Update in pose mode#28
Conversation
…p of object into a temporary mesh using bmesh. Also updated blender info and readme
…rences and logic are now gone and this now works with local groups
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Do I understand it correctly, that this update merges separate meshes into one to make it work on loose parts? Does it still work then on separate objects as well? If not, perhaps it would be nice to be able to use both methods. |
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Yes it works on separate objects and separate meshes as well... I still have some work to do related to the UI buttons not working as intended. You gotta hit the update button for it to work, but I've been animating with it and all is well. |
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Is there a release we can get somewhere? |
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https://github.com/apetezible/animextras |
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Make sure to use the correct branch, don't doen the zip of the main branch "Update-in-pose-mode" |
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I was looking quickly over some of the commits, im a bit confused here. In your first commits, the "check_selected" is removed. But than in a later commit, its sort of added back, but not as its own function? |
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I don't remember exactly. I've been using my version but I don't recall what I did... I think I removed it because it was breaking something and I readded it written in a different way to make it work again |
So, as this addon was not working in the most recent version of Blender (4.4.3), I decided to update it, which ended up well, but then I decided to add some features, the main one being to be abled to generate onion skining to groups of meshes instead of a single one. I did that by changing the workflow: grabbing the selected meshes, filtering them, and then creating a list called onion_group. This group is maintained as a base for the whole operation. To onion skin this group, I made a function that grabs the group and bakes a big mesh in a similar way that it was done in the original, but this is done for each stage. From there, I changed the whole logic to work with onion_group instead of a single object. The onion skin is then applied correctly (even if the objects are linked or not) with my join mesh function. The rest remains pretty much the same. This is great for working with proxy rigs, and these are rigs composed of different parts of the mesh that are constrained into the rig for bone by bone, instead of a single mesh being controlled through a modifier. The addon now calculates the onion skin in a range given by the playback start and end in Blender.
