Files
test/scripts/startup/bl_operators/anim.py
Sybren A. Stüvel bafddfd9fb Refactor: convert "Clear Useless Actions" operator to current Action API
Convert the code for the "Clear Useless Actions" operator from the
legacy Actions API to the current API.

No functional changes.

This is part of #146586

Pull Request: https://projects.blender.org/blender/blender/pulls/147060
2025-10-02 14:42:43 +02:00

832 lines
30 KiB
Python

# 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
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(
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):
from bpy.utils import escape_identifier
if not self.filepath:
raise Exception("Filepath not set")
f = open(self.filepath, "w", encoding="utf8")
if not f:
raise Exception("Could not open file")
scene = context.scene
ks = scene.keying_sets.active
f.write("# Keying Set: {:s}\n".format(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={!r}, name={!r})\n".format(ks.bl_idname, ks.bl_label))
f.write("ks.bl_description = {!r}\n".format(ks.bl_description))
# TODO: this isn't editable, it should be possible to set this flag for `scene.keying_sets.new`.
# if not ks.is_path_absolute:
# f.write("ks.is_path_absolute = False\n")
f.write("\n")
f.write("ks.use_insertkey_needed = {!r}\n".format(ks.use_insertkey_needed))
f.write("ks.use_insertkey_visual = {!r}\n".format(ks.use_insertkey_visual))
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-data-blocks from
# `bpy.data.*` since this info isn't available elsewhere.
# - `id.bl_rna.name` gives a name suitable for UI,
# with a capitalized first letter, but we need
# the plural form that's all lower case.
# - special handling is needed for "nested" ID-blocks
# (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".format(escape_identifier(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".format(escape_identifier(light.name))
found = True
break
if not found:
self.report(
{'WARN'},
rpt_("Could not find material or light using Shader Node Tree - {:s}").format(str(ksp.id)),
)
elif ksp.id.bl_rna.identifier.startswith("CompositorNodeTree"):
# Find compositor node-tree using this node tree.
for scene in bpy.data.scenes:
if scene.compositing_node_group == ksp.id:
id_bpy_path = "bpy.data.scenes[\"{:s}\"].compositing_node_group".format(
escape_identifier(scene.name))
break
else:
self.report(
{'WARN'},
rpt_("Could not find scene using Compositor Node Tree - {:s}").format(str(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}\"]".format(escape_identifier(ksp.id.name))
else:
idtype_list = ksp.id.bl_rna.name.lower() + "s"
id_bpy_path = "bpy.data.{:s}[\"{:s}\"]".format(idtype_list, escape_identifier(ksp.id.name))
# shorthand ID for the ID-block (as used in the script)
short_id = "id_{:d}".format(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".format(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}, {!r}".format(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}".format(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={!r}, group_name={!r}".format(ksp.group_method, ksp.group))
elif ksp.group_method != 'KEYINGSET':
f.write(", group_method={!r}".format(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 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(
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="Number of frames to skip forward while baking each frame",
min=1, max=120,
default=1,
)
only_selected: BoolProperty(
name="Only Selected Bones",
description="Only key selected bones (Pose baking only)",
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. "
"To get a correct bake with this setting Visual Keying should be enabled"
),
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,
)
clean_curves: BoolProperty(
name="Clean Curves",
description="After baking curves, remove redundant keys",
default=False,
)
bake_types: EnumProperty(
name="Bake Data",
translation_context=i18n_contexts.id_action,
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"),
('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,
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:
pose_object = getattr(context, "pose_object", None)
if pose_object and pose_object not in objects:
# The active object might not be selected, but it is the one in pose mode.
# It can be assumed this pose needs baking.
objects.append(pose_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'}
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 """ \
"""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)
@staticmethod
def has_fcurves(action: bpy.types.Action) -> bool:
for layer in action.layers:
for strip in layer.strips:
assert strip.type == 'KEYFRAME'
for channelbag in strip.channelbags:
if channelbag.fcurves:
return True
return False
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 self.has_fcurves(action):
# mark action for deletion
action.user_clear()
removed += 1
self.report({'INFO'}, rpt_("Removed {:d} empty and/or fake-user only Actions").format(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",
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 Exception:
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 Exception:
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 data-block").format(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):
match(self.bone_type, context.mode):
# Armature in edit mode:
case('POSE', 'EDIT_ARMATURE'):
self.report({'ERROR'}, "Go to pose mode to copy pose bone colors")
return {'OPERATOR_CANCELLED'}
case('EDIT', 'EDIT_ARMATURE'):
bone_source = context.active_bone
bones_dest = context.selected_bones
pose_bones_to_check = []
# Armature in pose mode:
case('POSE', 'POSE'):
bone_source = context.active_pose_bone
bones_dest = context.selected_pose_bones
pose_bones_to_check = []
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'}, rpt_("Cannot do anything in mode {!r}").format(context.mode))
return {'CANCELLED'}
if not bone_source:
self.report({'ERROR'}, "No active bone to copy from")
return {'CANCELLED'}
if not bones_dest:
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'},
rpt_("Bone colors were synced; "
"for {:d} bones this will not be visible due to pose bone color overrides").format(
num_pose_color_overrides,
),
)
return {'FINISHED'}
def _armature_from_context(context):
pin_armature = getattr(context, "armature", None)
if pin_armature:
return pin_armature
ob = context.object
if ob and ob.type == 'ARMATURE':
return ob.data
return None
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 _armature_from_context(context) is not None
def execute(self, context):
arm = _armature_from_context(context)
for bcoll in arm.collections_all:
bcoll.is_visible = True
return {'FINISHED'}
class ARMATURE_OT_collection_unsolo_all(Operator):
"""Clear the 'solo' setting on all bone collections"""
bl_idname = "armature.collection_unsolo_all"
bl_label = "Un-solo All"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
armature = _armature_from_context(context)
if not armature:
return False
if not armature.collections.is_solo_active:
cls.poll_message_set("None of the bone collections is marked 'solo'")
return False
return True
def execute(self, context):
arm = _armature_from_context(context)
for bcoll in arm.collections_all:
bcoll.is_solo = False
return {'FINISHED'}
class ARMATURE_OT_collection_remove_unused(Operator):
"""Remove all bone collections that have neither bones nor children. """ \
"""This is done recursively, so bone collections that only have unused children are also removed"""
bl_idname = "armature.collection_remove_unused"
bl_label = "Remove Unused Bone Collections"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
armature = _armature_from_context(context)
if not armature:
return False
return len(armature.collections) > 0
def execute(self, context):
if context.mode == 'EDIT_ARMATURE':
return self.execute_edit_mode(context)
armature = _armature_from_context(context)
# Build a set of bone collections that don't contain any bones, and
# whose children also don't contain any bones.
bcolls_to_remove = {
bcoll
for bcoll in armature.collections_all
if len(bcoll.bones_recursive) == 0}
if not bcolls_to_remove:
self.report({'INFO'}, "All bone collections are in use")
return {'CANCELLED'}
self.remove_bcolls(armature, bcolls_to_remove)
return {'FINISHED'}
def execute_edit_mode(self, context):
# BoneCollection.bones_recursive or .bones are not available in armature
# edit mode, because that has a completely separate list of edit bones.
# This is why edit mode needs separate handling.
armature = _armature_from_context(context)
bcolls_with_bones = {
bcoll
for ebone in armature.edit_bones
for bcoll in ebone.collections
}
bcolls_to_remove = []
for root in armature.collections:
self.visit(root, bcolls_with_bones, bcolls_to_remove)
if not bcolls_to_remove:
self.report({'INFO'}, "All bone collections are in use")
return {'CANCELLED'}
self.remove_bcolls(armature, bcolls_to_remove)
return {'FINISHED'}
def visit(self, bcoll, bcolls_with_bones, bcolls_to_remove):
has_bones = bcoll in bcolls_with_bones
for child in bcoll.children:
child_has_bones = self.visit(child, bcolls_with_bones, bcolls_to_remove)
has_bones = has_bones or child_has_bones
if not has_bones:
bcolls_to_remove.append(bcoll)
return has_bones
def remove_bcolls(self, armature, bcolls_to_remove):
# Count things before they get removed.
num_bcolls_before_removal = len(armature.collections_all)
num_bcolls_to_remove = len(bcolls_to_remove)
# Create a copy of bcolls_to_remove so that it doesn't change when we
# remove bone collections.
for bcoll in reversed(list(bcolls_to_remove)):
armature.collections.remove(bcoll)
self.report(
{'INFO'},
rpt_("Removed {:d} of {:d} bone collections").format(
num_bcolls_to_remove,
num_bcolls_before_removal),
)
class ANIM_OT_slot_new_for_id(Operator):
"""Create a new Action Slot for an ID.
Note that _which_ ID should get this slot must be set in the 'animated_id' context pointer, using:
>>> layout.context_pointer_set("animated_id", animated_id)
When the ID already has a slot assigned, the newly-created slot will be
named after it (ensuring uniqueness with a numerical suffix) and any
animation data of the assigned slot will be duplicated for the new slot.
"""
bl_idname = "anim.slot_new_for_id"
bl_label = "New Slot"
bl_description = "Create a new action slot for this data-block, to hold its animation"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
animated_id = getattr(context, "animated_id", None)
if not animated_id:
return False
if not animated_id.animation_data or not animated_id.animation_data.action:
cls.poll_message_set("An action slot can only be created when an action is assigned")
return False
if not animated_id.animation_data.action.is_action_layered:
cls.poll_message_set("Action slots are only supported by layered Actions. Upgrade this Action first")
return False
if not animated_id.animation_data.action.is_editable:
cls.poll_message_set("Creating a new Slot is not possible on a linked Action")
return False
return True
def execute(self, context):
animated_id = context.animated_id
adt = animated_id.animation_data
if adt.action_slot:
slot = adt.action_slot.duplicate()
else:
slot_name = adt.last_slot_identifier[2:] or animated_id.name
slot = adt.action.slots.new(animated_id.id_type, slot_name)
adt.action_slot = slot
return {'FINISHED'}
class ANIM_OT_slot_unassign_from_id(Operator):
"""Un-assign the assigned Action Slot from an ID.
Note that _which_ ID should get this slot unassigned must be set in the
"animated_id" context pointer, using:
>>> layout.context_pointer_set("animated_id", animated_id)
"""
bl_idname = "anim.slot_unassign_from_id"
bl_label = "Unassign Slot"
bl_description = "Un-assign the action slot, effectively making this data-block non-animated"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
animated_id = getattr(context, "animated_id", None)
if not animated_id:
return False
if not animated_id.animation_data or not animated_id.animation_data.action_slot:
cls.poll_message_set("This data-block has no Action slot assigned")
return False
return True
def execute(self, context):
animated_id = context.animated_id
animated_id.animation_data.action_slot = None
return {'FINISHED'}
class generic_slot_unassign_mixin:
context_property_name = ""
"""Which context attribute to use to get the to-be-manipulated data-block."""
@classmethod
def poll(cls, context):
slot_user = getattr(context, cls.context_property_name, None)
if not slot_user:
return False
if not slot_user.action_slot:
cls.poll_message_set("No Action slot is assigned, so there is nothing to un-assign")
return False
return True
def execute(self, context):
slot_user = getattr(context, self.context_property_name, None)
slot_user.action_slot = None
return {'FINISHED'}
class ANIM_OT_slot_unassign_from_nla_strip(generic_slot_unassign_mixin, Operator):
"""Un-assign the assigned Action Slot from an NLA strip.
Note that _which_ NLA strip should get this slot unassigned must be set in
the "nla_strip" context pointer, using:
>>> layout.context_pointer_set("nla_strip", nla_strip)
"""
bl_idname = "anim.slot_unassign_from_nla_strip"
bl_label = "Unassign Slot"
bl_description = "Un-assign the action slot from this NLA strip, effectively making it non-animated"
bl_options = {'REGISTER', 'UNDO'}
context_property_name = "nla_strip"
class ANIM_OT_slot_unassign_from_constraint(generic_slot_unassign_mixin, Operator):
"""Un-assign the assigned Action Slot from an Action constraint.
Note that _which_ constraint should get this slot unassigned must be set in
the "constraint" context pointer, using:
>>> layout.context_pointer_set("constraint", constraint)
"""
bl_idname = "anim.slot_unassign_from_constraint"
bl_label = "Unassign Slot"
bl_description = "Un-assign the action slot from this constraint"
bl_options = {'REGISTER', 'UNDO'}
context_property_name = "constraint"
classes = (
ANIM_OT_keying_set_export,
NLA_OT_bake,
ClearUselessActions,
UpdateAnimatedTransformConstraint,
ARMATURE_OT_copy_bone_color_to_selected,
ARMATURE_OT_collection_show_all,
ARMATURE_OT_collection_unsolo_all,
ARMATURE_OT_collection_remove_unused,
ANIM_OT_slot_new_for_id,
ANIM_OT_slot_unassign_from_id,
ANIM_OT_slot_unassign_from_nla_strip,
ANIM_OT_slot_unassign_from_constraint,
)