Commit Graph

124 Commits

Author SHA1 Message Date
jurre debaare
2eaf201f6a Generalized SkeletalMeshEditorToolbox to be used throughout Persona-based editors
#rb Halfdan.Ingvarsson

[CL 27874300 by jurre debaare in ue5-main branch]
2023-09-14 07:08:25 -04:00
kiaran ritchie
963a86d464 Viewport does not update in skeletal mesh editor until clicked on.
#rb halfdan.ingvarsson

[CL 26743435 by kiaran ritchie in ue5-main branch]
2023-08-01 12:43:55 -04:00
kiaran ritchie
f76b251f07 Fixed crash if attempt to paint weights on a socket.
#rb trivial
[FYI] benoit.gadreau

[CL 26662808 by kiaran ritchie in ue5-main branch]
2023-07-27 20:56:44 -04:00
kiaran ritchie
ba0066bce1 Removing URig from animation system (second try)
#rb halfdan.ingvarsson
[FYI] thomas.sarkanen, jurre.debaare

[CL 26330333 by kiaran ritchie in ue5-main branch]
2023-06-29 18:08:13 -04:00
kiaran ritchie
725d95a11b [Backout] - CL26275272
[FYI] kiaran.ritchie
Original CL Desc
-----------------------------------------------------------------
Removing URig from animation system.

#rb halfdan.ingvarsson
[FYI] thomas.sarkanen, jurre.debaare

[CL 26276275 by kiaran ritchie in ue5-main branch]
2023-06-27 20:11:04 -04:00
kiaran ritchie
b14a376bca Removing URig from animation system.
#rb halfdan.ingvarsson
#fyi thomas.sarkanen, jurre.debaare
#JIRA https://jira.it.epicgames.com/browse/UE-169103

[CL 26260694 by kiaran ritchie in ue5-main branch]
2023-06-27 12:20:55 -04:00
benoit gadreau
c0cba53399 Skeleton Editing Tool: editable skeleton tree
#jira UE-183073
#rb kiaran.ritchie

[CL 26117738 by benoit gadreau in ue5-main branch]
2023-06-20 07:17:57 -04:00
aditya ravichandran
e833fdf702 TabManager: Remove the ability to enforce a main tab because it causes layout issues
Asset Editors now don't have a non closeable tab by default, instead we show a text hint  if the user accidentally closes all tabs
#jira UE-188915
#rb sebastian.arleryd

[CL 26094328 by aditya ravichandran in ue5-main branch]
2023-06-19 12:47:53 -04:00
kiaran ritchie
d94dcdd6d3 Incrementing skeletal mesh editor tab layout version to force users onto new layout.
#rb trivial
#JIRA https://jira.it.epicgames.com/browse/UE-183091

[CL 26075994 by kiaran ritchie in ue5-main branch]
2023-06-16 19:45:15 -04:00
kiaran ritchie
52161663e5 Swapping Skeletal Mesh Editing tools to use toolkit builder UI.
New default tab layout for skeletal mesh editor.
Skel Mesh tools activate immediately when opening editor.

#rb benoit.gadreau
#JIRA https://jira.it.epicgames.com/browse/UE-183091
#fyi halfdan.ingvarsson

[CL 26024811 by kiaran ritchie in ue5-main branch]
2023-06-15 16:27:50 -04:00
kirill zorin
de8db5ff76 Converting ARO-facing raw pointers to TObjectPtr ahead of raw pointer ARO API deprecation.
#rb zousar.shaker
#rb markus.breyer
#rb robert.manuszewski

#preflight 646391406b1406b54ab15460

[CL 25489627 by kirill zorin in ue5-main branch]
2023-05-16 10:52:49 -04:00
aditya ravichandran
31830290ab Asset Editors: Deprecate OnClose and RequestClose in favor of similar functions that take in a close reason
Fix a crash in some asset editors when you force deleted an asset with pending changes and hit "cancel" on the save dialog

#jira UE-107248
#preflight 64517c880e33f2d51d6e3adb

[CL 25321878 by aditya ravichandran in ue5-main branch]
2023-05-03 14:45:26 -04:00
benoit gadreau
2057575465 Fixed shared ptr use preventing the toolkit from being deleted (use weak ptr instead)
+ cleaned some useless code

#jira UE-184236
#rb halfdan.ingvarsson
#preflight 644aabf0693defa68d7fef51

[CL 25219041 by benoit gadreau in ue5-main branch]
2023-04-27 13:36:30 -04:00
aditya ravichandran
48515cb23c Fix an issue causing main tabs to not be set properly for asset editors
Change the main tab to be the viewport for the Skeletal Mesh Editor
#rb benoit.gadreau
#preflight 644941d01c2846595c0f3c81

[CL 25203007 by aditya ravichandran in ue5-main branch]
2023-04-26 13:57:44 -04:00
benoit gadreau
8c3a374950 Do not set main tab for the skeleton editor
- follow up to 25175110


#jira UE-184236
#rb vincent.gauthier
#preflight 6448f9c51150e908d0403a30

#fyi aditya.ravichandran

[CL 25196977 by benoit gadreau in ue5-main branch]
2023-04-26 09:35:40 -04:00
kirill zorin
a469aafd78 Update callsites to prepare for upcoming TArray/TArrayView<TObjectPtr<...>> restrictions
#rb zousar.shaker
#rb devin.doucette
#rb steve.robb
#rb robert.manuszewski
#rb saam.barati
#preflight 643f4c09a35280ed4f53ccb3

[CL 25100071 by kirill zorin in ue5-main branch]
2023-04-18 22:39:29 -04:00
benoit gadreau
c58b1167bf Skeleton Mesh Editing tool: multi selection + transform gizmo
- multiselection: bones can be multi-selected (using shift/ctrl) so that they can be bulk edited
    - bones can be transformed individually (unlike in the level editor where the last selected element's transform is used as pivot)
    - added USkeletalMeshGizmoContextObject to manage gizmo wrappers for skeletal mesh tools
    - gizmo: re-used the transform gizmo work done with several fixes/improvements so that they can be used in other contexts
        - UTransformGizmo can be used without TransformGizmoSource, most of the infos can be retrieved from the IToolsContextQueriesAPI
        - UTransformGizmo can be passed an external StateTarget to handle transaction externally
        - UTransformGizmo fixed rotations going in the wrong direction when dragging

#jira UE-183454
#jira UE-183453
#rb kiaran.ritchie
#preflight 643d63df8e01968448cf53db

[CL 25085825 by benoit gadreau in ue5-main branch]
2023-04-18 10:17:27 -04:00
kiaran ritchie
f4ec9e22c9 Moving skeletal mesh editing APIs into their own module inside the skeletal mesh editing plugin.
#rb benoit.gadreau
#JIRA none
#preflight https://horde.devtools.epicgames.com/job/6438a22c8901e5ef98d90808
#preflight 643972a3db681113a4fc9d86

[CL 25041820 by kiaran ritchie in ue5-main branch]
2023-04-14 11:54:04 -04:00
kiaran ritchie
e957142207 New skin weight editing BP/Python API.
#rb halfdan.ingvarsson
#JIRA https://jira.it.epicgames.com/browse/UE-179600
#preflight https://horde.devtools.epicgames.com/job/640963cf8832f48a4de2b6fd

[CL 25019066 by kiaran ritchie in ue5-main branch]
2023-04-12 19:36:09 -04:00
benoit gadreau
78dae93893 Skeleton Editing Tool
#jira https://jira.it.epicgames.com/browse/UE-171705
#rb kiaran.ritchie
#preflight 64218308974dfaa53c888935

[CL 24802004 by benoit gadreau in ue5-main branch]
2023-03-27 09:46:51 -04:00
benoit gadreau
0b537bf204 Focus bone selection
#jira UE-178950
#rb kiaran.ritchie
#preflight 6400a32adf66ed5fc168704d

[CL 24483126 by benoit gadreau in ue5-main branch]
2023-03-02 11:14:49 -05:00
kiaran ritchie
928e01df7d Skeletal Mesh Editing interface (submitted on behalf of Benoit Gadreau)
#rb kiaran.ritchie
#preflight https://horde.devtools.epicgames.com/job/63d29c085354589b5c5e6c02
#JIRA https://jira.it.epicgames.com/browse/UE-178881

[CL 24467630 by kiaran ritchie in ue5-main branch]
2023-03-01 14:13:08 -05:00
Thomas Sarkanen
502797ca50 Animation Curve Runtime & Editor Improvements
Runtime notes:
- Removes 'smart name' usage across the animation systems.
- Changed curve blending from a uniform array (sized per skeleton) to a sparse array of sorted named values. Blends and other combiners are performed using a dual iteration 'tape merge'.
- Skeleton curves are no longer guaranteed to cover all curve names that can be found at runtime.

Editor notes:
- Curve metadata (flags, bone links etc.) is still present on the skeleton, but can also now exist on a skeletal mesh
- Curve metadata (for morph targets) is still populated on import
- Curves can now be used arbitrarily at runtime

New features:
- New Find/Replace dialog that allows for batch-replacing curves and notifies across all of a project's assets
- New curve debugger tab in various Persona editors that allows for viewing curve values live. This also now allows viewing curves for specific pose watches.
- Pose watches now output curve tracks to the Rewind Debugger

#rb Jurre.deBaare,Nicholas.Frechette,Sara.Schvartzman,Helge.Mathee,Kiaran.Ritchie,Jaime.Cifuentes,Martin.Wilson,Keith.Yerex,Andrean.Franc (and more!)
#jira UE-167776
#jira UE-173716
#jira UE-110407
#preflight 63fc98c81206d91a2bc3ab90
#preflight 63f3ad4f81646f1f24c240c2

[CL 24421496 by Thomas Sarkanen in ue5-main branch]
2023-02-27 07:20:58 -05:00
jeanmichel dignard
37eaa20602 Exec commands changes:
- Port some editor only exec commands to Exec_Editor.

#rb none
#preflight 63c5a00dd040694ab814f875

[CL 23732860 by jeanmichel dignard in ue5-main branch]
2023-01-16 17:05:05 -05:00
Thomas Sarkanen
d9c2b172f7 Skeleton compatibility improvements
Skeleton compatibility is now bi-directional. Specifying a compatible skeleton A -> B now implies B -> A.
Skeleton compatibility is now an editor-only concern. The runtime will attempt to do the 'best it can' via name -> name mappings. Only the editor will prevent assigning incompatible skeletons in (e.g.) asset pickers etc.
Skeleton compatibility checks in editor can now be disabled in the editor preferences (and each asset picker now has a checkbox option in its view settings that allows for quick access to this).

Moves FSkeletonRemapping to its own file (which is now private).
Skeleton remappings are now generated on demand on worker threads just before animation decompression and stored in a registry, guarded by FRWScopeLock for thread-safety.

Fixed some anim BP compiler edge cases where asset references on pins were not getting preloaded correctly, causing skeletons to be erroneously reported as missing.

Exposed the current asset registry filter in SAssetView so that menu extensions can access it (and use it to provide context)

#jira UE-166054
#jira UE-167355
#rb Jurre.deBaare,John.vanderBerg
#preflight 635902602e6690262afa86f9

[CL 22878911 by Thomas Sarkanen in ue5-main branch]
2022-11-01 06:25:59 -04:00