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test/scripts/startup/bl_operators/copy_global_transform.py

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Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
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# SPDX-FileCopyrightText: 2021-2025 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
"""
Copy Global Transform
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
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Simple operators for copying world-space transforms.
It's called "global" to avoid confusion with the Blender World data-block.
"""
import abc
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
from typing import Iterable, Optional, Any, TypeAlias
import bpy
from bpy.types import (
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
Context, Object, Operator, PoseBone,
Camera, ID, ActionChannelbag,
)
from mathutils import Matrix
_axis_enum_items = [
("x", "X", "", 1),
("y", "Y", "", 2),
("z", "Z", "", 3),
]
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
# Mapping from frame number to the dominant (in terms of genetics) key type.
# GENERATED is the only recessive key type, others are dominant.
KeyInfo: TypeAlias = dict[float, str]
def get_matrix(context: Context) -> Matrix:
bone = context.active_pose_bone
if bone:
# Convert matrix to world space
arm = context.active_object
mat = arm.matrix_world @ bone.matrix
else:
mat = context.active_object.matrix_world
return mat
def set_matrix(context: Context, mat: Matrix) -> None:
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from bpy_extras.anim_utils import AutoKeying
bone = context.active_pose_bone
if bone:
# Convert matrix to local space
arm_eval = context.active_object.evaluated_get(context.view_layer.depsgraph)
bone.matrix = arm_eval.matrix_world.inverted() @ mat
AutoKeying.autokey_transformation(context, bone)
else:
context.active_object.matrix_world = mat
AutoKeying.autokey_transformation(context, context.active_object)
def _channelbag_for_id(animated_id: ID) -> ActionChannelbag | None:
# This is on purpose limited to the first layer and strip. To support more
# than 1 layer, a rewrite of the caller is needed.
adt = animated_id.animation_data
action = adt and adt.action
if action is None:
return None
slot = adt.action_slot
for layer in action.layers:
for strip in layer.strips:
assert strip.type == 'KEYFRAME'
channelbag = strip.channelbag(slot)
return channelbag
return None
def _selected_keyframes(context: Context) -> list[float]:
"""Return the list of frame numbers that have a selected key.
Only keys on the active bone/object are considered.
"""
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
bone = context.active_pose_bone
if bone:
return _selected_keyframes_for_bone(context.active_object, bone)
return _selected_keyframes_for_object(context.active_object)
def _selected_keyframes_for_bone(object: Object, bone: PoseBone) -> list[float]:
"""Return the list of frame numbers that have a selected key.
Only keys on the given pose bone are considered.
"""
name = bpy.utils.escape_identifier(bone.name)
return _selected_keyframes_for_action_slot(object, "pose.bones[\"{:s}\"].".format(name))
def _selected_keyframes_for_object(object: Object) -> list[float]:
"""Return the list of frame numbers that have a selected key.
Only keys on the given object are considered.
"""
return _selected_keyframes_for_action_slot(object, "")
def _selected_keyframes_for_action_slot(object: Object, rna_path_prefix: str) -> list[float]:
"""Return the list of frame numbers that have a selected key.
Only keys on the given object's Action Slot on FCurves starting with rna_path_prefix are considered.
"""
cbag = _channelbag_for_id(object)
if not cbag:
return []
keyframes = set()
for fcurve in cbag.fcurves:
if not fcurve.data_path.startswith(rna_path_prefix):
continue
for kp in fcurve.keyframe_points:
if not kp.select_control_point:
continue
keyframes.add(kp.co.x)
return sorted(keyframes)
def _copy_matrix_to_clipboard(window_manager: bpy.types.WindowManager, matrix: Matrix) -> None:
rows = [" {!r},".format(tuple(row)) for row in matrix]
as_string = "\n".join(rows)
window_manager.clipboard = "Matrix((\n{:s}\n))".format(as_string)
class OBJECT_OT_copy_global_transform(Operator):
bl_idname = "object.copy_global_transform"
bl_label = "Copy Global Transform"
bl_description = (
"Copies the matrix of the currently active object or pose bone to the clipboard. Uses world-space matrices"
)
# This operator cannot be un-done because it manipulates data outside Blender.
bl_options = {'REGISTER'}
@classmethod
def poll(cls, context: Context) -> bool:
return bool(context.active_pose_bone) or bool(context.active_object)
def execute(self, context: Context) -> set[str]:
mat = get_matrix(context)
_copy_matrix_to_clipboard(context.window_manager, mat)
return {'FINISHED'}
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
def get_relative_ob(context: Context) -> Optional[Object]:
"""Get the 'relative' object.
This is the object that's configured, or if that's empty, the active scene camera.
"""
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
rel_ob = context.scene.tool_settings.anim_relative_object
return rel_ob or context.scene.camera
class OBJECT_OT_copy_relative_transform(Operator):
bl_idname = "object.copy_relative_transform"
bl_label = "Copy Relative Transform"
bl_description = "Copies the matrix of the currently active object or pose bone to the clipboard. " \
"Uses matrices relative to a specific object or the active scene camera"
# This operator cannot be un-done because it manipulates data outside Blender.
bl_options = {'REGISTER'}
@classmethod
def poll(cls, context: Context) -> bool:
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
rel_ob = get_relative_ob(context)
if not rel_ob:
return False
return bool(context.active_pose_bone) or bool(context.active_object)
def execute(self, context: Context) -> set[str]:
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
rel_ob = get_relative_ob(context)
if not rel_ob:
self.report(
{'ERROR'},
"No 'Relative To' object found, set one explicitly or make sure there is an active object")
return {'CANCELLED'}
mat = rel_ob.matrix_world.inverted() @ get_matrix(context)
_copy_matrix_to_clipboard(context.window_manager, mat)
return {'FINISHED'}
class UnableToMirrorError(Exception):
"""Raised when mirroring is enabled but no mirror object/bone is set."""
class OBJECT_OT_paste_transform(Operator):
bl_idname = "object.paste_transform"
bl_label = "Paste Global Transform"
bl_description = (
"Pastes the matrix from the clipboard to the currently active pose bone or object. Uses world-space matrices"
)
bl_options = {'REGISTER', 'UNDO'}
_method_items = [
(
'CURRENT',
"Current Transform",
"Paste onto the current values only, only manipulating the animation data if auto-keying is enabled",
),
(
'EXISTING_KEYS',
"Selected Keys",
"Paste onto frames that have a selected key, potentially creating new keys on those frames",
),
(
'BAKE',
"Bake on Key Range",
"Paste onto all frames between the first and last selected key, creating new keyframes if necessary",
),
]
method: bpy.props.EnumProperty( # type: ignore
items=_method_items,
name="Paste Method",
description="Update the current transform, selected keyframes, or even create new keys",
options={'SKIP_SAVE'},
)
bake_step: bpy.props.IntProperty( # type: ignore
name="Frame Step",
description="Only used for baking. Step=1 creates a key on every frame, step=2 bakes on 2s, etc",
min=1,
soft_min=1,
soft_max=5,
options={'SKIP_SAVE'},
)
use_mirror: bpy.props.BoolProperty( # type: ignore
name="Mirror Transform",
description="When pasting, mirror the transform relative to a specific object or bone",
default=False,
options={'SKIP_SAVE'},
)
mirror_axis_loc: bpy.props.EnumProperty( # type: ignore
items=_axis_enum_items,
name="Location Axis",
description="Coordinate axis used to mirror the location part of the transform",
default='x',
options={'SKIP_SAVE'},
)
mirror_axis_rot: bpy.props.EnumProperty( # type: ignore
items=_axis_enum_items,
name="Rotation Axis",
description="Coordinate axis used to mirror the rotation part of the transform",
default='z',
options={'SKIP_SAVE'},
)
use_relative: bpy.props.BoolProperty( # type: ignore
name="Use Relative Paste",
description="When pasting, assume the pasted matrix is relative to another object (set in the user interface)",
default=False,
options={'SKIP_SAVE'},
)
@classmethod
def poll(cls, context: Context) -> bool:
if not context.active_pose_bone and not context.active_object:
cls.poll_message_set("Select an object or pose bone")
return False
clipboard = context.window_manager.clipboard.strip()
if not (clipboard.startswith("Matrix(") or clipboard.startswith("<Matrix 4x4")):
cls.poll_message_set("Clipboard does not contain a valid matrix")
return False
return True
@staticmethod
def parse_print_m4(value: str) -> Optional[Matrix]:
"""Parse output from Blender's print_m4() function.
Expects four lines of space-separated floats.
"""
lines = value.strip().splitlines()
if len(lines) != 4:
return None
floats = tuple(tuple(float(item) for item in line.split()) for line in lines)
return Matrix(floats)
@staticmethod
def parse_repr_m4(value: str) -> Optional[Matrix]:
"""Four lines of (a, b, c, d) floats."""
lines = value.strip().splitlines()
if len(lines) != 4:
return None
floats = tuple(tuple(float(item.strip()) for item in line.strip()[1:-1].split(',')) for line in lines)
return Matrix(floats)
def execute(self, context: Context) -> set[str]:
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import ast
clipboard = context.window_manager.clipboard.strip()
if clipboard.startswith("Matrix"):
mat = Matrix(ast.literal_eval(clipboard[6:]))
elif clipboard.startswith("<Matrix 4x4"):
mat = self.parse_repr_m4(clipboard[12:-1])
else:
mat = self.parse_print_m4(clipboard)
if mat is None:
self.report({'ERROR'}, "Clipboard does not contain a valid matrix")
return {'CANCELLED'}
try:
mat = self._preprocess_matrix(context, mat)
except UnableToMirrorError:
self.report({'ERROR'}, "Unable to mirror, no mirror object/bone configured")
return {'CANCELLED'}
applicator = {
'CURRENT': self._paste_current,
'EXISTING_KEYS': self._paste_existing_keys,
'BAKE': self._paste_bake,
}[self.method]
return applicator(context, mat)
def _preprocess_matrix(self, context: Context, matrix: Matrix) -> Matrix:
if self.use_relative:
matrix = self._relative_to_world(context, matrix)
if self.use_mirror:
matrix = self._mirror_matrix(context, matrix)
return matrix
def _relative_to_world(self, context: Context, matrix: Matrix) -> Matrix:
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
rel_ob = get_relative_ob(context)
if not rel_ob:
return matrix
rel_ob_eval = rel_ob.evaluated_get(context.view_layer.depsgraph)
return rel_ob_eval.matrix_world @ matrix
def _mirror_matrix(self, context: Context, matrix: Matrix) -> Matrix:
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
mirror_ob = context.scene.tool_settings.anim_mirror_object
mirror_bone = context.scene.tool_settings.anim_mirror_bone
# No mirror object means "current armature object".
ctx_ob = context.object
if not mirror_ob and mirror_bone and ctx_ob and ctx_ob.type == 'ARMATURE':
mirror_ob = ctx_ob
if not mirror_ob:
raise UnableToMirrorError()
if mirror_ob.type == 'ARMATURE' and mirror_bone:
return self._mirror_over_bone(matrix, mirror_ob, mirror_bone)
return self._mirror_over_ob(matrix, mirror_ob)
def _mirror_over_ob(self, matrix: Matrix, mirror_ob: bpy.types.Object) -> Matrix:
mirror_matrix = mirror_ob.matrix_world
return self._mirror_over_matrix(matrix, mirror_matrix)
def _mirror_over_bone(self, matrix: Matrix, mirror_ob: bpy.types.Object, mirror_bone_name: str) -> Matrix:
bone = mirror_ob.pose.bones[mirror_bone_name]
mirror_matrix = mirror_ob.matrix_world @ bone.matrix
return self._mirror_over_matrix(matrix, mirror_matrix)
def _mirror_over_matrix(self, matrix: Matrix, mirror_matrix: Matrix) -> Matrix:
# Compute the matrix in the space of the mirror matrix:
mat_local = mirror_matrix.inverted() @ matrix
# Decompose the matrix, as we don't want to touch the scale. This
# operator should only mirror the translation and rotation components.
trans, rot_q, scale = mat_local.decompose()
# Mirror the translation component:
axis_index = ord(self.mirror_axis_loc) - ord('x')
trans[axis_index] *= -1
# Flip the rotation, and use a rotation order that applies the to-be-flipped axes first.
match self.mirror_axis_rot:
case 'x':
rot_e = rot_q.to_euler('XYZ')
rot_e.x *= -1 # Flip the requested rotation axis.
rot_e.y *= -1 # Also flip the bone roll.
case 'y':
rot_e = rot_q.to_euler('YZX')
rot_e.y *= -1 # Flip the requested rotation axis.
rot_e.z *= -1 # Also flip another axis? Not sure how to handle this one.
case 'z':
rot_e = rot_q.to_euler('ZYX')
rot_e.z *= -1 # Flip the requested rotation axis.
rot_e.y *= -1 # Also flip the bone roll.
# Recompose the local matrix:
mat_local = Matrix.LocRotScale(trans, rot_e, scale)
# Go back to world space:
mirrored_world = mirror_matrix @ mat_local
return mirrored_world
@staticmethod
def _paste_current(context: Context, matrix: Matrix) -> set[str]:
set_matrix(context, matrix)
return {'FINISHED'}
def _paste_existing_keys(self, context: Context, matrix: Matrix) -> set[str]:
if not context.scene.tool_settings.use_keyframe_insert_auto:
self.report({'ERROR'}, "This mode requires auto-keying to work properly")
return {'CANCELLED'}
frame_numbers = _selected_keyframes(context)
if not frame_numbers:
self.report({'WARNING'}, "No selected frames found")
return {'CANCELLED'}
self._paste_on_frames(context, frame_numbers, matrix)
return {'FINISHED'}
def _paste_bake(self, context: Context, matrix: Matrix) -> set[str]:
if not context.scene.tool_settings.use_keyframe_insert_auto:
self.report({'ERROR'}, "This mode requires auto-keying to work properly")
return {'CANCELLED'}
bake_step = max(1, self.bake_step)
# Put the clamped bake step back into RNA for the redo panel.
self.bake_step = bake_step
frame_start, frame_end = self._determine_bake_range(context)
frame_range = range(round(frame_start), round(frame_end) + bake_step, bake_step)
self._paste_on_frames(context, frame_range, matrix)
return {'FINISHED'}
def _determine_bake_range(self, context: Context) -> tuple[float, float]:
frame_numbers = _selected_keyframes(context)
if frame_numbers:
# Note that these could be the same frame, if len(frame_numbers) == 1:
return frame_numbers[0], frame_numbers[-1]
if context.scene.use_preview_range:
self.report({'INFO'}, "No selected keys, pasting over preview range")
return context.scene.frame_preview_start, context.scene.frame_preview_end
self.report({'INFO'}, "No selected keys, pasting over scene range")
return context.scene.frame_start, context.scene.frame_end
def _paste_on_frames(self, context: Context, frame_numbers: Iterable[float], matrix: Matrix) -> None:
current_frame = context.scene.frame_current_final
try:
for frame in frame_numbers:
context.scene.frame_set(int(frame), subframe=frame % 1.0)
set_matrix(context, matrix)
finally:
context.scene.frame_set(int(current_frame), subframe=current_frame % 1.0)
class Transformable(metaclass=abc.ABCMeta):
"""Interface for a bone or an object."""
def __init__(self) -> None:
self._key_info_cache: Optional[KeyInfo] = None
@abc.abstractmethod
def matrix_world(self) -> Matrix:
pass
def set_matrix_world(self, context: Context, matrix: Matrix) -> None:
"""Set the world matrix, without autokeying."""
self._set_matrix_world(context, matrix)
def set_matrix_world_autokey(self, context: Context, matrix: Matrix) -> None:
"""Set the world matrix, and autokey the resulting transform."""
self._set_matrix_world(context, matrix)
self._autokey_matrix_world(context)
@abc.abstractmethod
def _set_matrix_world(self, context: Context, matrix: Matrix) -> None:
pass
@abc.abstractmethod
def _autokey_matrix_world(self, context: Context) -> None:
pass
@abc.abstractmethod
def _my_fcurves(self) -> Iterable[bpy.types.FCurve]:
pass
def key_info(self) -> KeyInfo:
if self._key_info_cache is not None:
return self._key_info_cache
keyinfo: KeyInfo = {}
for fcurve in self._my_fcurves():
for kp in fcurve.keyframe_points:
frame = kp.co.x
if kp.type == 'GENERATED' and frame in keyinfo:
# Don't bother overwriting other key types.
continue
keyinfo[frame] = kp.type
self._key_info_cache = keyinfo
return keyinfo
def remove_keys_of_type(
self,
key_type: str,
*,
frame_start: float | int = float("-inf"),
frame_end: float | int = float("inf")) -> None:
self._key_info_cache = None
for fcurve in self._my_fcurves():
to_remove = [
kp for kp in fcurve.keyframe_points if kp.type == key_type and (frame_start <= kp.co.x <= frame_end)
]
for kp in reversed(to_remove):
fcurve.keyframe_points.remove(kp, fast=True)
fcurve.keyframe_points.handles_recalc()
class TransformableObject(Transformable):
object: Object
def __init__(self, object: Object) -> None:
super().__init__()
self.object = object
def __str__(self) -> str:
return "TransformableObject({:s})".format(self.object.name)
def matrix_world(self) -> Matrix:
return self.object.matrix_world
def _set_matrix_world(self, _context: Context, matrix: Matrix) -> None:
self.object.matrix_world = matrix
def _autokey_matrix_world(self, context: Context) -> None:
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from bpy_extras.anim_utils import AutoKeying
AutoKeying.autokey_transformation(context, self.object)
def __hash__(self) -> int:
return hash(self.object.as_pointer())
def _my_fcurves(self) -> Iterable[bpy.types.FCurve]:
cbag = _channelbag_for_id(self.object)
if not cbag:
return
yield from cbag.fcurves
class TransformableBone(Transformable):
arm_object: Object
pose_bone: PoseBone
def __init__(self, pose_bone: PoseBone) -> None:
super().__init__()
self.arm_object = pose_bone.id_data
self.pose_bone = pose_bone
def __str__(self) -> str:
return "TransformableBone({:s}, bone={:s})".format(self.arm_object.name, self.pose_bone.name)
def matrix_world(self) -> Matrix:
mat = self.arm_object.matrix_world @ self.pose_bone.matrix
return mat
def _set_matrix_world(self, context: Context, matrix: Matrix) -> None:
# Convert matrix to armature-local space
arm_eval = self.arm_object.evaluated_get(context.view_layer.depsgraph)
self.pose_bone.matrix = arm_eval.matrix_world.inverted() @ matrix
def _autokey_matrix_world(self, context: Context) -> None:
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from bpy_extras.anim_utils import AutoKeying
AutoKeying.autokey_transformation(context, self.pose_bone)
def __hash__(self) -> int:
return hash(self.pose_bone.as_pointer())
def _my_fcurves(self) -> Iterable[bpy.types.FCurve]:
cbag = _channelbag_for_id(self.arm_object)
if not cbag:
return
rna_prefix = self.pose_bone.path_from_id() + "."
for fcurve in cbag.fcurves:
if fcurve.data_path.startswith(rna_prefix):
yield fcurve
class FixToCameraCommon:
"""Common functionality for the Fix To Scene Camera operator + its 'delete' button."""
keytype = 'GENERATED'
# Operator method stubs to avoid PyLance/MyPy errors:
@classmethod
def poll_message_set(cls, message: str) -> None:
super().poll_message_set(message)
def report(self, level: set[str], message: str) -> None:
super().report(level, message)
# Implement in subclass:
def _execute(self, context: Context, transformables: list[Transformable]) -> None:
raise NotImplementedError()
@classmethod
def poll(cls, context: Context) -> bool:
if not context.active_pose_bone and not context.active_object:
cls.poll_message_set("Select an object or pose bone")
return False
if context.mode not in {'POSE', 'OBJECT'}:
cls.poll_message_set("Switch to Pose or Object mode")
return False
if not context.scene.camera:
cls.poll_message_set("The Scene needs a camera")
return False
return True
def execute(self, context: Context) -> set[str]:
match context.mode:
case 'OBJECT':
transformables = self._transformable_objects(context)
case 'POSE':
transformables = self._transformable_pbones(context)
case mode:
self.report({'ERROR'}, 'Unsupported mode: %r' % mode)
return {'CANCELLED'}
restore_frame = context.scene.frame_current
restore_matrices = [(transformable, transformable.matrix_world().copy()) for transformable in transformables]
try:
self._execute(context, transformables)
finally:
# Restore the state of the scene & the transformables. This is necessary
# as not all properties may have been auto-keyed (for example 'only
# available' enabled, and rotation is not actually keyed yet), so we can't
# assume that going to the original frame restores the entire matrix.
context.scene.frame_set(restore_frame)
for transformable, matrix in restore_matrices:
transformable.set_matrix_world(context, matrix)
return {'FINISHED'}
def _transformable_objects(self, context: Context) -> list[Transformable]:
return [TransformableObject(object=ob) for ob in context.selected_editable_objects]
def _transformable_pbones(self, context: Context) -> list[Transformable]:
return [TransformableBone(pose_bone=bone) for bone in context.selected_pose_bones]
class OBJECT_OT_fix_to_camera(FixToCameraCommon, Operator):
bl_idname = "object.fix_to_camera"
bl_label = "Fix to Scene Camera"
bl_description = "Generate new keys to fix the selected object/bone to the camera on unkeyed frames"
bl_options = {'REGISTER', 'UNDO'}
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
use_location: bpy.props.BoolProperty( # type: ignore
name="Location",
description="Create Location keys when fixing to the scene camera",
default=True,
)
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
2025-10-03 17:42:04 +02:00
use_rotation: bpy.props.BoolProperty( # type: ignore
name="Rotation",
description="Create Rotation keys when fixing to the scene camera",
default=True,
)
use_scale: bpy.props.BoolProperty( # type: ignore
name="Scale",
description="Create Scale keys when fixing to the scene camera",
default=True,
)
def _get_matrices(self, camera: Camera, transformables: list[Transformable]) -> dict[Transformable, Matrix]:
camera_mat_inv = camera.matrix_world.inverted()
return {t: camera_mat_inv @ t.matrix_world() for t in transformables}
def _execute(self, context: Context, transformables: list[Transformable]) -> None:
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from bpy_extras.anim_utils import AutoKeying
depsgraph = context.view_layer.depsgraph
scene = context.scene
scene.frame_set(scene.frame_start)
camera_eval = scene.camera.evaluated_get(depsgraph)
last_camera_name = scene.camera.name
matrices = self._get_matrices(camera_eval, transformables)
if scene.use_preview_range:
frame_start = scene.frame_preview_start
frame_end = scene.frame_preview_end
else:
frame_start = scene.frame_start
frame_end = scene.frame_end
with AutoKeying.options(
keytype=self.keytype,
Anim: Move "Copy Global Transform" extension to internal scripts Move the Copy Global Transform core add-on into Blender's code. - The entire extension was one Python file. This PR basically splits it into two, one for operators (in `bl_operators`) and the other for UI panels. Those panels are registered in the 3D viewport's sidebar, which were registered in `space_view3d`, but I made the decision here to create a new file `space_view3d_sidebar`, because the main file is getting too large and difficult to navigate. This PR puts the global transform panel in this file. After this is merged, I will do refactors to move the rest of the sidebar panels here as well. - `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that it's reusable and also accessible from API, since it's generally very useful. There were discussions about putting this somewhere, but for now, I chose against it because creating a new file would also mean PR would have to affect documentation generation, and would complicate things. If we want to, we can probably create a new module in the future. - Little tweaks to labels and descriptions. Now that they exist outside of the add-on context, and exist without the user explicitly enabling them, they need to be more descriptive and tell users what they actually do. They also need to conform to Blender's GUI guidelines. Also tried organizing files a little by grouping objects. - Add-on properties (which included word `addon` in the name) have been registered in C++, on `scene.tool_settings` with `anim_` prefix. Pull Request: https://projects.blender.org/blender/blender/pulls/145414
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use_loc=self.use_location,
use_rot=self.use_rotation,
use_scale=self.use_scale,
force_autokey=True,
):
for frame in range(frame_start, frame_end + scene.frame_step, scene.frame_step):
scene.frame_set(frame)
camera_eval = scene.camera.evaluated_get(depsgraph)
cam_matrix_world = camera_eval.matrix_world
camera_mat_inv = cam_matrix_world.inverted()
if scene.camera.name != last_camera_name:
# The scene camera changed, so the previous
# relative-to-camera matrices can no longer be used.
matrices = self._get_matrices(camera_eval, transformables)
last_camera_name = scene.camera.name
for t, camera_rel_matrix in matrices.items():
key_info = t.key_info()
key_type = key_info.get(frame, "")
if key_type not in {self.keytype, ""}:
# Manually set key, remember the current camera-relative matrix.
matrices[t] = camera_mat_inv @ t.matrix_world()
continue
# No key, or a generated one. Overwrite it with a new transform.
t.set_matrix_world_autokey(context, cam_matrix_world @ camera_rel_matrix)
class OBJECT_OT_delete_fix_to_camera_keys(Operator, FixToCameraCommon):
bl_idname = "object.delete_fix_to_camera_keys"
bl_label = "Delete Generated Keys"
bl_description = "Delete all keys that were generated by the 'Fix to Scene Camera' operator"
bl_options = {'REGISTER', 'UNDO'}
def _execute(self, context: Context, transformables: list[Transformable]) -> None:
scene = context.scene
if scene.use_preview_range:
frame_start = scene.frame_preview_start
frame_end = scene.frame_preview_end
else:
frame_start = scene.frame_start
frame_end = scene.frame_end
for t in transformables:
t.remove_keys_of_type(self.keytype, frame_start=frame_start, frame_end=frame_end)
# Messagebus subscription to monitor changes & refresh panels.
_msgbus_owner = object()
def _refresh_3d_panels():
refresh_area_types = {'VIEW_3D'}
for win in bpy.context.window_manager.windows:
for area in win.screen.areas:
if area.type not in refresh_area_types:
continue
area.tag_redraw()
classes = (
OBJECT_OT_copy_global_transform,
OBJECT_OT_copy_relative_transform,
OBJECT_OT_paste_transform,
OBJECT_OT_fix_to_camera,
OBJECT_OT_delete_fix_to_camera_keys,
)
def _register_message_bus() -> None:
bpy.msgbus.subscribe_rna(
key=(bpy.types.ToolSettings, "use_keyframe_insert_auto"),
owner=_msgbus_owner,
args=(),
notify=_refresh_3d_panels,
options={'PERSISTENT'},
)
def _unregister_message_bus() -> None:
bpy.msgbus.clear_by_owner(_msgbus_owner)
@bpy.app.handlers.persistent # type: ignore
def _on_blendfile_load_post(_none: Any, _other_none: Any) -> None:
# The parameters are required, but both are None.
_register_message_bus()
def register():
bpy.app.handlers.load_post.append(_on_blendfile_load_post)
def unregister():
_unregister_message_bus()
bpy.app.handlers.load_post.remove(_on_blendfile_load_post)