Turned out somehow I managed to miss adding the proper
type refs in Blender.Types for IDGroupType and IDArrayType,
which made the script not work. So, I've got it all fixed now.
Or at least hopefully :)
After extensive testing, I've concluded that VisualRot keyframing
didn't work at all for bones. On the other hand, VisualRot for Objects
worked fine. Now I've come up with a fix, which should make this
actually work for IK/FK switching (I hope).
The fix I'm committing is slightly hacky as it tempolarily overwrites the
bone's rotation/quat values with the 'visual' ones, inserts keyframes,
then resets the values it wrote on before.
This hack was needed as for some strange reason, the values being
added as keyframes were not the ones that had been derived. Note
that on some bones, there will be a little bit of strange rotation after
frame changes while their constraints are left on.
Misc updates to the ac3d importer and exporter:
- use Mesh instead of NMesh;
- properly export modified data and materials from either ob or obdata (thanks for mesh.getFromObject :) );
- option to export local rot and loc info;
- better import / export of hierarchies;
- + tiny updates here and there to support old or weird .ac files.
Vertex color node worked only if VCol Paint/Light was enabled. Fixed
that, and removed the vertex color node making it part of the geometry
node instead.
Also, preview.blend had black vertex colors for the sphere, so set them
to white like the other primitives.
Loss of UV coordinates reading from 2.42 .blend files, if there were
both vertex colors and tfaces (these contained colors also). It should
have been impossible to create them both in 2.42, but even if invalid
we should read them correct.
Rewrote the core-function responsible for ipo-cleaning. Now, it is in a less
wacko form. What is still not done is the conversion of a bunch of points
describing an arc to an arc defined by the handles of the keyframes on
either side of the arc. That will have to wait for the next development cycle.
This rewrite fixes two big bugs with the code:
* All but first curve got hidden aften cleaning
* Cleaning a curve with only two verts resulted in only one vert, even though
the values were not the same.
Material Node Shader crash: new "layered UV" option required a better
version patch... now patches all 2.42.x files, and not only the 2.42.2 and
older :). Yes, subversioning doesn't always make things easier.
A few tweaks to this little tool I added yesterday. These tweaks are so
that bugs like #5625 and #5636 are less likely to occur due to extreme
scaling.
Now, for action strips added using this:
* Auto-calculation of action range is disabled for that strip
* Strip Start and Action Start are set to the current frame value, when the
strip was added
* Strip End and Action End are set to either the end frame value or 100
frames after the current frame value, whichever is higher.
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Added CurNurb.recalc() method. I thought I had commited this before as part
of a bugfix but obviously not. It allows control point handles be recalculated
after changing a curve's bezTriples.
- the "number/string button widget", or sbutton(), button() and fbutton()
calls, were using button event '1' or '2' to denote events, whilst this
could also be an other defined event.
Bug showed as unwanted display changes in ipo window after using marker
renaming for example.
- slider buttons for Action Window were expecting ints, while using short.
- cleanup in blender/src for warnings
tex2uvbaker is now redundant with buitin functionality so thank you for maintaining this script in the past. nendo is a marginal format and the scripts are not maintained so removing
If you set the value of undosteps in userprefs to zero, and tried to save
defaults, the value would get reset to 32. Caused by out-of-place version
patch.
since it was being overridden by blenderqread() in toets.c The existence of
this stuff here alongside the hotkeys in space.c is just plain evil, bring on
the events refactor! :)
Fixed bug with 'grid-stepping' with scaled actions. Now, when holding the
Ctrl key or with auto-snapping in this mode, keys move in 1.0 frame intervals
all the time (not just when action was unscaled).
Minor workflow tweak - Add New Empty Action as New Action Strip.
Hotkey: Shift N.
Menu Entry: 'Strip' menu
Creates a new action, and adds it as an action strip at the bottom of
the list nla-strips for an object. Useful for creating additional strips to
correct poses of prior strips.