Skip to content
Snippets Groups Projects
animation_animall.py 12.3 KiB
Newer Older
  • Learn to ignore specific revisions
  • # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  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 2
    #  of the License, or (at your option) any later version.
    #
    #  This program is distributed in the hope that it will be useful,
    #  but WITHOUT ANY WARRANTY; without even the implied warranty of
    #  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
    #  GNU General Public License for more details.
    #
    #  You should have received a copy of the GNU General Public License
    #  along with this program; if not, write to the Free Software Foundation,
    #  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
    #
    # ##### END GPL LICENSE BLOCK #####
    
    bl_info = {
        'name': 'AnimAll',
        'author': 'Daniel Salazar <zanqdo@gmail.com>',
    
    Daniel Salazar's avatar
    Daniel Salazar committed
        'version': (0, 5),
        "blender": (2, 6, 3),
        'location': 'Select a Mesh/Lattice/Curve: Tool Shelf > AnimAll panel',
        'description': 'Allows animation of mesh, lattice and curve data (Shape Keys, VCols, VGroups, UVs, Points, Radius, Tilt)',
    
        'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll',
    
        'tracker_url': 'http://projects.blender.org/tracker/index.php?'\
            'func=detail&aid=24874',
        'category': 'Animation'}
    
    
    """-------------------------------------------------------------------------
    
    Thanks to Campbell Barton and Joshua Leung for hes API additions and fixes
    Daniel 'ZanQdo' Salazar
    
    Rev 0.1 initial release (animate Mesh points)
    Rev 0.2 added support for animating UVs, VCols, VGroups
    Rev 0.3 added support for animating Lattice points
    Rev 0.4 added support for ShapeKey layer animation, removed support
    for direct point animation since this new aproach is much stronger
    and inline with the animation system
    
    Daniel Salazar's avatar
    Daniel Salazar committed
    Rev 0.5 merged curve animation features from rotobezier and ported to new bmesh API
    
    -------------------------------------------------------------------------"""
    
    
    import bpy
    from bpy.props import *
    
    
    #
    # Property Definitions
    #
    bpy.types.WindowManager.key_shape = BoolProperty(
        name="Shape",
        description="Insert keyframes on active Shape Key layer",
        default=True)
    
    bpy.types.WindowManager.key_uvs = BoolProperty(
        name="UVs",
        description="Insert keyframes on active UV coordinates",
        default=False)
    
    bpy.types.WindowManager.key_vcols = BoolProperty(
        name="VCols",
        description="Insert keyframes on active Vertex Color values",
        default=False)
    
    bpy.types.WindowManager.key_vgroups = BoolProperty(
        name="VGroups",
        description="Insert keyframes on active Vertex Group values",
        default=False)
    
    
    Daniel Salazar's avatar
    Daniel Salazar committed
    bpy.types.WindowManager.key_points = BoolProperty(
        name="Points",
        description="Insert keyframes on point locations",
        default=True)
    
    bpy.types.WindowManager.key_radius = BoolProperty(
        name="Radius",
        description="Insert keyframes on point radius (Shrink/Fatten)",
        default=False)
    
    bpy.types.WindowManager.key_tilt = BoolProperty(
        name="Tilt",
        description="Insert keyframes on point tilt",
        default=False)
    
    
    #
    # GUI (Panel)
    #
    class VIEW3D_PT_animall(bpy.types.Panel):
    
        bl_space_type = 'VIEW_3D'
        bl_region_type = 'TOOLS'
        bl_label = 'AnimAll'
    
    Brendon Murphy's avatar
    Brendon Murphy committed
        bl_options = {'DEFAULT_CLOSED'}
    
        # show this addon only in the Camera-Data-Panel
    
        @classmethod
        def poll(self, context):
            if context.active_object:
                return context.active_object.type  == 'MESH'\
    
    Daniel Salazar's avatar
    Daniel Salazar committed
    				or context.active_object.type  == 'LATTICE'\
                    or context.active_object.type  == 'CURVE'
    
            layout = self.layout
            col = layout.column(align=True)
            row = col.row()
    
    Daniel Salazar's avatar
    Daniel Salazar committed
            
            if Obj.type == 'LATTICE':
                row.prop(context.window_manager, "key_shape")
                
            elif Obj.type == 'MESH':
                row.prop(context.window_manager, "key_shape")
    
                row.prop(context.window_manager, "key_uvs")
                row = col.row()
                row.prop(context.window_manager, "key_vcols")
                row.prop(context.window_manager, "key_vgroups")
    
    Daniel Salazar's avatar
    Daniel Salazar committed
                
            elif Obj.type == 'CURVE':
                row.prop(context.window_manager, "key_points")
                row.prop(context.window_manager, "key_radius")
                row = col.row()
                row.prop(context.window_manager, "key_tilt")
    
            
            row = col.row()
            row.operator('anim.insert_keyframe_animall', icon='KEY_HLT')
            row.operator('anim.delete_keyframe_animall', icon='KEY_DEHLT')
            row = layout.row()
            row.operator('anim.clear_animation_animall', icon='X')
    
    Daniel Salazar's avatar
    Daniel Salazar committed
            if Obj.type != 'CURVE' and context.window_manager.key_shape:
    
                
                ShapeKey = Obj.active_shape_key
                
                split = layout.split()
                row = split.row()
                
                if ShapeKey:
                    row.label(ShapeKey.name, icon='SHAPEKEY_DATA')
                    row.prop(ShapeKey, "value", text="")
                    row.prop(Obj, "show_only_shape_key", text="")
                else:
                    row.label('No active ShapeKey', icon='INFO')
    
    
    
    class ANIM_OT_insert_keyframe_animall(bpy.types.Operator):
        bl_label = 'Insert'
        bl_idname = 'anim.insert_keyframe_animall'
        bl_description = 'Insert a Keyframe'
        bl_options = {'REGISTER', 'UNDO'}
        
        
        # on mouse up:
        def invoke(self, context, event):
            
            self.execute(context)
            
            return {'FINISHED'}
    
    
        def execute(op, context):
            
            Obj = context.active_object
            
            if Obj.type == 'MESH':
                Mode = False
                if context.mode == 'EDIT_MESH':
                    Mode = not Mode
                    bpy.ops.object.editmode_toggle()
                
                Data = Obj.data
                
                if context.window_manager.key_shape:
    
                    if Obj.active_shape_key:
                        for Point in Obj.active_shape_key.data:
                            Point.keyframe_insert('co')
    
                
                if context.window_manager.key_vgroups:
                    for Vert in Data.vertices:
                        for Group in Vert.groups:
                            Group.keyframe_insert('weight')
                        
                if context.window_manager.key_uvs:
    
    Daniel Salazar's avatar
    Daniel Salazar committed
                    for UV in Data.uv_layers.active.data:
                        UV.keyframe_insert('uv')
    
    
                if context.window_manager.key_vcols:
                    for VColLayer in Data.vertex_colors:
                        if VColLayer.active: # only insert in active VCol layer
                            for Data in VColLayer.data:
    
    Daniel Salazar's avatar
    Daniel Salazar committed
                                Data.keyframe_insert('color')
    
                
                if Mode:
                    bpy.ops.object.editmode_toggle()
            
            if Obj.type == 'LATTICE':
                if context.window_manager.key_shape:
    
                    if Obj.active_shape_key:
                        for Point in Obj.active_shape_key.data:
                            Point.keyframe_insert('co')
    
    Daniel Salazar's avatar
    Daniel Salazar committed
            
            if Obj.type == 'CURVE':
                Mode = False
                if context.mode != 'OBJECT':
                    Mode = not Mode
                    bpy.ops.object.editmode_toggle()
                
                Data = Obj.data
                
                for Spline in Data.splines:
                    if Spline.type == 'BEZIER':
                        for CV in Spline.bezier_points:
                            if context.window_manager.key_points:
                                CV.keyframe_insert('co')
                                CV.keyframe_insert('handle_left')
                                CV.keyframe_insert('handle_right')
                            if context.window_manager.key_radius:
                                CV.keyframe_insert('radius')
                            if context.window_manager.key_tilt:
                                CV.keyframe_insert('tilt')
                            
                    elif Spline.type == 'NURBS':
                        for CV in Spline.points:
                            if context.window_manager.key_points:
                                CV.keyframe_insert('co')
                            if context.window_manager.key_radius:
                                CV.keyframe_insert('radius')
                            if context.window_manager.key_tilt:
                                CV.keyframe_insert('tilt')
                    
                if Mode:
                    bpy.ops.object.editmode_toggle()
    
    
    
            return {'FINISHED'}
    
    
    class ANIM_OT_delete_keyframe_animall(bpy.types.Operator):
        bl_label = 'Delete'
        bl_idname = 'anim.delete_keyframe_animall'
        bl_description = 'Delete a Keyframe'
        bl_options = {'REGISTER', 'UNDO'}
        
        
        # on mouse up:
        def invoke(self, context, event):
    
            self.execute(context)
    
            return {'FINISHED'}
    
    
        def execute(op, context):
            
            Obj = context.active_object
            
            if Obj.type == 'MESH':
                Mode = False
                if context.mode == 'EDIT_MESH':
                    Mode = not Mode
                    bpy.ops.object.editmode_toggle()
                
                Data = Obj.data
                
                if context.window_manager.key_shape:
    
                    if Obj.active_shape_key:
                        for Point in Obj.active_shape_key.data:
                            Point.keyframe_delete('co')
    
                
                if context.window_manager.key_vgroups:
                    for Vert in Data.vertices:
                        for Group in Vert.groups:
                            Group.keyframe_delete('weight')
    
    Daniel Salazar's avatar
    Daniel Salazar committed
                
    
                if context.window_manager.key_uvs:
    
    Daniel Salazar's avatar
    Daniel Salazar committed
                    for UV in Data.uv_layers.active.data:
                        UV.keyframe_delete('uv')
                
    
                if context.window_manager.key_vcols:
                    for VColLayer in Data.vertex_colors:
                        if VColLayer.active: # only delete in active VCol layer
                            for Data in VColLayer.data:
    
    Daniel Salazar's avatar
    Daniel Salazar committed
                                Data.keyframe_delete('color')
    
                
                
                if Mode:
                    bpy.ops.object.editmode_toggle()
    
            if Obj.type == 'LATTICE':
                if context.window_manager.key_shape:
    
                    if Obj.active_shape_key:
                        for Point in Obj.active_shape_key.data:
                            Point.keyframe_delete('co')
    
    Daniel Salazar's avatar
    Daniel Salazar committed
            
            if Obj.type == 'CURVE':
                Mode = False
                if context.mode != 'OBJECT':
                    Mode = not Mode
                    bpy.ops.object.editmode_toggle()
                
                Data = Obj.data
                
                for Spline in Data.splines:
                    if Spline.type == 'BEZIER':
                        for CV in Spline.bezier_points:
                            if context.window_manager.key_points:
                                CV.keyframe_delete('co')
                                CV.keyframe_delete('handle_left')
                                CV.keyframe_delete('handle_right')
                            if context.window_manager.key_radius:
                                CV.keyframe_delete('radius')
                            if context.window_manager.key_tilt:
                                CV.keyframe_delete('tilt')
                            
                    elif Spline.type == 'NURBS':
                        for CV in Spline.points:
                            if context.window_manager.key_points:
                                CV.keyframe_delete('co')
                            if context.window_manager.key_radius:
                                CV.keyframe_delete('radius')
                            if context.window_manager.key_tilt:
                                CV.keyframe_delete('tilt')
                    
                if Mode:
                    bpy.ops.object.editmode_toggle()
    
    
    
            return {'FINISHED'}
    
    
    class ANIM_OT_clear_animation_animall(bpy.types.Operator):
        bl_label = 'Clear Animation'
        bl_idname = 'anim.clear_animation_animall'
        bl_description = 'Clear all animation'
        bl_options = {'REGISTER', 'UNDO'}
    
        # on mouse up:
        def invoke(self, context, event):
            
            wm = context.window_manager
            return wm.invoke_confirm(self, event)
        
        
        def execute(op, context):
            
            Data = context.active_object.data
            Data.animation_data_clear()
            
            return {'FINISHED'}
    
    
    def register():