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test2/scripts/startup/bl_ui/space_sequencer.py

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# SPDX-FileCopyrightText: 2009-2023 Blender Authors
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
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from bpy.types import (
Header,
Menu,
Panel,
)
from bpy.app.translations import (
contexts as i18n_contexts,
pgettext_iface as iface_,
pgettext_rpt as rpt_,
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)
from bl_ui.properties_grease_pencil_common import (
AnnotationDataPanel,
AnnotationOnionSkin,
)
from bl_ui.space_toolsystem_common import (
ToolActivePanelHelper,
)
from bl_ui.utils import (
Anim: Common Playhead snapping for all editors This patch adds snapping options for the playhead to all animation editors. The options can be modified through a new dropdown in the editor header. All editors will show all those options, and they are shared, so toggling the option in on editor will change it for all other editors too. Some options are not working/relevant in some editors for example Strips in the Dope Sheet. However for consistency the option is still shown. This is a separate menu from the transform snapping menu because you can toggle the snapping for transform and playhead separately. Putting it in the existing snapping transform menu would imply that it can be turned off with the magnet which is not the case. Playhead snapping is explicitly disabled for the drivers editor because there is no playhead to drag around. Snapping to Frame/Second intervals takes the scene start as a starting point. That means you can snap to the n-th second of the animation even though it might not start at frame 1. The preview range is NOT taken into account by design since the use case is working on a sub-section of the animation in which case the snap target should not change. Snapping is toggled by pressing CTRL as indicated by the status bar. Snapping to Frames/Seconds is absolute, meaning no matter how far away your cursor it will snap to the closest snap point. All others only snap to things if they are close to the cursor in pixel values. When mixing those two behaviors, it prefers relative snapping. If no point is close enough to snap relative, it will fall back to absolute snapping. Based on the prototype #135913 Part of #135794 Pull Request: https://projects.blender.org/blender/blender/pulls/137278
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PlayheadSnappingPanel,
)
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from rna_prop_ui import PropertyPanel
from bl_ui.space_time import playback_controls
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def _space_view_types(st):
view_type = st.view_type
return (
view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'},
view_type == 'PREVIEW',
)
def selected_strips_count(context):
selected_strips = getattr(context, "selected_strips", None)
if selected_strips is None:
return 0, 0
total_count = len(selected_strips)
nonsound_count = sum(1 for strip in selected_strips if strip.type != 'SOUND')
return total_count, nonsound_count
def draw_color_balance(layout, color_balance):
layout.prop(color_balance, "correction_method")
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
flow.use_property_split = False
if color_balance.correction_method == 'LIFT_GAMMA_GAIN':
col = flow.column()
box = col.box()
split = box.split(factor=0.35)
col = split.column(align=True)
col.label(text="Lift")
col.separator()
col.separator()
col.prop(color_balance, "lift", text="")
col.prop(color_balance, "invert_lift", text="Invert", icon='ARROW_LEFTRIGHT')
split.template_color_picker(color_balance, "lift", value_slider=True, cubic=True)
col = flow.column()
box = col.box()
split = box.split(factor=0.35)
col = split.column(align=True)
col.label(text="Gamma")
col.separator()
col.separator()
col.prop(color_balance, "gamma", text="")
col.prop(color_balance, "invert_gamma", text="Invert", icon='ARROW_LEFTRIGHT')
split.template_color_picker(color_balance, "gamma", value_slider=True, lock_luminosity=True, cubic=True)
col = flow.column()
box = col.box()
split = box.split(factor=0.35)
col = split.column(align=True)
col.label(text="Gain")
col.separator()
col.separator()
col.prop(color_balance, "gain", text="")
col.prop(color_balance, "invert_gain", text="Invert", icon='ARROW_LEFTRIGHT')
split.template_color_picker(color_balance, "gain", value_slider=True, lock_luminosity=True, cubic=True)
elif color_balance.correction_method == 'OFFSET_POWER_SLOPE':
col = flow.column()
box = col.box()
split = box.split(factor=0.35)
col = split.column(align=True)
col.label(text="Offset")
col.separator()
col.separator()
col.prop(color_balance, "offset", text="")
col.prop(color_balance, "invert_offset", text="Invert", icon='ARROW_LEFTRIGHT')
split.template_color_picker(color_balance, "offset", value_slider=True, cubic=True)
col = flow.column()
box = col.box()
split = box.split(factor=0.35)
col = split.column(align=True)
col.label(text="Power", text_ctxt=i18n_contexts.id_movieclip)
col.separator()
col.separator()
col.prop(color_balance, "power", text="")
col.prop(color_balance, "invert_power", text="Invert", icon='ARROW_LEFTRIGHT')
split.template_color_picker(color_balance, "power", value_slider=True, cubic=True)
col = flow.column()
box = col.box()
split = box.split(factor=0.35)
col = split.column(align=True)
col.label(text="Slope")
col.separator()
col.separator()
col.prop(color_balance, "slope", text="")
col.prop(color_balance, "invert_slope", text="Invert", icon='ARROW_LEFTRIGHT')
split.template_color_picker(color_balance, "slope", value_slider=True, cubic=True)
class SEQUENCER_PT_active_tool(ToolActivePanelHelper, Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
bl_category = "Tool"
class SEQUENCER_HT_tool_header(Header):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'TOOL_HEADER'
def draw(self, context):
# layout = self.layout
self.draw_tool_settings(context)
# TODO: options popover.
def draw_tool_settings(self, context):
layout = self.layout
# Active Tool
# -----------
from bl_ui.space_toolsystem_common import ToolSelectPanelHelper
# Most callers assign the `tool` & `tool_mode`, currently the result is not used.
"""
tool = ToolSelectPanelHelper.draw_active_tool_header(context, layout)
tool_mode = context.mode if tool is None else tool.mode
"""
# Only draw the header.
ToolSelectPanelHelper.draw_active_tool_header(context, layout)
class SEQUENCER_HT_header(Header):
bl_space_type = 'SEQUENCE_EDITOR'
def draw(self, context):
layout = self.layout
st = context.space_data
layout.template_header()
layout.prop(st, "view_type", text="")
SEQUENCER_MT_editor_menus.draw_collapsible(context, layout)
layout.separator_spacer()
tool_settings = context.tool_settings
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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sequencer_tool_settings = tool_settings.sequencer_tool_settings if tool_settings else None
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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if st.view_type == 'SEQUENCER':
row = layout.row(align=True)
row.template_ID(context.workspace, "sequencer_scene", new="scene.new_sequencer_scene")
if sequencer_tool_settings and st.view_type == 'PREVIEW':
layout.prop(sequencer_tool_settings, "pivot_point", text="", icon_only=True)
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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if sequencer_tool_settings and st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}:
row = layout.row(align=True)
row.prop(sequencer_tool_settings, "overlap_mode", text="")
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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if tool_settings:
row = layout.row(align=True)
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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row.prop(tool_settings, "use_snap_sequencer", text="")
sub = row.row(align=True)
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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sub.popover(panel="SEQUENCER_PT_snapping")
if st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}:
row = layout.row(align=True)
row.prop(tool_settings, "use_snap_playhead", text="")
sub = row.row(align=True)
sub.popover(panel="SEQUENCER_PT_playhead_snapping", text="")
layout.separator_spacer()
if st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}:
layout.prop(st, "display_mode", text="", icon_only=True)
layout.prop(st, "preview_channels", text="", icon_only=True)
# Gizmo toggle & popover.
row = layout.row(align=True)
# FIXME: place-holder icon.
row.prop(st, "show_gizmo", text="", toggle=True, icon='GIZMO')
sub = row.row(align=True)
sub.active = st.show_gizmo
sub.popover(
panel="SEQUENCER_PT_gizmo_display",
text="",
)
row = layout.row(align=True)
row.prop(st, "show_overlays", text="", icon='OVERLAY')
sub = row.row(align=True)
sub.popover(panel="SEQUENCER_PT_overlay", text="")
sub.active = st.show_overlays
class SEQUENCER_HT_playback_controls(Header):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'FOOTER'
def draw(self, context):
layout = self.layout
playback_controls(layout, context)
class SEQUENCER_MT_editor_menus(Menu):
bl_idname = "SEQUENCER_MT_editor_menus"
bl_label = ""
def draw(self, context):
layout = self.layout
st = context.space_data
has_sequencer, _has_preview = _space_view_types(st)
layout.menu("SEQUENCER_MT_view")
layout.menu("SEQUENCER_MT_select")
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
if has_sequencer and context.sequencer_scene:
if st.show_markers:
layout.menu("SEQUENCER_MT_marker")
layout.menu("SEQUENCER_MT_add")
layout.menu("SEQUENCER_MT_strip")
if st.view_type in {'SEQUENCER', 'PREVIEW'}:
layout.menu("SEQUENCER_MT_image")
class SEQUENCER_PT_gizmo_display(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_label = "Gizmos"
bl_ui_units_x = 8
def draw(self, context):
layout = self.layout
st = context.space_data
col = layout.column()
col.label(text="Viewport Gizmos")
col.separator()
col.active = st.show_gizmo
colsub = col.column()
colsub.prop(st, "show_gizmo_navigate", text="Navigate")
colsub.prop(st, "show_gizmo_tool", text="Active Tools")
# colsub.prop(st, "show_gizmo_context", text="Active Object") # Currently unused.
class SEQUENCER_PT_overlay(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_label = "Overlays"
bl_ui_units_x = 13
def draw(self, _context):
pass
class SEQUENCER_PT_preview_overlay(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_parent_id = "SEQUENCER_PT_overlay"
bl_label = "Preview Overlays"
@classmethod
def poll(cls, context):
st = context.space_data
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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return st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'} and context.sequencer_scene
def draw(self, context):
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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ed = context.sequencer_scene.sequence_editor
st = context.space_data
overlay_settings = st.preview_overlay
layout = self.layout
layout.active = st.show_overlays and st.display_mode == 'IMAGE'
split = layout.column().split()
col = split.column()
col.prop(overlay_settings, "show_image_outline")
col.prop(ed, "show_overlay_frame", text="Frame Overlay")
col.prop(overlay_settings, "show_metadata", text="Metadata")
col = split.column()
col.prop(overlay_settings, "show_cursor")
col.prop(overlay_settings, "show_safe_areas", text="Safe Areas")
col.prop(overlay_settings, "show_annotation", text="Annotations")
2020-12-16 18:02:40 +11:00
class SEQUENCER_PT_sequencer_overlay(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_parent_id = "SEQUENCER_PT_overlay"
bl_label = "Sequencer Overlays"
@classmethod
def poll(cls, context):
st = context.space_data
return st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}
def draw(self, context):
st = context.space_data
overlay_settings = st.timeline_overlay
layout = self.layout
layout.active = st.show_overlays
split = layout.column().split()
col = split.column()
col.prop(overlay_settings, "show_grid", text="Grid")
col = split.column()
col.prop(st.cache_overlay, "show_cache", text="Cache")
class SEQUENCER_PT_sequencer_overlay_strips(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_parent_id = "SEQUENCER_PT_overlay"
bl_label = "Strips"
@classmethod
def poll(cls, context):
st = context.space_data
return st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}
def draw(self, context):
st = context.space_data
overlay_settings = st.timeline_overlay
layout = self.layout
layout.active = st.show_overlays
split = layout.column().split()
col = split.column()
col.prop(overlay_settings, "show_strip_name", text="Name")
col.prop(overlay_settings, "show_strip_source", text="Source")
col.prop(overlay_settings, "show_strip_duration", text="Duration")
col.prop(overlay_settings, "show_fcurves", text="Animation Curves")
col = split.column()
col.prop(overlay_settings, "show_thumbnails", text="Thumbnails")
col.prop(overlay_settings, "show_strip_tag_color", text="Color Tags")
col.prop(overlay_settings, "show_strip_offset", text="Offsets")
col.prop(overlay_settings, "show_strip_retiming", text="Retiming")
class SEQUENCER_PT_sequencer_overlay_waveforms(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_parent_id = "SEQUENCER_PT_overlay"
bl_label = "Waveforms"
@classmethod
def poll(cls, context):
st = context.space_data
return st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}
def draw(self, context):
st = context.space_data
overlay_settings = st.timeline_overlay
layout = self.layout
layout.active = st.show_overlays
layout.row().prop(overlay_settings, "waveform_display_type", expand=True)
row = layout.row()
row.prop(overlay_settings, "waveform_display_style", expand=True)
row.active = overlay_settings.waveform_display_type != 'NO_WAVEFORMS'
class SEQUENCER_MT_range(Menu):
bl_label = "Range"
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def draw(self, _context):
layout = self.layout
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layout.operator("anim.previewrange_set", text="Set Preview Range")
layout.operator("sequencer.set_range_to_strips", text="Set Preview Range to Strips").preview = True
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layout.operator("anim.previewrange_clear", text="Clear Preview Range")
layout.separator()
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layout.operator("anim.start_frame_set", text="Set Start Frame")
layout.operator("anim.end_frame_set", text="Set End Frame")
layout.operator("sequencer.set_range_to_strips", text="Set Frame Range to Strips")
class SEQUENCER_MT_preview_zoom(Menu):
bl_label = "Zoom"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_PREVIEW'
from math import isclose
current_zoom = context.space_data.zoom_percentage
ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))
for (a, b) in ratios:
ratio = a / b
percent = ratio * 100.0
layout.operator(
"sequencer.view_zoom_ratio",
text="{:g}% ({:d}:{:d})".format(percent, a, b),
translate=False,
icon='LAYER_ACTIVE' if isclose(percent, current_zoom, abs_tol=0.5) else 'NONE',
).ratio = ratio
layout.separator()
layout.operator("view2d.zoom_in")
layout.operator("view2d.zoom_out")
layout.operator("view2d.zoom_border", text="Zoom Region...")
class SEQUENCER_MT_proxy(Menu):
bl_label = "Proxy"
def draw(self, context):
layout = self.layout
st = context.space_data
_, nonsound = selected_strips_count(context)
col = layout.column()
col.operator("sequencer.enable_proxies", text="Setup")
col.operator("sequencer.rebuild_proxy", text="Rebuild")
col.enabled = nonsound >= 1
layout.prop(st, "proxy_render_size", text="")
class SEQUENCER_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
st = context.space_data
is_preview = st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}
is_sequencer_view = st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}
is_sequencer_only = st.view_type == 'SEQUENCER'
if st.view_type == 'PREVIEW':
# Specifying the REGION_PREVIEW context is needed in preview-only
# mode, else the lookup for the shortcut will fail in
# wm_keymap_item_find_props() (see #32595).
layout.operator_context = 'INVOKE_REGION_PREVIEW'
layout.prop(st, "show_region_toolbar")
layout.prop(st, "show_region_ui")
layout.prop(st, "show_region_tool_header")
layout.operator_context = 'INVOKE_DEFAULT'
if is_sequencer_view:
layout.prop(st, "show_region_hud")
if is_sequencer_only:
layout.prop(st, "show_region_channels")
layout.prop(st, "show_region_footer")
layout.separator()
if is_preview:
layout.prop(st, "show_transform_preview", text="Preview During Transform")
layout.separator()
2010-09-07 15:17:42 +00:00
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.refresh_all", icon='FILE_REFRESH', text="Refresh All")
layout.operator_context = 'INVOKE_DEFAULT'
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
if st.view_type == 'PREVIEW':
# See above (#32595)
layout.operator_context = 'INVOKE_REGION_PREVIEW'
layout.operator("sequencer.view_selected", text="Frame Selected")
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
if is_sequencer_view and context.sequencer_scene:
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.view_all")
layout.operator(
"anim.scene_range_frame",
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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text="Frame Preview Range" if context.sequencer_scene.use_preview_range else "Frame Scene Range",
)
layout.operator("sequencer.view_frame")
layout.prop(st, "use_clamp_view")
if is_preview:
if is_sequencer_view:
layout.separator()
layout.operator_context = 'INVOKE_REGION_PREVIEW'
layout.operator("sequencer.view_all_preview", text="Fit Preview in Window")
if is_sequencer_view:
layout.menu("SEQUENCER_MT_preview_zoom", text="Preview Zoom")
else:
layout.menu("SEQUENCER_MT_preview_zoom")
layout.prop(st, "use_zoom_to_fit", text="Auto Zoom")
layout.separator()
layout.menu("SEQUENCER_MT_proxy")
layout.operator_context = 'INVOKE_DEFAULT'
layout.separator()
if is_sequencer_view:
layout.separator()
layout.prop(st, "show_markers")
layout.prop(st, "show_seconds")
layout.prop(st, "show_locked_time")
layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
layout.menu("SEQUENCER_MT_navigation")
layout.menu("SEQUENCER_MT_range")
layout.separator()
layout.operator("render.opengl", text="Sequence Render Image", icon='RENDER_STILL').sequencer = True
props = layout.operator("render.opengl", text="Sequence Render Animation", icon='RENDER_ANIMATION')
props.animation = True
props.sequencer = True
layout.separator()
layout.operator("sequencer.export_subtitles", text="Export Subtitles", icon='EXPORT')
layout.separator()
# Note that the context is needed for the shortcut to display properly.
layout.operator_context = 'INVOKE_REGION_PREVIEW' if is_preview else 'INVOKE_REGION_WIN'
props = layout.operator(
"wm.context_toggle_enum",
text="Toggle Sequencer/Preview",
icon='SEQ_SEQUENCER' if is_preview else 'SEQ_PREVIEW',
)
props.data_path = "space_data.view_type"
props.value_1 = 'SEQUENCER'
props.value_2 = 'PREVIEW'
layout.operator_context = 'INVOKE_DEFAULT'
layout.separator()
layout.menu("INFO_MT_area")
class SEQUENCER_MT_select_handle(Menu):
bl_label = "Select Handle"
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def draw(self, _context):
layout = self.layout
layout.operator("sequencer.select_handles", text="Both").side = 'BOTH'
layout.operator("sequencer.select_handles", text="Left").side = 'LEFT'
layout.operator("sequencer.select_handles", text="Right").side = 'RIGHT'
layout.separator()
layout.operator("sequencer.select_handles", text="Both Neighbors").side = 'BOTH_NEIGHBORS'
layout.operator("sequencer.select_handles", text="Left Neighbor").side = 'LEFT_NEIGHBOR'
layout.operator("sequencer.select_handles", text="Right Neighbor").side = 'RIGHT_NEIGHBOR'
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class SEQUENCER_MT_select_channel(Menu):
bl_label = "Select Channel"
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def draw(self, _context):
layout = self.layout
layout.operator("sequencer.select_side", text="Left").side = 'LEFT'
layout.operator("sequencer.select_side", text="Right").side = 'RIGHT'
layout.separator()
layout.operator("sequencer.select_side", text="Both Sides").side = 'BOTH'
class SEQUENCER_MT_select(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
st = context.space_data
has_sequencer, has_preview = _space_view_types(st)
is_retiming = (
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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context.sequencer_scene and
context.sequencer_scene.sequence_editor is not None and
context.sequencer_scene.sequence_editor.selected_retiming_keys
)
if has_preview:
layout.operator_context = 'INVOKE_REGION_PREVIEW'
else:
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.select_all", text="All").action = 'SELECT'
layout.operator("sequencer.select_all", text="None").action = 'DESELECT'
layout.operator("sequencer.select_all", text="Invert").action = 'INVERT'
layout.separator()
col = layout.column()
if has_sequencer:
col.operator("sequencer.select_box", text="Box Select")
props = col.operator("sequencer.select_box", text="Box Select (Include Handles)")
props.include_handles = True
elif has_preview:
col.operator_context = 'INVOKE_REGION_PREVIEW'
col.operator("sequencer.select_box", text="Box Select")
col.separator()
if has_sequencer:
col.operator("sequencer.select_more", text="More")
col.operator("sequencer.select_less", text="Less")
col.separator()
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col.operator_menu_enum("sequencer.select_grouped", "type", text="Select Grouped")
col.enabled = not is_retiming
if has_sequencer:
col.operator("sequencer.select_linked", text="Select Linked")
col.separator()
if has_sequencer:
col.operator_menu_enum("sequencer.select_side_of_frame", "side", text="Side of Frame...")
col.menu("SEQUENCER_MT_select_handle", text="Handle")
col.menu("SEQUENCER_MT_select_channel", text="Channel")
class SEQUENCER_MT_marker(Menu):
bl_label = "Marker"
def draw(self, context):
layout = self.layout
st = context.space_data
is_sequencer_view = st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}
from bl_ui.space_time import marker_menu_generic
marker_menu_generic(layout, context)
if is_sequencer_view:
layout.prop(st, "use_marker_sync")
class SEQUENCER_MT_change(Menu):
bl_label = "Change"
def draw(self, context):
layout = self.layout
strip = context.active_strip
layout.operator_context = 'INVOKE_REGION_WIN'
if strip and strip.type == 'SCENE':
bpy_data_scenes_len = len(bpy.data.scenes)
if bpy_data_scenes_len > 10:
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("sequencer.change_scene", text="Change Scene...")
elif bpy_data_scenes_len > 1:
layout.operator_menu_enum("sequencer.change_scene", "scene", text="Change Scene")
del bpy_data_scenes_len
layout.operator_context = 'INVOKE_DEFAULT'
if strip and strip.type in {
'CROSS', 'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER',
'GAMMA_CROSS', 'MULTIPLY', 'WIPE', 'GLOW',
'TRANSFORM', 'SPEED', 'MULTICAM', 'ADJUSTMENT',
'GAUSSIAN_BLUR',
}:
layout.menu("SEQUENCER_MT_strip_effect_change")
layout.operator("sequencer.swap_inputs")
props = layout.operator("sequencer.change_path", text="Path/Files")
if strip:
strip_type = strip.type
if strip_type == 'IMAGE':
props.filter_image = True
elif strip_type == 'MOVIE':
props.filter_movie = True
elif strip_type == 'SOUND':
props.filter_sound = True
class SEQUENCER_MT_navigation(Menu):
bl_label = "Navigation"
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def draw(self, _context):
layout = self.layout
layout.operator("screen.animation_play")
layout.separator()
layout.operator("sequencer.view_frame")
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layout.separator()
props = layout.operator("sequencer.strip_jump", text="Jump to Previous Strip")
props.next = False
props.center = False
props = layout.operator("sequencer.strip_jump", text="Jump to Next Strip")
props.next = True
props.center = False
layout.separator()
props = layout.operator("sequencer.strip_jump", text="Jump to Previous Strip (Center)")
props.next = False
props.center = True
props = layout.operator("sequencer.strip_jump", text="Jump to Next Strip (Center)")
props.next = True
props.center = True
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class SEQUENCER_MT_add(Menu):
bl_label = "Add"
bl_translation_context = i18n_contexts.operator_default
bl_options = {'SEARCH_ON_KEY_PRESS'}
def draw(self, context):
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layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.menu("SEQUENCER_MT_add_scene", text="Scene", icon='SCENE_DATA')
bpy_data_movieclips_len = len(bpy.data.movieclips)
if bpy_data_movieclips_len > 10:
layout.operator_context = 'INVOKE_DEFAULT'
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layout.operator("sequencer.movieclip_strip_add", text="Clip...", icon='TRACKER')
elif bpy_data_movieclips_len > 0:
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layout.operator_menu_enum("sequencer.movieclip_strip_add", "clip", text="Clip", icon='TRACKER')
else:
layout.menu("SEQUENCER_MT_add_empty", text="Clip", text_ctxt=i18n_contexts.id_movieclip, icon='TRACKER')
del bpy_data_movieclips_len
bpy_data_masks_len = len(bpy.data.masks)
if bpy_data_masks_len > 10:
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layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("sequencer.mask_strip_add", text="Mask...", icon='MOD_MASK')
elif bpy_data_masks_len > 0:
layout.operator_menu_enum("sequencer.mask_strip_add", "mask", text="Mask", icon='MOD_MASK')
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else:
layout.menu("SEQUENCER_MT_add_empty", text="Mask", icon='MOD_MASK')
del bpy_data_masks_len
layout.separator()
layout.operator("sequencer.movie_strip_add", text="Movie", icon='FILE_MOVIE')
layout.operator("sequencer.sound_strip_add", text="Sound", icon='FILE_SOUND')
layout.operator("sequencer.image_strip_add", text="Image/Sequence", icon='FILE_IMAGE')
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.effect_strip_add", text="Color", icon='COLOR').type = 'COLOR'
layout.operator("sequencer.effect_strip_add", text="Text", icon='FONT_DATA').type = 'TEXT'
layout.separator()
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layout.operator("sequencer.effect_strip_add", text="Adjustment Layer", icon='COLOR').type = 'ADJUSTMENT'
layout.operator_context = 'INVOKE_DEFAULT'
layout.menu("SEQUENCER_MT_add_effect", icon='SHADERFX')
total, nonsound = selected_strips_count(context)
col = layout.column()
col.menu("SEQUENCER_MT_add_transitions", icon='ARROW_LEFTRIGHT')
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# Enable for video transitions or sound cross-fade.
col.enabled = nonsound == 2 or (nonsound == 0 and total == 2)
col = layout.column()
col.operator_menu_enum("sequencer.fades_add", "type", text="Fade", icon='IPO_EASE_IN_OUT')
col.enabled = total >= 1
class SEQUENCER_MT_add_scene(Menu):
bl_label = "Scene"
bl_translation_context = i18n_contexts.operator_default
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.scene_strip_add_new", text="Empty Scene", icon='ADD').type = 'EMPTY'
layout.menu_contents("SEQUENCER_MT_scene_add_root_catalogs")
bpy_data_scenes_len = len(bpy.data.scenes)
if bpy_data_scenes_len > 10:
layout.label(text="Scenes", icon='NONE')
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("sequencer.scene_strip_add", text="Scene...", icon='SCENE_DATA')
elif bpy_data_scenes_len > 1:
layout.label(text="Scenes", icon='NONE')
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
scene = context.sequencer_scene
for sc_item in bpy.data.scenes:
if sc_item == scene:
continue
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.scene_strip_add", text=sc_item.name, translate=False).scene = sc_item.name
del bpy_data_scenes_len
class SEQUENCER_MT_add_empty(Menu):
bl_label = "Empty"
def draw(self, _context):
layout = self.layout
layout.label(text="No Items Available")
class SEQUENCER_MT_add_transitions(Menu):
bl_label = "Transition"
def draw(self, context):
total, nonsound = selected_strips_count(context)
layout = self.layout
col = layout.column()
col.operator("sequencer.crossfade_sounds", text="Sound Crossfade")
col.enabled = (nonsound == 0 and total == 2)
layout.separator()
col = layout.column()
col.operator("sequencer.effect_strip_add", text="Crossfade").type = 'CROSS'
col.operator("sequencer.effect_strip_add", text="Gamma Crossfade").type = 'GAMMA_CROSS'
col.separator()
col.operator("sequencer.effect_strip_add", text="Wipe").type = 'WIPE'
col.enabled = nonsound == 2
class SEQUENCER_MT_add_effect(Menu):
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bl_label = "Effect Strip"
def draw(self, context):
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layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
_, nonsound = selected_strips_count(context)
layout.operator("sequencer.effect_strip_add", text="Multicam Selector").type = 'MULTICAM'
layout.separator()
col = layout.column()
col.operator("sequencer.effect_strip_add", text="Transform").type = 'TRANSFORM'
col.operator("sequencer.effect_strip_add", text="Speed Control").type = 'SPEED'
col.operator("sequencer.effect_strip_add", text="Glow").type = 'GLOW'
col.operator("sequencer.effect_strip_add", text="Gaussian Blur").type = 'GAUSSIAN_BLUR'
col.enabled = nonsound == 1
layout.separator()
col = layout.column()
col.operator(
"sequencer.effect_strip_add",
text="Add",
text_ctxt=i18n_contexts.id_sequence,
).type = 'ADD'
col.operator(
"sequencer.effect_strip_add",
text="Subtract",
text_ctxt=i18n_contexts.id_sequence,
).type = 'SUBTRACT'
col.operator(
"sequencer.effect_strip_add",
text="Multiply",
text_ctxt=i18n_contexts.id_sequence,
).type = 'MULTIPLY'
col.operator(
"sequencer.effect_strip_add",
text="Alpha Over",
text_ctxt=i18n_contexts.id_sequence,
).type = 'ALPHA_OVER'
col.operator(
"sequencer.effect_strip_add",
text="Alpha Under",
text_ctxt=i18n_contexts.id_sequence,
).type = 'ALPHA_UNDER'
col.operator(
"sequencer.effect_strip_add",
text="Color Mix",
text_ctxt=i18n_contexts.id_sequence,
).type = 'COLORMIX'
col.enabled = nonsound == 2
class SEQUENCER_MT_strip_transform(Menu):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
st = context.space_data
has_sequencer, has_preview = _space_view_types(st)
if has_preview:
layout.operator_context = 'INVOKE_REGION_PREVIEW'
else:
layout.operator_context = 'INVOKE_REGION_WIN'
col = layout.column()
if has_preview:
col.operator("transform.translate", text="Move")
col.operator("transform.rotate", text="Rotate")
col.operator("transform.resize", text="Scale")
else:
col.operator("transform.seq_slide", text="Move").view2d_edge_pan = True
col.operator("transform.transform", text="Move/Extend from Current Frame").mode = 'TIME_EXTEND'
col.operator("sequencer.slip", text="Slip Strip Contents")
# TODO (for preview)
if has_sequencer:
col.separator()
col.operator("sequencer.snap")
col.operator("sequencer.offset_clear")
col.separator()
if has_sequencer:
col.operator_menu_enum("sequencer.swap", "side")
col.separator()
col.operator("sequencer.gap_remove").all = False
col.operator("sequencer.gap_remove", text="Remove Gaps (All)").all = True
col.operator("sequencer.gap_insert")
col.enabled = bool(context.sequencer_scene)
class SEQUENCER_MT_strip_text(Menu):
bl_label = "Text"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_PREVIEW'
layout.operator("sequencer.text_edit_mode_toggle")
layout.separator()
layout.operator("sequencer.text_edit_copy", icon='COPYDOWN')
layout.operator("sequencer.text_edit_paste", icon='PASTEDOWN')
layout.operator("sequencer.text_edit_cut")
layout.separator()
props = layout.operator("sequencer.text_delete")
props.type = 'PREVIOUS_OR_SELECTION'
layout.operator("sequencer.text_line_break")
layout.separator()
layout.operator("sequencer.text_select_all")
layout.operator("sequencer.text_deselect_all")
class SEQUENCER_MT_strip_show_hide(Menu):
bl_label = "Show/Hide"
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def draw(self, _context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_PREVIEW'
layout.operator("sequencer.unmute", text="Show Hidden Strips").unselected = False
layout.separator()
layout.operator("sequencer.mute", text="Hide Selected").unselected = False
layout.operator("sequencer.mute", text="Hide Unselected").unselected = True
class SEQUENCER_MT_strip_animation(Menu):
bl_label = "Animation"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_PREVIEW'
col = layout.column()
col.operator("anim.keyframe_insert", text="Insert Keyframe")
col.operator("anim.keyframe_insert_menu", text="Insert Keyframe with Keying Set").always_prompt = True
col.operator("anim.keying_set_active_set", text="Change Keying Set...")
col.operator("anim.keyframe_delete_vse", text="Delete Keyframes...")
col.operator("anim.keyframe_clear_vse", text="Clear Keyframes...")
col.enabled = bool(context.sequencer_scene)
class SEQUENCER_MT_strip_mirror(Menu):
bl_label = "Mirror"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_PREVIEW'
col = layout.column()
col.operator("transform.mirror", text="Interactive Mirror")
col.separator()
for (space_name, space_id) in (("Global", 'GLOBAL'), ("Local", 'LOCAL')):
for axis_index, axis_name in enumerate("XY"):
props = col.operator(
"transform.mirror",
text="{:s} {:s}".format(axis_name, iface_(space_name)),
translate=False,
)
props.constraint_axis[axis_index] = True
props.orient_type = space_id
if space_id == 'GLOBAL':
col.separator()
col.enabled = bool(context.sequencer_scene)
class SEQUENCER_MT_strip_input(Menu):
bl_label = "Inputs"
def draw(self, context):
layout = self.layout
strip = context.active_strip
layout.operator("sequencer.reload", text="Reload Strips")
layout.operator("sequencer.reload", text="Reload Strips and Adjust Length").adjust_length = True
props = layout.operator("sequencer.change_path", text="Change Path/Files")
layout.operator("sequencer.swap_data", text="Swap Data")
if strip:
strip_type = strip.type
if strip_type == 'IMAGE':
props.filter_image = True
elif strip_type == 'MOVIE':
props.filter_movie = True
elif strip_type == 'SOUND':
props.filter_sound = True
class SEQUENCER_MT_strip_lock_mute(Menu):
bl_label = "Lock/Mute"
def draw(self, _context):
layout = self.layout
layout.operator("sequencer.lock")
layout.operator("sequencer.unlock")
layout.separator()
layout.operator("sequencer.mute").unselected = False
layout.operator("sequencer.unmute").unselected = False
layout.operator("sequencer.mute", text="Mute Unselected Strips").unselected = True
layout.operator("sequencer.unmute", text="Unmute Deselected Strips").unselected = True
class SEQUENCER_MT_strip_effect(Menu):
bl_label = "Effect Strip"
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def draw(self, _context):
layout = self.layout
layout.menu("SEQUENCER_MT_strip_effect_change")
layout.operator("sequencer.reassign_inputs")
layout.operator("sequencer.swap_inputs")
class SEQUENCER_MT_strip_effect_change(Menu):
bl_label = "Change Effect Type"
def draw(self, context):
layout = self.layout
strip = context.active_strip
col = layout.column()
col.operator("sequencer.change_effect_type", text="Adjustment Layer").type = 'ADJUSTMENT'
col.operator("sequencer.change_effect_type", text="Multicam Selector").type = 'MULTICAM'
col.enabled = strip.input_count == 0
layout.separator()
col = layout.column()
col.operator("sequencer.change_effect_type", text="Transform").type = 'TRANSFORM'
col.operator("sequencer.change_effect_type", text="Speed Control").type = 'SPEED'
col.operator("sequencer.change_effect_type", text="Glow").type = 'GLOW'
col.operator("sequencer.change_effect_type", text="Gaussian Blur").type = 'GAUSSIAN_BLUR'
col.enabled = strip.input_count == 1
layout.separator()
col = layout.column()
col.operator("sequencer.change_effect_type", text="Add").type = 'ADD'
col.operator("sequencer.change_effect_type", text="Subtract").type = 'SUBTRACT'
col.operator("sequencer.change_effect_type", text="Multiply").type = 'MULTIPLY'
col.operator("sequencer.change_effect_type", text="Alpha Over").type = 'ALPHA_OVER'
col.operator("sequencer.change_effect_type", text="Alpha Under").type = 'ALPHA_UNDER'
col.operator("sequencer.change_effect_type", text="Color Mix").type = 'COLORMIX'
col.operator("sequencer.change_effect_type", text="Crossfade").type = 'CROSS'
col.operator("sequencer.change_effect_type", text="Gamma Crossfade").type = 'GAMMA_CROSS'
col.operator("sequencer.change_effect_type", text="Wipe").type = 'WIPE'
col.enabled = strip.input_count == 2
class SEQUENCER_MT_strip_movie(Menu):
bl_label = "Movie Strip"
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def draw(self, _context):
layout = self.layout
layout.operator("sequencer.rendersize")
layout.operator("sequencer.deinterlace_selected_movies")
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
class SEQUENCER_MT_strip_retiming(Menu):
bl_label = "Retiming"
def draw(self, context):
layout = self.layout
is_retiming = (
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
context.sequencer_scene and
context.sequencer_scene.sequence_editor is not None and
context.sequencer_scene.sequence_editor.selected_retiming_keys
)
strip = context.active_strip
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
layout.operator("sequencer.retiming_key_add")
layout.operator("sequencer.retiming_add_freeze_frame_slide")
col = layout.column()
col.operator("sequencer.retiming_add_transition_slide")
col.enabled = is_retiming
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
layout.separator()
layout.operator("sequencer.retiming_key_delete")
col = layout.column()
col.operator("sequencer.retiming_reset")
col.enabled = not is_retiming
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
layout.separator()
layout.operator("sequencer.retiming_segment_speed_set")
layout.operator(
"sequencer.retiming_show",
icon='CHECKBOX_HLT' if (strip and strip.show_retiming_keys) else 'CHECKBOX_DEHLT',
text="Toggle Retiming Keys",
)
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
class SEQUENCER_MT_strip(Menu):
bl_label = "Strip"
def draw(self, context):
2023-10-05 13:07:57 +11:00
from bl_ui_utils.layout import operator_context
layout = self.layout
st = context.space_data
has_sequencer, has_preview = _space_view_types(st)
layout.menu("SEQUENCER_MT_strip_transform")
if has_preview:
layout.operator_context = 'INVOKE_REGION_PREVIEW'
else:
layout.operator_context = 'INVOKE_REGION_WIN'
strip = context.active_strip
if has_preview:
layout.menu("SEQUENCER_MT_strip_mirror")
layout.separator()
layout.operator("sequencer.preview_duplicate_move", text="Duplicate")
layout.operator("sequencer.copy", text="Copy")
layout.operator("sequencer.paste", text="Paste")
layout.separator()
layout.menu("SEQUENCER_MT_strip_animation")
layout.separator()
layout.menu("SEQUENCER_MT_strip_show_hide")
layout.separator()
if strip and strip.type == 'TEXT':
layout.menu("SEQUENCER_MT_strip_text")
if has_sequencer:
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
layout.menu("SEQUENCER_MT_strip_retiming")
layout.separator()
with operator_context(layout, 'EXEC_REGION_WIN'):
props = layout.operator("sequencer.split", text="Split")
props.type = 'SOFT'
props = layout.operator("sequencer.split", text="Hold Split")
props.type = 'HARD'
layout.separator()
layout.operator("sequencer.copy", text="Copy")
layout.operator("sequencer.paste", text="Paste")
layout.operator("sequencer.duplicate_move", text="Duplicate")
layout.operator("sequencer.duplicate_move_linked", text="Duplicate Linked")
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
layout.separator()
layout.operator("sequencer.delete", text="Delete")
if strip and strip.type == 'SCENE':
layout.operator("sequencer.delete", text="Delete Strip & Data").delete_data = True
layout.operator("sequencer.scene_frame_range_update")
if has_sequencer:
if strip:
strip_type = strip.type
layout.separator()
layout.operator_menu_enum("sequencer.strip_modifier_add", "type", text="Add Modifier")
layout.operator("sequencer.strip_modifier_copy", text="Copy Modifiers to Selection")
if strip_type in {
'CROSS', 'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER',
'GAMMA_CROSS', 'MULTIPLY', 'WIPE', 'GLOW',
'TRANSFORM', 'SPEED', 'MULTICAM', 'ADJUSTMENT',
'GAUSSIAN_BLUR',
}:
layout.separator()
layout.menu("SEQUENCER_MT_strip_effect")
elif strip_type == 'MOVIE':
layout.separator()
layout.menu("SEQUENCER_MT_strip_movie")
elif strip_type == 'IMAGE':
layout.separator()
layout.operator("sequencer.rendersize")
layout.operator("sequencer.images_separate")
elif strip_type == 'META':
layout.separator()
layout.operator("sequencer.meta_make")
layout.operator("sequencer.meta_separate")
layout.operator("sequencer.meta_toggle", text="Toggle Meta")
if strip_type != 'META':
layout.separator()
layout.operator("sequencer.meta_make")
layout.operator("sequencer.meta_toggle", text="Toggle Meta")
if has_sequencer:
layout.separator()
layout.menu("SEQUENCER_MT_color_tag_picker")
layout.separator()
layout.menu("SEQUENCER_MT_strip_lock_mute")
VSE: ability to connect and disconnect strips in the VSE. Adds the ability to connect and disconnect strips in the VSE. - Connected strips have an icon indicating their status, and attempting to select one connected strip selects all other connected strips in that chain. - If the user attempts to connect a strip that is already connected to other strips, that strip will disconnect itself from others before connecting to new strips. - Preview selection also works in bulk if multiple video strips are connected together in the timeline. - When adding new strips from the Add menu or the File Browser, strips from the same file are connected by default. There's an option to turn this off in Editing > Video Sequencer user preferences. - It is possible to individually tweak strips/handles and ignore connections with Alt+Click. - This shortcut overrides the old keymap item for "Linked Handle" selection. The property still exists if people want to use that shortcut for its old purpose. - To make sure that connections remain valid even after duplication, I've added a condition to `seq_new_fix_links_recursive` that also updates connections using the `seq->tmp` var. (A note -- I've updated the comment for this field in `DNA_sequence_types.h` because the var is only used for duplication now. It was once present in `select_more_less_seq__internal` to be used for linked selection but is gone now). - There are also functions to cut one-way links and make sure that all strips are bidirectionally connected after duplicating. Pull Request: https://projects.blender.org/blender/blender/pulls/124333
2024-08-22 14:54:42 +02:00
layout.separator()
2025-01-21 23:50:17 +11:00
layout.operator("sequencer.connect", icon='LINKED').toggle = True
VSE: ability to connect and disconnect strips in the VSE. Adds the ability to connect and disconnect strips in the VSE. - Connected strips have an icon indicating their status, and attempting to select one connected strip selects all other connected strips in that chain. - If the user attempts to connect a strip that is already connected to other strips, that strip will disconnect itself from others before connecting to new strips. - Preview selection also works in bulk if multiple video strips are connected together in the timeline. - When adding new strips from the Add menu or the File Browser, strips from the same file are connected by default. There's an option to turn this off in Editing > Video Sequencer user preferences. - It is possible to individually tweak strips/handles and ignore connections with Alt+Click. - This shortcut overrides the old keymap item for "Linked Handle" selection. The property still exists if people want to use that shortcut for its old purpose. - To make sure that connections remain valid even after duplication, I've added a condition to `seq_new_fix_links_recursive` that also updates connections using the `seq->tmp` var. (A note -- I've updated the comment for this field in `DNA_sequence_types.h` because the var is only used for duplication now. It was once present in `select_more_less_seq__internal` to be used for linked selection but is gone now). - There are also functions to cut one-way links and make sure that all strips are bidirectionally connected after duplicating. Pull Request: https://projects.blender.org/blender/blender/pulls/124333
2024-08-22 14:54:42 +02:00
layout.operator("sequencer.disconnect")
layout.separator()
layout.menu("SEQUENCER_MT_strip_input")
class SEQUENCER_MT_image(Menu):
bl_label = "Image"
def draw(self, context):
layout = self.layout
st = context.space_data
if st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}:
layout.menu("SEQUENCER_MT_image_transform")
layout.menu("SEQUENCER_MT_image_clear")
layout.menu("SEQUENCER_MT_image_apply")
class SEQUENCER_MT_image_transform(Menu):
2021-11-01 17:28:07 +01:00
bl_label = "Transform"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_PREVIEW'
col = layout.column()
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
col.separator()
col.operator("transform.translate", text="Move Origin").translate_origin = True
col.enabled = bool(context.sequencer_scene)
class SEQUENCER_MT_image_clear(Menu):
bl_label = "Clear"
def draw(self, _context):
layout = self.layout
layout.operator(
"sequencer.strip_transform_clear",
text="Position",
text_ctxt=i18n_contexts.default,
).property = 'POSITION'
layout.operator(
"sequencer.strip_transform_clear",
text="Scale",
text_ctxt=i18n_contexts.default,
).property = 'SCALE'
layout.operator(
"sequencer.strip_transform_clear",
text="Rotation",
text_ctxt=i18n_contexts.default,
).property = 'ROTATION'
layout.operator(
"sequencer.strip_transform_clear",
text="All Transforms",
).property = 'ALL'
class SEQUENCER_MT_image_apply(Menu):
bl_label = "Apply"
def draw(self, _context):
layout = self.layout
layout.operator("sequencer.strip_transform_fit", text="Scale To Fit").fit_method = 'FIT'
layout.operator("sequencer.strip_transform_fit", text="Scale to Fill").fit_method = 'FILL'
layout.operator("sequencer.strip_transform_fit", text="Stretch To Fill").fit_method = 'STRETCH'
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
class SEQUENCER_MT_retiming(Menu):
bl_label = "Retiming"
bl_translation_context = i18n_contexts.operator_default
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.retiming_key_add")
layout.operator("sequencer.retiming_add_freeze_frame_slide")
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
class SEQUENCER_MT_context_menu(Menu):
bl_label = "Sequencer"
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
def draw_generic(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.split", text="Split").type = 'SOFT'
layout.separator()
layout.operator("sequencer.copy", text="Copy", icon='COPYDOWN')
layout.operator("sequencer.paste", text="Paste", icon='PASTEDOWN')
layout.operator("sequencer.duplicate_move")
props = layout.operator("wm.call_panel", text="Rename...")
props.name = "TOPBAR_PT_name"
props.keep_open = False
layout.operator("sequencer.delete", text="Delete")
strip = context.active_strip
if strip and strip.type == 'SCENE':
layout.operator("sequencer.delete", text="Delete Strip & Data").delete_data = True
layout.operator("sequencer.scene_frame_range_update")
layout.separator()
layout.operator("sequencer.slip", text="Slip Strip Contents")
layout.operator("sequencer.snap")
layout.separator()
layout.operator("sequencer.set_range_to_strips", text="Set Preview Range to Strips").preview = True
layout.separator()
layout.operator("sequencer.gap_remove").all = False
layout.operator("sequencer.gap_insert")
layout.separator()
if strip:
strip_type = strip.type
total, nonsound = selected_strips_count(context)
layout.separator()
layout.operator_menu_enum("sequencer.strip_modifier_add", "type", text="Add Modifier")
layout.operator("sequencer.strip_modifier_copy", text="Copy Modifiers to Selection")
if total == 2:
if nonsound == 2:
layout.separator()
col = layout.column()
col.menu("SEQUENCER_MT_add_transitions", text="Add Transition")
elif nonsound == 0:
layout.separator()
layout.operator("sequencer.crossfade_sounds", text="Crossfade Sounds")
if total >= 1:
col = layout.column()
col.operator_menu_enum("sequencer.fades_add", "type", text="Fade")
layout.operator("sequencer.fades_clear", text="Clear Fade")
if strip_type in {
'CROSS', 'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER',
'GAMMA_CROSS', 'MULTIPLY', 'WIPE', 'GLOW',
'TRANSFORM', 'SPEED', 'MULTICAM', 'ADJUSTMENT',
'GAUSSIAN_BLUR',
}:
layout.separator()
layout.menu("SEQUENCER_MT_strip_effect")
elif strip_type == 'MOVIE':
layout.separator()
layout.menu("SEQUENCER_MT_strip_movie")
elif strip_type == 'IMAGE':
layout.separator()
layout.operator("sequencer.rendersize")
layout.operator("sequencer.images_separate")
elif strip_type == 'META':
layout.separator()
layout.operator("sequencer.meta_make")
layout.operator("sequencer.meta_separate")
layout.operator("sequencer.meta_toggle", text="Toggle Meta")
if strip_type != 'META':
layout.separator()
layout.operator("sequencer.meta_make")
layout.operator("sequencer.meta_toggle", text="Toggle Meta")
layout.separator()
layout.menu("SEQUENCER_MT_color_tag_picker")
layout.separator()
layout.menu("SEQUENCER_MT_strip_lock_mute")
VSE: ability to connect and disconnect strips in the VSE. Adds the ability to connect and disconnect strips in the VSE. - Connected strips have an icon indicating their status, and attempting to select one connected strip selects all other connected strips in that chain. - If the user attempts to connect a strip that is already connected to other strips, that strip will disconnect itself from others before connecting to new strips. - Preview selection also works in bulk if multiple video strips are connected together in the timeline. - When adding new strips from the Add menu or the File Browser, strips from the same file are connected by default. There's an option to turn this off in Editing > Video Sequencer user preferences. - It is possible to individually tweak strips/handles and ignore connections with Alt+Click. - This shortcut overrides the old keymap item for "Linked Handle" selection. The property still exists if people want to use that shortcut for its old purpose. - To make sure that connections remain valid even after duplication, I've added a condition to `seq_new_fix_links_recursive` that also updates connections using the `seq->tmp` var. (A note -- I've updated the comment for this field in `DNA_sequence_types.h` because the var is only used for duplication now. It was once present in `select_more_less_seq__internal` to be used for linked selection but is gone now). - There are also functions to cut one-way links and make sure that all strips are bidirectionally connected after duplicating. Pull Request: https://projects.blender.org/blender/blender/pulls/124333
2024-08-22 14:54:42 +02:00
layout.separator()
2025-01-21 23:50:17 +11:00
layout.operator("sequencer.connect", icon='LINKED').toggle = True
VSE: ability to connect and disconnect strips in the VSE. Adds the ability to connect and disconnect strips in the VSE. - Connected strips have an icon indicating their status, and attempting to select one connected strip selects all other connected strips in that chain. - If the user attempts to connect a strip that is already connected to other strips, that strip will disconnect itself from others before connecting to new strips. - Preview selection also works in bulk if multiple video strips are connected together in the timeline. - When adding new strips from the Add menu or the File Browser, strips from the same file are connected by default. There's an option to turn this off in Editing > Video Sequencer user preferences. - It is possible to individually tweak strips/handles and ignore connections with Alt+Click. - This shortcut overrides the old keymap item for "Linked Handle" selection. The property still exists if people want to use that shortcut for its old purpose. - To make sure that connections remain valid even after duplication, I've added a condition to `seq_new_fix_links_recursive` that also updates connections using the `seq->tmp` var. (A note -- I've updated the comment for this field in `DNA_sequence_types.h` because the var is only used for duplication now. It was once present in `select_more_less_seq__internal` to be used for linked selection but is gone now). - There are also functions to cut one-way links and make sure that all strips are bidirectionally connected after duplicating. Pull Request: https://projects.blender.org/blender/blender/pulls/124333
2024-08-22 14:54:42 +02:00
layout.operator("sequencer.disconnect")
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
def draw_retime(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
if context.sequencer_scene.sequence_editor.selected_retiming_keys:
layout.operator("sequencer.retiming_add_freeze_frame_slide")
layout.operator("sequencer.retiming_add_transition_slide")
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
layout.separator()
layout.operator("sequencer.retiming_segment_speed_set")
layout.separator()
layout.operator("sequencer.retiming_key_delete", text="Delete Retiming Keys")
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
def draw(self, context):
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
ed = context.sequencer_scene.sequence_editor
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
if ed.selected_retiming_keys:
self.draw_retime(context)
else:
self.draw_generic(context)
class SEQUENCER_MT_preview_context_menu(Menu):
bl_label = "Sequencer Preview"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.call_panel", text="Rename...")
props.name = "TOPBAR_PT_name"
props.keep_open = False
# TODO: support in preview.
# layout.operator("sequencer.delete", text="Delete")
class SEQUENCER_MT_pivot_pie(Menu):
bl_label = "Pivot Point"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
if context.tool_settings:
sequencer_tool_settings = context.tool_settings.sequencer_tool_settings
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
pie.prop_enum(sequencer_tool_settings, "pivot_point", value='CENTER')
pie.prop_enum(sequencer_tool_settings, "pivot_point", value='CURSOR')
pie.prop_enum(sequencer_tool_settings, "pivot_point", value='INDIVIDUAL_ORIGINS')
pie.prop_enum(sequencer_tool_settings, "pivot_point", value='MEDIAN')
UI: Introduce View pie in more editors #### Motivation The View pie menu is a convenient way to access operators such as `Frame Selected` and `Frame All` which are usually mapped to `PERIOD` or `HOME` keys on the right side of most keyboard, making it hard hard to reach with the left hand. The motivation for this patch comes from working with a 75% keyboard (no numpad). Most laptops face a similar problem. #### Implementation The View pie menu has been added to the following editors and sub-modes where applicable: * Node Editor * Video Sequencer * Dopesheet * Graph * NLA * Image * Clip * Outliner More options could definitely be added to this menu for convenience, as long as it maintains the common options in the same place (Frame Selected on the left, Frame All on the right). For positioning I went with the following layout: {F11791186, size=full} I've added `Zoom 1:1`to the Image Editor and the VSE Preview since there is no way to reset the zoom on keyboards without numpad (unless Emulate Numpad is turned on). The Outliner uses `Show Active` and `Show Hierarchy` which are the closest ones to the equivalent in other editors. Should `Show Active` be renamed to `Frame Selected`? The shortcut assigned is the same as the 3D Viewport (`ACCENT_GRAVE`). #### Screenshots Node Editor {F11778387, size=full} Dopesheet {F11778400, size=full} Graph {F11778403, size=full} Image Editor (Paint and View) {F11791113, size=full} Image Editor (Mask) {F11791114, size=full} UV Editor {F11791119, size=full} Clip Editor (Tracking) {F11791137, size=full} Clip Editor (Mask) {F11791140, size=full} Clip Editor (Graph) {F11791151, size=full} View operators are not yet implemented in Clip Editor Dopesheet mode (left a note about this in the menu poll). Reviewed By: #user_interface, campbellbarton Differential Revision: https://developer.blender.org/D13169
2021-11-10 02:17:24 +01:00
class SEQUENCER_MT_view_pie(Menu):
bl_label = "View"
def draw(self, context):
UI: Introduce View pie in more editors #### Motivation The View pie menu is a convenient way to access operators such as `Frame Selected` and `Frame All` which are usually mapped to `PERIOD` or `HOME` keys on the right side of most keyboard, making it hard hard to reach with the left hand. The motivation for this patch comes from working with a 75% keyboard (no numpad). Most laptops face a similar problem. #### Implementation The View pie menu has been added to the following editors and sub-modes where applicable: * Node Editor * Video Sequencer * Dopesheet * Graph * NLA * Image * Clip * Outliner More options could definitely be added to this menu for convenience, as long as it maintains the common options in the same place (Frame Selected on the left, Frame All on the right). For positioning I went with the following layout: {F11791186, size=full} I've added `Zoom 1:1`to the Image Editor and the VSE Preview since there is no way to reset the zoom on keyboards without numpad (unless Emulate Numpad is turned on). The Outliner uses `Show Active` and `Show Hierarchy` which are the closest ones to the equivalent in other editors. Should `Show Active` be renamed to `Frame Selected`? The shortcut assigned is the same as the 3D Viewport (`ACCENT_GRAVE`). #### Screenshots Node Editor {F11778387, size=full} Dopesheet {F11778400, size=full} Graph {F11778403, size=full} Image Editor (Paint and View) {F11791113, size=full} Image Editor (Mask) {F11791114, size=full} UV Editor {F11791119, size=full} Clip Editor (Tracking) {F11791137, size=full} Clip Editor (Mask) {F11791140, size=full} Clip Editor (Graph) {F11791151, size=full} View operators are not yet implemented in Clip Editor Dopesheet mode (left a note about this in the menu poll). Reviewed By: #user_interface, campbellbarton Differential Revision: https://developer.blender.org/D13169
2021-11-10 02:17:24 +01:00
layout = self.layout
pie = layout.menu_pie()
pie.operator("sequencer.view_all")
pie.operator("sequencer.view_selected", text="Frame Selected", icon='ZOOM_SELECTED')
pie.separator()
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
if context.sequencer_scene.use_preview_range:
pie.operator("anim.scene_range_frame", text="Frame Preview Range")
else:
pie.operator("anim.scene_range_frame", text="Frame Scene Range")
UI: Introduce View pie in more editors #### Motivation The View pie menu is a convenient way to access operators such as `Frame Selected` and `Frame All` which are usually mapped to `PERIOD` or `HOME` keys on the right side of most keyboard, making it hard hard to reach with the left hand. The motivation for this patch comes from working with a 75% keyboard (no numpad). Most laptops face a similar problem. #### Implementation The View pie menu has been added to the following editors and sub-modes where applicable: * Node Editor * Video Sequencer * Dopesheet * Graph * NLA * Image * Clip * Outliner More options could definitely be added to this menu for convenience, as long as it maintains the common options in the same place (Frame Selected on the left, Frame All on the right). For positioning I went with the following layout: {F11791186, size=full} I've added `Zoom 1:1`to the Image Editor and the VSE Preview since there is no way to reset the zoom on keyboards without numpad (unless Emulate Numpad is turned on). The Outliner uses `Show Active` and `Show Hierarchy` which are the closest ones to the equivalent in other editors. Should `Show Active` be renamed to `Frame Selected`? The shortcut assigned is the same as the 3D Viewport (`ACCENT_GRAVE`). #### Screenshots Node Editor {F11778387, size=full} Dopesheet {F11778400, size=full} Graph {F11778403, size=full} Image Editor (Paint and View) {F11791113, size=full} Image Editor (Mask) {F11791114, size=full} UV Editor {F11791119, size=full} Clip Editor (Tracking) {F11791137, size=full} Clip Editor (Mask) {F11791140, size=full} Clip Editor (Graph) {F11791151, size=full} View operators are not yet implemented in Clip Editor Dopesheet mode (left a note about this in the menu poll). Reviewed By: #user_interface, campbellbarton Differential Revision: https://developer.blender.org/D13169
2021-11-10 02:17:24 +01:00
class SEQUENCER_MT_preview_view_pie(Menu):
bl_label = "View"
def draw(self, _context):
UI: Introduce View pie in more editors #### Motivation The View pie menu is a convenient way to access operators such as `Frame Selected` and `Frame All` which are usually mapped to `PERIOD` or `HOME` keys on the right side of most keyboard, making it hard hard to reach with the left hand. The motivation for this patch comes from working with a 75% keyboard (no numpad). Most laptops face a similar problem. #### Implementation The View pie menu has been added to the following editors and sub-modes where applicable: * Node Editor * Video Sequencer * Dopesheet * Graph * NLA * Image * Clip * Outliner More options could definitely be added to this menu for convenience, as long as it maintains the common options in the same place (Frame Selected on the left, Frame All on the right). For positioning I went with the following layout: {F11791186, size=full} I've added `Zoom 1:1`to the Image Editor and the VSE Preview since there is no way to reset the zoom on keyboards without numpad (unless Emulate Numpad is turned on). The Outliner uses `Show Active` and `Show Hierarchy` which are the closest ones to the equivalent in other editors. Should `Show Active` be renamed to `Frame Selected`? The shortcut assigned is the same as the 3D Viewport (`ACCENT_GRAVE`). #### Screenshots Node Editor {F11778387, size=full} Dopesheet {F11778400, size=full} Graph {F11778403, size=full} Image Editor (Paint and View) {F11791113, size=full} Image Editor (Mask) {F11791114, size=full} UV Editor {F11791119, size=full} Clip Editor (Tracking) {F11791137, size=full} Clip Editor (Mask) {F11791140, size=full} Clip Editor (Graph) {F11791151, size=full} View operators are not yet implemented in Clip Editor Dopesheet mode (left a note about this in the menu poll). Reviewed By: #user_interface, campbellbarton Differential Revision: https://developer.blender.org/D13169
2021-11-10 02:17:24 +01:00
layout = self.layout
pie = layout.menu_pie()
pie.operator_context = 'INVOKE_REGION_PREVIEW'
pie.operator("sequencer.view_all_preview")
pie.operator("sequencer.view_selected", text="Frame Selected", icon='ZOOM_SELECTED')
pie.separator()
pie.operator("sequencer.view_zoom_ratio", text="Zoom 1:1").ratio = 1
class SequencerButtonsPanel:
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
2009-12-16 13:27:30 +00:00
@staticmethod
def has_sequencer(context):
2011-06-24 03:30:50 +00:00
return (context.space_data.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'})
@classmethod
def poll(cls, context):
return cls.has_sequencer(context) and (context.active_strip is not None)
class SequencerButtonsPanel_Output:
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
@staticmethod
def has_preview(context):
st = context.space_data
return (st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'})
@classmethod
def poll(cls, context):
return cls.has_preview(context)
class SequencerColorTagPicker:
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
@staticmethod
def has_sequencer(context):
return (context.space_data.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'})
@classmethod
def poll(cls, context):
return cls.has_sequencer(context) and context.active_strip is not None
class SEQUENCER_PT_color_tag_picker(SequencerColorTagPicker, Panel):
bl_label = "Color Tag"
bl_category = "Strip"
bl_options = {'HIDE_HEADER', 'INSTANCED'}
def draw(self, _context):
layout = self.layout
row = layout.row(align=True)
row.operator("sequencer.strip_color_tag_set", icon='X').color = 'NONE'
for i in range(1, 10):
icon = 'STRIP_COLOR_{:02d}'.format(i)
row.operator("sequencer.strip_color_tag_set", icon=icon).color = 'COLOR_{:02d}'.format(i)
class SEQUENCER_MT_color_tag_picker(SequencerColorTagPicker, Menu):
bl_label = "Set Color Tag"
def draw(self, _context):
layout = self.layout
row = layout.row(align=True)
row.operator_enum("sequencer.strip_color_tag_set", "color", icon_only=True)
class SEQUENCER_PT_strip(SequencerButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
bl_category = "Strip"
def draw(self, context):
layout = self.layout
strip = context.active_strip
strip_type = strip.type
if strip_type in {
'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER', 'MULTIPLY',
'GLOW', 'TRANSFORM', 'SPEED', 'MULTICAM',
'GAUSSIAN_BLUR', 'COLORMIX',
}:
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icon_header = 'SHADERFX'
elif strip_type in {
'CROSS', 'GAMMA_CROSS', 'WIPE',
}:
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icon_header = 'ARROW_LEFTRIGHT'
elif strip_type == 'SCENE':
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icon_header = 'SCENE_DATA'
elif strip_type == 'MOVIECLIP':
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icon_header = 'TRACKER'
elif strip_type == 'MASK':
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icon_header = 'MOD_MASK'
elif strip_type == 'MOVIE':
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icon_header = 'FILE_MOVIE'
elif strip_type == 'SOUND':
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icon_header = 'FILE_SOUND'
elif strip_type == 'IMAGE':
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icon_header = 'FILE_IMAGE'
elif strip_type == 'COLOR':
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icon_header = 'COLOR'
elif strip_type == 'TEXT':
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icon_header = 'FONT_DATA'
elif strip_type == 'ADJUSTMENT':
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icon_header = 'COLOR'
elif strip_type == 'META':
icon_header = 'SEQ_STRIP_META'
else:
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icon_header = 'SEQ_SEQUENCER'
row = layout.row(align=True)
row.use_property_decorate = False
row.label(text="", icon=icon_header)
row.separator()
row.prop(strip, "name", text="")
sub = row.row(align=True)
if strip.color_tag == 'NONE':
sub.popover(panel="SEQUENCER_PT_color_tag_picker", text="", icon='COLOR')
else:
icon = 'STRIP_' + strip.color_tag
sub.popover(panel="SEQUENCER_PT_color_tag_picker", text="", icon=icon)
row.separator()
row.prop(strip, "mute", toggle=True, icon_only=True, emboss=False)
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
class SEQUENCER_PT_adjust_crop(SequencerButtonsPanel, Panel):
bl_label = "Crop"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
@classmethod
def poll(cls, context):
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
if not cls.has_sequencer(context):
return False
strip = context.active_strip
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
if not strip:
return False
return strip.type != 'SOUND'
def draw(self, context):
strip = context.active_strip
layout = self.layout
layout.use_property_split = True
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
layout.active = not strip.mute
col = layout.column(align=True)
col.prop(strip.crop, "min_x")
col.prop(strip.crop, "max_x")
col.prop(strip.crop, "max_y")
col.prop(strip.crop, "min_y")
class SEQUENCER_PT_effect(SequencerButtonsPanel, Panel):
bl_label = "Effect Strip"
bl_category = "Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
return strip.type in {
'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER',
'CROSS', 'GAMMA_CROSS', 'MULTIPLY',
'WIPE', 'GLOW', 'TRANSFORM', 'COLOR', 'SPEED',
'MULTICAM', 'GAUSSIAN_BLUR', 'TEXT', 'COLORMIX',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
strip = context.active_strip
layout.active = not strip.mute
if strip.input_count > 0:
col = layout.column()
row = col.row()
row.prop(strip, "input_1")
if strip.input_count > 1:
row.operator("sequencer.swap_inputs", text="", icon='SORT_ASC')
row = col.row()
row.prop(strip, "input_2")
row.operator("sequencer.swap_inputs", text="", icon='SORT_DESC')
strip_type = strip.type
if strip_type == 'COLOR':
layout.template_color_picker(strip, "color", value_slider=True, cubic=True)
layout.prop(strip, "color", text="")
elif strip_type == 'WIPE':
col = layout.column()
col.prop(strip, "transition_type")
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col.alignment = 'RIGHT'
col.row().prop(strip, "direction", expand=True)
col = layout.column()
col.prop(strip, "blur_width", slider=True)
if strip.transition_type in {'SINGLE', 'DOUBLE'}:
col.prop(strip, "angle")
elif strip_type == 'GLOW':
flow = layout.column_flow()
flow.prop(strip, "threshold", slider=True)
flow.prop(strip, "clamp", slider=True)
flow.prop(strip, "boost_factor")
flow.prop(strip, "blur_radius")
flow.prop(strip, "quality", slider=True)
flow.prop(strip, "use_only_boost")
elif strip_type == 'SPEED':
col = layout.column(align=True)
col.prop(strip, "speed_control", text="Speed Control")
if strip.speed_control == 'MULTIPLY':
col.prop(strip, "speed_factor", text=" ")
elif strip.speed_control == 'LENGTH':
col.prop(strip, "speed_length", text=" ")
elif strip.speed_control == 'FRAME_NUMBER':
col.prop(strip, "speed_frame_number", text=" ")
row = layout.row(align=True)
row.enabled = strip.speed_control != 'STRETCH'
row = layout.row(align=True, heading="Interpolation")
row.prop(strip, "use_frame_interpolate", text="")
elif strip_type == 'TRANSFORM':
col = layout.column()
2012-06-19 22:17:19 +00:00
col.prop(strip, "interpolation")
col.prop(strip, "translation_unit")
col = layout.column(align=True)
col.prop(strip, "translate_start_x", text="Position X")
col.prop(strip, "translate_start_y", text="Y")
col.separator()
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colsub = col.column(align=True)
colsub.prop(strip, "use_uniform_scale")
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if strip.use_uniform_scale:
colsub = col.column(align=True)
colsub.prop(strip, "scale_start_x", text="Scale")
else:
col.prop(strip, "scale_start_x", text="Scale X")
col.prop(strip, "scale_start_y", text="Y")
col.separator()
col.prop(strip, "rotation_start", text="Rotation")
elif strip_type == 'MULTICAM':
col = layout.column(align=True)
strip_channel = strip.channel
col.prop(strip, "multicam_source", text="Source Channel")
# The multicam strip needs at least 2 strips to be useful
if strip_channel > 2:
BT_ROW = 4
col.label(text="Cut To")
row = col.row()
for i in range(1, strip_channel):
if (i % BT_ROW) == 1:
row = col.row(align=True)
# Workaround - .enabled has to have a separate UI block to work
if i == strip.multicam_source:
sub = row.row(align=True)
sub.enabled = False
I18n: extract and disambiguate a few messages Extract - Add to Quick Favorites tooltip. - "Mask", the name of a newly created mask (DATA_). - "New" in the context of the new mask ID button. - A few strings using BLI_STR_UTF8_ defines were not extracted. Take the special characters out of the translation macros. - "External" menu items from the filebrowser's Files context menu (right-click on a file). These items were already extracted, but not translated. Improve - Separate formatted error message "%s is not compatible with ["the specified", "any"] 'refresh' options" into two messages. Disambiguate - Use Action context for new F-modifiers' names. This is already used for the "type" operator prop. - Translate ImportHelper's default confirmation text using the Operator context, as it uses the operator name which is extracted with this context. - "Scale" can be a noun, the scale of something, or a verb, to scale something. The latter mostly uses the Operator context, so apply this context to verbs, and the default contexts to nouns. - "Scale Influence" can mean "Influence on Scale" (tracking stabilization) and "to Scale the Influence" (dynamic paint canvas). - "Object Line Art" as type of Line Art to add, as opposed to the active object's Line Art settings. - Float to Integer node: use NodeTree context for the node label, as this is already extracted and used for the enum. Do not translate - Sequencer labels containing only a string formatting field. Some issues reported by Gabriel Gazzán and Ye Gui. Pull Request: https://projects.blender.org/blender/blender/pulls/122283
2024-05-27 19:33:35 +02:00
sub.operator("sequencer.split_multicam", text="{:d}".format(i), translate=False).camera = i
else:
sub_1 = row.row(align=True)
sub_1.enabled = True
I18n: extract and disambiguate a few messages Extract - Add to Quick Favorites tooltip. - "Mask", the name of a newly created mask (DATA_). - "New" in the context of the new mask ID button. - A few strings using BLI_STR_UTF8_ defines were not extracted. Take the special characters out of the translation macros. - "External" menu items from the filebrowser's Files context menu (right-click on a file). These items were already extracted, but not translated. Improve - Separate formatted error message "%s is not compatible with ["the specified", "any"] 'refresh' options" into two messages. Disambiguate - Use Action context for new F-modifiers' names. This is already used for the "type" operator prop. - Translate ImportHelper's default confirmation text using the Operator context, as it uses the operator name which is extracted with this context. - "Scale" can be a noun, the scale of something, or a verb, to scale something. The latter mostly uses the Operator context, so apply this context to verbs, and the default contexts to nouns. - "Scale Influence" can mean "Influence on Scale" (tracking stabilization) and "to Scale the Influence" (dynamic paint canvas). - "Object Line Art" as type of Line Art to add, as opposed to the active object's Line Art settings. - Float to Integer node: use NodeTree context for the node label, as this is already extracted and used for the enum. Do not translate - Sequencer labels containing only a string formatting field. Some issues reported by Gabriel Gazzán and Ye Gui. Pull Request: https://projects.blender.org/blender/blender/pulls/122283
2024-05-27 19:33:35 +02:00
sub_1.operator("sequencer.split_multicam", text="{:d}".format(i), translate=False).camera = i
if strip.channel > BT_ROW and (strip_channel - 1) % BT_ROW:
for i in range(strip.channel, strip_channel + ((BT_ROW + 1 - strip_channel) % BT_ROW)):
row.label(text="")
else:
col.separator()
col.label(text="Two or more channels are needed below this strip", icon='INFO')
elif strip_type == 'TEXT':
layout = self.layout
col = layout.column()
col.scale_x = 1.3
col.scale_y = 1.3
col.use_property_split = False
col.prop(strip, "text", text="")
col.use_property_split = True
layout.prop(strip, "wrap_width", text="Wrap Width")
col = layout.column(align=True)
if strip_type in {'CROSS', 'GAMMA_CROSS', 'WIPE', 'ALPHA_OVER', 'ALPHA_UNDER'}:
col.prop(strip, "use_default_fade", text="Default Fade")
if not strip.use_default_fade:
col.prop(strip, "effect_fader", text="Effect Fader")
elif strip_type == 'GAUSSIAN_BLUR':
col = layout.column(align=True)
col.prop(strip, "size_x", text="Size X")
col.prop(strip, "size_y", text="Y")
elif strip_type == 'COLORMIX':
layout.prop(strip, "blend_effect", text="Blend Mode")
row = layout.row(align=True)
row.prop(strip, "factor", slider=True)
2016-02-01 00:47:10 +11:00
class SEQUENCER_PT_effect_text_layout(SequencerButtonsPanel, Panel):
bl_label = "Layout"
bl_parent_id = "SEQUENCER_PT_effect"
bl_category = "Strip"
@classmethod
def poll(cls, context):
strip = context.active_strip
return strip.type == 'TEXT'
def draw(self, context):
strip = context.active_strip
layout = self.layout
layout.use_property_split = True
col = layout.column()
col.prop(strip, "location", text="Location")
col.prop(strip, "alignment_x", text="Alignment X")
col.prop(strip, "anchor_x", text="Anchor X")
col.prop(strip, "anchor_y", text="Y")
class SEQUENCER_PT_effect_text_style(SequencerButtonsPanel, Panel):
bl_label = "Style"
bl_parent_id = "SEQUENCER_PT_effect"
bl_category = "Strip"
@classmethod
def poll(cls, context):
strip = context.active_strip
return strip.type == 'TEXT'
def draw(self, context):
strip = context.active_strip
layout = self.layout
layout.use_property_split = True
col = layout.column()
row = col.row(align=True)
row.use_property_decorate = False
row.template_ID(strip, "font", open="font.open", unlink="font.unlink")
row.prop(strip, "use_bold", text="", icon='BOLD')
row.prop(strip, "use_italic", text="", icon='ITALIC')
col.prop(strip, "font_size")
col.prop(strip, "color")
class SEQUENCER_PT_effect_text_outline(SequencerButtonsPanel, Panel):
bl_label = "Outline"
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bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
bl_parent_id = "SEQUENCER_PT_effect_text_style"
@classmethod
def poll(cls, context):
strip = context.active_strip
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return strip.type == 'TEXT'
def draw_header(self, context):
strip = context.active_strip
layout = self.layout
layout.prop(strip, "use_outline", text="")
def draw(self, context):
strip = context.active_strip
layout = self.layout
layout.use_property_split = True
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col = layout.column()
col.prop(strip, "outline_color", text="Color")
col.prop(strip, "outline_width", text="Width")
col.active = strip.use_outline and (not strip.mute)
class SEQUENCER_PT_effect_text_shadow(SequencerButtonsPanel, Panel):
bl_label = "Shadow"
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bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
bl_parent_id = "SEQUENCER_PT_effect_text_style"
@classmethod
def poll(cls, context):
strip = context.active_strip
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return strip.type == 'TEXT'
def draw_header(self, context):
strip = context.active_strip
layout = self.layout
layout.prop(strip, "use_shadow", text="")
def draw(self, context):
strip = context.active_strip
layout = self.layout
layout.use_property_split = True
col = layout.column()
col.prop(strip, "shadow_color", text="Color")
col.prop(strip, "shadow_angle", text="Angle")
col.prop(strip, "shadow_offset", text="Offset")
col.prop(strip, "shadow_blur", text="Blur")
col.active = strip.use_shadow and (not strip.mute)
class SEQUENCER_PT_effect_text_box(SequencerButtonsPanel, Panel):
bl_label = "Box"
bl_translation_context = i18n_contexts.id_sequence
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bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
bl_parent_id = "SEQUENCER_PT_effect_text_style"
@classmethod
def poll(cls, context):
strip = context.active_strip
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return strip.type == 'TEXT'
2020-11-06 16:15:07 +01:00
def draw_header(self, context):
strip = context.active_strip
layout = self.layout
layout.prop(strip, "use_box", text="")
def draw(self, context):
strip = context.active_strip
layout = self.layout
layout.use_property_split = True
col = layout.column()
col.prop(strip, "box_color", text="Color")
col.prop(strip, "box_margin", text="Margin")
col.prop(strip, "box_roundness", text="Roundness")
col.active = strip.use_box and (not strip.mute)
class SEQUENCER_PT_source(SequencerButtonsPanel, Panel):
bl_label = "Source"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
return strip.type in {'MOVIE', 'IMAGE', 'SOUND'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
scene = context.sequencer_scene
strip = context.active_strip
strip_type = strip.type
layout.active = not strip.mute
# Draw a filename if we have one.
if strip_type == 'SOUND':
sound = strip.sound
layout.template_ID(strip, "sound", open="sound.open")
if sound is not None:
col = layout.column()
col.prop(sound, "filepath", text="")
col.alignment = 'RIGHT'
sub = col.column(align=True)
split = sub.split(factor=0.5, align=True)
split.alignment = 'RIGHT'
if sound.packed_file:
split.label(text="Unpack")
split.operator("sound.unpack", icon='PACKAGE', text="")
else:
split.label(text="Pack")
split.operator("sound.pack", icon='UGLYPACKAGE', text="")
2012-06-19 22:17:19 +00:00
layout.prop(sound, "use_memory_cache")
col = layout.box()
col = col.column(align=True)
split = col.split(factor=0.5, align=False)
split.alignment = 'RIGHT'
split.label(text="Sample Rate")
split.alignment = 'LEFT'
if sound.samplerate <= 0:
split.label(text="Unknown")
else:
split.label(text="{:d} Hz".format(sound.samplerate), translate=False)
split = col.split(factor=0.5, align=False)
split.alignment = 'RIGHT'
split.label(text="Channels")
split.alignment = 'LEFT'
# FIXME(@campbellbarton): this is ugly, we may want to support a way of showing a label from an enum.
channel_enum_items = sound.bl_rna.properties["channels"].enum_items
split.label(text=channel_enum_items[channel_enum_items.find(sound.channels)].name)
del channel_enum_items
else:
if strip_type == 'IMAGE':
col = layout.column()
col.prop(strip, "directory", text="")
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# Current element for the filename.
elem = strip.strip_elem_from_frame(scene.frame_current)
if elem:
col.prop(elem, "filename", text="") # strip.elements[0] could be a fallback
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
col.prop(strip.colorspace_settings, "name", text="Color Space")
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
col.prop(strip, "alpha_mode", text="Alpha")
sub = col.column(align=True)
sub.operator("sequencer.change_path", text="Change Data/Files", icon='FILEBROWSER').filter_image = True
else: # elif strip_type == 'MOVIE':
elem = strip.elements[0]
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
col = layout.column()
col.prop(strip, "filepath", text="")
col.prop(strip.colorspace_settings, "name", text="Color Space")
col.prop(strip, "stream_index")
col.prop(strip, "use_deinterlace")
Multi-View and Stereo 3D Official Documentation: http://www.blender.org/manual/render/workflows/multiview.html Implemented Features ==================== Builtin Stereo Camera * Convergence Mode * Interocular Distance * Convergence Distance * Pivot Mode Viewport * Cameras * Plane * Volume Compositor * View Switch Node * Image Node Multi-View OpenEXR support Sequencer * Image/Movie Strips 'Use Multiview' UV/Image Editor * Option to see Multi-View images in Stereo-3D or its individual images * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images I/O * Save/Open Multi-View (OpenEXR, Stereo3D, individual views) images Scene Render Views * Ability to have an arbitrary number of views in the scene Missing Bits ============ First rule of Multi-View bug report: If something is not working as it should *when Views is off* this is a severe bug, do mention this in the report. Second rule is, if something works *when Views is off* but doesn't (or crashes) when *Views is on*, this is a important bug. Do mention this in the report. Everything else is likely small todos, and may wait until we are sure none of the above is happening. Apart from that there are those known issues: * Compositor Image Node poorly working for Multi-View OpenEXR (this was working prefectly before the 'Use Multi-View' functionality) * Selecting camera from Multi-View when looking from camera is problematic * Animation Playback (ctrl+F11) doesn't support stereo formats * Wrong filepath when trying to play back animated scene * Viewport Rendering doesn't support Multi-View * Overscan Rendering * Fullscreen display modes need to warn the user * Object copy should be aware of views suffix Acknowledgments =============== * Francesco Siddi for the help with the original feature specs and design * Brecht Van Lommel for the original review of the code and design early on * Blender Foundation for the Development Fund to support the project wrap up Final patch reviewers: * Antony Riakiotakis (psy-fi) * Campbell Barton (ideasman42) * Julian Eisel (Severin) * Sergey Sharybin (nazgul) * Thomas Dinged (dingto) Code contributors of the original branch in github: * Alexey Akishin * Gabriel Caraballo
2015-04-06 10:40:12 -03:00
if scene.render.use_multiview:
layout.prop(strip, "use_multiview")
col = layout.column()
col.active = strip.use_multiview
col.row().prop(strip, "views_format", expand=True)
box = col.box()
box.active = strip.views_format == 'STEREO_3D'
box.template_image_stereo_3d(strip.stereo_3d_format)
# Resolution.
col = layout.box()
col = col.column(align=True)
split = col.split(factor=0.5, align=False)
split.alignment = 'RIGHT'
split.label(text="Resolution")
size = (elem.orig_width, elem.orig_height) if elem else (0, 0)
if size[0] and size[1]:
split.alignment = 'LEFT'
split.label(text="{:d}x{:d}".format(*size), translate=False)
else:
split.label(text="None")
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# FPS
if elem.orig_fps:
split = col.split(factor=0.5, align=False)
split.alignment = 'RIGHT'
split.label(text="FPS")
split.alignment = 'LEFT'
split.label(text="{:.2f}".format(elem.orig_fps), translate=False)
class SEQUENCER_PT_movie_clip(SequencerButtonsPanel, Panel):
bl_label = "Movie Clip"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
return strip.type == 'MOVIECLIP'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
strip = context.active_strip
layout.active = not strip.mute
layout.template_ID(strip, "clip")
if strip.type == 'MOVIECLIP':
col = layout.column(heading="Use")
col.prop(strip, "stabilize2d", text="2D Stabilized Clip")
col.prop(strip, "undistort", text="Undistorted Clip")
clip = strip.clip
if clip:
sta = clip.frame_start
end = clip.frame_start + clip.frame_duration
layout.label(
text=rpt_("Original frame range: {:d}-{:d} ({:d})").format(sta, end, end - sta + 1),
translate=False,
)
class SEQUENCER_PT_scene(SequencerButtonsPanel, Panel):
bl_label = "Scene"
bl_category = "Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
return (strip.type == 'SCENE')
def draw(self, context):
strip = context.active_strip
scene = strip.scene
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.active = not strip.mute
layout.template_ID(strip, "scene", text="Scene", new="scene.new_sequencer")
layout.prop(strip, "scene_input", text="Input")
if strip.scene_input == 'CAMERA':
layout.template_ID(strip, "scene_camera", text="Camera")
if strip.scene_input == 'CAMERA':
layout = layout.column(heading="Show")
layout.prop(strip, "use_annotations", text="Annotations")
if scene:
# Warning, this is not a good convention to follow.
# Expose here because setting the alpha from the "Render" menu is very inconvenient.
layout.prop(scene.render, "film_transparent")
class SEQUENCER_PT_scene_sound(SequencerButtonsPanel, Panel):
bl_label = "Sound"
bl_category = "Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
return (strip.type == 'SCENE')
def draw(self, context):
strip = context.active_strip
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.active = not strip.mute
col = layout.column()
col.use_property_decorate = True
split = col.split(factor=0.4)
split.alignment = 'RIGHT'
split.label(text="Strip Volume", text_ctxt=i18n_contexts.id_sound)
split.prop(strip, "volume", text="")
col.use_property_decorate = False
2012-06-07 18:24:36 +00:00
class SEQUENCER_PT_mask(SequencerButtonsPanel, Panel):
bl_label = "Mask"
bl_category = "Strip"
2012-06-07 18:24:36 +00:00
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
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if not strip:
return False
return (strip.type == 'MASK')
def draw(self, context):
layout = self.layout
layout.use_property_split = True
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strip = context.active_strip
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layout.active = not strip.mute
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layout.template_ID(strip, "mask")
mask = strip.mask
if mask:
sta = mask.frame_start
end = mask.frame_end
layout.label(
text=rpt_("Original frame range: {:d}-{:d} ({:d})").format(sta, end, end - sta + 1),
translate=False,
)
2012-06-07 18:24:36 +00:00
class SEQUENCER_PT_time(SequencerButtonsPanel, Panel):
bl_label = "Time"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
return strip.type
def draw_header_preset(self, context):
layout = self.layout
layout.alignment = 'RIGHT'
strip = context.active_strip
layout.prop(strip, "lock", text="", icon_only=True, emboss=False)
def draw(self, context):
from bpy.utils import smpte_from_frame
layout = self.layout
layout.use_property_split = False
layout.use_property_decorate = False
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
scene = context.sequencer_scene
frame_current = scene.frame_current
strip = context.active_strip
is_effect = isinstance(strip, bpy.types.EffectStrip)
# Get once.
frame_start = strip.frame_start
frame_final_start = strip.frame_final_start
frame_final_end = strip.frame_final_end
frame_final_duration = strip.frame_final_duration
frame_offset_start = strip.frame_offset_start
frame_offset_end = strip.frame_offset_end
length_list = (
str(round(frame_start, 0)),
str(round(frame_final_end, 0)),
str(round(frame_final_duration, 0)),
str(round(frame_offset_start, 0)),
str(round(frame_offset_end, 0)),
)
if not is_effect:
length_list = length_list + (
str(round(strip.animation_offset_start, 0)),
str(round(strip.animation_offset_end, 0)),
)
max_length = max(len(x) for x in length_list)
max_factor = (1.9 - max_length) / 30
factor = 0.45
layout.enabled = not strip.lock
layout.active = not strip.mute
sub = layout.row(align=True)
split = sub.split(factor=factor + max_factor)
split.alignment = 'RIGHT'
split.label(text="")
split.prop(strip, "show_retiming_keys")
sub = layout.row(align=True)
split = sub.split(factor=factor + max_factor)
split.alignment = 'RIGHT'
split.label(text="Channel")
split.prop(strip, "channel", text="")
sub = layout.column(align=True)
split = sub.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="Start")
split.prop(strip, "frame_start", text=smpte_from_frame(frame_start))
split = sub.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="Duration")
split.prop(strip, "frame_final_duration", text=smpte_from_frame(frame_final_duration))
# Use label, editing this value from the UI allows negative values,
# users can adjust duration.
split = sub.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="End")
split = split.split(factor=factor + 0.3 + max_factor, align=True)
I18n: extract and disambiguate a few messages Extract - Add to Quick Favorites tooltip. - "Mask", the name of a newly created mask (DATA_). - "New" in the context of the new mask ID button. - A few strings using BLI_STR_UTF8_ defines were not extracted. Take the special characters out of the translation macros. - "External" menu items from the filebrowser's Files context menu (right-click on a file). These items were already extracted, but not translated. Improve - Separate formatted error message "%s is not compatible with ["the specified", "any"] 'refresh' options" into two messages. Disambiguate - Use Action context for new F-modifiers' names. This is already used for the "type" operator prop. - Translate ImportHelper's default confirmation text using the Operator context, as it uses the operator name which is extracted with this context. - "Scale" can be a noun, the scale of something, or a verb, to scale something. The latter mostly uses the Operator context, so apply this context to verbs, and the default contexts to nouns. - "Scale Influence" can mean "Influence on Scale" (tracking stabilization) and "to Scale the Influence" (dynamic paint canvas). - "Object Line Art" as type of Line Art to add, as opposed to the active object's Line Art settings. - Float to Integer node: use NodeTree context for the node label, as this is already extracted and used for the enum. Do not translate - Sequencer labels containing only a string formatting field. Some issues reported by Gabriel Gazzán and Ye Gui. Pull Request: https://projects.blender.org/blender/blender/pulls/122283
2024-05-27 19:33:35 +02:00
split.label(text="{:>14s}".format(smpte_from_frame(frame_final_end)), translate=False)
split.alignment = 'RIGHT'
split.label(text=str(frame_final_end) + " ")
if not is_effect:
layout.alignment = 'RIGHT'
sub = layout.column(align=True)
split = sub.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="Strip Offset Start")
split.prop(strip, "frame_offset_start", text=smpte_from_frame(frame_offset_start))
split = sub.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="End")
split.prop(strip, "frame_offset_end", text=smpte_from_frame(frame_offset_end))
layout.alignment = 'RIGHT'
sub = layout.column(align=True)
split = sub.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="Hold Offset Start")
split.prop(strip, "animation_offset_start", text=smpte_from_frame(strip.animation_offset_start))
split = sub.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="End")
split.prop(strip, "animation_offset_end", text=smpte_from_frame(strip.animation_offset_end))
if strip.type == 'SOUND':
sub2 = layout.column(align=True)
split = sub2.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="Sound Offset", text_ctxt=i18n_contexts.id_sound)
split.prop(strip, "sound_offset", text="")
col = layout.column(align=True)
col = col.box()
2019-05-22 00:27:01 +10:00
col.active = (
(frame_current >= frame_final_start) and
(frame_current <= frame_final_start + frame_final_duration)
2019-05-22 00:27:01 +10:00
)
split = col.split(factor=factor + max_factor, align=True)
split.alignment = 'RIGHT'
split.label(text="Current Frame")
split = split.split(factor=factor + 0.3 + max_factor, align=True)
frame_display = frame_current - frame_final_start
I18n: extract and disambiguate a few messages Extract - Add to Quick Favorites tooltip. - "Mask", the name of a newly created mask (DATA_). - "New" in the context of the new mask ID button. - A few strings using BLI_STR_UTF8_ defines were not extracted. Take the special characters out of the translation macros. - "External" menu items from the filebrowser's Files context menu (right-click on a file). These items were already extracted, but not translated. Improve - Separate formatted error message "%s is not compatible with ["the specified", "any"] 'refresh' options" into two messages. Disambiguate - Use Action context for new F-modifiers' names. This is already used for the "type" operator prop. - Translate ImportHelper's default confirmation text using the Operator context, as it uses the operator name which is extracted with this context. - "Scale" can be a noun, the scale of something, or a verb, to scale something. The latter mostly uses the Operator context, so apply this context to verbs, and the default contexts to nouns. - "Scale Influence" can mean "Influence on Scale" (tracking stabilization) and "to Scale the Influence" (dynamic paint canvas). - "Object Line Art" as type of Line Art to add, as opposed to the active object's Line Art settings. - Float to Integer node: use NodeTree context for the node label, as this is already extracted and used for the enum. Do not translate - Sequencer labels containing only a string formatting field. Some issues reported by Gabriel Gazzán and Ye Gui. Pull Request: https://projects.blender.org/blender/blender/pulls/122283
2024-05-27 19:33:35 +02:00
split.label(text="{:>14s}".format(smpte_from_frame(frame_display)), translate=False)
split.alignment = 'RIGHT'
split.label(text=str(frame_display) + " ")
2019-05-22 00:27:01 +10:00
if strip.type == 'SCENE':
scene = strip.scene
if scene:
sta = scene.frame_start
end = scene.frame_end
split = col.split(factor=factor + max_factor)
split.alignment = 'RIGHT'
split.label(text="Original Frame Range")
split.alignment = 'LEFT'
split.label(text="{:d}-{:d} ({:d})".format(sta, end, end - sta + 1), translate=False)
class SEQUENCER_PT_adjust_sound(SequencerButtonsPanel, Panel):
bl_label = "Sound"
bl_category = "Strip"
@classmethod
def poll(cls, context):
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
if not cls.has_sequencer(context):
return False
strip = context.active_strip
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
if not strip:
return False
return strip.type == 'SOUND'
def draw(self, context):
layout = self.layout
st = context.space_data
overlay_settings = st.timeline_overlay
strip = context.active_strip
sound = strip.sound
layout.active = not strip.mute
if sound is not None:
layout.use_property_split = True
col = layout.column()
split = col.split(factor=0.4)
split.alignment = 'RIGHT'
split.label(text="Volume", text_ctxt=i18n_contexts.id_sound)
split.prop(strip, "volume", text="")
layout.use_property_split = False
col = layout.column()
split = col.split(factor=0.4)
split.label(text="")
split.prop(sound, "use_mono")
layout.use_property_split = True
col = layout.column()
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
audio_channels = context.sequencer_scene.render.ffmpeg.audio_channels
pan_enabled = sound.use_mono and audio_channels != 'MONO'
pan_text = "{:.2f}°".format(strip.pan * 90.0)
split = col.split(factor=0.4)
split.alignment = 'RIGHT'
split.label(text="Pan", text_ctxt=i18n_contexts.id_sound)
split.prop(strip, "pan", text="")
split.enabled = pan_enabled
2023-04-13 13:14:05 +10:00
if audio_channels not in {'MONO', 'STEREO'}:
split = col.split(factor=0.4)
split.alignment = 'RIGHT'
split.label(text="Pan Angle")
split.enabled = pan_enabled
subsplit = split.row()
subsplit.alignment = 'CENTER'
subsplit.label(text=pan_text)
subsplit.label(text=" ") # Compensate for no decorate.
subsplit.enabled = pan_enabled
layout.use_property_split = False
col = layout.column()
if overlay_settings.waveform_display_type == 'DEFAULT_WAVEFORMS':
split = col.split(factor=0.4)
split.label(text="")
split.prop(strip, "show_waveform")
class SEQUENCER_PT_adjust_comp(SequencerButtonsPanel, Panel):
bl_label = "Compositing"
bl_category = "Strip"
@classmethod
def poll(cls, context):
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
if not cls.has_sequencer(context):
return False
strip = context.active_strip
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
if not strip:
return False
return strip.type != 'SOUND'
def draw(self, context):
layout = self.layout
layout.use_property_split = True
strip = context.active_strip
layout.active = not strip.mute
col = layout.column()
col.prop(strip, "blend_type", text="Blend")
col.prop(strip, "blend_alpha", text="Opacity", slider=True)
class SEQUENCER_PT_adjust_transform(SequencerButtonsPanel, Panel):
bl_label = "Transform"
bl_category = "Strip"
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
return strip.type != 'SOUND'
def draw(self, context):
strip = context.active_strip
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
layout = self.layout
layout.use_property_split = True
layout.active = not strip.mute
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 19:53:33 +01:00
col = layout.column(align=True)
col.prop(strip.transform, "filter", text="Filter")
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
col = layout.column(align=True)
col.prop(strip.transform, "offset_x", text="Position X")
col.prop(strip.transform, "offset_y", text="Y")
col = layout.column(align=True)
col.prop(strip.transform, "scale_x", text="Scale X")
col.prop(strip.transform, "scale_y", text="Y")
col = layout.column(align=True)
col.prop(strip.transform, "rotation", text="Rotation")
col = layout.column(align=True)
col.prop(strip.transform, "origin")
col = layout.column(heading="Mirror", align=True, heading_ctxt=i18n_contexts.id_image)
col.prop(strip, "use_flip_x", text="X", toggle=True)
col.prop(strip, "use_flip_y", text="Y", toggle=True)
class SEQUENCER_PT_adjust_video(SequencerButtonsPanel, Panel):
bl_label = "Video"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
return strip.type in {
'MOVIE', 'IMAGE', 'SCENE', 'MOVIECLIP', 'MASK',
'META', 'ADD', 'SUBTRACT', 'ALPHA_OVER',
'ALPHA_UNDER', 'CROSS', 'GAMMA_CROSS', 'MULTIPLY',
'WIPE', 'GLOW', 'TRANSFORM', 'COLOR',
'MULTICAM', 'SPEED', 'ADJUSTMENT', 'COLORMIX',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
col = layout.column()
strip = context.active_strip
layout.active = not strip.mute
col.prop(strip, "strobe")
col.prop(strip, "use_reverse_frames")
2019-03-20 10:44:13 +11:00
class SEQUENCER_PT_adjust_color(SequencerButtonsPanel, Panel):
bl_label = "Color"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = context.active_strip
if not strip:
return False
return strip.type in {
'MOVIE', 'IMAGE', 'SCENE', 'MOVIECLIP', 'MASK',
'META', 'ADD', 'SUBTRACT', 'ALPHA_OVER',
'ALPHA_UNDER', 'CROSS', 'GAMMA_CROSS', 'MULTIPLY',
'WIPE', 'GLOW', 'TRANSFORM', 'COLOR',
'MULTICAM', 'SPEED', 'ADJUSTMENT', 'COLORMIX',
}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
strip = context.active_strip
layout.active = not strip.mute
col = layout.column()
col.prop(strip, "color_saturation", text="Saturation")
col.prop(strip, "color_multiply", text="Multiply")
col.prop(strip, "multiply_alpha")
col.prop(strip, "use_float", text="Convert to Float")
class SEQUENCER_PT_cache_settings(SequencerButtonsPanel, Panel):
bl_label = "Cache Settings"
bl_category = "Cache"
@classmethod
def poll(cls, context):
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
return cls.has_sequencer(context) and context.sequencer_scene and context.sequencer_scene.sequence_editor
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
ed = context.sequencer_scene.sequence_editor
col = layout.column()
if ed:
col.prop(ed, "use_prefetch")
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col = layout.column(heading="Cache", align=True)
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col.prop(ed, "use_cache_raw", text="Raw")
col.prop(ed, "use_cache_final", text="Final")
class SEQUENCER_PT_cache_view_settings(SequencerButtonsPanel, Panel):
bl_label = "Display"
bl_category = "Cache"
bl_parent_id = "SEQUENCER_PT_cache_settings"
@classmethod
def poll(cls, context):
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
return cls.has_sequencer(context) and context.sequencer_scene and context.sequencer_scene.sequence_editor
def draw_header(self, context):
cache_settings = context.space_data.cache_overlay
self.layout.prop(cache_settings, "show_cache", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
cache_settings = context.space_data.cache_overlay
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
ed = context.sequencer_scene.sequence_editor
layout.active = cache_settings.show_cache
col = layout.column(heading="Cache", align=True)
show_developer_ui = context.preferences.view.show_developer_ui
if show_developer_ui:
col.prop(cache_settings, "show_cache_raw", text="Raw")
col.prop(cache_settings, "show_cache_final_out", text="Final")
show_cache_size = show_developer_ui and (ed.use_cache_raw or ed.use_cache_final)
if show_cache_size:
cache_raw_size = ed.cache_raw_size
cache_final_size = ed.cache_final_size
col = layout.box()
col = col.column(align=True)
split = col.split(factor=0.4, align=True)
split.alignment = 'RIGHT'
split.label(text="Current Cache Size")
split.alignment = 'LEFT'
split.label(text=iface_("{:d} MB").format(cache_raw_size + cache_final_size), translate=False)
split = col.split(factor=0.4, align=True)
split.alignment = 'RIGHT'
split.label(text="Raw")
split.alignment = 'LEFT'
split.label(text=iface_("{:d} MB").format(cache_raw_size), translate=False)
split = col.split(factor=0.4, align=True)
split.alignment = 'RIGHT'
split.label(text="Final")
split.alignment = 'LEFT'
split.label(text=iface_("{:d} MB").format(cache_final_size), translate=False)
class SEQUENCER_PT_proxy_settings(SequencerButtonsPanel, Panel):
bl_label = "Proxy Settings"
bl_category = "Proxy"
@classmethod
def poll(cls, context):
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
return cls.has_sequencer(context) and context.sequencer_scene and context.sequencer_scene.sequence_editor
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
ed = context.sequencer_scene.sequence_editor
flow = layout.column_flow()
flow.prop(ed, "proxy_storage", text="Storage")
if ed.proxy_storage == 'PROJECT':
flow.prop(ed, "proxy_dir", text="Directory")
col = layout.column()
col.operator("sequencer.enable_proxies")
col.operator("sequencer.rebuild_proxy")
class SEQUENCER_PT_strip_proxy(SequencerButtonsPanel, Panel):
bl_label = "Strip Proxy & Timecode"
bl_category = "Proxy"
@classmethod
def poll(cls, context):
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
if not cls.has_sequencer(context) or not context.sequencer_scene or not context.sequencer_scene.sequence_editor:
return False
strip = context.active_strip
if not strip:
return False
return strip.type in {'MOVIE', 'IMAGE'}
def draw_header(self, context):
strip = context.active_strip
self.layout.prop(strip, "use_proxy", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
ed = context.sequencer_scene.sequence_editor
strip = context.active_strip
if strip.proxy:
proxy = strip.proxy
if ed.proxy_storage == 'PER_STRIP':
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col = layout.column(heading="Custom Proxy")
col.prop(proxy, "use_proxy_custom_directory", text="Directory")
if proxy.use_proxy_custom_directory and not proxy.use_proxy_custom_file:
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col.prop(proxy, "directory")
col.prop(proxy, "use_proxy_custom_file", text="File")
if proxy.use_proxy_custom_file:
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
col.prop(proxy, "filepath")
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
row = layout.row(heading="Resolutions", align=True)
row.prop(strip.proxy, "build_25", toggle=True)
row.prop(strip.proxy, "build_50", toggle=True)
row.prop(strip.proxy, "build_75", toggle=True)
UI: Layout changes for new checkbox layout possibilities Follow-up to previous commit. Some examples: {F8473507} {F8473508} {F8473509} {F8473510} For more screenshots, please see D7430. We use column or row headings here to bring more structure, and to give the eye visual anchors which aid eye-scanning. The left-aligned checkboxes likewise help with this. And we keep the adherence to the center line, so the alignment matches up between the various buttons and controls. * Changes the property split percentage from 50/50% to 40/60%. This is needed to give enough space for the checkboxes. But in most cases this looks better anyway - see Transform panel. In some cases it simply fills out the available space more efficently. * Fix various hacks where we previously used manually defined splits. When we did this, the alignment was never quite right, and the layout code was a mess. * Adds column headings to many places where a list of checkboxes all share a common purpose or leading text. * Add checkbox + value configurations various places where a checkbox only serves to enable the value slider * Removes most uses of grid flow layout. The grid flow layouts combine poorly with column headings, and also they would mess alignment up badly. The grid flow layouts also often made buttons and controls jump around on the screen if you would just resize editors slightly, causing visual confusion, making users lose their place. The logic for at what time the list of items would re-flow was often flawed, jumping to multiple columns too fast or too late - and frankly, the grid flow layouts would often just look bad. Maniphest Task: https://developer.blender.org/T65965 Differential Revision: https://developer.blender.org/D7430 Reviewed by: Brecht Van Lommel, Pablo Vazquez. Most work here by William Reynish, few changes by Julian Eisel.
2020-04-17 16:54:03 +02:00
row.prop(strip.proxy, "build_100", toggle=True)
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(proxy, "use_overwrite")
col = layout.column()
col.prop(proxy, "quality", text="Quality")
2012-07-04 21:41:05 +00:00
if strip.type == 'MOVIE':
col = layout.column()
col.prop(proxy, "timecode", text="Timecode Index")
class SEQUENCER_PT_preview(SequencerButtonsPanel_Output, Panel):
bl_label = "Scene Strip Display"
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
bl_options = {'DEFAULT_CLOSED'}
bl_category = "View"
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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@classmethod
def poll(cls, context):
return SequencerButtonsPanel_Output.poll(context) and context.sequencer_scene
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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render = context.sequencer_scene.render
col = layout.column()
col.prop(render, "sequencer_gl_preview", text="Shading")
if render.sequencer_gl_preview in {'SOLID', 'WIREFRAME'}:
col.prop(render, "use_sequencer_override_scene_strip")
class SEQUENCER_PT_view(SequencerButtonsPanel_Output, Panel):
bl_label = "View Settings"
bl_category = "View"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
st = context.space_data
ed = context.scene.sequence_editor
col = layout.column()
col.prop(st, "proxy_render_size")
col = layout.column()
if st.proxy_render_size in {'NONE', 'SCENE'}:
col.enabled = False
col.prop(st, "use_proxies")
col = layout.column()
col.prop(st, "display_channel", text="Channel")
if st.display_mode == 'IMAGE':
col.prop(st, "show_overexposed")
if ed:
col.prop(ed, "show_missing_media")
class SEQUENCER_PT_view_cursor(SequencerButtonsPanel_Output, Panel):
bl_category = "View"
bl_label = "2D Cursor"
def draw(self, context):
layout = self.layout
st = context.space_data
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
col.prop(st, "cursor_location", text="Location")
class SEQUENCER_PT_frame_overlay(SequencerButtonsPanel_Output, Panel):
bl_label = "Frame Overlay"
bl_category = "View"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
if not context.sequencer_scene or not context.sequencer_scene.sequence_editor:
return False
return SequencerButtonsPanel_Output.poll(context)
def draw_header(self, context):
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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scene = context.sequencer_scene
ed = scene.sequence_editor
self.layout.prop(ed, "show_overlay_frame", text="")
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_PREVIEW'
layout.operator("sequencer.view_ghost_border", text="Set Overlay Region")
layout.operator_context = 'INVOKE_DEFAULT'
layout.use_property_split = True
layout.use_property_decorate = False
st = context.space_data
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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scene = context.sequencer_scene
ed = scene.sequence_editor
layout.active = ed.show_overlay_frame
col = layout.column()
col.prop(ed, "overlay_frame", text="Frame Offset")
col.prop(st, "overlay_frame_type")
col.prop(ed, "use_overlay_frame_lock")
class SEQUENCER_PT_view_safe_areas(SequencerButtonsPanel_Output, Panel):
bl_label = "Safe Areas"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "View"
@classmethod
def poll(cls, context):
st = context.space_data
is_preview = st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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return is_preview and (st.display_mode == 'IMAGE') and context.sequencer_scene
def draw_header(self, context):
overlay_settings = context.space_data.preview_overlay
self.layout.prop(overlay_settings, "show_safe_areas", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
overlay_settings = context.space_data.preview_overlay
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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safe_data = context.sequencer_scene.safe_areas
layout.active = overlay_settings.show_safe_areas
col = layout.column()
sub = col.column()
sub.prop(safe_data, "title", slider=True)
sub.prop(safe_data, "action", slider=True)
class SEQUENCER_PT_view_safe_areas_center_cut(SequencerButtonsPanel_Output, Panel):
bl_label = "Center-Cut Safe Areas"
bl_parent_id = "SEQUENCER_PT_view_safe_areas"
bl_options = {'DEFAULT_CLOSED'}
bl_category = "View"
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
@classmethod
def poll(cls, context):
return SequencerButtonsPanel_Output.poll(context) and context.sequencer_scene
def draw_header(self, context):
layout = self.layout
overlay_settings = context.space_data.preview_overlay
layout.active = overlay_settings.show_safe_areas
layout.prop(overlay_settings, "show_safe_center", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
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safe_data = context.sequencer_scene.safe_areas
overlay_settings = context.space_data.preview_overlay
layout.active = overlay_settings.show_safe_areas and overlay_settings.show_safe_center
col = layout.column()
col.prop(safe_data, "title_center", slider=True)
col.prop(safe_data, "action_center", slider=True)
class SEQUENCER_PT_modifiers(SequencerButtonsPanel, Panel):
bl_label = "Modifiers"
bl_category = "Modifiers"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
strip = context.active_strip
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
ed = context.sequencer_scene.sequence_editor
if strip.type == 'SOUND':
sound = strip.sound
else:
sound = None
if sound is None:
layout.prop(strip, "use_linear_modifiers", text="Linear Modifiers")
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
layout.operator_menu_enum("sequencer.strip_modifier_add", "type")
layout.operator("sequencer.strip_modifier_copy")
for mod in strip.modifiers:
box = layout.box()
row = box.row()
row.use_property_decorate = False
row.prop(mod, "show_expanded", text="", emboss=False)
row.prop(mod, "name", text="")
row.prop(mod, "mute", text="")
row.use_property_decorate = True
sub = row.row(align=True)
props = sub.operator("sequencer.strip_modifier_move", text="", icon='TRIA_UP')
props.name = mod.name
props.direction = 'UP'
props = sub.operator("sequencer.strip_modifier_move", text="", icon='TRIA_DOWN')
props.name = mod.name
props.direction = 'DOWN'
row.operator("sequencer.strip_modifier_remove", text="", icon='X', emboss=False).name = mod.name
if mod.show_expanded:
if sound is None:
if mod.type == 'COLOR_BALANCE':
box.prop(mod, "color_multiply")
draw_color_balance(box, mod.color_balance)
elif mod.type == 'CURVES':
box.template_curve_mapping(mod, "curve_mapping", type='COLOR', show_tone=True)
elif mod.type == 'HUE_CORRECT':
box.template_curve_mapping(mod, "curve_mapping", type='HUE')
elif mod.type == 'BRIGHT_CONTRAST':
col = box.column()
col.prop(mod, "bright")
col.prop(mod, "contrast")
elif mod.type == 'WHITE_BALANCE':
col = box.column()
col.prop(mod, "white_value")
elif mod.type == 'TONEMAP':
col = box.column()
col.prop(mod, "tonemap_type")
if mod.tonemap_type == 'RD_PHOTORECEPTOR':
col.prop(mod, "intensity")
col.prop(mod, "contrast")
col.prop(mod, "adaptation")
col.prop(mod, "correction")
elif mod.tonemap_type == 'RH_SIMPLE':
col.prop(mod, "key")
col.prop(mod, "offset")
col.prop(mod, "gamma")
box.separator(type='LINE')
col = box.column()
row = col.row()
row.prop(mod, "input_mask_type", expand=True)
if mod.input_mask_type == 'STRIP':
sequences_object = ed
if ed.meta_stack:
sequences_object = ed.meta_stack[-1]
col.prop_search(mod, "input_mask_strip", sequences_object, "strips", text="Mask")
else:
col.prop(mod, "input_mask_id")
row = col.row()
row.prop(mod, "mask_time", expand=True)
else:
if mod.type == 'SOUND_EQUALIZER':
# eq_row = box.row()
# eq_graphs = eq_row.operator_menu_enum("sequencer.strip_modifier_equalizer_redefine", "graphs")
# eq_graphs.name = mod.name
flow = box.grid_flow(
row_major=True,
columns=0,
even_columns=True,
even_rows=False,
align=False,
)
for sound_eq in mod.graphics:
col = flow.column()
box = col.box()
split = box.split(factor=0.4)
I18n: extract and disambiguate a few messages Extract - Add to Quick Favorites tooltip. - "Mask", the name of a newly created mask (DATA_). - "New" in the context of the new mask ID button. - A few strings using BLI_STR_UTF8_ defines were not extracted. Take the special characters out of the translation macros. - "External" menu items from the filebrowser's Files context menu (right-click on a file). These items were already extracted, but not translated. Improve - Separate formatted error message "%s is not compatible with ["the specified", "any"] 'refresh' options" into two messages. Disambiguate - Use Action context for new F-modifiers' names. This is already used for the "type" operator prop. - Translate ImportHelper's default confirmation text using the Operator context, as it uses the operator name which is extracted with this context. - "Scale" can be a noun, the scale of something, or a verb, to scale something. The latter mostly uses the Operator context, so apply this context to verbs, and the default contexts to nouns. - "Scale Influence" can mean "Influence on Scale" (tracking stabilization) and "to Scale the Influence" (dynamic paint canvas). - "Object Line Art" as type of Line Art to add, as opposed to the active object's Line Art settings. - Float to Integer node: use NodeTree context for the node label, as this is already extracted and used for the enum. Do not translate - Sequencer labels containing only a string formatting field. Some issues reported by Gabriel Gazzán and Ye Gui. Pull Request: https://projects.blender.org/blender/blender/pulls/122283
2024-05-27 19:33:35 +02:00
split.label(text="{:.2f}".format(sound_eq.curve_mapping.clip_min_x), translate=False)
split.label(text="Hz")
split.alignment = 'RIGHT'
I18n: extract and disambiguate a few messages Extract - Add to Quick Favorites tooltip. - "Mask", the name of a newly created mask (DATA_). - "New" in the context of the new mask ID button. - A few strings using BLI_STR_UTF8_ defines were not extracted. Take the special characters out of the translation macros. - "External" menu items from the filebrowser's Files context menu (right-click on a file). These items were already extracted, but not translated. Improve - Separate formatted error message "%s is not compatible with ["the specified", "any"] 'refresh' options" into two messages. Disambiguate - Use Action context for new F-modifiers' names. This is already used for the "type" operator prop. - Translate ImportHelper's default confirmation text using the Operator context, as it uses the operator name which is extracted with this context. - "Scale" can be a noun, the scale of something, or a verb, to scale something. The latter mostly uses the Operator context, so apply this context to verbs, and the default contexts to nouns. - "Scale Influence" can mean "Influence on Scale" (tracking stabilization) and "to Scale the Influence" (dynamic paint canvas). - "Object Line Art" as type of Line Art to add, as opposed to the active object's Line Art settings. - Float to Integer node: use NodeTree context for the node label, as this is already extracted and used for the enum. Do not translate - Sequencer labels containing only a string formatting field. Some issues reported by Gabriel Gazzán and Ye Gui. Pull Request: https://projects.blender.org/blender/blender/pulls/122283
2024-05-27 19:33:35 +02:00
split.label(text="{:.2f}".format(sound_eq.curve_mapping.clip_max_x), translate=False)
box.template_curve_mapping(
sound_eq,
"curve_mapping",
type='NONE',
levels=False,
brush=True,
use_negative_slope=True,
show_tone=False,
)
second_row = col.row()
second_row.label(text="dB")
second_row.alignment = 'CENTER'
2016-02-01 00:47:10 +11:00
class SEQUENCER_PT_annotation(AnnotationDataPanel, SequencerButtonsPanel_Output, Panel):
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-12-01 01:52:06 +13:00
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
bl_category = "View"
@staticmethod
def has_preview(context):
st = context.space_data
return st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}
@classmethod
def poll(cls, context):
return cls.has_preview(context)
# NOTE: this is just a wrapper around the generic GP Panel
# But, it should only show up when there are images in the preview region
class SEQUENCER_PT_annotation_onion(AnnotationOnionSkin, SequencerButtonsPanel_Output, Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
bl_category = "View"
bl_parent_id = "SEQUENCER_PT_annotation"
bl_options = {'DEFAULT_CLOSED'}
@staticmethod
def has_preview(context):
st = context.space_data
return st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}
@classmethod
def poll(cls, context):
if context.annotation_data_owner is None:
return False
elif type(context.annotation_data_owner) is bpy.types.Object:
return False
else:
gpl = context.active_annotation_layer
if gpl is None:
return False
return cls.has_preview(context)
# NOTE: this is just a wrapper around the generic GP Panel
# But, it should only show up when there are images in the preview region
class SEQUENCER_PT_custom_props(SequencerButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {
'BLENDER_RENDER',
'BLENDER_WORKBENCH',
}
_context_path = "active_strip"
_property_type = (bpy.types.Strip,)
bl_category = "Strip"
Anim: Common Playhead snapping for all editors This patch adds snapping options for the playhead to all animation editors. The options can be modified through a new dropdown in the editor header. All editors will show all those options, and they are shared, so toggling the option in on editor will change it for all other editors too. Some options are not working/relevant in some editors for example Strips in the Dope Sheet. However for consistency the option is still shown. This is a separate menu from the transform snapping menu because you can toggle the snapping for transform and playhead separately. Putting it in the existing snapping transform menu would imply that it can be turned off with the magnet which is not the case. Playhead snapping is explicitly disabled for the drivers editor because there is no playhead to drag around. Snapping to Frame/Second intervals takes the scene start as a starting point. That means you can snap to the n-th second of the animation even though it might not start at frame 1. The preview range is NOT taken into account by design since the use case is working on a sub-section of the animation in which case the snap target should not change. Snapping is toggled by pressing CTRL as indicated by the status bar. Snapping to Frames/Seconds is absolute, meaning no matter how far away your cursor it will snap to the closest snap point. All others only snap to things if they are close to the cursor in pixel values. When mixing those two behaviors, it prefers relative snapping. If no point is close enough to snap relative, it will fall back to absolute snapping. Based on the prototype #135913 Part of #135794 Pull Request: https://projects.blender.org/blender/blender/pulls/137278
2025-05-22 10:17:19 +02:00
class SEQUENCER_PT_playhead_snapping(PlayheadSnappingPanel, Panel):
bl_space_type = 'SEQUENCE_EDITOR'
class SEQUENCER_PT_snapping(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_label = ""
bl_ui_units_x = 11
def draw(self, _context):
pass
class SEQUENCER_PT_preview_snapping(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_parent_id = "SEQUENCER_PT_snapping"
bl_label = "Preview Snapping"
@classmethod
def poll(cls, context):
st = context.space_data
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
return st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'} and context.tool_settings
def draw(self, context):
tool_settings = context.tool_settings
sequencer_tool_settings = tool_settings.sequencer_tool_settings
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column(heading="Snap to", align=True)
col.prop(sequencer_tool_settings, "snap_to_borders")
col.prop(sequencer_tool_settings, "snap_to_center")
col.prop(sequencer_tool_settings, "snap_to_strips_preview")
class SEQUENCER_PT_sequencer_snapping(Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'HEADER'
bl_parent_id = "SEQUENCER_PT_snapping"
bl_label = "Sequencer Snapping"
@classmethod
def poll(cls, context):
st = context.space_data
VSE: Scene Selector & Scene Time Synchronization Implements the proposed design (with some modifications) in #135058. ## Sequencer Scene This adds a new property called `sequencer_scene` to workspaces. This scene is used by the video sequence editors in the current workspace for their context. This is a first step towards "detaching" the VSE from the active scene in the window. Each sequencer timeline editor shows the sequencer scene that is being used. By default, when no sequencer scene is selected, the timeline and preview are empty. Pressing the "new" button will add a new scene and assign it to the sequencer scene for the current workspace. ## Contextual Playback Pressing `Space` (by default) for starting the animation playback is now contextual: depending on the context (where your mouse cursor is), the scene that is played back might be different. E.g. with a 3D Viewport and a Sequencer open, pressing "play" in the 3D Viewport will play the _active scene_ of the window, while pressing "play" in the sequencer will play the _sequencer scene_. ## Time & Scene Synchronization Additionally, this adds a toggle called "Sync Active Scene". With the property turned on, the active scene & scene time in the window will be synced with the time & scene of the current scene strip in the sequencer. Note that this is _not_ bi-directional. The sequencer can change the active scene and map time, but it's not possible the other way around since it one can have multiple strips using the same scene (+camera, and even time!). Currently this setting is exposed in the footer of the sequencer timeline as well as in the workspace settings. This allows for one of the core concepts that the story tools projects aims at: Working in a scene (e.g. in the 3D viewport) while also working with the edit (in the sequencer timeline). ## Some technical notes * Undoing while playback is running will now cancel playback. This is to avoid the timer, that points to the scene and viewlayer that are playing, to get de-synced after loading the memfile undo step. * When the sequencer scene is not the same as the active scene, we ensure it has a depsgraph. * Normally, when a `NC_SCENE` notifier points to a specific scene, the notifier is dropped if that scene doesn't match the active one in the window. We now also check that it doesn't match the sequencer scene in the active workspace. * When loading older files, we need to make sure that the active workspace in a window uses the active scene as the sequencer scene. This is to make sure that the file opens with the same sequences open. * Tool settings are stored per scene. To make sure the sequencer uses the tool settings for the sequencer scene, the "context.tool_settings" and `CTX_data_tool_settings` members are overridden in the sequence editors. Pull Request: https://projects.blender.org/blender/blender/pulls/140271
2025-08-25 11:58:17 +02:00
return st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'} and context.tool_settings
def draw(self, context):
tool_settings = context.tool_settings
sequencer_tool_settings = tool_settings.sequencer_tool_settings
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column(heading="Snap to", align=True)
col.prop(sequencer_tool_settings, "snap_to_frame_range")
2021-07-06 12:05:27 +10:00
col.prop(sequencer_tool_settings, "snap_to_current_frame")
col.prop(sequencer_tool_settings, "snap_to_hold_offset")
col.prop(sequencer_tool_settings, "snap_to_markers")
col.prop(sequencer_tool_settings, "snap_to_retiming_keys")
col = layout.column(heading="Ignore", align=True)
col.prop(sequencer_tool_settings, "snap_ignore_muted", text="Muted Strips")
2021-07-06 12:05:27 +10:00
col.prop(sequencer_tool_settings, "snap_ignore_sound", text="Sound Strips")
classes = (
SEQUENCER_MT_change,
SEQUENCER_HT_tool_header,
SEQUENCER_HT_header,
SEQUENCER_HT_playback_controls,
SEQUENCER_MT_editor_menus,
SEQUENCER_MT_range,
SEQUENCER_MT_view,
SEQUENCER_MT_preview_zoom,
SEQUENCER_MT_proxy,
SEQUENCER_MT_select_handle,
SEQUENCER_MT_select_channel,
SEQUENCER_MT_select,
SEQUENCER_MT_marker,
SEQUENCER_MT_navigation,
SEQUENCER_MT_add,
SEQUENCER_MT_add_scene,
SEQUENCER_MT_add_effect,
SEQUENCER_MT_add_transitions,
SEQUENCER_MT_add_empty,
SEQUENCER_MT_strip_effect,
SEQUENCER_MT_strip_effect_change,
SEQUENCER_MT_strip_movie,
SEQUENCER_MT_strip,
SEQUENCER_MT_strip_transform,
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
SEQUENCER_MT_strip_retiming,
SEQUENCER_MT_strip_text,
SEQUENCER_MT_strip_show_hide,
SEQUENCER_MT_strip_animation,
SEQUENCER_MT_strip_mirror,
SEQUENCER_MT_strip_input,
SEQUENCER_MT_strip_lock_mute,
SEQUENCER_MT_image,
SEQUENCER_MT_image_transform,
SEQUENCER_MT_image_clear,
SEQUENCER_MT_image_apply,
SEQUENCER_MT_color_tag_picker,
SEQUENCER_MT_context_menu,
SEQUENCER_MT_preview_context_menu,
SEQUENCER_MT_pivot_pie,
VSE: Improve retiming UI Currently retiming is quite awkward, when you need to retime multiple strips strips in sync. It is possible to use meta strips, but this is still not great. This is resolved by implementing selection. General changes: Gizmos are removed, since they are designed to operate only on active strip and don't support selection. Transform operator code is implemented for retiming data, which allows more sophisticated manipulation. Instead of drawing marker-like symbols, keyframes are drawn to represent retiming data. Retiming handles are now called keys. To have consistent names, DNA structures have been renamed. Retiming data is drawn on strip as overlay. UI changes: Retiming tool is removed. To edit retiming data, press Ctrl + R, select a key and move it. When retiming is edited, retiming menu and context menu shows more relevant features, like making transitions. Strip and retiming key selection can not be combined. It is possible to use box select operator to select keys, if any key is selected. Otherwise strips are selected. Adding retiming keys is possible with I shortcut or from menu. Retiming keys are always drawn at strip left and right boundary. These keys do not really exist until they are selected. This is to simplify retiming of strips that are resized. These keys are called "fake keys" in code. API changes: Functions, properties and types related to retiming handles are renamed to retiming keys: retiming_handle_add() -> retiming_key_add() retiming_handle_move() -> retiming_key_move() retiming_handle_remove() -> retiming_key_remove() retiming_handles -> retiming_keys RetimingHandle -> RetimingKey Retiming editing "mode" is activated by setting `Sequence.show_retiming_keys`. Pull Request: https://projects.blender.org/blender/blender/pulls/109044
2023-09-27 01:45:59 +02:00
SEQUENCER_MT_retiming,
UI: Introduce View pie in more editors #### Motivation The View pie menu is a convenient way to access operators such as `Frame Selected` and `Frame All` which are usually mapped to `PERIOD` or `HOME` keys on the right side of most keyboard, making it hard hard to reach with the left hand. The motivation for this patch comes from working with a 75% keyboard (no numpad). Most laptops face a similar problem. #### Implementation The View pie menu has been added to the following editors and sub-modes where applicable: * Node Editor * Video Sequencer * Dopesheet * Graph * NLA * Image * Clip * Outliner More options could definitely be added to this menu for convenience, as long as it maintains the common options in the same place (Frame Selected on the left, Frame All on the right). For positioning I went with the following layout: {F11791186, size=full} I've added `Zoom 1:1`to the Image Editor and the VSE Preview since there is no way to reset the zoom on keyboards without numpad (unless Emulate Numpad is turned on). The Outliner uses `Show Active` and `Show Hierarchy` which are the closest ones to the equivalent in other editors. Should `Show Active` be renamed to `Frame Selected`? The shortcut assigned is the same as the 3D Viewport (`ACCENT_GRAVE`). #### Screenshots Node Editor {F11778387, size=full} Dopesheet {F11778400, size=full} Graph {F11778403, size=full} Image Editor (Paint and View) {F11791113, size=full} Image Editor (Mask) {F11791114, size=full} UV Editor {F11791119, size=full} Clip Editor (Tracking) {F11791137, size=full} Clip Editor (Mask) {F11791140, size=full} Clip Editor (Graph) {F11791151, size=full} View operators are not yet implemented in Clip Editor Dopesheet mode (left a note about this in the menu poll). Reviewed By: #user_interface, campbellbarton Differential Revision: https://developer.blender.org/D13169
2021-11-10 02:17:24 +01:00
SEQUENCER_MT_view_pie,
SEQUENCER_MT_preview_view_pie,
SEQUENCER_PT_color_tag_picker,
SEQUENCER_PT_active_tool,
SEQUENCER_PT_strip,
SEQUENCER_PT_gizmo_display,
SEQUENCER_PT_overlay,
SEQUENCER_PT_preview_overlay,
SEQUENCER_PT_sequencer_overlay,
SEQUENCER_PT_sequencer_overlay_strips,
SEQUENCER_PT_sequencer_overlay_waveforms,
SEQUENCER_PT_effect,
SEQUENCER_PT_scene,
SEQUENCER_PT_scene_sound,
SEQUENCER_PT_mask,
SEQUENCER_PT_effect_text_style,
SEQUENCER_PT_effect_text_outline,
SEQUENCER_PT_effect_text_shadow,
SEQUENCER_PT_effect_text_box,
SEQUENCER_PT_effect_text_layout,
SEQUENCER_PT_movie_clip,
SEQUENCER_PT_adjust_comp,
SEQUENCER_PT_adjust_transform,
VSE: Media transform redesign This patch changes behavior of strip transform and crop feature. Purpose of this change is to allow display arbitrary portion of input image, simplify user interface and workflow. Offset and Crop values in old files are converted in versioning. Offset animation is also converted. Crop animation and animation of crop or offset enable properties is not taken into account Changes in behavior and interface: - If image is added to timeline it is scaled to fit inside preview area while maintaining aspect ratio. Image is centered. This is considered as a baseline for further transformation. - Scale and rotation was added, so it is possible to transform image at it's original resolution. - Crop will not affect image transformation (does not move image). - Values of Crop and Transform Position are in pixels, these values are corrected if preview is fraction of project resolution. - Transform and Mirror panel has been removed and new Transform panel and Crop panel is moved to Adjust panel. Mirror is now part of new Transform panel. Technical changes: - Preprocessing stage must work on duplicated image, because original is cached. Previously Crop and Offset could run at once and required only one duplication of image. This is not the case with new algorithms, so duplication on demand is implemented. Transformation can read original image and will output new image that is safe to modify. It should be possible to add crop step to transform algorithm, so that Crop won't require previous duplication though. - Use Crop and Use Translation checkboxes were removed. Individual values are compared to default values to check if image needs to be processed. In case of transform this will be done also if resolution of source. Reviewed By: sergey Differential Revision: https://developer.blender.org/D8393
2020-11-02 22:15:52 +01:00
SEQUENCER_PT_adjust_crop,
SEQUENCER_PT_adjust_video,
SEQUENCER_PT_adjust_color,
SEQUENCER_PT_adjust_sound,
SEQUENCER_PT_time,
SEQUENCER_PT_source,
SEQUENCER_PT_modifiers,
SEQUENCER_PT_cache_settings,
SEQUENCER_PT_cache_view_settings,
SEQUENCER_PT_proxy_settings,
SEQUENCER_PT_strip_proxy,
SEQUENCER_PT_custom_props,
SEQUENCER_PT_view,
SEQUENCER_PT_view_cursor,
SEQUENCER_PT_frame_overlay,
SEQUENCER_PT_view_safe_areas,
SEQUENCER_PT_view_safe_areas_center_cut,
SEQUENCER_PT_preview,
SEQUENCER_PT_annotation,
SEQUENCER_PT_annotation_onion,
SEQUENCER_PT_snapping,
SEQUENCER_PT_preview_snapping,
SEQUENCER_PT_sequencer_snapping,
Anim: Common Playhead snapping for all editors This patch adds snapping options for the playhead to all animation editors. The options can be modified through a new dropdown in the editor header. All editors will show all those options, and they are shared, so toggling the option in on editor will change it for all other editors too. Some options are not working/relevant in some editors for example Strips in the Dope Sheet. However for consistency the option is still shown. This is a separate menu from the transform snapping menu because you can toggle the snapping for transform and playhead separately. Putting it in the existing snapping transform menu would imply that it can be turned off with the magnet which is not the case. Playhead snapping is explicitly disabled for the drivers editor because there is no playhead to drag around. Snapping to Frame/Second intervals takes the scene start as a starting point. That means you can snap to the n-th second of the animation even though it might not start at frame 1. The preview range is NOT taken into account by design since the use case is working on a sub-section of the animation in which case the snap target should not change. Snapping is toggled by pressing CTRL as indicated by the status bar. Snapping to Frames/Seconds is absolute, meaning no matter how far away your cursor it will snap to the closest snap point. All others only snap to things if they are close to the cursor in pixel values. When mixing those two behaviors, it prefers relative snapping. If no point is close enough to snap relative, it will fall back to absolute snapping. Based on the prototype #135913 Part of #135794 Pull Request: https://projects.blender.org/blender/blender/pulls/137278
2025-05-22 10:17:19 +02:00
SEQUENCER_PT_playhead_snapping,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)