Files
blender-portable-repo/extensions/user_default/dynamiclinkmanager/ui/properties.py
T
Raincloud 692e200ffe work
save startup blend for animation tab & whatnot
2026-04-08 12:10:18 -06:00

119 lines
4.6 KiB
Python

# This program is free software; you can redistribute it and/or modify
# it under the terms of the GNU General Public License as published by
# the Free Software Foundation; either version 3 of the License, or
# (at your option) any later version.
import bpy
from bpy.types import PropertyGroup
from bpy.props import (
IntProperty,
StringProperty,
BoolProperty,
CollectionProperty,
PointerProperty,
EnumProperty,
)
class SearchPathItem(PropertyGroup):
path: StringProperty(
name="Search Path",
description="Path to search for missing linked libraries",
subtype="DIR_PATH",
)
class LinkedDatablockItem(PropertyGroup):
name: StringProperty(name="Name", description="Name of the linked datablock")
type: StringProperty(name="Type", description="Type of the linked datablock")
class LinkedLibraryItem(PropertyGroup):
filepath: StringProperty(name="File Path", description="Path to the linked .blend file")
name: StringProperty(name="Name", description="Name of the linked .blend file")
is_missing: BoolProperty(name="Missing", description="True if the linked file is not found")
is_indirect: BoolProperty(name="Is Indirect", description="True if this is an indirectly linked library")
is_expanded: BoolProperty(name="Expanded", default=True)
linked_datablocks: CollectionProperty(type=LinkedDatablockItem, name="Linked Datablocks")
class DynamicLinkManagerProperties(PropertyGroup):
linked_libraries: CollectionProperty(type=LinkedLibraryItem, name="Linked Libraries")
linked_libraries_index: IntProperty(name="Linked Libraries Index", default=0)
linked_assets_count: IntProperty(name="Linked Assets Count", default=0)
linked_libraries_section_expanded: BoolProperty(
name="Linked Libraries Analysis Expanded",
description="Show or hide the Linked Libraries Analysis section",
default=False,
)
selected_asset_path: StringProperty(name="Selected Asset Path", default="")
# Character migrator: rig family (future ARP-specific migration; Remove Original uses it for collection resolution)
migrator_rig_family: EnumProperty(
name="Rig family",
description="Rigify vs Auto-Rig Pro: affects Remove Original collection detection and future bone heuristics",
items=(
("RIGIFY", "Rigify", "Rigify rig naming and defaults"),
("ARP", "ARP", "Auto-Rig Pro rig naming and collection behavior"),
),
default="RIGIFY",
)
# Character migrator (manual mode)
migrator_mode: BoolProperty(
name="Automatic",
description="Automatic: discover pair by Name_Rigify / Name_Rigify.001. Manual: use fields below",
default=False,
)
original_character: PointerProperty(
name="Original Character",
description="Armature to migrate from",
type=bpy.types.Object,
poll=lambda self, obj: obj and obj.type == "ARMATURE",
)
replacement_character: PointerProperty(
name="Replacement Character",
description="Armature to migrate to",
type=bpy.types.Object,
poll=lambda self, obj: obj and obj.type == "ARMATURE",
)
# MigBBody: manual mesh pair when CC/iClone-style auto-detection fails
migbbody_manual_override: BoolProperty(
name="Manual body meshes",
description=(
"Enable to pick original and replacement body meshes manually. "
"Auto-enables if MigBBody cannot find a base mesh (non-CC rigs)."
),
default=False,
)
migbbody_orig_body: PointerProperty(
name="Original body",
description="Original character body mesh (shape key source)",
type=bpy.types.Object,
poll=lambda self, obj: obj and obj.type == "MESH",
)
migbbody_rep_body: PointerProperty(
name="Replacement body",
description="Replacement character body mesh (shape key target)",
type=bpy.types.Object,
poll=lambda self, obj: obj and obj.type == "MESH",
)
# Tweak tools (collapsible section)
tweak_tools_section_expanded: BoolProperty(
name="Tweak Tools Expanded",
description="Show or hide the Tweak Tools section",
default=False,
)
tweak_nla_track_name: StringProperty(
name="NLA Track (bake range)",
description="If set, bake uses this NLA track on the replacement armature for frame range; else scene range",
default="",
)
tweak_bake_post_clean: BoolProperty(
name="Post-clean after bake",
description="Run action clean keyframes and graph decimate (error 0.001) after baking",
default=False,
)