Refactored Selection Sets to have an interface similar to Bone Groups.

'Toggle' operator was converted into Select/Deselect, which adds and deletes from the selection, respectively.
Added Assign/Unassign to be able to edit a set.
Tweaked bl-info and properties descriptions and labels
Motionpath functions from the Gooseberry branch were removed
This commit is contained in:
Inês Almeida 2016-02-26 19:50:29 +00:00
parent d33b3e15ca
commit d7cd2f6dfe
2 changed files with 315 additions and 244 deletions

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# ***** 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 LICENCE BLOCK *****
bl_info = {
"name": "Bone Selection Groups",
"author": "Antony Riakiotakis",
"version": (1, 0, 2),
"blender": (2, 75, 0),
"location": "Properties > Object Buttons",
"description": "Operator and storage for restoration of bone selection state.",
"category": "Animation",
}
import bpy
from bpy.types import (
Operator,
Panel,
UIList,
)
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
EnumProperty,
CollectionProperty,
BoolVectorProperty,
FloatVectorProperty,
)
class POSE_PT_selection_sets(Panel):
bl_label = "Selection Sets"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.object.type == 'ARMATURE'
def draw(self, context):
layout = self.layout
armature = context.object
# Rig type list
row = layout.row()
row.template_list(
"POSE_UL_selection_set", "",
armature, "selection_sets",
armature, "active_selection_set")
col = row.column()
colsub = col.column(align=True)
colsub.operator("pose.selection_set_add", icon='ZOOMIN', text="")
colsub.operator("pose.selection_set_remove", icon='ZOOMOUT', text="")
layout.operator("pose.selection_set_toggle")
class POSE_UL_selection_set(UIList):
def draw_item(self, context, layout, data, set, icon, active_data, active_propname, index):
layout.prop(set, "name", text="", emboss=False)
class SelectionEntry(bpy.types.PropertyGroup):
name = StringProperty(name="Bone Name")
class SelectionSet(bpy.types.PropertyGroup):
name = StringProperty(name="Set Name")
bone_ids = CollectionProperty(type=SelectionEntry)
class PluginOperator(Operator):
@classmethod
def poll(self, context):
return (context.object and
context.object.type == 'ARMATURE' and
context.mode == 'POSE')
class POSE_OT_selection_set_add(PluginOperator):
bl_idname = "pose.selection_set_add"
bl_label = "Add Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
keep = False
armature = context.object
pose = armature.pose
selection_set = armature.selection_sets.add()
selection_set.name = "SelectionSet.%d" % len(armature.selection_sets)
armature.active_selection_set = len(armature.selection_sets) - 1
for bone in pose.bones:
if (bone.bone.select):
bone_id = selection_set.bone_ids.add()
bone_id.name = bone.name
keep = True
if (not keep):
armature.selection_sets.remove(armature.active_selection_set)
numsets = len(armature.selection_sets)
if (armature.active_selection_set > (numsets - 1) and numsets > 0):
armature.active_selection_set = len(armature.selection_sets) - 1
return {'CANCELLED'}
return {'FINISHED'}
class POSE_OT_selection_set_remove(PluginOperator):
bl_idname = "pose.selection_set_remove"
bl_label = "Delete Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
armature = context.object
armature.selection_sets.remove(armature.active_selection_set)
numsets = len(armature.selection_sets)
if (armature.active_selection_set > (numsets - 1) and numsets > 0):
armature.active_selection_set = len(armature.selection_sets) - 1
return {'FINISHED'}
class POSE_OT_selection_set_toggle(PluginOperator):
bl_idname = "pose.selection_set_toggle"
bl_label = "Toggle Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
armature = context.object
pose = armature.pose
selection_set = armature.selection_sets[armature.active_selection_set]
for bone in pose.bones:
bone.bone.select = False
for bone in selection_set.bone_ids:
pose.bones[bone.name].bone.select = True
return {'FINISHED'}
class MotionPathsCopyStartFrame(Operator):
bl_idname = "anim.motionpaths_copy_scene_startframe"
bl_label = "Copy Scene Start Frame"
bl_options = {'REGISTER', 'UNDO'}
armature_paths = BoolProperty()
@classmethod
def poll(cls, context):
return (context.object)
def execute(self, context):
avs = None
motionpath = None
ob = context.object
scene = context.scene
if (self.armature_paths):
avs = ob.pose.animation_visualization
else:
avs = ob.animation_visualization
preview = scene.use_preview_range
if (avs):
motionpath = avs.motion_path
if (motionpath):
if (preview):
motionpath.frame_start = scene.frame_preview_start
motionpath.frame_end = scene.frame_preview_end
else:
motionpath.frame_start = scene.frame_start
motionpath.frame_end = scene.frame_end
else:
return {'CANCELLED'}
return {'FINISHED'}
classes = (
POSE_PT_selection_sets,
POSE_UL_selection_set,
SelectionEntry,
SelectionSet,
POSE_OT_selection_set_add,
POSE_OT_selection_set_remove,
POSE_OT_selection_set_toggle,
MotionPathsCopyStartFrame
)
def copy_frames_armature(self, context):
layout = self.layout
layout.operator("anim.motionpaths_copy_scene_startframe").armature_paths = True
def copy_frames_object(self, context):
layout = self.layout
layout.operator("anim.motionpaths_copy_scene_startframe").armature_paths = False
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Object.selection_sets = CollectionProperty(type=SelectionSet)
bpy.types.Object.active_selection_set = IntProperty()
bpy.types.DATA_PT_motion_paths.append(copy_frames_armature)
bpy.types.OBJECT_PT_motion_paths.append(copy_frames_object)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
del bpy.types.Object.selection_sets
del bpy.types.Object.active_selection_set
if __name__ == "__main__":
register()

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bone_selection_sets.py Normal file
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# ***** 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 LICENCE BLOCK *****
bl_info = {
"name": "Bone Selection Sets",
"author": "Antony Riakiotakis, Inês Almeida",
"version": (2, 0, 0),
"blender": (2, 75, 0),
"location": "Properties > Object Data (Armature) > Selection Sets",
"description": "List of Bone sets for easy selection while animating",
"warning": "",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/"
"Scripts/Animation/SelectionSets",
"category": "Animation",
}
import bpy
from bpy.types import (
Operator,
Menu,
Panel,
UIList,
PropertyGroup,
)
from bpy.props import (
StringProperty,
BoolProperty,
IntProperty,
FloatProperty,
EnumProperty,
CollectionProperty,
BoolVectorProperty,
FloatVectorProperty,
)
# Data Structure ##############################################################
# Note: bones are stored by name, this means that if the bone is renamed,
# there can be problems. However, bone renaming is unlikely during animation
class SelectionEntry(PropertyGroup):
name = StringProperty(name="Bone Name")
class SelectionSet(PropertyGroup):
name = StringProperty(name="Set Name")
bone_ids = CollectionProperty(type=SelectionEntry)
# UI Panel w/ UIList ##########################################################
class POSE_MT_selection_sets_specials(Menu):
bl_label = "Selection Sets Specials"
def draw(self, context):
layout = self.layout
# TODO
#layout.operator("pose.selection_sets_sort", icon='SORTALPHA', text="Sort by Name").sort_type = 'NAME'
class POSE_PT_selection_sets(Panel):
bl_label = "Selection Sets"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return (context.armature
and context.object
and context.object.type == 'ARMATURE'
and context.object.pose
)
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.object
layout.enabled = (ob.proxy is None)
row = layout.row()
# UI list
rows = 4 #TODO if is being used, else 1
row.template_list(
"POSE_UL_selection_set", "",
arm, "selection_sets",
arm, "active_selection_set",
rows=rows
)
# add/remove/specials UI list Menu
col = row.column(align=True)
col.operator("pose.selection_set_add", icon='ZOOMIN', text="")
col.operator("pose.selection_set_remove", icon='ZOOMOUT', text="")
# TODO specials like sorting
#col.menu("POSE_MT_selection_sets_specials", icon='DOWNARROW_HLT', text="")
# TODO move up/down arrows
# buttons
row = layout.row()
sub = row.row(align=True)
sub.operator("pose.selection_set_assign", text="Assign")
sub.operator("pose.selection_set_unassign", text="Remove")
sub = row.row(align=True)
sub.operator("pose.selection_set_select", text="Select")
sub.operator("pose.selection_set_deselect", text="Deselect")
class POSE_UL_selection_set(UIList):
def draw_item(self, context, layout, data, set, icon, active_data, active_propname, index):
layout.prop(set, "name", text="", emboss=False)
# Operators ###################################################################
class PluginOperator(Operator):
@classmethod
def poll(self, context):
return (context.object and
context.object.type == 'ARMATURE' and
context.mode == 'POSE')
class NeedSelSetPluginOperator(PluginOperator):
@classmethod
def poll(self, context):
if super().poll(context):
arm = context.object
return (arm.active_selection_set < len(arm.selection_sets))
return False
class POSE_OT_selection_set_add(PluginOperator):
bl_idname = "pose.selection_set_add"
bl_label = "Create Selection Set"
bl_description = "Creates a new empty Selection Set"
bl_options = {'UNDO', 'REGISTER'}
created_counter = 0
def execute(self, context):
arm = context.object
selection_set = arm.selection_sets.add()
selection_set.name = "SelectionSet"
if POSE_OT_selection_set_add.created_counter > 0:
selection_set.name += ".{:03d}".format(POSE_OT_selection_set_add.created_counter)
POSE_OT_selection_set_add.created_counter += 1
arm.active_selection_set = len(arm.selection_sets) - 1
return {'FINISHED'}
class POSE_OT_selection_set_remove(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_remove"
bl_label = "Delete Selection Set"
bl_description = "Delete a Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
arm.selection_sets.remove(arm.active_selection_set)
numsets = len(arm.selection_sets)
if (arm.active_selection_set > (numsets - 1) and numsets > 0):
arm.active_selection_set = len(arm.selection_sets) - 1
return {'FINISHED'}
class POSE_OT_selection_set_assign(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_assign"
bl_label = "Add Bones to Selection Set"
bl_description = "Add selected bones to Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
pose = arm.pose
#if arm.active_selection_set <= 0:
# arm.selection_sets.add()
#TODO naming convention
# return {'FINISHED'}
selection_set = arm.selection_sets[arm.active_selection_set]
for bone in pose.bones:
if bone.bone.select:
bone_id = selection_set.bone_ids.add()
bone_id.name = bone.name
return {'FINISHED'}
class POSE_OT_selection_set_unassign(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_unassign"
bl_label = "Remove Bones from Selection Set"
bl_description = "Remove selected bones from Selection Set"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
pose = arm.pose
selection_set = arm.selection_sets[arm.active_selection_set]
for bone in pose.bones:
if bone.bone.select and bone.name in selection_set.bone_ids:
selection_set.bone_ids[bone.name].remove()
return {'FINISHED'}
class POSE_OT_selection_set_select(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_select"
bl_label = "Select Selection Set"
bl_description = "Add Selection Set bones to current selection"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
pose = arm.pose
selection_set = arm.selection_sets[arm.active_selection_set]
for bone in pose.bones:
if bone.name in selection_set.bone_ids:
bone.bone.select = True
return {'FINISHED'}
class POSE_OT_selection_set_deselect(NeedSelSetPluginOperator):
bl_idname = "pose.selection_set_deselect"
bl_label = "Deselect Selection Set"
bl_description = "Remove Selection Set bones from current selection"
bl_options = {'UNDO', 'REGISTER'}
def execute(self, context):
arm = context.object
pose = arm.pose
selection_set = arm.selection_sets[arm.active_selection_set]
for bone in pose.bones:
if bone.name in selection_set.bone_ids:
bone.bone.select = False
return {'FINISHED'}
# Registry ####################################################################
classes = (
POSE_MT_selection_sets_specials,
POSE_PT_selection_sets,
POSE_UL_selection_set,
SelectionEntry,
SelectionSet,
POSE_OT_selection_set_add,
POSE_OT_selection_set_remove,
POSE_OT_selection_set_assign,
POSE_OT_selection_set_unassign,
POSE_OT_selection_set_select,
POSE_OT_selection_set_deselect,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.Object.selection_sets = CollectionProperty(
type=SelectionSet,
name="Selection Sets",
description="List of groups of bones for easy selection"
)
bpy.types.Object.active_selection_set = IntProperty(
name="Active Selection Set",
description="Index of the currently active selection set",
default=0
)
bpy.types.DATA_PT_motion_paths.append(copy_frames_armature)
bpy.types.OBJECT_PT_motion_paths.append(copy_frames_object)
def unregister():
for cls in classes:
bpy.utils.unregister_class(cls)
del bpy.types.Object.selection_sets
del bpy.types.Object.active_selection_set
if __name__ == "__main__":
register()