blender/release/scripts/startup/bl_operators/anim.py
Joshua Leung 028c67c81e Fix T44453: Exporting Keying Sets referencing node tree properties generates invalid Python code/paths
The problem is that node trees (such as the Material, Lamp, and Compositor node trees)
are stored as "nested node trees" on the affected datablocks. They are particularly
troublesome to deal with, as the are not easily identified, and also cannot be easily
mapped back to the ID's which actually own them. As a result, the usual automated
methods do not work when dealing with these!
2016-02-20 17:55:11 +13:00

415 lines
15 KiB
Python

# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
if "bpy" in locals():
from importlib import reload
if "anim_utils" in locals():
reload(anim_utils)
del reload
import bpy
from bpy.types import Operator
from bpy.props import (
IntProperty,
BoolProperty,
EnumProperty,
StringProperty,
)
class ANIM_OT_keying_set_export(Operator):
"Export Keying Set to a python script"
bl_idname = "anim.keying_set_export"
bl_label = "Export Keying Set..."
filepath = StringProperty(
subtype='FILE_PATH',
)
filter_folder = BoolProperty(
name="Filter folders",
default=True,
options={'HIDDEN'},
)
filter_text = BoolProperty(
name="Filter text",
default=True,
options={'HIDDEN'},
)
filter_python = BoolProperty(
name="Filter python",
default=True,
options={'HIDDEN'},
)
def execute(self, context):
if not self.filepath:
raise Exception("Filepath not set")
f = open(self.filepath, "w")
if not f:
raise Exception("Could not open file")
scene = context.scene
ks = scene.keying_sets.active
f.write("# Keying Set: %s\n" % ks.bl_idname)
f.write("import bpy\n\n")
f.write("scene = bpy.context.scene\n\n")
# Add KeyingSet and set general settings
f.write("# Keying Set Level declarations\n")
f.write("ks = scene.keying_sets.new(idname=\"%s\", name=\"%s\")\n"
"" % (ks.bl_idname, ks.bl_label))
f.write("ks.bl_description = \"%s\"\n" % ks.bl_description)
if not ks.is_path_absolute:
f.write("ks.is_path_absolute = False\n")
f.write("\n")
f.write("ks.use_insertkey_needed = %s\n" % ks.use_insertkey_needed)
f.write("ks.use_insertkey_visual = %s\n" % ks.use_insertkey_visual)
f.write("ks.use_insertkey_xyz_to_rgb = %s\n" % ks.use_insertkey_xyz_to_rgb)
f.write("\n")
# --------------------------------------------------------
# generate and write set of lookups for id's used in paths
# cache for syncing ID-blocks to bpy paths + shorthand's
id_to_paths_cache = {}
for ksp in ks.paths:
if ksp.id is None:
continue
if ksp.id in id_to_paths_cache:
continue
"""
- idtype_list is used to get the list of id-datablocks from
bpy.data.* since this info isn't available elsewhere
- id.bl_rna.name gives a name suitable for UI,
with a capitalised first letter, but we need
the plural form that's all lower case
- special handling is needed for "nested" ID-blocks
(e.g. nodetree in Material)
"""
if ksp.id.bl_rna.identifier.startswith("ShaderNodeTree"):
# Find material or lamp using this node tree...
id_bpy_path = "bpy.data.nodes[\"%s\"]"
found = False
for mat in bpy.data.materials:
if mat.node_tree == ksp.id:
id_bpy_path = "bpy.data.materials[\"%s\"].node_tree" % (mat.name)
found = True
break;
if not found:
for lamp in bpy.data.lamps:
if lamp.node_tree == ksp.id:
id_bpy_path = "bpy.data.lamps[\"%s\"].node_tree" % (lamp.name)
found = True
break;
if not found:
self.report({'WARN'}, "Could not find material or lamp using Shader Node Tree - %s" % (ksp.id))
elif ksp.id.bl_rna.identifier.startswith("CompositorNodeTree"):
# Find compositor nodetree using this node tree...
for scene in bpy.data.scenes:
if scene.node_tree == ksp.id:
id_bpy_path = "bpy.data.scenes[\"%s\"].node_tree" % (scene.name)
break;
else:
self.report({'WARN'}, "Could not find scene using Compositor Node Tree - %s" % (ksp.id))
else:
idtype_list = ksp.id.bl_rna.name.lower() + "s"
id_bpy_path = "bpy.data.%s[\"%s\"]" % (idtype_list, ksp.id.name)
# shorthand ID for the ID-block (as used in the script)
short_id = "id_%d" % len(id_to_paths_cache)
# store this in the cache now
id_to_paths_cache[ksp.id] = [short_id, id_bpy_path]
f.write("# ID's that are commonly used\n")
for id_pair in id_to_paths_cache.values():
f.write("%s = %s\n" % (id_pair[0], id_pair[1]))
f.write("\n")
# write paths
f.write("# Path Definitions\n")
for ksp in ks.paths:
f.write("ksp = ks.paths.add(")
# id-block + data_path
if ksp.id:
# find the relevant shorthand from the cache
id_bpy_path = id_to_paths_cache[ksp.id][0]
else:
id_bpy_path = "None" # XXX...
f.write("%s, '%s'" % (id_bpy_path, ksp.data_path))
# array index settings (if applicable)
if ksp.use_entire_array:
f.write(", index=-1")
else:
f.write(", index=%d" % ksp.array_index)
# grouping settings (if applicable)
# NOTE: the current default is KEYINGSET, but if this changes,
# change this code too
if ksp.group_method == 'NAMED':
f.write(", group_method='%s', group_name=\"%s\"" %
(ksp.group_method, ksp.group))
elif ksp.group_method != 'KEYINGSET':
f.write(", group_method='%s'" % ksp.group_method)
# finish off
f.write(")\n")
f.write("\n")
f.close()
return {'FINISHED'}
def invoke(self, context, event):
wm = context.window_manager
wm.fileselect_add(self)
return {'RUNNING_MODAL'}
class BakeAction(Operator):
"""Bake object/pose loc/scale/rotation animation to a new action"""
bl_idname = "nla.bake"
bl_label = "Bake Action"
bl_options = {'REGISTER', 'UNDO'}
frame_start = IntProperty(
name="Start Frame",
description="Start frame for baking",
min=0, max=300000,
default=1,
)
frame_end = IntProperty(
name="End Frame",
description="End frame for baking",
min=1, max=300000,
default=250,
)
step = IntProperty(
name="Frame Step",
description="Frame Step",
min=1, max=120,
default=1,
)
only_selected = BoolProperty(
name="Only Selected",
description="Only key selected object/bones",
default=True,
)
visual_keying = BoolProperty(
name="Visual Keying",
description="Keyframe from the final transformations (with constraints applied)",
default=False,
)
clear_constraints = BoolProperty(
name="Clear Constraints",
description="Remove all constraints from keyed object/bones, and do 'visual' keying",
default=False,
)
clear_parents = BoolProperty(
name="Clear Parents",
description="Bake animation onto the object then clear parents (objects only)",
default=False,
)
use_current_action = BoolProperty(
name="Overwrite Current Action",
description="Bake animation into current action, instead of creating a new one "
"(useful for baking only part of bones in an armature)",
default=False,
)
bake_types = EnumProperty(
name="Bake Data",
description="Which data's transformations to bake",
options={'ENUM_FLAG'},
items=(('POSE', "Pose", "Bake bones transformations"),
('OBJECT', "Object", "Bake object transformations"),
),
default={'POSE'},
)
def execute(self, context):
from bpy_extras import anim_utils
action = None
if self.use_current_action:
obj = context.object
if obj.animation_data:
action = obj.animation_data.action
action = anim_utils.bake_action(self.frame_start,
self.frame_end,
frame_step=self.step,
only_selected=self.only_selected,
do_pose='POSE' in self.bake_types,
do_object='OBJECT' in self.bake_types,
do_visual_keying=self.visual_keying,
do_constraint_clear=self.clear_constraints,
do_parents_clear=self.clear_parents,
do_clean=True,
action=action,
)
if action is None:
self.report({'INFO'}, "Nothing to bake")
return {'CANCELLED'}
return {'FINISHED'}
def invoke(self, context, event):
scene = context.scene
self.frame_start = scene.frame_start
self.frame_end = scene.frame_end
self.bake_types = {'POSE'} if context.mode == 'POSE' else {'OBJECT'}
wm = context.window_manager
return wm.invoke_props_dialog(self)
class ClearUselessActions(Operator):
"""Mark actions with no F-Curves for deletion after save & reload of """ \
"""file preserving \"action libraries\""""
bl_idname = "anim.clear_useless_actions"
bl_label = "Clear Useless Actions"
bl_options = {'REGISTER', 'UNDO'}
only_unused = BoolProperty(name="Only Unused",
description="Only unused (Fake User only) actions get considered",
default=True)
@classmethod
def poll(cls, context):
return bool(bpy.data.actions)
def execute(self, context):
removed = 0
for action in bpy.data.actions:
# if only user is "fake" user...
if ((self.only_unused is False) or
(action.use_fake_user and action.users == 1)):
# if it has F-Curves, then it's a "action library"
# (i.e. walk, wave, jump, etc.)
# and should be left alone as that's what fake users are for!
if not action.fcurves:
# mark action for deletion
action.user_clear()
removed += 1
self.report({'INFO'}, "Removed %d empty and/or fake-user only Actions"
% removed)
return {'FINISHED'}
class UpdateAnimatedTransformConstraint(Operator):
"""Update fcurves/drivers affecting Transform constraints (use it with files from 2.70 and earlier)"""
bl_idname = "anim.update_animated_transform_constraints"
bl_label = "Update Animated Transform Constraints"
bl_options = {'REGISTER', 'UNDO'}
use_convert_to_radians = BoolProperty(
name="Convert To Radians",
description="Convert fcurves/drivers affecting rotations to radians (Warning: use this only once!)",
default=True,
)
def execute(self, context):
import animsys_refactor
from math import radians
import io
from_paths = {"from_max_x", "from_max_y", "from_max_z", "from_min_x", "from_min_y", "from_min_z"}
to_paths = {"to_max_x", "to_max_y", "to_max_z", "to_min_x", "to_min_y", "to_min_z"}
paths = from_paths | to_paths
def update_cb(base, class_name, old_path, fcurve, options):
# print(options)
def handle_deg2rad(fcurve):
if fcurve is not None:
if hasattr(fcurve, "keyframes"):
for k in fcurve.keyframes:
k.co.y = radians(k.co.y)
for mod in fcurve.modifiers:
if mod.type == 'GENERATOR':
if mod.mode == 'POLYNOMIAL':
mod.coefficients[:] = [radians(c) for c in mod.coefficients]
else: # if mod.type == 'POLYNOMIAL_FACTORISED':
mod.coefficients[:2] = [radians(c) for c in mod.coefficients[:2]]
elif mod.type == 'FNGENERATOR':
mod.amplitude = radians(mod.amplitude)
fcurve.update()
data = ...
try:
data = eval("base." + old_path)
except:
pass
ret = (data, old_path)
if isinstance(base, bpy.types.TransformConstraint) and data is not ...:
new_path = None
map_info = base.map_from if old_path in from_paths else base.map_to
if map_info == 'ROTATION':
new_path = old_path + "_rot"
if options is not None and options["use_convert_to_radians"]:
handle_deg2rad(fcurve)
elif map_info == 'SCALE':
new_path = old_path + "_scale"
if new_path is not None:
data = ...
try:
data = eval("base." + new_path)
except:
pass
ret = (data, new_path)
#print(ret)
return ret
options = {"use_convert_to_radians": self.use_convert_to_radians}
replace_ls = [("TransformConstraint", p, update_cb, options) for p in paths]
log = io.StringIO()
animsys_refactor.update_data_paths(replace_ls, log)
context.scene.frame_set(context.scene.frame_current)
log = log.getvalue()
if log:
print(log)
text = bpy.data.texts.new("UpdateAnimatedTransformConstraint Report")
text.from_string(log)
self.report({'INFO'}, "Complete report available on '%s' text datablock" % text.name)
return {'FINISHED'}