Multi-Object-Mode: Pose Tools #54650

Closed
opened 2018-04-16 12:58:40 +02:00 by Campbell Barton · 7 comments

Notes about notation

  • Excluded from Multi-Object Editing - Everything in (parentheses)
  • Priority items (i.e. for Spring migration) - Everything in bold

Notes about approach (25/5)

Talking with the animators here in the studio, it seems that most of the time, animators don't actually want most tools to work with "full" multi-object posing behaviour. So, what we might do here instead is that by default, pose operators still work in the old (single active object) way, with just a few specific exceptions added on a case-by-case basis (as/when desired by animators). Examples here include mouse select tools and basic loc/rot/scale transform tools. Many other tools may be best left as single-object for now.

pose_edit.c

pose_group.c

Note: With these ones, we made the decision to only allow supporting the "active object" as displayed in the UI (where these operators appear). As a result, multi-object editing doesn't actually function with these operators. But also, no further changes are required

  • (POSE_OT_group_add)
  • (POSE_OT_group_remove)
  • POSE_OT_group_unassign
  • POSE_OT_group_assign
  • (POSE_OT_group_move)
  • (POSE_OT_group_sort)
  • POSE_OT_group_select
  • POSE_OT_group_deselect

pose_lib.c

  • Most operators here are fine, as they don't use the context iterators to loop over bones, and it doesn't make sense to apply Pose Libraries (defined for a single armature) across multiple selected armatures.

  • The one exception here is the ~~POSELIB_OT_pose_add~~ operator, as it needs to use the Whole Character (selected) KeyingSet to determine what bones get added to the library. The one problem with this though is that this keyingset uses the context.selected_pose_bones iterator, which includes bones from multiple active armatures. We'll need a solution here to allow restricting keyingsets without also losing all filtering capabilities in the iterator (i.e. we'd lose the name-filtering used to determine what bones should/shouldn't get included). (done c462c43c1a).

  • POSELIB_OT_action_sanitize

  • POSELIB_OT_apply_pose

  • POSELIB_OT_browse_interactive

  • POSELIB_OT_new

  • POSELIB_OT_pose_move

  • POSELIB_OT_pose_remove

  • POSELIB_OT_pose_rename

  • POSELIB_OT_unlink

pose_select.c

  • VIEW3D_OT_select_border
  • VIEW3D_OT_select_circle
  • POSE_OT_select_all
  • POSE_OT_select_mirror
  • POSE_OT_select_constraint_target 374a8b9da5
  • POSE_OT_select_linked
  • POSE_OT_select_hierarchy d95bb08f39
  • POSE_OT_select_groupedcaad2d7528

pose_transform.c

  • POSE_OT_visual_transform_apply 4376bb6405
  • POSE_OT_armature_apply
  • POSE_OT_copy - [To be ported by @JoshuaLeung] (*1)
  • POSE_OT_paste - [To be ported by @JoshuaLeung] (*1)
  • POSE_OT_transforms_clear e0478ae92f
    • POSE_OT_loc_clear
    • POSE_OT_rot_clear
    • POSE_OT_scale_clear
  • POSE_OT_user_transforms_clear 4529192157

*(1) Copy/Paste - These currently don't have any problems working with multi-objects (i..e you don't get wrong bones getting copied/pasted). The only problem is that you can only from and paste to whatever armature is active at the time the operator is invoked. (So, you can copy a pose from one armature and paste it into another without leaving pose mode, as long as both objects are in posemode). So, currently marking these as working.

pose_slide.c

Others

## Notes about notation * Excluded from Multi-Object Editing - Everything in `(parentheses)` * Priority items (i.e. for Spring migration) - Everything in bold ## Notes about approach (25/5) Talking with the animators here in the studio, it seems that most of the time, animators don't actually want most tools to work with "full" multi-object posing behaviour. So, what we might do here instead is that by default, pose operators still work in the old (single active object) way, with just a few specific exceptions added on a case-by-case basis (as/when desired by animators). Examples here include mouse select tools and basic loc/rot/scale transform tools. Many other tools may be best left as single-object for now. ## pose_edit.c - **~~POSE_OT_paths_clear~~** 478446e3a4 - **~~POSE_OT_paths_calculate~~** 478446e3a4 - **~~POSE_OT_paths_update~~** 478446e3a4 - **~~POSE_OT_flip_names~~** - ~~POSE_OT_autoside_names~~ c7bbcfe954 - ~~POSE_OT_rotation_mode_set~~ 3b9b6a80ba - ~~ARMATURE_OT_armature_layers~~ 3a8b56ce24 - ~~POSE_OT_bone_layers~~ bb7f4f5714 - ~~**POSE_OT_hide**~~ c9d1082a2c - ~~**POSE_OT_reveal**~~ c9d1082a2c - ~~POSE_OT_quaternions_flip~~ 7560aabf71 ## pose_group.c **Note**: With these ones, we made the decision to only allow supporting the "active object" as displayed in the UI (where these operators appear). As a result, multi-object editing doesn't actually function with these operators. But also, no further changes are required - (~~POSE_OT_group_add~~) - (~~POSE_OT_group_remove~~) - ~~POSE_OT_group_unassign~~ - ~~POSE_OT_group_assign~~ - (~~POSE_OT_group_move~~) - (~~POSE_OT_group_sort~~) - ~~POSE_OT_group_select~~ - ~~POSE_OT_group_deselect~~ ## pose_lib.c - Most operators here are fine, as they don't use the context iterators to loop over bones, and it doesn't make sense to apply Pose Libraries (defined for a single armature) across multiple selected armatures. - The one exception here is the `~~POSELIB_OT_pose_add~~` operator, as it needs to use the `Whole Character (selected)` KeyingSet to determine what bones get added to the library. The one problem with this though is that this keyingset uses the context.selected_pose_bones iterator, which includes bones from multiple active armatures. We'll need a solution here to allow restricting keyingsets without also losing all filtering capabilities in the iterator (i.e. we'd lose the name-filtering used to determine what bones should/shouldn't get included). (done c462c43c1a). - ~~POSELIB_OT_action_sanitize~~ - ~~POSELIB_OT_apply_pose~~ - ~~POSELIB_OT_browse_interactive~~ - ~~POSELIB_OT_new~~ - ~~POSELIB_OT_pose_move~~ - ~~POSELIB_OT_pose_remove~~ - ~~POSELIB_OT_pose_rename~~ - ~~POSELIB_OT_unlink~~ ## pose_select.c - **~~VIEW3D_OT_select_border~~** - ~~VIEW3D_OT_select_circle~~ - **~~POSE_OT_select_all~~** - **~~POSE_OT_select_mirror~~** - ~~POSE_OT_select_constraint_target~~ 374a8b9da5 - ~~POSE_OT_select_linked~~ - ~~POSE_OT_select_hierarchy~~ d95bb08f39 - ~~POSE_OT_select_grouped~~caad2d7528 ## pose_transform.c - ~~POSE_OT_visual_transform_apply~~ 4376bb6405 - ~~POSE_OT_armature_apply~~ - **~~POSE_OT_copy~~** - [To be ported by @JoshuaLeung] (*1) - **~~POSE_OT_paste~~** - [To be ported by @JoshuaLeung] (*1) - **~~POSE_OT_transforms_clear~~** e0478ae92f - ~~POSE_OT_loc_clear~~ - ~~POSE_OT_rot_clear~~ - ~~POSE_OT_scale_clear~~ - ~~POSE_OT_user_transforms_clear~~ 4529192157 **(*1) Copy/Paste** - These currently don't have any problems working with multi-objects (i..e you don't get wrong bones getting copied/pasted). The only problem is that you can only from and paste to whatever armature is active at the time the operator is invoked. (So, you can copy a pose from one armature and paste it into another without leaving pose mode, as long as both objects are in posemode). So, currently marking these as working. ## pose_slide.c - ~~NLA_OT_bake~~ f10bc11061 39ad5c3ef1 (though undo doesn't seem to be working well). - ~~POSE_OT_breakdown~~ 3c61efcf20 - ~~POSE_OT_relax~~ 3c61efcf20 - ~~POSE_OT_push~~ 3c61efcf20 - ~~POSE_OT_propagate~~ 3c61efcf20 ## Others - ~~POSE_OT_ik_clear~~f3153f1c7f - ~~POSE_OT_ik_add~~ 7baa8d2e8f - ~~POSE_OT_constraints_clear~~ 647218af07 - ~~POSE_OT_constraints_copy~~ 418c16bd3b - ~~POSE_OT_constraint_add_with_targets~~ 7baa8d2e8f - ~~POSE_OT_select_parent~~ dcf1210c44
Campbell Barton self-assigned this 2018-04-16 12:58:40 +02:00
Author
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Added subscriber: @ideasman42

Added subscriber: @ideasman42
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Added subscriber: @JoshuaLeung

Added subscriber: @JoshuaLeung
Campbell Barton was unassigned by Joshua Leung 2018-04-23 13:14:26 +02:00
Joshua Leung self-assigned this 2018-04-23 13:14:26 +02:00

Added subscriber: @dfelinto

Added subscriber: @dfelinto

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'

You are hereby closed.

You are hereby closed.

Changed status from 'Resolved' to: 'Open'

Changed status from 'Resolved' to: 'Open'

Changed status from 'Open' to: 'Resolved'

Changed status from 'Open' to: 'Resolved'
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Reference: blender/blender#54650
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