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Campbell Barton authoredCampbell Barton authored
animation_animall.py 9.20 KiB
# ##### 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>',
'version': (0, 4),
'blender': (2, 5, 5),
'api': 34513,
'location': 'Select a Mesh: Tool Shelf > AnimAll panel',
'description': 'Allows animation of mesh and lattice data (Shape Keys, VCols, VGroups, UVs)',
'warning': '',
'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.5/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
-------------------------------------------------------------------------'''
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)
#
# GUI (Panel)
#
class VIEW3D_PT_animall(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
bl_label = 'AnimAll'
# show this add-on only in the Camera-Data-Panel
@classmethod
def poll(self, context):
if context.active_object:
return context.active_object.type == 'MESH'\
or context.active_object.type == 'LATTICE'
# draw the gui
def draw(self, context):
Obj = context.active_object
layout = self.layout
col = layout.column(align=True)
#col.label(text="Keyframing:")
row = col.row()
row.prop(context.window_manager, "key_shape")
if context.active_object.type == 'MESH':
row.prop(context.window_manager, "key_uvs")
row = col.row()
row.prop(context.window_manager, "key_vcols")
row.prop(context.window_manager, "key_vgroups")
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')
if 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:
for UVLayer in Data.uv_textures:
if UVLayer.active: # only insert in active UV layer
for Data in UVLayer.data:
Data.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:
Data.keyframe_insert('color1')
Data.keyframe_insert('color2')
Data.keyframe_insert('color3')
Data.keyframe_insert('color4')
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')
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')
if context.window_manager.key_uvs:
for UVLayer in Data.uv_textures:
if UVLayer.active: # only delete in active UV layer
for Data in UVLayer.data:
Data.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:
Data.keyframe_delete('color1')
Data.keyframe_delete('color2')
Data.keyframe_delete('color3')
Data.keyframe_delete('color4')
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')
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():
bpy.utils.register_module(__name__)
pass
def unregister():
bpy.utils.unregister_module(__name__)
pass
if __name__ == "__main__":
register()