forked from bartvdbraak/blender
c46a955ee0
* Fixed all the dangerous code added in 27907. Using the code there, scripters could corrupt animation files in ways which would render them useless, with channels not appearing in any animation editors, and others not getting evaluated at all. * Partial fix of bug 21818, by disabling destructive replacement of keyframes. Will followup this commit with a more comprehensive commit which gets rid of the rest of the problems, by incorporating some requests from Durian team. * Fixed problems with users being able to see+edit the name of the active Keying Set in the Scene buttons. There is still a bug though with the list widget given how the indices are now interpreted...
366 lines
11 KiB
Python
366 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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# XXX: this fails because index is not what this expects...
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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 and ks.absolute:
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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:
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f.write(", index=-1")
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else:
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f.write(", index=%d" % ksp.array_index)
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# 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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