Make Single User: support object data animation
In addition to _object_ animation, now _object data_ (mesh, curve, ...) animation can now be made single user as well. This came up in T89369 and while it is possible to do this via the Outliner [where all actions have to be selected individually], this seems to be more convenient to be done from the 3DView. note: usercount of the action is checked now, if it single-user already, no copy takes place (same thing could/should be done for single_object_action_users as well). note2: obdata is made single user as well (otherwise duplicated actions will be assigned to the same shared obdata - which does not result in unique animadata which is what we are after here) ref. T89369 Maniphest Tasks: T89369 Differential Revision: https://developer.blender.org/D11683
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@ -2765,23 +2765,27 @@ class VIEW3D_MT_make_single_user(Menu):
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props = layout.operator("object.make_single_user", text="Object")
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props.object = True
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props.obdata = props.material = props.animation = False
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props.obdata = props.material = props.animation = props.obdata_animation = False
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props = layout.operator("object.make_single_user", text="Object & Data")
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props.object = props.obdata = True
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props.material = props.animation = False
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props.material = props.animation = props.obdata_animation = False
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props = layout.operator("object.make_single_user", text="Object & Data & Materials")
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props.object = props.obdata = props.material = True
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props.animation = False
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props.animation = props.obdata_animation = False
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props = layout.operator("object.make_single_user", text="Materials")
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props.material = True
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props.object = props.obdata = props.animation = False
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props.object = props.obdata = props.animation = props.obdata_animation = False
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props = layout.operator("object.make_single_user", text="Object Animation")
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props.animation = True
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props.object = props.obdata = props.material = False
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props.object = props.obdata = props.material = props.obdata_animation = False
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props = layout.operator("object.make_single_user", text="Object Data Animation")
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props.obdata_animation = props.obdata = True
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props.object = props.material = props.animation = False
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class VIEW3D_MT_object_convert(Menu):
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@ -2061,6 +2061,23 @@ static void single_object_action_users(
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FOREACH_OBJECT_FLAG_END;
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}
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static void single_objectdata_action_users(
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Main *bmain, Scene *scene, ViewLayer *view_layer, View3D *v3d, const int flag)
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{
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FOREACH_OBJECT_FLAG_BEGIN (scene, view_layer, v3d, flag, ob) {
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if (!ID_IS_LINKED(ob) && ob->data != NULL) {
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ID *id_obdata = (ID *)ob->data;
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AnimData *adt = BKE_animdata_from_id(id_obdata);
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ID *id_act = (ID *)adt->action;
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if (id_act && id_act->us > 1) {
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DEG_id_tag_update(&ob->id, ID_RECALC_GEOMETRY);
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BKE_animdata_copy_id_action(bmain, id_obdata);
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}
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}
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}
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FOREACH_OBJECT_FLAG_END;
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}
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static void single_mat_users(
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Main *bmain, Scene *scene, ViewLayer *view_layer, View3D *v3d, const int flag)
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{
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@ -2643,6 +2660,10 @@ static int make_single_user_exec(bContext *C, wmOperator *op)
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single_object_action_users(bmain, scene, view_layer, v3d, flag);
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}
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if (RNA_boolean_get(op->ptr, "obdata_animation")) {
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single_objectdata_action_users(bmain, scene, view_layer, v3d, flag);
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}
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BKE_main_id_newptr_and_tag_clear(bmain);
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WM_event_add_notifier(C, NC_WINDOW, NULL);
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@ -2684,8 +2705,16 @@ void OBJECT_OT_make_single_user(wmOperatorType *ot)
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RNA_def_boolean(ot->srna, "object", 0, "Object", "Make single user objects");
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RNA_def_boolean(ot->srna, "obdata", 0, "Object Data", "Make single user object data");
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RNA_def_boolean(ot->srna, "material", 0, "Materials", "Make materials local to each data-block");
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RNA_def_boolean(
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ot->srna, "animation", 0, "Object Animation", "Make animation data local to each object");
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RNA_def_boolean(ot->srna,
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"animation",
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0,
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"Object Animation",
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"Make object animation data local to each object");
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RNA_def_boolean(ot->srna,
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"obdata_animation",
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0,
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"Object Data Animation",
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"Make object data (mesh, curve etc.) animation data local to each object");
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}
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/** \} */
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