blender/release/scripts/keyingsets/keyingsets_builtins.py
Joshua Leung ea4a987fd4 == Massive Keying Sets Recode ==
After a few days of wrong turns and learning the finer points of RNA-type-subclassing the hard way, this commit finally presents a refactored version of the Keying Sets system (now version 2) based on some requirements from Cessen.

For a more thorough discussion of this commit, see 
http://sites.google.com/site/aligorith/keyingsets_2.pdf?attredirects=0&d=1

------

The main highlight of this refactor is that relative Keying Sets have now been recoded so that Python callbacks are run to generate the Keying Set's list of paths everytime the Keying Set is used (to insert or delete keyframes), allowing complex heuristics to be used to determine whether a property gets keyframed based on the current context. These checks may include checking on selection status of related entities, or transform locks.

Built-In KeyingSets have also been recoded, and moved from C and out into Python. These are now coded as Relative Keying Sets, and can to some extent serve as basis for adding new relative Keying Sets. However, these have mostly been coded in a slightly 'modular' way which may be confusing for those not so familiar with Python in general. A usable template will be added soon for more general usage.

Keyframing settings (i.e. 'visual', 'needed') can now be specified on a per-path basis now, which is especially useful for Absolute Keying Sets, where control over this is often beneficial.

Most of the places where Auto-Keyframing is performed have been tidied up for consistency. I'm sure quite a few issues still exist there, but these I'll clean up over the next few days.
2010-03-16 06:18:49 +00:00

237 lines
5.7 KiB
Python

# Built-In Keying Sets
# None of these Keying Sets should be removed, as these
# are needed by various parts of Blender in order for them
# to work correctly.
import bpy
from keyingsets_utils import *
###############################
# Built-In KeyingSets
# Location
class BUILTIN_KSI_Location(bpy.types.KeyingSetInfo):
bl_idname = "Location"
bl_builtin = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
generate = RKS_GEN_location
# Rotation
class BUILTIN_KSI_Rotation(bpy.types.KeyingSetInfo):
bl_idname = "Rotation"
bl_builtin = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
generate = RKS_GEN_rotation
# Scale
class BUILTIN_KSI_Scaling(bpy.types.KeyingSetInfo):
bl_idname = "Scaling"
bl_builtin = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
generate = RKS_GEN_scaling
# ------------
# LocRot
class BUILTIN_KSI_LocRot(bpy.types.KeyingSetInfo):
bl_idname = "LocRot"
bl_builtin = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
def generate(self, context, ks, data):
# location
RKS_GEN_location(self, context, ks, data)
# rotation
RKS_GEN_rotation(self, context, ks, data)
# LocScale
class BUILTIN_KSI_LocScale(bpy.types.KeyingSetInfo):
bl_idname = "LocScale"
bl_builtin = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
def generate(self, context, ks, data):
# location
RKS_GEN_location(self, context, ks, data)
# scale
RKS_GEN_scaling(self, context, ks, data)
# LocRotScale
class BUILTIN_KSI_LocRotScale(bpy.types.KeyingSetInfo):
bl_idname = "LocRotScale"
bl_builtin = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
def generate(self, context, ks, data):
# location
RKS_GEN_location(self, context, ks, data)
# rotation
RKS_GEN_rotation(self, context, ks, data)
# scale
RKS_GEN_scaling(self, context, ks, data)
# RotScale
class BUILTIN_KSI_RotScale(bpy.types.KeyingSetInfo):
bl_idname = "RotScale"
bl_builtin = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
def generate(self, context, ks, data):
# rotation
RKS_GEN_rotation(self, context, ks, data)
# scaling
RKS_GEN_scaling(self, context, ks, data)
# ------------
# Location
class BUILTIN_KSI_VisualLoc(bpy.types.KeyingSetInfo):
bl_idname = "Visual Location"
bl_builtin = True
insertkey_visual = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
generate = RKS_GEN_location
# Rotation
class BUILTIN_KSI_VisualRot(bpy.types.KeyingSetInfo):
bl_idname = "Visual Rotation"
bl_builtin = True
insertkey_visual = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
generate = RKS_GEN_rotation
# VisualLocRot
class BUILTIN_KSI_VisualLocRot(bpy.types.KeyingSetInfo):
bl_idname = "Visual LocRot"
bl_builtin = True
insertkey_visual = True
# poll - use predefined callback for selected bones/objects
poll = RKS_POLL_selected_items
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
def generate(self, context, ks, data):
# location
RKS_GEN_location(self, context, ks, data)
# rotation
RKS_GEN_rotation(self, context, ks, data)
# ------------
# Available
class BUILTIN_KSI_Available(bpy.types.KeyingSetInfo):
bl_idname = "Available"
bl_builtin = True
# poll - use predefined callback for selected objects
# TODO: this should really check whether the selected object (or datablock)
# has any animation data defined yet
poll = RKS_POLL_selected_objects
# iterator - use callback for selected bones/objects
iterator = RKS_ITER_selected_item
# generator - use callback for location
generate = RKS_GEN_available
###############################
classes = [
BUILTIN_KSI_Location,
BUILTIN_KSI_Rotation,
BUILTIN_KSI_Scaling,
BUILTIN_KSI_LocRot,
BUILTIN_KSI_LocScale,
BUILTIN_KSI_LocRotScale,
BUILTIN_KSI_RotScale,
BUILTIN_KSI_VisualLoc,
BUILTIN_KSI_VisualRot,
BUILTIN_KSI_VisualLocRot,
BUILTIN_KSI_Available,
]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()
###############################