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test/scripts/startup/bl_operators/anim.py

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# SPDX-FileCopyrightText: 2011-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
from __future__ import annotations
import bpy
from bpy.types import Operator
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from bpy.props import (
IntProperty,
BoolProperty,
EnumProperty,
StringProperty,
)
from bpy.app.translations import (
pgettext_rpt as rpt_,
contexts as i18n_contexts,
)
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(
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subtype='FILE_PATH',
)
filter_folder: BoolProperty(
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name="Filter folders",
default=True,
options={'HIDDEN'},
)
filter_text: BoolProperty(
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name="Filter text",
default=True,
options={'HIDDEN'},
)
filter_python: BoolProperty(
name="Filter Python",
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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 = %r\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
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# 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
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# - `idtype_list` is used to get the list of ID-data-blocks from
# `bpy.data.*` since this info isn't available elsewhere.
# - `id.bl_rna.name` gives a name suitable for UI,
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# with a capitalized first letter, but we need
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# the plural form that's all lower case.
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# - special handling is needed for "nested" ID-blocks
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# (e.g. node-tree in Material).
if ksp.id.bl_rna.identifier.startswith("ShaderNodeTree"):
# Find material or light 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 light in bpy.data.lights:
if light.node_tree == ksp.id:
id_bpy_path = "bpy.data.lights[\"%s\"].node_tree" % (light.name)
found = True
break
if not found:
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self.report(
{'WARN'},
rpt_("Could not find material or light using Shader Node Tree - %s") %
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(ksp.id))
elif ksp.id.bl_rna.identifier.startswith("CompositorNodeTree"):
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# Find compositor node-tree 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'}, rpt_("Could not find scene using Compositor Node Tree - %s") % (ksp.id))
elif ksp.id.bl_rna.name == "Key":
# "keys" conflicts with a Python keyword, hence the simple solution won't work
id_bpy_path = "bpy.data.shape_keys[\"%s\"]" % (ksp.id.name)
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)
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return {'RUNNING_MODAL'}
class NLA_OT_bake(Operator):
"""Bake all selected objects location/scale/rotation animation to an action"""
bl_idname = "nla.bake"
bl_label = "Bake Action"
bl_options = {'REGISTER', 'UNDO'}
frame_start: IntProperty(
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name="Start Frame",
description="Start frame for baking",
min=0, max=300000,
default=1,
)
frame_end: IntProperty(
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name="End Frame",
description="End frame for baking",
min=1, max=300000,
default=250,
)
step: IntProperty(
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name="Frame Step",
UI: fix and improve a few messages - "Frame Step" -> "Number of frames to skip forward while baking each frame": expand description which was just copying the prop name. - "b-bone" -> "B-Bone": title case. - "Volumes Lighting" -> "Volume Lighting": typo. - "Volumes Shadows" -> "Volume Shadows": typo. - "Insert Blank Keyframe (All Layer)" -> "(All Layers)": typo. - "the an" -> "an", typo. - "Inverse" -> "Invert": use verb instead of noun for an action. - "Desination" -> "Destination": typo. - "Hides all other F-Curves other than the ones being framed": remove extra "other". - "Remove Bone from Bone collections" -> "Collection", singular because the operator is only applied to the active collection. Also title case on "Collection". - "Change Stroke material with selected material" -> "Assign the active material slot to the selected strokes": rephrase by reusing the message from the non-Grease Pencil materials. - "VisAction", "VisArea" -> "Visibility Action", "Visibility Area": expand abbreviation. This is not exposed in the UI right now but will show up in the API docs. - "Stop Mode Right / Global Down" -> "Stop Move" (typo). - "... for node input %s": remove extra space. - "Move along their normal" -> "Move shadows along their normal": rephrase unclear sentence. - "Stat Vis" -> "Mesh Analysis": stands for "Statistical visualization"? Unclear and not shown anywhere. Reuse the label specified in the UI code instead. - " Output data...": remove leading space. - "Attribute domain for the selection and group id inputs": title case on "Selection" and "Group ID" as that is how they appear in the UI. - "Ior" -> "IOR": uppercase acronym, for consistency. Pull Request: https://projects.blender.org/blender/blender/pulls/115964
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description="Number of frames to skip forward while baking each frame",
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min=1, max=120,
default=1,
)
only_selected: BoolProperty(
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name="Only Selected Bones",
description="Only key selected bones (Pose baking only)",
default=True,
)
visual_keying: BoolProperty(
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name="Visual Keying",
description="Keyframe from the final transformations (with constraints applied)",
default=False,
)
clear_constraints: BoolProperty(
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name="Clear Constraints",
description="Remove all constraints from keyed object/bones, and do 'visual' keying",
default=False,
)
clear_parents: BoolProperty(
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name="Clear Parents",
description="Bake animation onto the object then clear parents (objects only)",
default=False,
)
use_current_action: BoolProperty(
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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,
)
clean_curves: BoolProperty(
name="Clean Curves",
description="After baking curves, remove redundant keys",
default=False,
)
bake_types: EnumProperty(
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name="Bake Data",
translation_context=i18n_contexts.id_action,
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description="Which data's transformations to bake",
options={'ENUM_FLAG'},
items=(
('POSE', "Pose", "Bake bones transformations"),
('OBJECT', "Object", "Bake object transformations"),
),
default={'POSE'},
)
channel_types: EnumProperty(
name="Channels",
description="Which channels to bake",
options={'ENUM_FLAG'},
items=(
('LOCATION', "Location", "Bake location channels"),
('ROTATION', "Rotation", "Bake rotation channels"),
('SCALE', "Scale", "Bake scale channels"),
UI: fix and improve a few messages - "Frame Step" -> "Number of frames to skip forward while baking each frame": expand description which was just copying the prop name. - "b-bone" -> "B-Bone": title case. - "Volumes Lighting" -> "Volume Lighting": typo. - "Volumes Shadows" -> "Volume Shadows": typo. - "Insert Blank Keyframe (All Layer)" -> "(All Layers)": typo. - "the an" -> "an", typo. - "Inverse" -> "Invert": use verb instead of noun for an action. - "Desination" -> "Destination": typo. - "Hides all other F-Curves other than the ones being framed": remove extra "other". - "Remove Bone from Bone collections" -> "Collection", singular because the operator is only applied to the active collection. Also title case on "Collection". - "Change Stroke material with selected material" -> "Assign the active material slot to the selected strokes": rephrase by reusing the message from the non-Grease Pencil materials. - "VisAction", "VisArea" -> "Visibility Action", "Visibility Area": expand abbreviation. This is not exposed in the UI right now but will show up in the API docs. - "Stop Mode Right / Global Down" -> "Stop Move" (typo). - "... for node input %s": remove extra space. - "Move along their normal" -> "Move shadows along their normal": rephrase unclear sentence. - "Stat Vis" -> "Mesh Analysis": stands for "Statistical visualization"? Unclear and not shown anywhere. Reuse the label specified in the UI code instead. - " Output data...": remove leading space. - "Attribute domain for the selection and group id inputs": title case on "Selection" and "Group ID" as that is how they appear in the UI. - "Ior" -> "IOR": uppercase acronym, for consistency. Pull Request: https://projects.blender.org/blender/blender/pulls/115964
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('BBONE', "B-Bone", "Bake B-Bone channels"),
('PROPS', "Custom Properties", "Bake custom properties")
),
default={'LOCATION', 'ROTATION', 'SCALE', 'BBONE', 'PROPS'},
)
def execute(self, context):
from bpy_extras import anim_utils
bake_options = anim_utils.BakeOptions(
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=self.clean_curves,
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do_location='LOCATION' in self.channel_types,
do_rotation='ROTATION' in self.channel_types,
do_scale='SCALE' in self.channel_types,
do_bbone='BBONE' in self.channel_types,
do_custom_props='PROPS' in self.channel_types
)
if bake_options.do_pose and self.only_selected:
pose_bones = context.selected_pose_bones or []
armatures = {pose_bone.id_data for pose_bone in pose_bones}
objects = list(armatures)
else:
objects = context.selected_editable_objects
if bake_options.do_pose and not bake_options.do_object:
objects = [obj for obj in objects if obj.pose is not None]
object_action_pairs = (
[(obj, getattr(obj.animation_data, "action", None)) for obj in objects]
if self.use_current_action else
[(obj, None) for obj in objects]
)
actions = anim_utils.bake_action_objects(
object_action_pairs,
frames=range(self.frame_start, self.frame_end + 1, self.step),
bake_options=bake_options
)
if not any(actions):
self.report({'INFO'}, "Nothing to bake")
return {'CANCELLED'}
return {'FINISHED'}
def invoke(self, context, _event):
scene = context.scene
if scene.use_preview_range:
self.frame_start = scene.frame_preview_start
self.frame_end = scene.frame_preview_end
else:
self.frame_start = scene.frame_start
self.frame_end = scene.frame_end
self.bake_types = {'POSE'} if context.mode == 'POSE' else {'OBJECT'}
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wm = context.window_manager
return wm.invoke_props_dialog(self)
class ClearUselessActions(Operator):
"""Mark actions with no F-Curves for deletion after save and reload of """ \
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"""file preserving \"action libraries\""""
bl_idname = "anim.clear_useless_actions"
bl_label = "Clear Useless Actions"
bl_options = {'REGISTER', 'UNDO'}
only_unused: BoolProperty(
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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...
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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'}, rpt_("Removed %d empty and/or fake-user only Actions")
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% removed)
return {'FINISHED'}
class UpdateAnimatedTransformConstraint(Operator):
"""Update f-curves/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 f-curves/drivers affecting rotations to radians.\n"
"Warning: Use this only once",
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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):
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# 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 BaseException:
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 BaseException:
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'}, rpt_("Complete report available on '%s' text datablock") % text.name)
return {'FINISHED'}
class ARMATURE_OT_copy_bone_color_to_selected(Operator):
"""Copy the bone color of the active bone to all selected bones"""
bl_idname = "armature.copy_bone_color_to_selected"
bl_label = "Copy Colors to Selected"
bl_options = {'REGISTER', 'UNDO'}
_bone_type_enum = [
('EDIT', 'Bone', 'Copy Bone colors from the active bone to all selected bones'),
('POSE', 'Pose Bone', 'Copy Pose Bone colors from the active pose bone to all selected pose bones'),
]
bone_type: EnumProperty(
name="Type",
items=_bone_type_enum)
@classmethod
def poll(cls, context):
return context.mode in {'EDIT_ARMATURE', 'POSE'}
def execute(self, context):
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match(self.bone_type, context.mode):
# Armature in edit mode:
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case('POSE', 'EDIT_ARMATURE'):
self.report({'ERROR'}, "Go to pose mode to copy pose bone colors")
return {'OPERATOR_CANCELLED'}
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case('EDIT', 'EDIT_ARMATURE'):
bone_source = context.active_bone
bones_dest = context.selected_bones
pose_bones_to_check = []
# Armature in pose mode:
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case('POSE', 'POSE'):
bone_source = context.active_pose_bone
bones_dest = context.selected_pose_bones
pose_bones_to_check = []
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case('EDIT', 'POSE'):
bone_source = context.active_bone
pose_bones_to_check = context.selected_pose_bones
bones_dest = [posebone.bone for posebone in pose_bones_to_check]
# Anything else:
case _:
self.report({'ERROR'}, "Cannot do anything in mode %r" % context.mode)
return {'CANCELLED'}
if not bone_source:
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self.report({'ERROR'}, "No active bone to copy from")
return {'CANCELLED'}
if not bones_dest:
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self.report({'ERROR'}, "No selected bones to copy to")
return {'CANCELLED'}
num_pose_color_overrides = 0
for index, bone_dest in enumerate(bones_dest):
bone_dest.color.palette = bone_source.color.palette
for custom_field in ("normal", "select", "active"):
color = getattr(bone_source.color.custom, custom_field)
setattr(bone_dest.color.custom, custom_field, color)
if self.bone_type == 'EDIT' and pose_bones_to_check:
pose_bone = pose_bones_to_check[index]
if pose_bone.color.palette != 'DEFAULT':
# A pose color has been set, and we're now syncing edit bone
# colors. This means that the synced color will not be
# visible. Better to let the user know about this.
num_pose_color_overrides += 1
if num_pose_color_overrides:
self.report(
{'INFO'},
"Bone colors were synced; for %d bones this will not be visible due to pose bone color overrides" %
num_pose_color_overrides)
return {'FINISHED'}
class ARMATURE_OT_collection_solo_visibility(Operator):
"""Hide all other bone collections and show the active one.
Note that it is necessary to also show the ancestors of the active bone
collection in order to ensure its visibility.
"""
bl_idname = "armature.collection_solo_visibility"
bl_label = "Solo Visibility"
bl_description = "Hide all other bone collections and show the active one. " + \
"Note that it is necessary to also show the ancestors of the active " + \
"bone collection in order to ensure its visibility"
bl_options = {'REGISTER', 'UNDO'}
name: StringProperty(name='Bone Collection')
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'ARMATURE' and context.object.data
def execute(self, context):
arm = context.object.data
# Find the named bone collection.
if self.name:
try:
solo_bcoll = arm.collections[self.name]
except KeyError:
self.report({'ERROR'}, "Bone collection %r not found" % self.name)
return {'CANCELLED'}
else:
solo_bcoll = arm.collections.active
if not solo_bcoll:
self.report({'ERROR'}, "Armature has no active Bone collection, nothing to solo")
return {'CANCELLED'}
# Hide everything first.
for bcoll in arm.collections_all:
bcoll.is_visible = False
# Show the named bone collection and all its ancestors.
while solo_bcoll:
solo_bcoll.is_visible = True
solo_bcoll = solo_bcoll.parent
return {'FINISHED'}
class ARMATURE_OT_collection_show_all(Operator):
"""Show all bone collections"""
bl_idname = "armature.collection_show_all"
bl_label = "Show All"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'ARMATURE' and context.object.data
def execute(self, context):
arm = context.object.data
for bcoll in arm.collections_all:
bcoll.is_visible = True
return {'FINISHED'}
classes = (
ANIM_OT_keying_set_export,
NLA_OT_bake,
ClearUselessActions,
UpdateAnimatedTransformConstraint,
ARMATURE_OT_copy_bone_color_to_selected,
ARMATURE_OT_collection_solo_visibility,
ARMATURE_OT_collection_show_all,
)