Multi-Object-Mode: Edit Armature Tools #54646

Closed
opened 2018-04-16 12:57:48 +02:00 by Campbell Barton · 7 comments

Select Menu:

  • VIEW3D_OT_select_border
  • VIEW3D_OT_select_circle
  • ARMATURE_OT_select_all
  • ARMATURE_OT_select_mirror 8b2bcce3d2
  • ARMATURE_OT_select_more 27f2108e8a
  • ARMATURE_OT_select_less 27f2108e8a
  • ARMATURE_OT_select_hierarchy dcc623e7e7
  • ARMATURE_OT_select_similar 1fd8e183d0

Armature:

  • ARMATURE_OT_delete (initial commit bfc9d426bb)
  • ARMATURE_OT_align
  • TRANSFORM_OT_vertex_random 00c0e55227
  • VIEW3D_OT_snap_cursor_to_active 8c470e26d2
  • VIEW3D_OT_snap_cursor_to_grid
  • VIEW3D_OT_snap_cursor_to_center
  • VIEW3D_OT_snap_cursor_to_selected
  • VIEW3D_OT_snap_selected_to_active 8c470e26d2
  • VIEW3D_OT_snap_selected_to_cursor
  • VIEW3D_OT_snap_selected_to_grid
  • ARMATURE_OT_roll_clear def3b8c68c
  • ARMATURE_OT_calculate_roll 13dfb91149
  • ARMATURE_OT_extrude_move
  • ARMATURE_OT_duplicate_move 0b8e92783e
  • ARMATURE_OT_merge d67972a9e1
  • ARMATURE_OT_fill
  • ARMATURE_OT_split 74e01d2235
  • ARMATURE_OT_separate fa8e91f03c
  • ARMATURE_OT_subdivide
  • ARMATURE_OT_switch_direction 0f9b7560db
  • ARMATURE_OT_symmetrize 219a4987b9
  • ARMATURE_OT_autoside_names 8882b3d7b6
  • ARMATURE_OT_flip_names 47cf8bd928
  • ARMATURE_OT_armature_layers 3a8b56ce24
  • ARMATURE_OT_bone_layers
  • ARMATURE_OT_parent_clear c762074b7b
  • ARMATURE_OT_parent_set

Not in the original list (so probably missing from the UI

## Select Menu: - ~~VIEW3D_OT_select_border~~ - ~~VIEW3D_OT_select_circle~~ - ~~ARMATURE_OT_select_all~~ - ~~ARMATURE_OT_select_mirror~~ 8b2bcce3d2 - ~~ARMATURE_OT_select_more~~ 27f2108e8a - ~~ARMATURE_OT_select_less~~ 27f2108e8a - ~~ARMATURE_OT_select_hierarchy~~ dcc623e7e7 - ~~ARMATURE_OT_select_similar~~ 1fd8e183d0 ## Armature: - ~~ARMATURE_OT_delete~~ (initial commit bfc9d426bb) - ~~ARMATURE_OT_align~~ - ~~TRANSFORM_OT_vertex_random~~ 00c0e55227 - ~~VIEW3D_OT_snap_cursor_to_active~~ 8c470e26d2 - ~~VIEW3D_OT_snap_cursor_to_grid~~ - ~~VIEW3D_OT_snap_cursor_to_center~~ - ~~VIEW3D_OT_snap_cursor_to_selected~~ - ~~VIEW3D_OT_snap_selected_to_active~~ 8c470e26d2 - ~~VIEW3D_OT_snap_selected_to_cursor~~ - ~~VIEW3D_OT_snap_selected_to_grid~~ - ~~ARMATURE_OT_roll_clear~~ def3b8c68c - ~~ARMATURE_OT_calculate_roll~~ 13dfb91149 - ~~ARMATURE_OT_extrude_move~~ - ~~ARMATURE_OT_duplicate_move~~ 0b8e92783e - ~~ARMATURE_OT_merge~~ d67972a9e1 - ~~ARMATURE_OT_fill~~ - ~~ARMATURE_OT_split~~ 74e01d2235 - ~~ARMATURE_OT_separate~~ fa8e91f03c - ~~ARMATURE_OT_subdivide~~ - ~~ARMATURE_OT_switch_direction~~ 0f9b7560db - ~~ARMATURE_OT_symmetrize~~ 219a4987b9 - ~~ARMATURE_OT_autoside_names~~ 8882b3d7b6 - ~~ARMATURE_OT_flip_names~~ 47cf8bd928 - ~~ARMATURE_OT_armature_layers~~ 3a8b56ce24 - ~~ARMATURE_OT_bone_layers~~ - ~~ARMATURE_OT_parent_clear~~ c762074b7b - ~~ARMATURE_OT_parent_set~~ ## Not in the original list (so probably missing from the UI - ~~ARMATURE_OT_extrude~~ 1d6817d580 - ~~ARMATURE_OT_duplicate~~ 0b8e92783e - ~~ARMATURE_OT_dissolve~~ bfb0ebc3d1 - ~~ARMATURE_OT_click_extrude~~ 6723e173a5 - ~~ARMATURE_OT_select_linked~~ 10a8786054 - ~~ARMATURE_OT_shortest_path_pick~~ (no need to be converted) - ~~ARMATURE_OT_hide~~ 4c3578b6af - ~~ARMATURE_OT_reveal~~ 396eba4533 - ~~ARMATURE_OT_layers_show_all~~ 7cf8eed5e0
Campbell Barton self-assigned this 2018-04-16 12:57:48 +02:00
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Added subscriber: @ideasman42

Added subscriber: @ideasman42
Campbell Barton was unassigned by Joshua Leung 2018-05-16 11:40:58 +02:00
Joshua Leung self-assigned this 2018-05-16 11:40:58 +02:00
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Added subscriber: @JoshuaLeung
Removed subscriber: @ideasman42

Added subscriber: @JoshuaLeung Removed subscriber: @ideasman42

Added subscriber: @semaphore

Added subscriber: @semaphore
CTX_DATA_BEGIN_WITH_ID(C, EditBone *, ebone, selected_editable_bones, bArmature *, arm)

Seems to loops all selected bones independent of arm so the following operators seems to work
ARMATURE_OT_align
ARMATURE_OT_subdivide
ARMATURE_OT_bone_layers

Although, in case this is valid, they may need review for BKE_report and other stuff

``` CTX_DATA_BEGIN_WITH_ID(C, EditBone *, ebone, selected_editable_bones, bArmature *, arm) ``` Seems to loops all selected bones independent of arm so the following operators seems to work ARMATURE_OT_align ARMATURE_OT_subdivide ARMATURE_OT_bone_layers Although, in case this is valid, they may need review for BKE_report and other stuff

Added subscriber: @dfelinto

Added subscriber: @dfelinto

In #54646#503817, @semaphore wrote:

CTX_DATA_BEGIN_WITH_ID(C, EditBone *, ebone, selected_editable_bones, bArmature *, arm)

Seems to loops all selected bones independent of arm so the following operators seems to work
ARMATURE_OT_align
ARMATURE_OT_subdivide
ARMATURE_OT_bone_layers

Although, in case this is valid, they may need review for BKE_report and other stuff

You are right. That said the operators are already good, nothing need to change there at all.

> In #54646#503817, @semaphore wrote: > ``` > CTX_DATA_BEGIN_WITH_ID(C, EditBone *, ebone, selected_editable_bones, bArmature *, arm) > ``` > Seems to loops all selected bones independent of arm so the following operators seems to work > ARMATURE_OT_align > ARMATURE_OT_subdivide > ARMATURE_OT_bone_layers > > Although, in case this is valid, they may need review for BKE_report and other stuff You are right. That said the operators are already good, nothing need to change there at all.
Joshua Leung was unassigned by Dalai Felinto 2018-10-10 00:32:15 +02:00
Dalai Felinto self-assigned this 2018-10-10 00:32:15 +02:00

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#54646
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