to many
tools and settings. It is not necessary to use these to get things done,
but they have been designed to help make certain common tasks easier.
- Ctrl-D = The main pie menu. Reveals tools in a context sensitive and
spatially stable manner.
- D Q = "Quick Settings" pie. This allows quick access to the active
layer's settings. Notably, colours, thickness, and turning
onion skinning on/off.
- Ortho result from view3d_utils.region_2d_to_vector_3d was flipped.
- Persp result wasn't normalized.
- operator_modal_view3d_raycast.py failed for ortho views.
Thanks to Philipp Oeser for the initial fix.
- avoid passing redundant operator name to keymap property set function.
- avoid double attr lookups when setting each property.
- handle exceptions on value type mismatch.
- avoid resource warning on failed load.
Removed Armature Sketch keymap, as the entries that were there
appear to have been moved to the Armature keymap.
Removed the Script keymap. The Script space is deprecated
and I could find no way that the keymap could be activated.
Added a poll function to add object helper which checks
whether scene is linked or not.
All the primitives which are delivered from this helper
will work properly for linked scenes. If there're still
primitives which are not delivered from this class, well
nothing i can do now.
Now exported keymaps will still be usable accross versions, even if some operator properties disappear (write a warning in console in this case, instead of "crashing").
Also factorized a bit of code here!
there are cases where you want to use visual-keying but not remove constraints, also it wasnt obvious that clearing constraints used a different method of keyframing.
So split these into 2 options.
- add rna property 'as_bytes' method so you can get a string property as python bytes (bypass encoding).
- make bpy.path.abspath/relpath compatible with bytes.
- add 'relpath' option to bpy_extras.image_utils.load_image(), so you can load an image relative to a path.
in fact the keymap editor was missing other keymaps so added these too,
also updated keymap checker to make sure there is no mismatch with region/space types.
For python operators that used the ExportHelper mix-in class, an empty file field would become '.ext', entering and existing the text field would become '.ext.ext',
Now only add an extension if the filename part of the path is set, so '.ext' will still become '.ext.ext' but having only the extension isn't so likely to happen in the first place now.
This is a different fix then the changes suggested in the report but I'd prefer to keep path functions stupid+predictable.
- add sequence.update(data=False) function.
- made some sequence vars editable.
- correct some comments.
also rename rna function sequence.getStripElem() --> strip_elem_from_frame()
bake_action tries to make kind of a 'visual keying'... On one side, this is rather stupid when you keep constraints (in this case, keying actual loc/rot/scale transforms, i.e. matrix_basis, is enough, doing more would lead to unexpected behavior with some constraints). On the other one, making a good visual keying of bones is *really* tricky, so now using the new object's convert_space() func to compute that (when the user chooses to remove the constraints).
Incidentally, this greatly simplifies the code of bake_action!
Made it so meshes, curves, surfaces and metaballs are scaling to a grid cell size,
which makes them behave consistently now.
There're still issues to be resolved still:
- Lattice is not scaled to grid cell size yet, it uses slightly different add
function which makes scaling a bit tricky and hacky. Would prefer to do a
bit bigger refactor here, so it's a TODO for now.
- Cameras, speakers and other helpers are not scaling. They don't have data
on which scale could be applied and perhaps it should be some kind of draw
scale. Also would consider it's a TODO for now.