2009-11-01 15:21:20 +00:00
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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2009-11-03 07:23:02 +00:00
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#
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2009-11-01 15:21:20 +00:00
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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2010-02-12 13:34:04 +00:00
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-11-01 15:21:20 +00:00
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#
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# ##### END GPL LICENSE BLOCK #####
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2009-10-31 20:16:59 +00:00
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2009-10-31 23:35:56 +00:00
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# <pep8 compliant>
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2009-04-15 15:10:31 +00:00
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import bpy
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2011-08-12 06:57:00 +00:00
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from bpy.types import Operator, Panel
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2010-01-08 08:54:41 +00:00
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from rna_prop_ui import PropertyPanel
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2009-04-15 15:10:31 +00:00
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2009-11-14 13:35:44 +00:00
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2010-08-02 02:55:12 +00:00
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class SceneButtonsPanel():
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2009-10-31 19:31:45 +00:00
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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2010-08-09 01:37:09 +00:00
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@classmethod
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def poll(cls, context):
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2009-10-31 19:31:45 +00:00
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return context.scene
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2009-10-03 04:21:38 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_scene(SceneButtonsPanel, Panel):
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2009-10-31 19:31:45 +00:00
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bl_label = "Scene"
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2009-12-13 16:20:18 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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2009-11-14 13:35:44 +00:00
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2010-08-06 15:17:44 +00:00
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layout.prop(scene, "camera")
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2010-08-18 07:14:10 +00:00
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layout.prop(scene, "background_set", text="Background")
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2010-01-08 08:54:41 +00:00
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2011-08-16 14:11:58 +00:00
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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bl_label = "Audio"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = context.scene.render
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layout.prop(scene, "audio_volume")
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layout.operator("sound.bake_animation")
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split = layout.split()
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col = split.column()
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2011-08-01 11:44:20 +00:00
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col.label("Listener:")
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col.prop(scene, "audio_distance_model", text="")
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col.prop(scene, "audio_doppler_speed", text="Speed")
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col.prop(scene, "audio_doppler_factor", text="Doppler")
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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col = split.column()
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2011-08-01 11:44:20 +00:00
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col.label("Format:")
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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col.prop(rd, "ffmpeg_audio_channels", text="")
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2011-08-01 11:44:20 +00:00
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col.prop(rd, "ffmpeg_audio_mixrate", text="Rate")
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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2011-08-06 17:57:20 +00:00
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layout.operator("sound.mixdown")
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3D Audio GSoC:
Implemented basic audio animation.
* AnimatableProperty: Propper cache writing and spline interpolation for reading (the solution for stair steps in audio animation)
* Animatable properties so far are: volume, pitch, panning
* Users note: Changing the pitch of a sound results in wrong seeking, due to the resulting playback length difference.
* Users note: Panning only works for mono sources, values are in the range [-2..2], this basically controls the angle of the sound, 0 is front, -1 left, 1 right and 2 and -2 are back. Typical stereo panning only supports [-1..1].
* Disabled animation of audio related ffmpeg output parameters.
* Scene Audio Panel: 3D Listener settings also for Renderer, new Volume property (animatable!), Update/Bake buttons for animation problems, moved sampling rate and channel count here
2011-07-28 13:58:59 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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2009-10-31 19:31:45 +00:00
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bl_label = "Units"
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2009-12-13 16:20:18 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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unit = context.scene.unit_settings
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col = layout.column()
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2009-11-23 00:27:30 +00:00
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col.row().prop(unit, "system", expand=True)
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2010-11-18 14:10:09 +00:00
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col.row().prop(unit, "system_rotation", expand=True)
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2009-10-31 19:31:45 +00:00
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2011-02-26 16:04:14 +00:00
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row = layout.row()
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row.active = (unit.system != 'NONE')
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row.prop(unit, "scale_length", text="Scale")
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row.prop(unit, "use_separate")
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2010-01-31 14:46:28 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_keying_sets(SceneButtonsPanel, Panel):
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2009-10-31 19:31:45 +00:00
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bl_label = "Keying Sets"
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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row = layout.row()
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col = row.column()
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2010-08-24 04:02:50 +00:00
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col.template_list(scene, "keying_sets", scene.keying_sets, "active_index", rows=2)
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2009-10-31 19:31:45 +00:00
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col = row.column(align=True)
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2009-12-10 10:23:53 +00:00
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col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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2009-10-31 19:31:45 +00:00
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2010-08-23 22:16:45 +00:00
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ks = scene.keying_sets.active
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2010-08-18 07:14:10 +00:00
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if ks and ks.is_path_absolute:
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2009-10-31 19:31:45 +00:00
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row = layout.row()
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col = row.column()
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2009-11-23 00:27:30 +00:00
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col.prop(ks, "name")
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2010-02-22 23:32:58 +00:00
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2010-02-01 01:08:45 +00:00
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subcol = col.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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2010-02-01 04:07:43 +00:00
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op = subcol.operator("anim.keying_set_export", text="Export to File")
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2010-06-14 03:52:10 +00:00
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op.filepath = "keyingset.py"
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2009-10-31 19:31:45 +00:00
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2010-08-06 15:17:44 +00:00
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col = row.column()
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2009-11-23 00:27:30 +00:00
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col.label(text="Keyframing Settings:")
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2010-09-23 08:15:53 +00:00
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col.prop(ks, "bl_options")
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2009-10-31 19:31:45 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, Panel):
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2009-10-31 19:31:45 +00:00
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bl_label = "Active Keying Set"
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2010-08-09 01:37:09 +00:00
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@classmethod
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def poll(cls, context):
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2010-08-23 22:16:45 +00:00
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ks = context.scene.keying_sets.active
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return (ks and ks.is_path_absolute)
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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2010-08-23 22:16:45 +00:00
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ks = scene.keying_sets.active
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2009-10-31 19:31:45 +00:00
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row = layout.row()
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2009-11-23 00:27:30 +00:00
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row.label(text="Paths:")
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2009-10-31 19:31:45 +00:00
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row = layout.row()
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col = row.column()
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2010-08-24 04:02:50 +00:00
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col.template_list(ks, "paths", ks.paths, "active_index", rows=2)
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2009-10-31 19:31:45 +00:00
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col = row.column(align=True)
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2009-12-10 10:23:53 +00:00
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col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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2009-10-31 19:31:45 +00:00
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2010-08-23 22:16:45 +00:00
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ksp = ks.paths.active
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2009-10-31 19:31:45 +00:00
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if ksp:
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col = layout.column()
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2009-11-23 00:27:30 +00:00
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col.label(text="Target:")
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2009-10-31 19:31:45 +00:00
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col.template_any_ID(ksp, "id", "id_type")
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2009-12-10 22:23:09 +00:00
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col.template_path_builder(ksp, "data_path", ksp.id)
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2009-10-31 19:31:45 +00:00
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row = layout.row()
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col = row.column()
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2009-11-23 00:27:30 +00:00
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col.label(text="Array Target:")
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2010-08-18 08:58:37 +00:00
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col.prop(ksp, "use_entire_array")
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if ksp.use_entire_array is False:
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2009-11-23 00:27:30 +00:00
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col.prop(ksp, "array_index")
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2009-10-31 19:31:45 +00:00
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2010-08-06 15:17:44 +00:00
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col = row.column()
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2009-11-23 00:27:30 +00:00
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col.label(text="F-Curve Grouping:")
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2010-08-18 07:14:10 +00:00
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col.prop(ksp, "group_method")
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if ksp.group_method == 'NAMED':
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2009-11-23 00:27:30 +00:00
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col.prop(ksp, "group")
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2010-04-04 14:52:15 +00:00
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2010-09-24 03:42:19 +00:00
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col.prop(ksp, "bl_options")
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2009-08-13 07:37:41 +00:00
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2009-10-31 23:35:56 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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2009-10-31 19:31:45 +00:00
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bl_label = "Gravity"
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2009-12-13 16:20:18 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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2009-10-31 19:31:45 +00:00
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def draw_header(self, context):
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2009-11-23 00:27:30 +00:00
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self.layout.prop(context.scene, "use_gravity", text="")
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2009-08-13 07:37:41 +00:00
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2009-10-31 19:31:45 +00:00
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def draw(self, context):
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layout = self.layout
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Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
2009-09-30 22:10:14 +00:00
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2009-10-31 19:31:45 +00:00
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scene = context.scene
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2009-11-14 13:35:44 +00:00
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2009-10-31 19:31:45 +00:00
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layout.active = scene.use_gravity
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2009-11-14 13:35:44 +00:00
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2010-08-06 15:17:44 +00:00
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layout.prop(scene, "gravity", text="")
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Unified effector functionality for particles, cloth and softbody
* Unified scene wide gravity (currently in scene buttons)
instead of each simulation having it's own gravity.
* Weight parameters for all effectors and an effector group
setting.
* Every effector can use noise.
* Most effectors have "shapes" point, plane, surface, every point.
- "Point" is most like the old effectors and uses the
effector location as the effector point.
- "Plane" uses the closest point on effectors local xy-plane
as the effector point.
- "Surface" uses the closest point on an effector object's
surface as the effector point.
- "Every Point" uses every point in a mesh effector object
as an effector point.
- The falloff is calculated from this point, so for example
with "surface" shape and "use only negative z axis" it's
possible to apply force only "inside" the effector object.
* Spherical effector is now renamed as "force" as it's no longer
just spherical.
* New effector parameter "flow", which makes the effector act as
surrounding air velocity, so the resulting force is
proportional to the velocity difference of the point and "air
velocity". For example a wind field with flow=1.0 results in
proper non-accelerating wind.
* New effector fields "turbulence", which creates nice random
flow paths, and "drag", which slows the points down.
* Much improved vortex field.
* Effectors can now effect particle rotation as well as location.
* Use full, or only positive/negative z-axis to apply force
(note. the z-axis is the surface normal in the case of
effector shape "surface")
* New "force field" submenu in add menu, which adds an empty
with the chosen effector (curve object for corve guides).
* Other dynamics should be quite easy to add to the effector
system too if wanted.
* "Unified" doesn't mean that force fields give the exact same results for
particles, softbody & cloth, since their final effect depends on many external
factors, like for example the surface area of the effected faces.
Code changes
* Subversion bump for correct handling of global gravity.
* Separate ui py file for common dynamics stuff.
* Particle settings updating is flushed with it's id through
DAG_id_flush_update(..).
Known issues
* Curve guides don't yet have all ui buttons in place, but they
should work none the less.
* Hair dynamics don't yet respect force fields.
Other changes
* Particle emission defaults now to frames 1-200 with life of 50
frames to fill the whole default timeline.
* Many particles drawing related crashes fixed.
* Sometimes particles didn't update on first frame properly.
* Hair with object/group visualization didn't work properly.
* Memory leaks with PointCacheID lists (Genscher, remember to
free pidlists after use :).
2009-09-30 22:10:14 +00:00
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2010-01-31 14:46:28 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_simplify(SceneButtonsPanel, Panel):
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2010-01-25 11:39:56 +00:00
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bl_label = "Simplify"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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scene = context.scene
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2010-02-23 12:48:35 +00:00
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rd = scene.render
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2010-01-25 11:39:56 +00:00
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self.layout.prop(rd, "use_simplify", text="")
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2010-01-31 14:46:28 +00:00
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2010-01-25 11:39:56 +00:00
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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2010-02-23 12:48:35 +00:00
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rd = scene.render
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2010-01-25 11:39:56 +00:00
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layout.active = rd.use_simplify
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split = layout.split()
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col = split.column()
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col.prop(rd, "simplify_subdivision", text="Subdivision")
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col.prop(rd, "simplify_child_particles", text="Child Particles")
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2010-02-22 23:32:58 +00:00
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2010-08-18 04:10:23 +00:00
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col.prop(rd, "use_simplify_triangulate")
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2010-01-25 11:39:56 +00:00
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2010-08-06 15:17:44 +00:00
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col = split.column()
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2010-01-25 11:39:56 +00:00
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col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
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col.prop(rd, "simplify_ao_sss", text="AO and SSS")
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2010-01-08 08:54:41 +00:00
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2010-02-01 01:08:45 +00:00
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2011-08-12 06:57:00 +00:00
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
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2010-08-12 19:36:10 +00:00
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "scene"
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2010-12-17 10:33:28 +00:00
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_property_type = bpy.types.Scene
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2010-08-12 19:36:10 +00:00
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2010-09-09 18:03:57 +00:00
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# XXX, move operator to op/ dir
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2010-02-14 11:21:21 +00:00
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2011-08-12 06:57:00 +00:00
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class ANIM_OT_keying_set_export(Operator):
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2011-09-19 14:00:42 +00:00
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"Export Keying Set to a python script"
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2010-02-01 01:08:45 +00:00
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bl_idname = "anim.keying_set_export"
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bl_label = "Export Keying Set..."
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2011-09-19 14:00:42 +00:00
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filepath = bpy.props.StringProperty(name="File Path", description="Filepath to write file to")
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2010-02-01 22:04:33 +00:00
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filter_folder = bpy.props.BoolProperty(name="Filter folders", description="", default=True, options={'HIDDEN'})
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filter_text = bpy.props.BoolProperty(name="Filter text", description="", default=True, options={'HIDDEN'})
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filter_python = bpy.props.BoolProperty(name="Filter python", description="", default=True, options={'HIDDEN'})
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2010-02-01 01:08:45 +00:00
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def execute(self, context):
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2010-09-09 18:03:57 +00:00
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if not self.filepath:
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2011-09-19 14:00:42 +00:00
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raise Exception("Filepath not set")
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2010-02-01 01:08:45 +00:00
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2010-09-09 18:03:57 +00:00
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f = open(self.filepath, "w")
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2010-02-01 01:08:45 +00:00
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if not f:
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2011-09-19 14:00:42 +00:00
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raise Exception("Could not open file")
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2010-02-01 01:08:45 +00:00
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scene = context.scene
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2010-08-23 22:16:45 +00:00
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ks = scene.keying_sets.active
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2010-02-22 23:32:58 +00:00
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2010-02-01 04:07:43 +00:00
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f.write("# Keying Set: %s\n" % ks.name)
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2010-02-22 23:32:58 +00:00
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2010-02-01 01:08:45 +00:00
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f.write("import bpy\n\n")
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2011-01-01 07:20:34 +00:00
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f.write("scene= bpy.data.scenes[0]\n\n") # XXX, why not use the current scene?
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2010-02-01 01:08:45 +00:00
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2010-02-22 23:32:58 +00:00
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# Add KeyingSet and set general settings
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2010-02-01 04:07:43 +00:00
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f.write("# Keying Set Level declarations\n")
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2010-08-30 14:33:46 +00:00
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f.write("ks= scene.keying_sets.new(name=\"%s\")\n" % ks.name)
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2010-02-22 23:32:58 +00:00
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2010-08-18 07:14:10 +00:00
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if not ks.is_path_absolute:
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f.write("ks.is_path_absolute = False\n")
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2010-02-01 04:07:43 +00:00
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f.write("\n")
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2011-01-01 07:20:34 +00:00
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2010-09-23 08:15:53 +00:00
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f.write("ks.bl_options = %r\n" % ks.bl_options)
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2010-02-01 04:07:43 +00:00
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f.write("\n")
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2010-02-22 23:32:58 +00:00
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2010-02-01 04:07:43 +00:00
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# generate and write set of lookups for id's used in paths
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2010-09-07 15:17:42 +00:00
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id_to_paths_cache = {} # cache for syncing ID-blocks to bpy paths + shorthands
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2010-02-22 23:32:58 +00:00
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2010-02-01 04:07:43 +00:00
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for ksp in ks.paths:
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if ksp.id is None:
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2010-02-22 23:32:58 +00:00
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continue
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2010-02-01 04:07:43 +00:00
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if ksp.id in id_to_paths_cache:
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2010-02-22 23:32:58 +00:00
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continue
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2010-02-01 04:07:43 +00:00
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# - idtype_list is used to get the list of id-datablocks from bpy.data.*
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# since this info isn't available elsewhere
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2010-02-22 23:32:58 +00:00
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# - id.bl_rna.name gives a name suitable for UI,
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2010-02-01 04:07:43 +00:00
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# with a capitalised first letter, but we need
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# the plural form that's all lower case
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idtype_list = ksp.id.bl_rna.name.lower() + "s"
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id_bpy_path = "bpy.data.%s[\"%s\"]" % (idtype_list, ksp.id.name)
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2010-02-22 23:32:58 +00:00
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2010-02-01 04:07:43 +00:00
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# shorthand ID for the ID-block (as used in the script)
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short_id = "id_%d" % len(id_to_paths_cache)
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2010-02-22 23:32:58 +00:00
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2010-02-01 04:07:43 +00:00
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# store this in the cache now
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id_to_paths_cache[ksp.id] = [short_id, id_bpy_path]
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2010-02-22 23:32:58 +00:00
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2010-02-01 04:07:43 +00:00
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f.write("# ID's that are commonly used\n")
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for id_pair in id_to_paths_cache.values():
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f.write("%s = %s\n" % (id_pair[0], id_pair[1]))
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f.write("\n")
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2010-02-22 23:32:58 +00:00
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2010-02-01 04:07:43 +00:00
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# write paths
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2010-02-22 23:32:58 +00:00
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f.write("# Path Definitions\n")
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2010-02-01 01:08:45 +00:00
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for ksp in ks.paths:
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2010-04-04 22:13:57 +00:00
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f.write("ksp = ks.paths.add(")
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2010-02-22 23:32:58 +00:00
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2010-06-14 03:52:10 +00:00
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# id-block + data_path
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2010-02-01 01:08:45 +00:00
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if ksp.id:
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2010-02-01 04:07:43 +00:00
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# find the relevant shorthand from the cache
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id_bpy_path = id_to_paths_cache[ksp.id][0]
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2010-02-01 01:08:45 +00:00
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else:
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2010-09-07 15:17:42 +00:00
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id_bpy_path = "None" # XXX...
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2010-02-01 01:08:45 +00:00
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f.write("%s, '%s'" % (id_bpy_path, ksp.data_path))
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2010-02-22 23:32:58 +00:00
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2010-02-01 01:08:45 +00:00
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# array index settings (if applicable)
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2010-08-18 08:58:37 +00:00
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if ksp.use_entire_array:
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2010-04-01 06:26:41 +00:00
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f.write(", index=-1")
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else:
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f.write(", index=%d" % ksp.array_index)
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2010-02-22 23:32:58 +00:00
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2010-02-01 01:08:45 +00:00
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# grouping settings (if applicable)
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# NOTE: the current default is KEYINGSET, but if this changes, change this code too
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2010-08-18 07:14:10 +00:00
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if ksp.group_method == 'NAMED':
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f.write(", group_method='%s', group_name=\"%s\"" % (ksp.group_method, ksp.group))
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elif ksp.group_method != 'KEYINGSET':
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f.write(", group_method='%s'" % ksp.group_method)
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2010-02-22 23:32:58 +00:00
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2010-02-01 01:08:45 +00:00
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# finish off
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f.write(")\n")
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2010-02-22 23:32:58 +00:00
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2010-02-01 01:08:45 +00:00
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f.write("\n")
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f.close()
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return {'FINISHED'}
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def invoke(self, context, event):
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2010-09-02 04:53:05 +00:00
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wm = context.window_manager
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2010-12-08 11:42:11 +00:00
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wm.fileselect_add(self)
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2010-02-01 01:08:45 +00:00
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return {'RUNNING_MODAL'}
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2011-04-04 10:13:04 +00:00
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if __name__ == "__main__": # only for live edit.
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2011-02-10 23:48:22 +00:00
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bpy.utils.register_module(__name__)
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