Anim: Add a simple GUI for assigning Animation data-blocks

Add a 'Baklava' panel to the 3D Viewport side-panel. It's a
developer-GUI, not meant for animators (or for inclusion beyond the
experimental feature, for that matter).

Note that this GUI shows all layer properties, even though the data
model is currently limited to a single layer. This means that things
like 'influence' and 'mix mode' are irrelevant, as there is no
underlying layer to mix with.

Also key insertion and animation evaluation are not implemented yet (but
will be in upcoming commits).

For more info, see #113594.

Pull Request: https://projects.blender.org/blender/blender/pulls/118677
This commit is contained in:
Sybren A. Stüvel 2024-02-23 16:11:06 +01:00
parent 13f3a81842
commit a5d0ae9644
2 changed files with 122 additions and 0 deletions

@ -61,6 +61,7 @@ _modules = [
"properties_texture",
"properties_world",
"properties_collection",
"temp_anim_layers",
"generic_ui_list",
# Generic Space Modules
@ -121,6 +122,7 @@ def register():
register_class(cls)
space_filebrowser.register_props()
temp_anim_layers.register_props()
from bpy.props import (
EnumProperty,

@ -0,0 +1,120 @@
# SPDX-FileCopyrightText: 2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
"""NOTE: this is temporary UI code to show animation layers.
It is not meant for any particular use, just to have *something* in the UI.
"""
import threading
import bpy
from bpy.types import Context, Panel, WindowManager
from bpy.props import PointerProperty
class VIEW3D_PT_animation_layers(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Animation"
bl_label = "Baklava"
@classmethod
def poll(cls, context: Context) -> bool:
return context.preferences.experimental.use_animation_baklava and context.object
def draw(self, context: Context) -> None:
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
# FIXME: this should be done in response to a messagebus callback, notifier, whatnot.
adt = context.object.animation_data
with _wm_selected_animation_lock:
if adt:
context.window_manager.selected_animation = adt.animation
else:
context.window_manager.selected_animation = None
col = layout.column()
# This has to go via an auxillary property, as assigning an Animation
# data-block should be possible even when `context.object.animation_data`
# is `None`, and thus its `animation` property does not exist.
col.template_ID(context.window_manager, 'selected_animation')
col = layout.column(align=True)
anim = adt and adt.animation
if anim:
col.prop(adt, 'animation_binding_handle', text="Binding")
binding = [o for o in anim.bindings if o.handle == adt.animation_binding_handle]
if binding:
col.prop(binding[0], 'name', text="Anim Binding Name")
else:
col.label(text="AN Binding Name: -")
if adt:
col.prop(adt, 'animation_binding_name', text="ADT Binding Name")
else:
col.label(text="ADT Binding Name: -")
layout.separator()
if not anim:
layout.label(text="No layers")
return
for layer_idx, layer in reversed(list(enumerate(anim.layers))):
layerbox = layout.box()
col = layerbox.column(align=True)
col.prop(layer, "name", text=f"Layer {layer_idx+1}:")
col.prop(layer, "influence")
col.prop(layer, "mix_mode")
classes = (
VIEW3D_PT_animation_layers,
)
_wm_selected_animation_lock = threading.Lock()
def _wm_selected_animation_update(self: WindowManager, context: Context) -> None:
# Avoid responding to changes written by the panel above.
lock_ok = _wm_selected_animation_lock.acquire(blocking=False)
if not lock_ok:
return
try:
if self.selected_animation is None and context.object.animation_data is None:
return
adt = context.object.animation_data_create()
if adt.animation == self.selected_animation:
# Avoid writing to the property when the new value hasn't changed.
return
adt.animation = self.selected_animation
finally:
_wm_selected_animation_lock.release()
def register_props() -> None:
# Put behind a `try` because it won't exist when Blender is built without
# experimental features.
try:
from bpy.types import Animation
except ImportError:
return
# Due to this hackyness, the WindowManager will increase the user count of
# the pointed-to Animation data-block.
WindowManager.selected_animation = PointerProperty(
type=Animation,
name="Animation",
description="Animation assigned to the active Object",
update=_wm_selected_animation_update,
)
if __name__ == "__main__": # only for live edit.
register_, _ = bpy.utils.register_classes_factory(classes)
register_()
register_props()