forked from bartvdbraak/blender
4ae515a4e5
This commit clarifies the somewhat "murky" separation between "builtin" and "absolute" KeyingSets as a result of discussions with Cessen. * "Builtin" Keying Sets are now just the Keying Sets which in the past have been known as PyKeyingSets or Relative KeyingSets. These are registered from Py Scripts at startup, and will use the context info to determine what data they should be keyframing. These are stored per Blender session, independent of files, since usually these will be coded specific to sets of rigs used at a studio. * "Absolute" Keying Sets are the ones that you can create from the Scene buttons and/or KKEY or RMB over any property. They specify the exact set of properties which should always get keyframed together. These are stored in the scene. In relation to this, I've made it possible to now set one of the builtin Keying Set types as the active Keying Set. * For now, this can only be done via the box beside the insert/delete key operator buttons on the TimeLine header (now complete with an recycled icon - HINT TO ICON DESIGNERS, to make this a bit more obvious). Later on I'll commit an operator to set this via a hotkey. * The "IKEY" menu will only show up when there is no active Keying Set. When there is one, keying will happen silently (with info notice at the top of the screen). Later on, I'll hook this menu up to a hotkey, so that that active Keying Set can be changed without inserting keyframes or clearing active Keying Set... * By default, there isn't any default Keying Set enabled. IMO, this is probably a good default, though some might like to have LocRotScale instead. * I'm not terribly impressed with the search menu for the items being SORTED (and of all things, alphabetically!) currently, since this does break muscle-memory with the menu (and jumbles up order of closely related vs not closely related). * The Scene buttons for KeyingSets still need some changes to fully cope with users setting builtin KeyingSets as active sometimes. Controls which are useless or shouldn't be used when a builtin set is shown are being shown. Builtin set registrations have been tweaked a bit: * Renamed "bl_idname" to "bl_label" for consistency with rest of API. Note that this is the identifier used by Blender internally when searching for the KeyingSet, and is also what the user sees.
363 lines
11 KiB
Python
363 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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import bpy
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from rna_prop_ui import PropertyPanel
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narrowui = 180
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class SceneButtonsPanel(bpy.types.Panel):
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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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def poll(self, context):
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return context.scene
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class SCENE_PT_scene(SceneButtonsPanel):
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bl_label = "Scene"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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scene = context.scene
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if wide_ui:
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layout.prop(scene, "camera")
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layout.prop(scene, "set", text="Background")
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else:
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layout.prop(scene, "camera", text="")
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layout.prop(scene, "set", text="")
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel):
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_context_path = "scene"
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class SCENE_PT_unit(SceneButtonsPanel):
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bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw(self, context):
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layout = self.layout
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wide_ui = context.region.width > narrowui
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unit = context.scene.unit_settings
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col = layout.column()
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col.row().prop(unit, "system", expand=True)
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split = layout.split()
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split.active = (unit.system != 'NONE')
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col = split.column()
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col.prop(unit, "scale_length", text="Scale")
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if wide_ui:
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col = split.column()
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col.prop(unit, "use_separate")
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layout.column().prop(unit, "rotation_units")
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class SCENE_PT_keying_sets(SceneButtonsPanel):
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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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wide_ui = context.region.width > narrowui
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row = layout.row()
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col = row.column()
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col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2)
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col = row.column(align=True)
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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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ks = scene.active_keying_set
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if ks:
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row = layout.row()
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col = row.column()
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col.prop(ks, "name")
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subcol = col.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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op = subcol.operator("anim.keying_set_export", text="Export to File")
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op.path = "keyingset.py"
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if wide_ui:
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col = row.column()
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col.label(text="Keyframing Settings:")
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col.prop(ks, "insertkey_needed", text="Needed")
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col.prop(ks, "insertkey_visual", text="Visual")
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col.prop(ks, "insertkey_xyz_to_rgb", text="XYZ to RGB")
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class SCENE_PT_keying_set_paths(SceneButtonsPanel):
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bl_label = "Active Keying Set"
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def poll(self, context):
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return (context.scene.active_keying_set and context.scene.active_keying_set.absolute);
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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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ks = scene.active_keying_set
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wide_ui = context.region.width > narrowui
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row = layout.row()
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row.label(text="Paths:")
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row = layout.row()
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col = row.column()
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col.template_list(ks, "paths", ks, "active_path_index", rows=2)
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col = row.column(align=True)
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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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ksp = ks.active_path
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if ksp:
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col = layout.column()
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col.label(text="Target:")
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col.template_any_ID(ksp, "id", "id_type")
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col.template_path_builder(ksp, "data_path", ksp.id)
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row = layout.row()
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col = row.column()
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col.label(text="Array Target:")
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col.prop(ksp, "entire_array")
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if ksp.entire_array is False:
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col.prop(ksp, "array_index")
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if wide_ui:
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col = row.column()
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col.label(text="F-Curve Grouping:")
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col.prop(ksp, "grouping")
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if ksp.grouping == 'NAMED':
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col.prop(ksp, "group")
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col.label(text="Keyframing Settings:")
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col.prop(ksp, "insertkey_needed", text="Needed")
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col.prop(ksp, "insertkey_visual", text="Visual")
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col.prop(ksp, "insertkey_xyz_to_rgb", text="XYZ to RGB")
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class SCENE_PT_physics(SceneButtonsPanel):
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bl_label = "Gravity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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self.layout.prop(context.scene, "use_gravity", text="")
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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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wide_ui = context.region.width > narrowui
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layout.active = scene.use_gravity
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if wide_ui:
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layout.prop(scene, "gravity", text="")
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else:
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layout.column().prop(scene, "gravity", text="")
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class SCENE_PT_simplify(SceneButtonsPanel):
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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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rd = scene.render
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self.layout.prop(rd, "use_simplify", text="")
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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 = scene.render
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wide_ui = context.region.width > narrowui
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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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col.prop(rd, "simplify_triangulate")
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if wide_ui:
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col = split.column()
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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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from bpy.props import *
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class ANIM_OT_keying_set_export(bpy.types.Operator):
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"Export Keying Set to a python script."
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bl_idname = "anim.keying_set_export"
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bl_label = "Export Keying Set..."
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path = bpy.props.StringProperty(name="File Path", description="File path to write file to.")
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filename = bpy.props.StringProperty(name="File Name", description="Name of the file.")
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directory = bpy.props.StringProperty(name="Directory", description="Directory of the file.")
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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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def execute(self, context):
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if not self.properties.path:
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raise Exception("File path not set.")
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f = open(self.properties.path, "w")
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if not f:
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raise Exception("Could not open file.")
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scene = context.scene
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ks = scene.active_keying_set
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f.write("# Keying Set: %s\n" % ks.name)
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f.write("import bpy\n\n")
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f.write("scene= bpy.data.scenes[0]\n\n")
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# Add KeyingSet and set general settings
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f.write("# Keying Set Level declarations\n")
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f.write("ks= scene.add_keying_set(name=\"%s\")\n" % ks.name)
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if ks.absolute is False:
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f.write("ks.absolute = False\n")
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f.write("\n")
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f.write("ks.insertkey_needed = %s\n" % ks.insertkey_needed)
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f.write("ks.insertkey_visual = %s\n" % ks.insertkey_visual)
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f.write("ks.insertkey_xyz_to_rgb = %s\n" % ks.insertkey_xyz_to_rgb)
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f.write("\n")
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# generate and write set of lookups for id's used in paths
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id_to_paths_cache = {} # cache for syncing ID-blocks to bpy paths + shorthands
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for ksp in ks.paths:
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if ksp.id is None:
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continue
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if ksp.id in id_to_paths_cache:
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continue
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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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# - id.bl_rna.name gives a name suitable for UI,
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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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# 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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# 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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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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# write paths
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f.write("# Path Definitions\n")
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for ksp in ks.paths:
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f.write("ksp = ks.add_path(")
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# id-block + RNA-path
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if ksp.id:
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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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else:
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id_bpy_path = "None" # XXX...
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f.write("%s, '%s'" % (id_bpy_path, ksp.data_path))
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# array index settings (if applicable)
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if ksp.entire_array is False:
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f.write(", entire_array=False, array_index=%d" % ksp.array_index)
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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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if ksp.grouping == 'NAMED':
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f.write(", grouping_method='%s', group_name=\"%s\"" % (ksp.grouping, ksp.group))
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elif ksp.grouping != 'KEYINGSET':
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f.write(", grouping_method='%s'" % ksp.grouping)
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# finish off
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f.write(")\n")
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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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wm = context.manager
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wm.add_fileselect(self)
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return {'RUNNING_MODAL'}
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classes = [
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SCENE_PT_scene,
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SCENE_PT_unit,
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SCENE_PT_keying_sets,
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SCENE_PT_keying_set_paths,
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SCENE_PT_physics,
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SCENE_PT_simplify,
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SCENE_PT_custom_props,
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ANIM_OT_keying_set_export]
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def register():
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register = bpy.types.register
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for cls in classes:
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register(cls)
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def unregister():
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unregister = bpy.types.unregister
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for cls in classes:
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unregister(cls)
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if __name__ == "__main__":
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register()
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