189 lines
7.0 KiB
Python
189 lines
7.0 KiB
Python
# ***** BEGIN GPL LICENSE BLOCK *****
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#
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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import bpy
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class GizmoSizeUp(bpy.types.Operator):
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"""Share keyframes between all the selected objects and bones"""
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bl_idname = "view3d.gizmo_size_up"
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bl_label = "Gizmo_Size_Up"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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context.preferences.view.gizmo_size += context.scene.animtoolbox.gizmo_size
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return {'PASS_THROUGH'}
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class GizmoSizeDown(bpy.types.Operator):
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"""Share keyframes between all the selected objects and bones"""
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bl_idname = "view3d.gizmo_size_down"
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bl_label = "Gizmo_Size_Down"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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context.preferences.view.gizmo_size -= context.scene.animtoolbox.gizmo_size
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return {'PASS_THROUGH'}
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########################################################################################################################
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def clear_isolate_pose_mode(scene):
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if not len(scene.animtoolbox.isolated):
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return
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for obj in scene.animtoolbox.isolated:
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if not obj.hidden:
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continue
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obj.hidden.hide_set(False)
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scene.animtoolbox.isolated.clear()
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scene.animtoolbox.active_obj = None
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def isolate_pose_mode(scene):
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context = bpy.context
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#return when going out of isolate pose or when active object is not in pose mode
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if not scene.animtoolbox.isolate_pose_mode or context.active_object.mode != 'POSE':
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clear_isolate_pose_mode(scene)
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return
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#handler continue only if the active object is None otherwise it collects all armature objects
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if scene.animtoolbox.active_obj is None:
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scene.animtoolbox.active_obj = context.active_object
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else:
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return
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isolated = scene.animtoolbox.isolated
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for obj in context.view_layer.objects:
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if obj.type != 'ARMATURE':
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continue
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if obj.hide_get():
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continue
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rig = isolated.add()
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if obj.mode == 'POSE':
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rig.selected = obj
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else:
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rig.hidden = obj
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obj.hide_set(True)
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class IsolatePoseMode(bpy.types.Operator):
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"""Isolates armatures during pose mode"""
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bl_idname = "anim.isolate_pose_mode"
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bl_label = "Isolate Pose Mode"
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bl_options = {'REGISTER', 'UNDO'}
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def execute(self, context):
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# If the modal is already running, then don't run it the second time
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scene = context.scene
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if scene.animtoolbox.isolate_pose_mode:
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if isolate_pose_mode in bpy.app.handlers.depsgraph_update_pre:
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clear_isolate_pose_mode(scene)
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bpy.app.handlers.depsgraph_update_pre.remove(isolate_pose_mode)
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scene.animtoolbox.isolate_pose_mode = False
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return {'FINISHED'}
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scene.animtoolbox.isolate_pose_mode = True
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isolate_pose_mode(scene)
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if isolate_pose_mode not in bpy.app.handlers.depsgraph_update_pre:
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bpy.app.handlers.depsgraph_update_pre.append(isolate_pose_mode)
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return {'FINISHED'}
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class SwitchBoneCollectionsVisibility(bpy.types.Operator):
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"""Turn all bone collections visible and then press again to switch back"""
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bl_idname = "anim.switch_collections_visibility"
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bl_label = "Bone Collections Visibility"
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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return bpy.app.version >= (4, 0, 0)
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def execute(self, context):
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obj = context.object
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if obj.type != 'ARMATURE':
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return {'CANCELLED'}
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if not obj.animation_data:
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self.report({'INFO'}, 'No animation is available')
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return {'CANCELLED'}
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if not obj.animation_data.action:
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self.report({'INFO'}, 'No animation is available')
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return {'CANCELLED'}
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collections = obj.data.collections
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if not len(collections):
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self.report({'INFO'}, 'No collections are available')
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return {'CANCELLED'}
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#check if there are collections that are marked with
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tagged_col = ['atb' in col.keys() for col in collections]
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atb_ui = context.scene.animtoolbox
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if any(tagged_col) and atb_ui.col_vis:
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#collections are already marked so return to previous collection visibilty
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for col in collections:
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if 'atb' in col.keys():
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col.is_visible = col['atb']
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del col['atb']
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atb_ui.col_vis = False
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else:
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#Mark visible collections and turn collections with animated bones on
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animated_bones = set()
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start = 'pose.bones["'
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end = '"]'
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#get all the animated bones from the fcurves
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for fcu in obj.animation_data.action.fcurves:
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start_index = fcu.data_path.find(start)
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end_index = fcu.data_path.find(end)
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#if it's not a posebone fcurve then skip
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if start_index == -1 or end_index == -1:
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continue
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animated_bones.add(fcu.data_path[start_index + len(start):end_index])
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#check if the collecetion that is turned off has animated bones
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find_anim = []
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for col in collections:
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for bone in col.bones:
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if bone.name in animated_bones and not col.is_visible:
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# print(bone.name, 'in ', col.name)
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find_anim.append(col)
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break
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if not find_anim:
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self.report({'INFO'}, 'No collections with animated bones and no visibility are found')
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return {'CANCELLED'}
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#Turn on collections without visiblity
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for col in collections:
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if col in find_anim:
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#tag visibility
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col['atb'] = col.is_visible
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col.is_visible = True
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atb_ui.col_vis = True
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return {'FINISHED'}
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classes = (GizmoSizeUp, GizmoSizeDown, IsolatePoseMode, SwitchBoneCollectionsVisibility)
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def register():
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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def unregister():
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from bpy.utils import unregister_class
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for cls in classes:
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unregister_class(cls) |