forked from bartvdbraak/blender
fb8c135584
- KeyingSetInfo classes are now collected like Panels, Operators etc so bpy.utils.register_module() can be used. - move bpy.types.register() to bpy.utils.register_class
368 lines
11 KiB
Python
368 lines
11 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
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are needed by various parts of Blender in order for them
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to work correctly.
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"""
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import bpy
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from keyingsets_utils import *
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###############################
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# Built-In KeyingSets
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# Location
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class BUILTIN_KSI_Location(bpy.types.KeyingSetInfo):
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bl_label = "Location"
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# poll - use predefined callback for selected bones/objects
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poll = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = RKS_ITER_selected_item
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# generator - use callback for location
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generate = RKS_GEN_location
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# Rotation
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class BUILTIN_KSI_Rotation(bpy.types.KeyingSetInfo):
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bl_label = "Rotation"
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# poll - use predefined callback for selected bones/objects
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poll = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = RKS_ITER_selected_item
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# generator - use callback for location
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generate = RKS_GEN_rotation
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# Scale
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class BUILTIN_KSI_Scaling(bpy.types.KeyingSetInfo):
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bl_label = "Scaling"
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# poll - use predefined callback for selected bones/objects
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poll = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = RKS_ITER_selected_item
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# generator - use callback for location
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generate = RKS_GEN_scaling
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# ------------
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# LocRot
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class BUILTIN_KSI_LocRot(bpy.types.KeyingSetInfo):
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bl_label = "LocRot"
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# poll - use predefined callback for selected bones/objects
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poll = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = 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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RKS_GEN_location(self, context, ks, data)
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# rotation
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RKS_GEN_rotation(self, context, ks, data)
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# LocScale
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class BUILTIN_KSI_LocScale(bpy.types.KeyingSetInfo):
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bl_label = "LocScale"
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# poll - use predefined callback for selected bones/objects
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poll = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = 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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RKS_GEN_location(self, context, ks, data)
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# scale
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RKS_GEN_scaling(self, context, ks, data)
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# LocRotScale
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class BUILTIN_KSI_LocRotScale(bpy.types.KeyingSetInfo):
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bl_label = "LocRotScale"
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# poll - use predefined callback for selected bones/objects
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poll = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = 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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RKS_GEN_location(self, context, ks, data)
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# rotation
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RKS_GEN_rotation(self, context, ks, data)
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# scale
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RKS_GEN_scaling(self, context, ks, data)
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# RotScale
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class BUILTIN_KSI_RotScale(bpy.types.KeyingSetInfo):
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bl_label = "RotScale"
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# poll - use predefined callback for selected bones/objects
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poll = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = 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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RKS_GEN_rotation(self, context, ks, data)
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# scaling
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RKS_GEN_scaling(self, context, ks, data)
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# ------------
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# Location
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class BUILTIN_KSI_VisualLoc(bpy.types.KeyingSetInfo):
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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 = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = RKS_ITER_selected_item
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# generator - use callback for location
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generate = RKS_GEN_location
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# Rotation
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class BUILTIN_KSI_VisualRot(bpy.types.KeyingSetInfo):
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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 = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = RKS_ITER_selected_item
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# generator - use callback for rotation
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generate = RKS_GEN_rotation
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# VisualLocRot
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class BUILTIN_KSI_VisualLocRot(bpy.types.KeyingSetInfo):
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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 = RKS_POLL_selected_items
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# iterator - use callback for selected bones/objects
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iterator = 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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RKS_GEN_location(self, context, ks, data)
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# rotation
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RKS_GEN_rotation(self, context, ks, data)
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# ------------
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# Available
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class BUILTIN_KSI_Available(bpy.types.KeyingSetInfo):
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bl_label = "Available"
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# poll - use predefined callback for selected objects
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# TODO: this should really check whether the selected object (or datablock)
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# has any animation data defined yet
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poll = RKS_POLL_selected_objects
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# iterator - use callback for selected bones/objects
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iterator = RKS_ITER_selected_item
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# generator - use callback for doing this
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generate = 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(bpy.types.KeyingSetInfo):
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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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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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# 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 = 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, group_method='NAMED', group_name=bone.name)
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else:
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ks.paths.add(id_block, path, 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 == False):
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ksi.addProp(ks, bone, prop)
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else:
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if bone.lock_rotation_w == 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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# custom properties
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def doCustomProps(ksi, ks, bone):
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# go over all custom properties for bone
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for prop, val in bone.items():
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# ignore special "_RNA_UI" used for UI editing
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if prop == "_RNA_UI":
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continue
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# for now, just add all of 'em
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ksi.addProp(ks, bone, '["%s"]' % (prop))
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def register():
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":
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register()
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###############################
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