Armature custom display tool. #44456
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Reference: blender/blender-addons#44456
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This script makes the animation workflow a lot easier. I made this recently. It works pretty well for me. I think this type of a tool is essential in Blender by default. Please go through my demo video. It is very short in length.
https://youtu.be/rtpdNtdB-lY
Changed status to: 'Open'
Added subscriber: @ameenvengara
Added subscriber: @ideasman42
Hi, this seems generally useful. but have a request:
Instead of just hiding unselected armatures, this could hide armatures not connected to selected objects.
So if you have 3 characters selected, (for example), it would ensure their rigs are visible. (by checking the modifiers).
I think for inclusion in Blender it would be good to add support in the patch for this.
This could be extended to other control objects (Empty constraints, curve deformers, lattices etc... ) so you could hide any control objects for unselected data.
This comment was removed by @ameenvengara
I had already modified the code from active object to selected objects. Now if you have more than one character selected it will display their rigs
what the operator does is it checks the parent. If it is Armature type, it hide/show the parent. looking in modifieres panel for armature modifier is also a great idea. which one you prefer?
I have corrected the above code a little bit.
I have modified the code further. Now it will hide/display Armature, Lattice, hook, curve deformers also.
Rewrited the entire code.
It works fine for me.
Waiting for a reply.
Also, what is 'add support in the patch for this'? Didn't get that one. : (
@ameenvengara, Thanks for looking into the updates,
But this would better suit a differential, uploading a whole new script for every edit isn't great.
Some feedback...
bpy.data.objects
is not good, since this can manipulate objects in other scenes, this should use the current scenes objects.saveselection.insert(0, obj)
is slow, (has to move all elements in the array every time. why not append?), or why not simply dosaveselection = context.selected_objects
?@ideasman42
I am just a beginner in programming.
So there will be problems.
It works fine.
Hope further feedbacks. Of course, there will be problems
Is there anything I have to do now?
Added subscriber: @Blendify
Added subscriber: @Hjalti
Added subscriber: @BeornLeonard
Hi, thanks for the update.
Added @Hjalti, Would be interested in review from experienced user, maybe @BeornLeonard too? (possibly some improvements can be made too).
Looks like theres some slightly odd use of the API still, but need to go over in a bit more before including (its a bit tedious to go over a lot of detail in review. may be easier just to make edits before committing.)
Added subscriber: @Sergey
It's actually much better to submit code as a python file instead of inlining it into the comment.
As for the code, there're some quite inefficient thing going around
bpy.context.selected_objects
. It could be just:@ideasman42 can correct my code if it's still not totally efficient.
re:
bpy.context.selected_objects
Just do...
I have added some more functionality to the script. So that it will do the same thing in pose mode also.ie hiding /unhiding unselected bones. It really helped my animation workflow.
@Campbell Barton (campbellbarton)
I just added one more function in the above script. After assigning shortcut key 'E' in pose mode it will hide the unselected posebones when you press 'E'. When you have nothing selected it will display the hidden posebones again. So you can concentrate on the selected area. It will be useful for lip synching, secondary actions etc...
display-deform_controller_with_poseBoneController.py
Shortcut keys...
In 3D view > Object mode >
object.deform_display_operator ---- E
object.unhide_deform_objects ------ Alt E
In 3D view > Pose>
object.pose_bone_display_operator ----- E
This comment was removed by @ameenvengara
@ideasman42
When we import characters as linked groups the script will not work for them( The first two functions ). When I click on the imported mesh it is of type 'EMPTY'. no parent, no modifiers. How can I access the armature of a linked character?
Added subscriber: @BrendonMurphy
Changed status from 'Open' to: 'Archived'
no resolution here 18 months. closing as archived.