animation_animall.py 16.19 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.
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# ##### END GPL LICENSE BLOCK #####
bl_info = {
'name': 'AnimAll',
'author': 'Daniel Salazar <zanqdo@gmail.com>',
'version': (0, 7),
"blender": (2, 69, 7),
'location': 'Tool bar > Animation tab > AnimAll',
'description': 'Allows animation of mesh, lattice, curve and surface data',
'warning': '',
'wiki_url': 'http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Animation/AnimAll',
'tracker_url': 'https://developer.blender.org/T24874',
'category': 'Animation'}
"""-------------------------------------------------------------------------
Thanks to Campbell Barton and Joshua Leung for hes API additions and fixes
Daniel 'ZanQdo' Salazar
-------------------------------------------------------------------------"""
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=False)
bpy.types.WindowManager.key_uvs = BoolProperty(
name="UVs",
description="Insert keyframes on active UV coordinates",
default=False)
bpy.types.WindowManager.key_bevel = BoolProperty(
name="Bevel",
description="Insert keyframes on edge bevel weight",
default=False)
bpy.types.WindowManager.key_crease = BoolProperty(
name="Crease",
description="Insert keyframes on edge creases",
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)
bpy.types.WindowManager.key_points = BoolProperty(
name="Points",
description="Insert keyframes on point locations",
default=False)
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_category = "Animation"
bl_label = 'AnimAll'
#bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(self, context):
if context.active_object and context.active_object.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'}:
return context.active_object.type
# draw the gui
def draw(self, context):
Obj = context.active_object
layout = self.layout
col = layout.column(align=True)
row = col.row()
if Obj.type == 'LATTICE':
row.prop(context.window_manager, "key_points")
row.prop(context.window_manager, "key_shape")
elif Obj.type == 'MESH':
row.prop(context.window_manager, "key_points")
row.prop(context.window_manager, "key_shape")
row = col.row()
row.prop(context.window_manager, "key_bevel")
row.prop(context.window_manager, "key_crease")
row = col.row()
row.prop(context.window_manager, "key_vcols")
row.prop(context.window_manager, "key_vgroups")
row = col.row()
row.prop(context.window_manager, "key_uvs")
elif Obj.type == 'CURVE':
row.prop(context.window_manager, "key_points")
row.prop(context.window_manager, "key_shape")
row = col.row()
row.prop(context.window_manager, "key_radius")
row.prop(context.window_manager, "key_tilt")
elif Obj.type == 'SURFACE':
row.prop(context.window_manager, "key_points")
row.prop(context.window_manager, "key_shape")
row = col.row()
row.prop(context.window_manager, "key_radius")
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')
if context.window_manager.key_shape:
ShapeKey = Obj.active_shape_key
ShapeKeyIndex = Obj.active_shape_key_index
split = layout.split()
row = split.row()
if ShapeKeyIndex > 0:
row.label(ShapeKey.name, icon='SHAPEKEY_DATA')
row.prop(ShapeKey, "value", text="")
row.prop(Obj, "show_only_shape_key", text="")
if ShapeKey.value < 1:
row = layout.row()
row.label('Maybe set "%s" to 1.0?' % ShapeKey.name, icon='INFO')
elif ShapeKey:
row.label('Can not key on Basis Shape', icon='ERROR')
else:
row.label('No active Shape Key', icon='ERROR')
if context.window_manager.key_points and context.window_manager.key_shape:
row = layout.row()
row.label('"Points" and "Shape" are redundant?', 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_index > 0:
for Vert in Obj.active_shape_key.data:
Vert.keyframe_insert('co')
if context.window_manager.key_points:
for Vert in Data.vertices:
Vert.keyframe_insert('co')
if context.window_manager.key_bevel:
for Edge in Data.edges:
Edge.keyframe_insert('bevel_weight')
if context.window_manager.key_crease:
for Edge in Data.edges:
Edge.keyframe_insert('crease')
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 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:
Data.keyframe_insert('color')
if Mode:
bpy.ops.object.editmode_toggle()
if Obj.type == 'LATTICE':
Mode = False
if context.mode != 'OBJECT':
Mode = not Mode
bpy.ops.object.editmode_toggle()
Data = Obj.data
if context.window_manager.key_shape:
if Obj.active_shape_key_index > 0:
for Point in Obj.active_shape_key.data:
Point.keyframe_insert('co')
if context.window_manager.key_points:
for Point in Data.points:
Point.keyframe_insert('co_deform')
if Mode:
bpy.ops.object.editmode_toggle()
if Obj.type in {'CURVE', 'SURFACE'}:
Mode = False
if context.mode != 'OBJECT':
Mode = not Mode
bpy.ops.object.editmode_toggle()
Data = Obj.data
# run this outside the splines loop (only once)
if context.window_manager.key_shape:
if Obj.active_shape_key_index > 0:
for CV in Obj.active_shape_key.data:
CV.keyframe_insert('co')
try: # in case spline has no handles
CV.keyframe_insert('handle_left')
CV.keyframe_insert('handle_right')
except: pass
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 Vert in Obj.active_shape_key.data:
Vert.keyframe_delete('co')
if context.window_manager.key_points:
for Vert in Data.vertices:
Vert.keyframe_delete('co')
if context.window_manager.key_bevel:
for Edge in Data.edges:
Edge.keyframe_delete('bevel_weight')
if context.window_manager.key_crease:
for Edge in Data.edges:
Edge.keyframe_delete('crease')
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 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:
Data.keyframe_delete('color')
if Mode:
bpy.ops.object.editmode_toggle()
if Obj.type == 'LATTICE':
Mode = False
if context.mode != 'OBJECT':
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_points:
for Point in Data.points:
Point.keyframe_delete('co_deform')
if Mode:
bpy.ops.object.editmode_toggle()
if Obj.type in {'CURVE', 'SURFACE'}:
Mode = False
if context.mode != 'OBJECT':
Mode = not Mode
bpy.ops.object.editmode_toggle()
Data = Obj.data
# run this outside the splines loop (only once)
if context.window_manager.key_shape:
if Obj.active_shape_key_index > 0:
for CV in Obj.active_shape_key.data:
CV.keyframe_delete('co')
try: # in case spline has no handles
CV.keyframe_delete('handle_left')
CV.keyframe_delete('handle_right')
except: pass
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 = 'Delete all keyframes for this object'
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()