forked from bartvdbraak/blender
d01e0d1ef1
For now only `selected_pose_bones_from_active_object`, more options can be added on demand. Discussed this with Campbell Barton. We may need this only for selected pose bones, time will tell.
693 lines
23 KiB
Python
693 lines
23 KiB
Python
# ##### 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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#
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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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#
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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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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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"""
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Built-In Keying Sets
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None of these Keying Sets should be removed, as these are needed by various parts of Blender in order for them
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to work correctly.
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Beware also about changing the order that these are defined here, since this can result in old files referring to the
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wrong Keying Set as the active one, potentially resulting in lost (i.e. unkeyed) animation.
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Note that these classes cannot be subclassed further; only direct subclasses of KeyingSetInfo
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are supported.
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"""
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import bpy
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import keyingsets_utils
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from bpy.types import KeyingSetInfo
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###############################
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# Built-In KeyingSets
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# "Defines"
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# Keep these in sync with those in ED_keyframing.h!
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ANIM_KS_LOCATION_ID = "Location"
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ANIM_KS_ROTATION_ID = "Rotation"
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ANIM_KS_SCALING_ID = "Scaling"
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ANIM_KS_LOC_ROT_SCALE_ID = "LocRotScale"
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ANIM_KS_AVAILABLE_ID = "Available"
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ANIM_KS_WHOLE_CHARACTER_ID = "WholeCharacter"
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ANIM_KS_WHOLE_CHARACTER_SELECTED_ID = "WholeCharacterSelected"
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# Location
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class BUILTIN_KSI_Location(KeyingSetInfo):
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"""Insert a keyframe on each of the location channels"""
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bl_idname = ANIM_KS_LOCATION_ID
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bl_label = "Location"
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator - use callback for location
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generate = keyingsets_utils.RKS_GEN_location
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# Rotation
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class BUILTIN_KSI_Rotation(KeyingSetInfo):
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"""Insert a keyframe on each of the rotation channels"""
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bl_idname = ANIM_KS_ROTATION_ID
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bl_label = "Rotation"
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator - use callback for rotation
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generate = keyingsets_utils.RKS_GEN_rotation
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# Scale
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class BUILTIN_KSI_Scaling(KeyingSetInfo):
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"""Insert a keyframe on each of the scale channels"""
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bl_idname = ANIM_KS_SCALING_ID
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bl_label = "Scaling"
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator - use callback for scaling
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generate = keyingsets_utils.RKS_GEN_scaling
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# ------------
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# LocRot
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class BUILTIN_KSI_LocRot(KeyingSetInfo):
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"""Insert a keyframe on each of the location and rotation channels"""
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bl_label = "LocRot"
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator
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def generate(self, context, ks, data):
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# location
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keyingsets_utils.RKS_GEN_location(self, context, ks, data)
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# rotation
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keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
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# LocScale
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class BUILTIN_KSI_LocScale(KeyingSetInfo):
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"""Insert a keyframe on each of the location and scale channels"""
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bl_label = "LocScale"
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator
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def generate(self, context, ks, data):
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# location
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keyingsets_utils.RKS_GEN_location(self, context, ks, data)
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# scale
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keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
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# LocRotScale
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class BUILTIN_KSI_LocRotScale(KeyingSetInfo):
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"""Insert a keyframe on each of the location, rotation, and scale channels"""
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bl_idname = ANIM_KS_LOC_ROT_SCALE_ID
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bl_label = "LocRotScale"
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator
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def generate(self, context, ks, data):
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# location
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keyingsets_utils.RKS_GEN_location(self, context, ks, data)
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# rotation
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keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
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# scale
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keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
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# RotScale
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class BUILTIN_KSI_RotScale(KeyingSetInfo):
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"""Insert a keyframe on each of the rotation and scale channels"""
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bl_label = "RotScale"
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator
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def generate(self, context, ks, data):
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# rotation
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keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
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# scaling
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keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
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# ------------
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# Bendy Bones
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class BUILTIN_KSI_BendyBones(KeyingSetInfo):
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"""Insert a keyframe for each of the BBone shape properties"""
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bl_label = "BBone Shape"
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# poll - use callback for selected bones
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poll = keyingsets_utils.RKS_POLL_selected_bones
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# iterator - use callback for selected bones
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iterator = keyingsets_utils.RKS_ITER_selected_bones
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# generator - use generator for bendy bone properties
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generate = keyingsets_utils.RKS_GEN_bendy_bones
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# ------------
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# VisualLocation
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class BUILTIN_KSI_VisualLoc(KeyingSetInfo):
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"""Insert a keyframe on each of the location channels, taking into account effects of constraints """
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"""and relationships"""
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bl_label = "Visual Location"
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bl_options = {'INSERTKEY_VISUAL'}
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator - use callback for location
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generate = keyingsets_utils.RKS_GEN_location
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# VisualRotation
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class BUILTIN_KSI_VisualRot(KeyingSetInfo):
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"""Insert a keyframe on each of the rotation channels, taking into account effects of constraints """
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"""and relationships"""
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bl_label = "Visual Rotation"
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bl_options = {'INSERTKEY_VISUAL'}
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator - use callback for rotation
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generate = keyingsets_utils.RKS_GEN_rotation
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# VisualScaling
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class BUILTIN_KSI_VisualScaling(KeyingSetInfo):
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"""Insert a keyframe on each of the scale channels, taking into account effects of constraints """
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"""and relationships"""
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bl_label = "Visual Scaling"
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bl_options = {'INSERTKEY_VISUAL'}
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator - use callback for location
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generate = keyingsets_utils.RKS_GEN_scaling
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# VisualLocRot
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class BUILTIN_KSI_VisualLocRot(KeyingSetInfo):
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"""Insert a keyframe on each of the location and rotation channels, taking into account effects of constraints """
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"""and relationships"""
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bl_label = "Visual LocRot"
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bl_options = {'INSERTKEY_VISUAL'}
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator
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def generate(self, context, ks, data):
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# location
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keyingsets_utils.RKS_GEN_location(self, context, ks, data)
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# rotation
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keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
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# VisualLocScale
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class BUILTIN_KSI_VisualLocScale(KeyingSetInfo):
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"""Insert a keyframe on each of the location and scaling channels, taking into account effects of constraints """
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"""and relationships"""
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bl_label = "Visual LocScale"
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bl_options = {'INSERTKEY_VISUAL'}
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator
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def generate(self, context, ks, data):
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# location
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keyingsets_utils.RKS_GEN_location(self, context, ks, data)
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# scaling
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keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
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# VisualLocRotScale
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class BUILTIN_KSI_VisualLocRotScale(KeyingSetInfo):
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"""Insert a keyframe on each of the location, rotation and scaling channels, taking into account effects """
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"""of constraints and relationships"""
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bl_label = "Visual LocRotScale"
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bl_options = {'INSERTKEY_VISUAL'}
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator
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def generate(self, context, ks, data):
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# location
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keyingsets_utils.RKS_GEN_location(self, context, ks, data)
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# rotation
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keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
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# scaling
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keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
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# VisualRotScale
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class BUILTIN_KSI_VisualRotScale(KeyingSetInfo):
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"""Insert a keyframe on each of the rotation and scaling channels, taking into account effects of constraints """
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"""and relationships"""
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bl_label = "Visual RotScale"
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bl_options = {'INSERTKEY_VISUAL'}
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# poll - use predefined callback for selected bones/objects
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poll = keyingsets_utils.RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator
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def generate(self, context, ks, data):
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# rotation
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keyingsets_utils.RKS_GEN_rotation(self, context, ks, data)
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# scaling
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keyingsets_utils.RKS_GEN_scaling(self, context, ks, data)
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# ------------
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# Available
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class BUILTIN_KSI_Available(KeyingSetInfo):
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"""Insert a keyframe on each of the already existing F-Curves"""
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bl_idname = ANIM_KS_AVAILABLE_ID
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bl_label = "Available"
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# poll - selected objects or selected object with animation data
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def poll(ksi, context):
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ob = context.active_object
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if ob:
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# TODO: this fails if one animation-less object is active, but many others are selected
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return ob.animation_data and ob.animation_data.action
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else:
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return bool(context.selected_objects)
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# iterator - use callback for selected bones/objects
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iterator = keyingsets_utils.RKS_ITER_selected_item
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# generator - use callback for doing this
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generate = keyingsets_utils.RKS_GEN_available
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###############################
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# All properties that are likely to get animated in a character rig
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class BUILTIN_KSI_WholeCharacter(KeyingSetInfo):
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"""Insert a keyframe for all properties that are likely to get animated in a character rig """
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"""(useful when blocking out a shot)"""
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bl_idname = ANIM_KS_WHOLE_CHARACTER_ID
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bl_label = "Whole Character"
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# these prefixes should be avoided, as they are not really bones
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# that animators should be touching (or need to touch)
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badBonePrefixes = (
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'DEF',
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'GEO',
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'MCH',
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'ORG',
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'COR',
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'VIS',
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# ... more can be added here as you need in your own rigs ...
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)
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# poll - pose-mode on active object only
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def poll(ksi, context):
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return ((context.active_object) and (context.active_object.pose) and
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(context.active_object.mode == 'POSE'))
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# iterator - all bones regardless of selection
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def iterator(ksi, context, ks):
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for bone in context.active_object.pose.bones:
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if not bone.name.startswith(BUILTIN_KSI_WholeCharacter.badBonePrefixes):
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ksi.generate(context, ks, bone)
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# generator - all unlocked bone transforms + custom properties
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def generate(ksi, context, ks, bone):
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# loc, rot, scale - only include unlocked ones
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if not bone.bone.use_connect:
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ksi.doLoc(ks, bone)
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if bone.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}:
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ksi.doRot4d(ks, bone)
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else:
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ksi.doRot3d(ks, bone)
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ksi.doScale(ks, bone)
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# bbone properties?
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ksi.doBBone(context, ks, bone)
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# custom props?
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ksi.doCustomProps(ks, bone)
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# ----------------
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# helper to add some bone's property to the Keying Set
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def addProp(ksi, ks, bone, prop, index=-1, use_groups=True):
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# add the property name to the base path
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id_path = bone.path_from_id()
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id_block = bone.id_data
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if prop.startswith('['):
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# custom properties
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path = id_path + prop
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else:
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# standard transforms/properties
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path = keyingsets_utils.path_add_property(id_path, prop)
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# add Keying Set entry for this...
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if use_groups:
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ks.paths.add(id_block, path, index=index, group_method='NAMED', group_name=bone.name)
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else:
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ks.paths.add(id_block, path, index=index)
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# ----------------
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# location properties
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def doLoc(ksi, ks, bone):
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if bone.lock_location == (False, False, False):
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ksi.addProp(ks, bone, "location")
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else:
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for i in range(3):
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if not bone.lock_location[i]:
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ksi.addProp(ks, bone, "location", i)
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# rotation properties
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def doRot4d(ksi, ks, bone):
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# rotation mode affects the property used
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if bone.rotation_mode == 'QUATERNION':
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prop = "rotation_quaternion"
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elif bone.rotation_mode == 'AXIS_ANGLE':
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prop = "rotation_axis_angle"
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# add rotation properties if they will
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if bone.lock_rotations_4d:
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# can check individually
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if (bone.lock_rotation == (False, False, False)) and (bone.lock_rotation_w is False):
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ksi.addProp(ks, bone, prop)
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else:
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if bone.lock_rotation_w is False:
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ksi.addProp(ks, bone, prop, 0) # w = 0
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for i in range(3):
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if not bone.lock_rotation[i]:
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ksi.addProp(ks, bone, prop, i + 1) # i + 1, since here x/y/z = 1,2,3, and w=0
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elif True not in bone.lock_rotation:
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# if axis-angle rotations get locked as eulers, then it's too messy to allow anything
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# other than all open unless we keyframe the whole lot
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ksi.addProp(ks, bone, prop)
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def doRot3d(ksi, ks, bone):
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if bone.lock_rotation == (False, False, False):
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ksi.addProp(ks, bone, "rotation_euler")
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else:
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for i in range(3):
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if not bone.lock_rotation[i]:
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ksi.addProp(ks, bone, "rotation_euler", i)
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# scale properties
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def doScale(ksi, ks, bone):
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if bone.lock_scale == (0, 0, 0):
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ksi.addProp(ks, bone, "scale")
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else:
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for i in range(3):
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if not bone.lock_scale[i]:
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ksi.addProp(ks, bone, "scale", i)
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# ----------------
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# bendy bone properties
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def doBBone(ksi, context, ks, pchan):
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bone = pchan.bone
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# This check is crude, but is the best we can do for now
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# It simply adds all of these if the bbone has segments
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# (and the bone is a control bone). This may lead to some
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# false positives...
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if bone.bbone_segments > 1:
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keyingsets_utils.RKS_GEN_bendy_bones(ksi, context, ks, pchan)
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# ----------------
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# custom properties
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def doCustomProps(ksi, ks, bone):
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prop_type_compat = {bpy.types.BoolProperty,
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bpy.types.IntProperty,
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bpy.types.FloatProperty}
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|
# go over all custom properties for bone
|
|
for prop in bone.keys():
|
|
# ignore special "_RNA_UI" used for UI editing
|
|
if prop == "_RNA_UI":
|
|
continue
|
|
|
|
# for now, just add all of 'em
|
|
prop_rna = type(bone).bl_rna.properties.get(prop, None)
|
|
if prop_rna is None:
|
|
prop_path = '["%s"]' % prop
|
|
if bone.path_resolve(prop_path, False).rna_type in prop_type_compat:
|
|
ksi.addProp(ks, bone, prop_path)
|
|
elif prop_rna.is_animatable:
|
|
ksi.addProp(ks, bone, prop)
|
|
|
|
# All properties that are likely to get animated in a character rig, only selected bones.
|
|
|
|
|
|
class BUILTIN_KSI_WholeCharacterSelected(KeyingSetInfo):
|
|
"""Insert a keyframe for all properties that are likely to get animated in a character rig """
|
|
"""(only selected bones)"""
|
|
bl_idname = ANIM_KS_WHOLE_CHARACTER_SELECTED_ID
|
|
bl_label = "Whole Character (Selected bones only)"
|
|
|
|
# iterator - all bones regardless of selection
|
|
def iterator(ksi, context, ks):
|
|
# Use either the selected bones, or all of them if none are selected.
|
|
bones = context.selected_pose_bones_from_active_object or context.active_object.pose.bones
|
|
|
|
for bone in bones:
|
|
if bone.name.startswith(BUILTIN_KSI_WholeCharacter.badBonePrefixes):
|
|
continue
|
|
ksi.generate(context, ks, bone)
|
|
|
|
# Poor man's subclassing. Blender breaks when we actually subclass BUILTIN_KSI_WholeCharacter.
|
|
poll = BUILTIN_KSI_WholeCharacter.poll
|
|
generate = BUILTIN_KSI_WholeCharacter.generate
|
|
addProp = BUILTIN_KSI_WholeCharacter.addProp
|
|
doLoc = BUILTIN_KSI_WholeCharacter.doLoc
|
|
doRot4d = BUILTIN_KSI_WholeCharacter.doRot4d
|
|
doRot3d = BUILTIN_KSI_WholeCharacter.doRot3d
|
|
doScale = BUILTIN_KSI_WholeCharacter.doScale
|
|
doBBone = BUILTIN_KSI_WholeCharacter.doBBone
|
|
doCustomProps = BUILTIN_KSI_WholeCharacter.doCustomProps
|
|
|
|
###############################
|
|
|
|
# Delta Location
|
|
|
|
|
|
class BUILTIN_KSI_DeltaLocation(KeyingSetInfo):
|
|
"""Insert keyframes for additional location offset"""
|
|
bl_label = "Delta Location"
|
|
|
|
# poll - selected objects only (and only if active object in object mode)
|
|
poll = keyingsets_utils.RKS_POLL_selected_objects
|
|
|
|
# iterator - selected objects only
|
|
iterator = keyingsets_utils.RKS_ITER_selected_objects
|
|
|
|
# generator - delta location channels only
|
|
def generate(ksi, context, ks, data):
|
|
# get id-block and path info
|
|
id_block, base_path, grouping = keyingsets_utils.get_transform_generators_base_info(data)
|
|
|
|
# add the property name to the base path
|
|
path = keyingsets_utils.path_add_property(base_path, "delta_location")
|
|
|
|
# add Keying Set entry for this...
|
|
if grouping:
|
|
ks.paths.add(id_block, path, group_method='NAMED', group_name=grouping)
|
|
else:
|
|
ks.paths.add(id_block, path)
|
|
|
|
|
|
# Delta Rotation
|
|
class BUILTIN_KSI_DeltaRotation(KeyingSetInfo):
|
|
"""Insert keyframes for additional rotation offset"""
|
|
bl_label = "Delta Rotation"
|
|
|
|
# poll - selected objects only (and only if active object in object mode)
|
|
poll = keyingsets_utils.RKS_POLL_selected_objects
|
|
|
|
# iterator - selected objects only
|
|
iterator = keyingsets_utils.RKS_ITER_selected_objects
|
|
|
|
# generator - delta location channels only
|
|
def generate(ksi, context, ks, data):
|
|
# get id-block and path info
|
|
id_block, base_path, grouping = keyingsets_utils.get_transform_generators_base_info(data)
|
|
|
|
# add the property name to the base path
|
|
# rotation mode affects the property used
|
|
if data.rotation_mode == 'QUATERNION':
|
|
path = keyingsets_utils.path_add_property(base_path, "delta_rotation_quaternion")
|
|
elif data.rotation_mode == 'AXIS_ANGLE':
|
|
# XXX: for now, this is not available yet
|
|
#path = path_add_property(base_path, "delta_rotation_axis_angle")
|
|
return
|
|
else:
|
|
path = keyingsets_utils.path_add_property(base_path, "delta_rotation_euler")
|
|
|
|
# add Keying Set entry for this...
|
|
if grouping:
|
|
ks.paths.add(id_block, path, group_method='NAMED', group_name=grouping)
|
|
else:
|
|
ks.paths.add(id_block, path)
|
|
|
|
|
|
# Delta Scale
|
|
class BUILTIN_KSI_DeltaScale(KeyingSetInfo):
|
|
"""Insert keyframes for additional scaling factor"""
|
|
bl_label = "Delta Scale"
|
|
|
|
# poll - selected objects only (and only if active object in object mode)
|
|
poll = keyingsets_utils.RKS_POLL_selected_objects
|
|
|
|
# iterator - selected objects only
|
|
iterator = keyingsets_utils.RKS_ITER_selected_objects
|
|
|
|
# generator - delta location channels only
|
|
def generate(ksi, context, ks, data):
|
|
# get id-block and path info
|
|
id_block, base_path, grouping = keyingsets_utils.get_transform_generators_base_info(data)
|
|
|
|
# add the property name to the base path
|
|
path = keyingsets_utils.path_add_property(base_path, "delta_scale")
|
|
|
|
# add Keying Set entry for this...
|
|
if grouping:
|
|
ks.paths.add(id_block, path, group_method='NAMED', group_name=grouping)
|
|
else:
|
|
ks.paths.add(id_block, path)
|
|
|
|
###############################
|
|
|
|
|
|
# Note that this controls order of options in 'insert keyframe' menu.
|
|
# Better try to keep some logical order here beyond mere alphabetical one, also because of menu entries shortcut.
|
|
# See also T51867.
|
|
classes = (
|
|
BUILTIN_KSI_Available,
|
|
BUILTIN_KSI_Location,
|
|
BUILTIN_KSI_Rotation,
|
|
BUILTIN_KSI_Scaling,
|
|
BUILTIN_KSI_LocRot,
|
|
BUILTIN_KSI_LocRotScale,
|
|
BUILTIN_KSI_LocScale,
|
|
BUILTIN_KSI_RotScale,
|
|
BUILTIN_KSI_DeltaLocation,
|
|
BUILTIN_KSI_DeltaRotation,
|
|
BUILTIN_KSI_DeltaScale,
|
|
BUILTIN_KSI_VisualLoc,
|
|
BUILTIN_KSI_VisualRot,
|
|
BUILTIN_KSI_VisualScaling,
|
|
BUILTIN_KSI_VisualLocRot,
|
|
BUILTIN_KSI_VisualLocRotScale,
|
|
BUILTIN_KSI_VisualLocScale,
|
|
BUILTIN_KSI_VisualRotScale,
|
|
BUILTIN_KSI_BendyBones,
|
|
BUILTIN_KSI_WholeCharacter,
|
|
BUILTIN_KSI_WholeCharacterSelected,
|
|
)
|
|
|
|
|
|
def register():
|
|
from bpy.utils import register_class
|
|
for cls in classes:
|
|
register_class(cls)
|
|
|
|
|
|
def unregister():
|
|
from bpy.utils import unregister_class
|
|
for cls in classes:
|
|
unregister_class(cls)
|
|
|
|
|
|
if __name__ == "__main__":
|
|
register()
|