expre-gen/blender/3.4/scripts/addons/animation_animall/__init__.py
2025-10-17 09:47:23 +08:00

674 lines
30 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
bl_info = {
"name": "AnimAll",
"author": "Daniel Salazar (ZanQdo), Damien Picard (pioverfour)",
"version": (0, 9, 6),
"blender": (3, 3, 0),
"location": "3D View > Toolbox > Animation tab > AnimAll",
"description": "Allows animation of mesh, lattice, curve and surface data",
"warning": "",
"doc_url": "{BLENDER_MANUAL_URL}/addons/animation/animall.html",
"category": "Animation",
}
import bpy
from bpy.types import (Operator, Panel, AddonPreferences)
from bpy.props import (BoolProperty, StringProperty)
from bpy.app.handlers import persistent
from bpy.app.translations import (pgettext_iface as iface_,
pgettext_data as data_)
from . import translations
# Property Definitions
class AnimallProperties(bpy.types.PropertyGroup):
key_selected: BoolProperty(
name="Key Selected Only",
description="Insert keyframes only on selected elements",
default=False)
# Generic attributes
key_point_location: BoolProperty(
name="Location",
description="Insert keyframes on point locations",
default=False)
key_shape_key: BoolProperty(
name="Shape Key",
description="Insert keyframes on active Shape Key layer",
default=False)
key_material_index: BoolProperty(
name="Material Index",
description="Insert keyframes on face material indices",
default=False)
# Mesh attributes
key_vertex_bevel: BoolProperty(
name="Vertex Bevel",
description="Insert keyframes on vertex bevel weight",
default=False)
# key_vertex_crease: BoolProperty(
# name="Vertex Crease",
# description="Insert keyframes on vertex crease weight",
# default=False)
key_vertex_group: BoolProperty(
name="Vertex Group",
description="Insert keyframes on active vertex group values",
default=False)
key_edge_bevel: BoolProperty(
name="Edge Bevel",
description="Insert keyframes on edge bevel weight",
default=False)
key_edge_crease: BoolProperty(
name="Edge Crease",
description="Insert keyframes on edge creases",
default=False)
key_attribute: BoolProperty(
name="Attribute",
description="Insert keyframes on active attribute values",
default=False)
key_uvs: BoolProperty(
name="UV Map",
description="Insert keyframes on active UV coordinates",
default=False)
# Curve and surface attributes
key_radius: BoolProperty(
name="Radius",
description="Insert keyframes on point radius (Shrink/Fatten)",
default=False)
key_tilt: BoolProperty(
name="Tilt",
description="Insert keyframes on point tilt",
default=False)
# Utility functions
def refresh_ui_keyframes():
try:
for area in bpy.context.screen.areas:
if area.type in ('TIMELINE', 'GRAPH_EDITOR', 'DOPESHEET_EDITOR'):
area.tag_redraw()
except:
pass
def insert_key(data, key, group=None):
try:
if group is not None:
data.keyframe_insert(key, group=group)
else:
data.keyframe_insert(key)
except:
pass
def delete_key(data, key):
try:
data.keyframe_delete(key)
except:
pass
def is_selected_vert_loop(data, loop_i):
"""Get selection status of vertex corresponding to a loop"""
vertex_index = data.loops[loop_i].vertex_index
return data.vertices[vertex_index].select
# GUI (Panel)
class VIEW3D_PT_animall(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Animate"
bl_label = ''
@classmethod
def poll(self, context):
return context.active_object and context.active_object.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'}
def draw_header(self, context):
layout = self.layout
row = layout.row()
row.label (text = 'AnimAll', icon = 'ARMATURE_DATA')
def draw(self, context):
obj = context.active_object
animall_properties = context.scene.animall_properties
layout = self.layout
layout.label(text='Key:')
layout.use_property_split = True
layout.use_property_decorate = False
if obj.type == 'LATTICE':
col = layout.column(heading="Points", align=True)
col.prop(animall_properties, "key_point_location")
col = layout.column(heading="Others", align=True)
col.prop(animall_properties, "key_shape_key")
elif obj.type == 'MESH':
col = layout.column(heading="Points", align=True)
col.prop(animall_properties, "key_point_location")
col.prop(animall_properties, "key_vertex_bevel", text="Bevel")
col.prop(animall_properties, "key_vertex_group")
col = layout.column(heading="Edges", align=True)
col.prop(animall_properties, "key_edge_bevel", text="Bevel")
col.prop(animall_properties, "key_edge_crease", text="Crease")
col = layout.column(heading="Faces", align=True)
col.prop(animall_properties, "key_material_index")
col = layout.column(heading="Others", align=True)
col.prop(animall_properties, "key_attribute")
col.prop(animall_properties, "key_uvs")
col.prop(animall_properties, "key_shape_key")
# Vertex group update operator
if (obj.data.animation_data is not None
and obj.data.animation_data.action is not None):
for fcurve in context.active_object.data.animation_data.action.fcurves:
if fcurve.data_path.startswith("vertex_colors"):
col = layout.column(align=True)
col.label(text="Object includes old-style vertex colors. Consider updating them.", icon="ERROR")
col.operator("anim.update_vertex_color_animation_animall", icon="FILE_REFRESH")
break
elif obj.type in {'CURVE', 'SURFACE'}:
col = layout.column(align=True)
col = layout.column(heading="Points", align=True)
col.prop(animall_properties, "key_point_location")
col.prop(animall_properties, "key_radius")
col.prop(animall_properties, "key_tilt")
col = layout.column(heading="Splines", align=True)
col.prop(animall_properties, "key_material_index")
col = layout.column(heading="Others", align=True)
col.prop(animall_properties, "key_shape_key")
if animall_properties.key_shape_key:
shape_key = obj.active_shape_key
shape_key_index = obj.active_shape_key_index
if shape_key_index > 0:
col = layout.column(align=True)
row = col.row(align=True)
row.prop(shape_key, "value", text=shape_key.name, icon="SHAPEKEY_DATA")
row.prop(obj, "show_only_shape_key", text="")
if shape_key.value < 1:
col.label(text=iface_('Maybe set "%s" to 1.0?') % shape_key.name, icon="INFO")
elif shape_key is not None:
col = layout.column(align=True)
col.label(text="Cannot key on Basis Shape", icon="ERROR")
else:
col = layout.column(align=True)
col.label(text="No active Shape Key", icon="ERROR")
if animall_properties.key_point_location:
col.label(text='"Location" and "Shape Key" are redundant?', icon="INFO")
layout.use_property_split = False
layout.separator()
row = layout.row()
row.prop(animall_properties, "key_selected")
row = layout.row(align=True)
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="CANCEL")
class ANIM_OT_insert_keyframe_animall(Operator):
bl_label = "Insert Key"
bl_idname = "anim.insert_keyframe_animall"
bl_description = "Insert a Keyframe"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
animall_properties = context.scene.animall_properties
if context.mode == 'OBJECT':
objects = context.selected_objects
else:
objects = context.objects_in_mode_unique_data[:]
mode = context.object.mode
# Separate loop for lattices, curves and surfaces, since keyframe insertion
# has to happen in Edit Mode, otherwise points move back upon mode switch...
# (except for curve shape keys)
for obj in [o for o in objects if o.type in {'CURVE', 'SURFACE', 'LATTICE'}]:
data = obj.data
if obj.type == 'LATTICE':
if animall_properties.key_shape_key:
if obj.active_shape_key_index > 0:
sk_name = obj.active_shape_key.name
for p_i, point in enumerate(obj.active_shape_key.data):
if not animall_properties.key_selected or data.points[p_i].select:
insert_key(point, 'co', group=data_("%s Point %s") % (sk_name, p_i))
if animall_properties.key_point_location:
for p_i, point in enumerate(data.points):
if not animall_properties.key_selected or point.select:
insert_key(point, 'co_deform', group=data_("Point %s") % p_i)
else:
if animall_properties.key_material_index:
for s_i, spline in enumerate(data.splines):
if (not animall_properties.key_selected
or any(point.select for point in spline.points)
or any(point.select_control_point for point in spline.bezier_points)):
insert_key(spline, 'material_index', group=data_("Spline %s") % s_i)
for s_i, spline in enumerate(data.splines):
if spline.type == 'BEZIER':
for v_i, CV in enumerate(spline.bezier_points):
if (not animall_properties.key_selected
or CV.select_control_point
or CV.select_left_handle
or CV.select_right_handle):
if animall_properties.key_point_location:
insert_key(CV, 'co', group=data_("Spline %s CV %s") % (s_i, v_i))
insert_key(CV, 'handle_left', group=data_("Spline %s CV %s") % (s_i, v_i))
insert_key(CV, 'handle_right', group=data_("Spline %s CV %s") % (s_i, v_i))
if animall_properties.key_radius:
insert_key(CV, 'radius', group=data_("Spline %s CV %s") % (s_i, v_i))
if animall_properties.key_tilt:
insert_key(CV, 'tilt', group=data_("Spline %s CV %s") % (s_i, v_i))
elif spline.type in ('POLY', 'NURBS'):
for v_i, CV in enumerate(spline.points):
if not animall_properties.key_selected or CV.select:
if animall_properties.key_point_location:
insert_key(CV, 'co', group=data_("Spline %s CV %s") % (s_i, v_i))
if animall_properties.key_radius:
insert_key(CV, 'radius', group=data_("Spline %s CV %s") % (s_i, v_i))
if animall_properties.key_tilt:
insert_key(CV, 'tilt', group=data_("Spline %s CV %s") % (s_i, v_i))
bpy.ops.object.mode_set(mode='OBJECT')
for obj in [o for o in objects if o.type in {'MESH', 'CURVE', 'SURFACE'}]:
data = obj.data
if obj.type == 'MESH':
if animall_properties.key_point_location:
for v_i, vert in enumerate(data.vertices):
if not animall_properties.key_selected or vert.select:
insert_key(vert, 'co', group=data_("Vertex %s") % v_i)
if animall_properties.key_vertex_bevel:
for v_i, vert in enumerate(data.vertices):
if not animall_properties.key_selected or vert.select:
insert_key(vert, 'bevel_weight', group=data_("Vertex %s") % v_i)
# if animall_properties.key_vertex_crease:
# for v_i, vert in enumerate(data.vertices):
# if not animall_properties.key_selected or vert.select:
# insert_key(vert, 'crease', group=data_("Vertex %s") % v_i)
if animall_properties.key_vertex_group:
for v_i, vert in enumerate(data.vertices):
if not animall_properties.key_selected or vert.select:
for group in vert.groups:
insert_key(group, 'weight', group=data_("Vertex %s") % v_i)
if animall_properties.key_edge_bevel:
for e_i, edge in enumerate(data.edges):
if not animall_properties.key_selected or edge.select:
insert_key(edge, 'bevel_weight', group=data_("Edge %s") % e_i)
if animall_properties.key_edge_crease:
for e_i, edge in enumerate(data.edges):
if not animall_properties.key_selected or edge.select:
insert_key(edge, 'crease', group=data_("Edge %s") % e_i)
if animall_properties.key_material_index:
for p_i, polygon in enumerate(data.polygons):
if not animall_properties.key_selected or polygon.select:
insert_key(polygon, 'material_index', group=data_("Face %s") % p_i)
if animall_properties.key_attribute:
if data.attributes.active is not None:
attribute = data.attributes.active
if attribute.data_type != 'STRING':
# Cannot animate string attributes?
if attribute.data_type in {'FLOAT', 'INT', 'BOOLEAN', 'INT8'}:
attribute_key = "value"
elif attribute.data_type in {'FLOAT_COLOR', 'BYTE_COLOR'}:
attribute_key = "color"
elif attribute.data_type in {'FLOAT_VECTOR', 'FLOAT2'}:
attribute_key = "vector"
if attribute.domain == 'POINT':
group = data_("Vertex %s")
elif attribute.domain == 'EDGE':
group = data_("Edge %s")
elif attribute.domain == 'FACE':
group = data_("Face %s")
elif attribute.domain == 'CORNER':
group = data_("Loop %s")
for e_i, _attribute_data in enumerate(attribute.data):
if (not animall_properties.key_selected
or attribute.domain == 'POINT' and data.vertices[e_i].select
or attribute.domain == 'EDGE' and data.edges[e_i].select
or attribute.domain == 'FACE' and data.polygons[e_i].select
or attribute.domain == 'CORNER' and is_selected_vert_loop(data, e_i)):
insert_key(data, f'attributes["{attribute.name}"].data[{e_i}].{attribute_key}',
group=group % e_i)
if animall_properties.key_uvs:
if data.uv_layers.active is not None:
for uv_i, uv in enumerate(data.uv_layers.active.data):
if not animall_properties.key_selected or uv.select:
insert_key(uv, 'uv', group=data_("UV layer %s") % uv_i)
if animall_properties.key_shape_key:
if obj.active_shape_key_index > 0:
sk_name = obj.active_shape_key.name
for v_i, vert in enumerate(obj.active_shape_key.data):
if not animall_properties.key_selected or data.vertices[v_i].select:
insert_key(vert, 'co', group=data_("%s Vertex %s") % (sk_name, v_i))
elif obj.type in {'CURVE', 'SURFACE'}:
# Shape key keys have to be inserted in object mode for curves...
if animall_properties.key_shape_key:
sk_name = obj.active_shape_key.name
global_spline_index = 0 # numbering for shape keys, which have flattened indices
for s_i, spline in enumerate(data.splines):
if spline.type == 'BEZIER':
for v_i, CV in enumerate(spline.bezier_points):
if (not animall_properties.key_selected
or CV.select_control_point
or CV.select_left_handle
or CV.select_right_handle):
if obj.active_shape_key_index > 0:
CV = obj.active_shape_key.data[global_spline_index]
insert_key(CV, 'co', group=data_("%s Spline %s CV %s") % (sk_name, s_i, v_i))
insert_key(CV, 'handle_left', group=data_("%s Spline %s CV %s") % (sk_name, s_i, v_i))
insert_key(CV, 'handle_right', group=data_("%s Spline %s CV %s") % (sk_name, s_i, v_i))
insert_key(CV, 'radius', group=data_("%s Spline %s CV %s") % (sk_name, s_i, v_i))
insert_key(CV, 'tilt', group=data_("%s Spline %s CV %s") % (sk_name, s_i, v_i))
global_spline_index += 1
elif spline.type in ('POLY', 'NURBS'):
for v_i, CV in enumerate(spline.points):
if not animall_properties.key_selected or CV.select:
if obj.active_shape_key_index > 0:
CV = obj.active_shape_key.data[global_spline_index]
insert_key(CV, 'co', group=data_("%s Spline %s CV %s") % (sk_name, s_i, v_i))
insert_key(CV, 'radius', group=data_("%s Spline %s CV %s") % (sk_name, s_i, v_i))
insert_key(CV, 'tilt', group=data_("%s Spline %s CV %s") % (sk_name, s_i, v_i))
global_spline_index += 1
bpy.ops.object.mode_set(mode=mode)
refresh_ui_keyframes()
return {'FINISHED'}
class ANIM_OT_delete_keyframe_animall(Operator):
bl_label = "Delete Key"
bl_idname = "anim.delete_keyframe_animall"
bl_description = "Delete a Keyframe"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
animall_properties = context.scene.animall_properties
if context.mode == 'OBJECT':
objects = context.selected_objects
else:
objects = context.objects_in_mode_unique_data[:]
mode = context.object.mode
for obj in objects:
data = obj.data
if obj.type == 'MESH':
if animall_properties.key_point_location:
for vert in data.vertices:
if not animall_properties.key_selected or vert.select:
delete_key(vert, 'co')
if animall_properties.key_vertex_bevel:
for vert in data.vertices:
if not animall_properties.key_selected or vert.select:
delete_key(vert, 'bevel_weight')
if animall_properties.key_vertex_group:
for vert in data.vertices:
if not animall_properties.key_selected or vert.select:
for group in vert.groups:
delete_key(group, 'weight')
# if animall_properties.key_vertex_crease:
# for vert in data.vertices:
# if not animall_properties.key_selected or vert.select:
# delete_key(vert, 'crease')
if animall_properties.key_edge_bevel:
for edge in data.edges:
if not animall_properties.key_selected or edge.select:
delete_key(edge, 'bevel_weight')
if animall_properties.key_edge_crease:
for edge in data.edges:
if not animall_properties.key_selected or vert.select:
delete_key(edge, 'crease')
if animall_properties.key_shape_key:
if obj.active_shape_key:
for v_i, vert in enumerate(obj.active_shape_key.data):
if not animall_properties.key_selected or data.vertices[v_i].select:
delete_key(vert, 'co')
if animall_properties.key_uvs:
if data.uv_layers.active is not None:
for uv in data.uv_layers.active.data:
if not animall_properties.key_selected or uv.select:
delete_key(uv, 'uv')
if animall_properties.key_attribute:
if data.attributes.active is not None:
attribute = data.attributes.active
if attribute.data_type != 'STRING':
# Cannot animate string attributes?
if attribute.data_type in {'FLOAT', 'INT', 'BOOLEAN', 'INT8'}:
attribute_key = "value"
elif attribute.data_type in {'FLOAT_COLOR', 'BYTE_COLOR'}:
attribute_key = "color"
elif attribute.data_type in {'FLOAT_VECTOR', 'FLOAT2'}:
attribute_key = "vector"
for e_i, _attribute_data in enumerate(attribute.data):
if (not animall_properties.key_selected
or attribute.domain == 'POINT' and data.vertices[e_i].select
or attribute.domain == 'EDGE' and data.edges[e_i].select
or attribute.domain == 'FACE' and data.polygons[e_i].select
or attribute.domain == 'CORNER' and is_selected_vert_loop(data, e_i)):
delete_key(data, f'attributes["{attribute.name}"].data[{e_i}].{attribute_key}')
elif obj.type == 'LATTICE':
if animall_properties.key_shape_key:
if obj.active_shape_key:
for point in obj.active_shape_key.data:
delete_key(point, 'co')
if animall_properties.key_point_location:
for point in data.points:
if not animall_properties.key_selected or point.select:
delete_key(point, 'co_deform')
elif obj.type in {'CURVE', 'SURFACE'}:
# Run this outside the splines loop (only once)
if animall_properties.key_shape_key:
if obj.active_shape_key_index > 0:
for CV in obj.active_shape_key.data:
delete_key(CV, 'co')
delete_key(CV, 'handle_left')
delete_key(CV, 'handle_right')
for spline in data.splines:
if spline.type == 'BEZIER':
for CV in spline.bezier_points:
if (not animall_properties.key_selected
or CV.select_control_point
or CV.select_left_handle
or CV.select_right_handle):
if animall_properties.key_point_location:
delete_key(CV, 'co')
delete_key(CV, 'handle_left')
delete_key(CV, 'handle_right')
if animall_properties.key_radius:
delete_key(CV, 'radius')
if animall_properties.key_tilt:
delete_key(CV, 'tilt')
elif spline.type in ('POLY', 'NURBS'):
for CV in spline.points:
if not animall_properties.key_selected or CV.select:
if animall_properties.key_point_location:
delete_key(CV, 'co')
if animall_properties.key_radius:
delete_key(CV, 'radius')
if animall_properties.key_tilt:
delete_key(CV, 'tilt')
refresh_ui_keyframes()
return {'FINISHED'}
class ANIM_OT_clear_animation_animall(Operator):
bl_label = "Clear Animation"
bl_idname = "anim.clear_animation_animall"
bl_description = ("Delete all keyframes for this object\n"
"If in a specific case it doesn't work\n"
"try to delete the keys manually")
bl_options = {'REGISTER', 'UNDO'}
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_confirm(self, event)
def execute(self, context):
if context.mode == 'OBJECT':
objects = context.selected_objects
else:
objects = context.objects_in_mode_unique_data
for obj in objects:
try:
data = obj.data
data.animation_data_clear()
except:
self.report({'WARNING'}, "Clear Animation could not be performed")
return {'CANCELLED'}
refresh_ui_keyframes()
return {'FINISHED'}
class ANIM_OT_update_vertex_color_animation_animall(Operator):
bl_label = "Update Vertex Color Animation"
bl_idname = "anim.update_vertex_color_animation_animall"
bl_description = "Update old vertex color channel formats from pre-3.3 versions"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(self, context):
if (context.active_object is None
or context.active_object.type != 'MESH'
or context.active_object.data.animation_data is None
or context.active_object.data.animation_data.action is None):
return False
for fcurve in context.active_object.data.animation_data.action.fcurves:
if fcurve.data_path.startswith("vertex_colors"):
return True
def execute(self, context):
for fcurve in context.active_object.data.animation_data.action.fcurves:
if fcurve.data_path.startswith("vertex_colors"):
fcurve.data_path = fcurve.data_path.replace("vertex_colors", "attributes")
return {'FINISHED'}
# Add-ons Preferences Update Panel
# Define Panel classes for updating
panels = [
VIEW3D_PT_animall
]
def update_panel(self, context):
message = "AnimAll: Updating Panel locations has failed"
try:
for panel in panels:
if "bl_rna" in panel.__dict__:
bpy.utils.unregister_class(panel)
for panel in panels:
panel.bl_category = context.preferences.addons[__name__].preferences.category
bpy.utils.register_class(panel)
except Exception as e:
print("\n[{}]\n{}\n\nError:\n{}".format(__name__, message, e))
pass
class AnimallAddonPreferences(AddonPreferences):
# this must match the addon name, use '__package__'
# when defining this in a submodule of a python package.
bl_idname = __name__
category: StringProperty(
name="Tab Category",
description="Choose a name for the category of the panel",
default="Animate",
update=update_panel
)
def draw(self, context):
layout = self.layout
row = layout.row()
col = row.column()
col.label(text="Tab Category:")
col.prop(self, "category", text="")
register_classes, unregister_classes = bpy.utils.register_classes_factory(
(AnimallProperties, VIEW3D_PT_animall, ANIM_OT_insert_keyframe_animall,
ANIM_OT_delete_keyframe_animall, ANIM_OT_clear_animation_animall,
ANIM_OT_update_vertex_color_animation_animall, AnimallAddonPreferences))
def register():
register_classes()
bpy.types.Scene.animall_properties = bpy.props.PointerProperty(type=AnimallProperties)
update_panel(None, bpy.context)
bpy.app.translations.register(__name__, translations.translations_dict)
def unregister():
bpy.app.translations.unregister(__name__)
del bpy.types.Scene.animall_properties
unregister_classes()
if __name__ == "__main__":
register()