2009-11-21 21:39:20 +00:00
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# ##### 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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2009-11-28 23:37:56 +00:00
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#
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2009-11-21 21:39:20 +00:00
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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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2009-11-28 23:37:56 +00:00
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#
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2009-11-21 21:39:20 +00:00
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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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2010-02-12 13:34:04 +00:00
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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2009-11-21 21:39:20 +00:00
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#
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# ##### END GPL LICENSE BLOCK #####
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2009-12-13 14:38:30 +00:00
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# <pep8 compliant>
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2009-11-21 21:39:20 +00:00
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import bpy
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import os
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2009-12-13 14:38:30 +00:00
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2009-11-22 13:15:21 +00:00
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class AddPresetBase(bpy.types.Operator):
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'''Base preset class, only for subclassing
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2009-11-28 23:37:56 +00:00
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subclasses must define
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2009-11-22 13:15:21 +00:00
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- preset_values
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2009-11-27 18:55:59 +00:00
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- preset_subdir '''
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2010-05-10 18:04:04 +00:00
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bl_idname = "script.add_preset_base"
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bl_label = "Add a Python Preset"
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2009-11-22 13:15:21 +00:00
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2009-12-13 14:38:30 +00:00
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name = bpy.props.StringProperty(name="Name", description="Name of the preset, used to make the path name", maxlen=64, default="")
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2009-11-28 23:37:56 +00:00
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2009-11-22 13:15:21 +00:00
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def _as_filename(self, name): # could reuse for other presets
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for char in " !@#$%^&*(){}:\";'[]<>,./?":
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name = name.replace('.', '_')
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return name.lower()
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def execute(self, context):
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if not self.properties.name:
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2009-12-24 19:50:43 +00:00
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return {'FINISHED'}
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2009-11-22 13:15:21 +00:00
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filename = self._as_filename(self.properties.name) + ".py"
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target_path = bpy.utils.preset_paths(self.preset_subdir)[0] # we need some way to tell the user and system preset path
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2010-06-14 03:52:10 +00:00
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filepath = os.path.join(target_path, filename)
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* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
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if getattr(self, "save_keyconfig", True):
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2010-06-14 03:52:10 +00:00
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bpy.ops.wm.keyconfig_export(filepath=filepath, kc_name=self.properties.name)
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file_preset = open(filepath, 'a')
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* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
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file_preset.write("wm.active_keyconfig = kc\n\n")
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else:
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2010-06-14 03:52:10 +00:00
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file_preset = open(filepath, 'w')
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2009-11-28 23:37:56 +00:00
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2009-11-22 13:15:21 +00:00
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for rna_path in self.preset_values:
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2010-02-07 13:56:36 +00:00
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value = eval(rna_path)
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if type(value) == str:
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value = "'%s'" % value
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file_preset.write("%s = %s\n" % (rna_path, value))
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2009-11-22 13:15:21 +00:00
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file_preset.close()
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2009-12-24 19:50:43 +00:00
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return {'FINISHED'}
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2009-11-22 13:15:21 +00:00
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def invoke(self, context, event):
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wm = context.manager
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2009-12-07 00:16:57 +00:00
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#crashes, TODO - fix
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#return wm.invoke_props_popup(self, event)
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2009-11-22 13:15:21 +00:00
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wm.invoke_props_popup(self, event)
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2009-12-24 21:17:14 +00:00
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return {'RUNNING_MODAL'}
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2009-11-21 23:55:14 +00:00
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* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
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class ExecutePreset(bpy.types.Operator):
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''' Executes a preset '''
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bl_idname = "script.execute_preset"
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bl_label = "Execute a Python Preset"
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2010-06-14 03:52:10 +00:00
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filepath = bpy.props.StringProperty(name="Path", description="Path of the Python file to execute", maxlen=512, default="")
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* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
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preset_name = bpy.props.StringProperty(name="Preset Name", description="Name of the Preset being executed", default="")
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menu_idname = bpy.props.StringProperty(name="Menu ID Name", description="ID name of the menu this was called from", default="")
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def execute(self, context):
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# change the menu title to the most recently chosen option
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2010-04-14 07:58:33 +00:00
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preset_class = getattr(bpy.types, self.properties.menu_idname)
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preset_class.bl_label = self.properties.preset_name
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2010-04-17 19:05:53 +00:00
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* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
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# execute the preset using script.python_file_run
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2010-06-14 03:52:10 +00:00
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bpy.ops.script.python_file_run(filepath=self.properties.filepath)
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* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
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return {'FINISHED'}
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2009-11-21 23:55:14 +00:00
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class AddPresetRender(AddPresetBase):
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2010-02-10 22:18:00 +00:00
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'''Add a Render Preset'''
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2009-11-21 21:39:20 +00:00
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bl_idname = "render.preset_add"
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bl_label = "Add Render Preset"
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2009-11-21 23:55:14 +00:00
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name = AddPresetBase.name
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preset_values = [
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2010-02-23 12:48:35 +00:00
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"bpy.context.scene.render.resolution_x",
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"bpy.context.scene.render.resolution_y",
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"bpy.context.scene.render.pixel_aspect_x",
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"bpy.context.scene.render.pixel_aspect_y",
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"bpy.context.scene.render.fps",
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"bpy.context.scene.render.fps_base",
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"bpy.context.scene.render.resolution_percentage",
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"bpy.context.scene.render.fields",
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"bpy.context.scene.render.field_order",
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"bpy.context.scene.render.fields_still",
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2009-11-21 21:39:20 +00:00
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]
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2009-11-22 13:15:21 +00:00
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preset_subdir = "render"
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2009-11-21 23:55:14 +00:00
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2009-11-22 00:22:29 +00:00
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class AddPresetSSS(AddPresetBase):
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2010-02-10 22:18:00 +00:00
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'''Add a Subsurface Scattering Preset'''
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2009-11-22 00:22:29 +00:00
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bl_idname = "material.sss_preset_add"
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2009-11-22 10:02:32 +00:00
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bl_label = "Add SSS Preset"
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2009-11-22 00:22:29 +00:00
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name = AddPresetBase.name
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preset_values = [
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"bpy.context.material.subsurface_scattering.back",
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"bpy.context.material.subsurface_scattering.color[0]",
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"bpy.context.material.subsurface_scattering.color[1]",
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"bpy.context.material.subsurface_scattering.color[2]",
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"bpy.context.material.subsurface_scattering.color_factor",
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"bpy.context.material.subsurface_scattering.error_tolerance",
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"bpy.context.material.subsurface_scattering.front",
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"bpy.context.material.subsurface_scattering.ior",
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"bpy.context.material.subsurface_scattering.radius[0]",
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"bpy.context.material.subsurface_scattering.radius[1]",
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"bpy.context.material.subsurface_scattering.radius[2]",
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"bpy.context.material.subsurface_scattering.scale",
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"bpy.context.material.subsurface_scattering.texture_factor",
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]
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2009-11-22 13:15:21 +00:00
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preset_subdir = "sss"
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2009-11-28 23:37:56 +00:00
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2009-12-13 14:38:30 +00:00
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2009-11-22 10:32:37 +00:00
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class AddPresetCloth(AddPresetBase):
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2010-02-10 22:18:00 +00:00
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'''Add a Cloth Preset'''
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2009-11-22 10:32:37 +00:00
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bl_idname = "cloth.preset_add"
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bl_label = "Add Cloth Preset"
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name = AddPresetBase.name
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2009-11-28 23:37:56 +00:00
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2009-11-22 10:32:37 +00:00
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preset_values = [
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2009-11-22 11:33:44 +00:00
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"bpy.context.cloth.settings.quality",
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"bpy.context.cloth.settings.mass",
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"bpy.context.cloth.settings.structural_stiffness",
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"bpy.context.cloth.settings.bending_stiffness",
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"bpy.context.cloth.settings.spring_damping",
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"bpy.context.cloth.settings.air_damping",
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2009-11-22 10:32:37 +00:00
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]
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2009-11-28 23:37:56 +00:00
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2009-11-22 13:15:21 +00:00
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preset_subdir = "cloth"
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2009-11-22 00:22:29 +00:00
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2010-02-07 13:56:36 +00:00
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class AddPresetSunSky(AddPresetBase):
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2010-02-10 22:18:00 +00:00
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'''Add a Sky & Atmosphere Preset'''
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2010-02-07 13:56:36 +00:00
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bl_idname = "lamp.sunsky_preset_add"
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bl_label = "Add Sunsky Preset"
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name = AddPresetBase.name
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preset_values = [
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"bpy.context.object.data.sky.atmosphere_turbidity",
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"bpy.context.object.data.sky.sky_blend_type",
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"bpy.context.object.data.sky.sky_blend",
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"bpy.context.object.data.sky.horizon_brightness",
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"bpy.context.object.data.sky.spread",
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"bpy.context.object.data.sky.sky_color_space",
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"bpy.context.object.data.sky.sky_exposure",
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"bpy.context.object.data.sky.sun_brightness",
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"bpy.context.object.data.sky.sun_size",
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"bpy.context.object.data.sky.backscattered_light",
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"bpy.context.object.data.sky.sun_intensity",
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"bpy.context.object.data.sky.atmosphere_inscattering",
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"bpy.context.object.data.sky.atmosphere_extinction",
|
|
|
|
]
|
|
|
|
|
|
|
|
preset_subdir = "sunsky"
|
|
|
|
|
2010-04-17 19:05:53 +00:00
|
|
|
|
* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
|
|
|
class AddPresetInteraction(AddPresetBase):
|
|
|
|
'''Add an Application Interaction Preset'''
|
|
|
|
bl_idname = "wm.interaction_preset_add"
|
|
|
|
bl_label = "Add Interaction Preset"
|
|
|
|
name = AddPresetBase.name
|
|
|
|
save_keyconfig = True
|
2010-04-17 19:05:53 +00:00
|
|
|
|
* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
|
|
|
preset_values = [
|
|
|
|
"bpy.context.user_preferences.edit.drag_immediately",
|
|
|
|
"bpy.context.user_preferences.edit.insertkey_xyz_to_rgb",
|
|
|
|
"bpy.context.user_preferences.inputs.select_mouse",
|
|
|
|
"bpy.context.user_preferences.inputs.zoom_style",
|
|
|
|
"bpy.context.user_preferences.inputs.zoom_axis",
|
|
|
|
"bpy.context.user_preferences.inputs.view_rotation",
|
|
|
|
"bpy.context.user_preferences.inputs.invert_zoom_direction",
|
2010-04-19 01:50:30 +00:00
|
|
|
"bpy.context.user_preferences.inputs.emulate_numpad",
|
|
|
|
"bpy.context.user_preferences.inputs.emulate_3_button_mouse",
|
|
|
|
"bpy.context.user_preferences.inputs.continuous_mouse",
|
* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
|
|
|
]
|
|
|
|
|
|
|
|
preset_subdir = "interaction"
|
2010-02-07 13:56:36 +00:00
|
|
|
|
2010-02-14 11:21:21 +00:00
|
|
|
classes = [
|
* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
|
|
|
ExecutePreset,
|
2010-02-14 11:21:21 +00:00
|
|
|
AddPresetRender,
|
|
|
|
AddPresetSSS,
|
|
|
|
AddPresetCloth,
|
* Interaction Presets
This adds a new presets menu in the splash screen and the Input section of
User Preferences to choose a preset interaction style, consisting of key configurations
and also other user preferences such as select mouse button, view rotation style, etc.
Currently, just 'Blender' and 'Maya' presets are included, hopefully we can have more
presets contributed (and maintained!) by the community.
It's best to keep these presets minimal to avoid too many key conflicts. In the Maya one
I changed the view manipulation key/mouse combos and also the transform
manipulator keys, not much more than that.
To save an interaction preset, open the user preferences Input section, and press the
[ + ] button next to the presets menu. It will save out a .py file containing any edited key
maps and navigation preferences to the presets/interaction folder in your scripts folder.
---
Part of this commit changes the way that key maps are exported/displayed in
preferences - now partial key configs are allowed. Previously it would export/import the
entire key configuration, regardless of whether individual key maps were edited or not
(which would make them more susceptible to conflicts in unexpected areas).
(note, in blender terminology, a key map is a category of key items, such as
'Object Mode' or 'View 2d'.)
Now, the export and the UI display work in a similar way to how key maps are
processed internally - Locally edited key maps (after pressing the 'Edit' button) are
processed first, falling back to other key maps in the current key config, and then falling
back to the default key config. So it's possible for a key config to only include a few
key maps, and the rest just gets pulled from the default key config. The preferences
UI display works like this too behind the scenes in deciding what to show users,
however using it is just like it was before, the complexity is hidden.
2010-04-14 06:27:50 +00:00
|
|
|
AddPresetSunSky,
|
|
|
|
AddPresetInteraction]
|
2010-02-14 11:21:21 +00:00
|
|
|
|
|
|
|
|
|
|
|
def register():
|
|
|
|
register = bpy.types.register
|
|
|
|
for cls in classes:
|
|
|
|
register(cls)
|
|
|
|
|
2010-02-22 23:32:58 +00:00
|
|
|
|
2010-02-14 11:21:21 +00:00
|
|
|
def unregister():
|
|
|
|
unregister = bpy.types.unregister
|
|
|
|
for cls in classes:
|
|
|
|
unregister(cls)
|
|
|
|
|
2010-02-16 09:55:07 +00:00
|
|
|
if __name__ == "__main__":
|
|
|
|
register()
|