The logic used for determining whether certain keyframing settings (i.e. visual, only needed, xyz -> rgb) got applied was wonky. The original intention here was that the Keying Set settings would override the global settings, and the path settings would override what was used for the Keying Set. However, that was not happening in all cases previously, as it was only possible to add flags and not to turn them off. This commit fixes that by introducing separate toggles to control whether the Keying Set/Path's settings override the settings inherited from its parent (i.e. the Keying Set for the Path, and the User Prefs for the Keying Set). The icons used for these toggles could get revised a bit (we need something which communicates "override this"; the current one is the closest I could find) WARNING: If you have old keying sets, this may cause some breakage!
411 lines
13 KiB
Python
411 lines
13 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, UIList
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from rna_prop_ui import PropertyPanel
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from bl_ui.properties_physics_common import (
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point_cache_ui,
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effector_weights_ui,
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)
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class SCENE_UL_keying_set_paths(UIList):
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def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
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# assert(isinstance(item, bpy.types.KeyingSetPath)
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kspath = item
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icon = layout.enum_item_icon(kspath, "id_type", kspath.id_type)
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if self.layout_type in {'DEFAULT', 'COMPACT'}:
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# Do not make this one editable in uiList for now...
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layout.label(text=kspath.data_path, translate=False, icon_value=icon)
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elif self.layout_type in {'GRID'}:
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layout.alignment = 'CENTER'
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layout.label(text="", icon_value=icon)
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class SceneButtonsPanel():
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "scene"
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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return context.scene and (rd.engine in cls.COMPAT_ENGINES)
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class SCENE_PT_scene(SceneButtonsPanel, Panel):
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bl_label = "Scene"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.prop(scene, "camera")
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layout.prop(scene, "background_set", text="Background")
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if context.scene.render.engine != 'BLENDER_GAME':
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layout.prop(scene, "active_clip", text="Active Clip")
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class SCENE_PT_unit(SceneButtonsPanel, Panel):
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bl_label = "Units"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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unit = context.scene.unit_settings
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col = layout.column()
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col.row().prop(unit, "system", expand=True)
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col.row().prop(unit, "system_rotation", expand=True)
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if unit.system != 'NONE':
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row = layout.row()
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row.prop(unit, "scale_length", text="Scale")
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row.prop(unit, "use_separate")
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class SceneKeyingSetsPanel():
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def draw_keyframing_settings(self, context, layout, ks, ksp):
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self.draw_keyframing_setting(context, layout, ks, ksp, "Needed",
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"use_insertkey_override_needed", "use_insertkey_needed",
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userpref_fallback="use_keyframe_insert_needed")
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self.draw_keyframing_setting(context, layout, ks, ksp, "Visual",
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"use_insertkey_override_visual", "use_insertkey_visual",
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userpref_fallback="use_visual_keying")
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self.draw_keyframing_setting(context, layout, ks, ksp, "XYZ to RGB",
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"use_insertkey_override_xyz_to_rgb", "use_insertkey_xyz_to_rgb")
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def draw_keyframing_setting(self, context, layout, ks, ksp, label, toggle_prop, prop, userpref_fallback=None):
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if ksp:
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item = ksp
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if getattr(ks, toggle_prop):
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owner = ks
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propname = prop
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else:
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owner = context.user_preferences.edit
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if userpref_fallback:
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propname = userpref_fallback
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else:
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propname = prop
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else:
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item = ks
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owner = context.user_preferences.edit
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if userpref_fallback:
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propname = userpref_fallback
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else:
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propname = prop
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row = layout.row(align=True)
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row.prop(item, toggle_prop, text="", icon='STYLUS_PRESSURE', toggle=True) # XXX: needs dedicated icon
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subrow = row.row()
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subrow.active = getattr(item, toggle_prop)
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if subrow.active:
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subrow.prop(item, prop, text=label)
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else:
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subrow.prop(owner, propname, text=label)
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class SCENE_PT_keying_sets(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Keying Sets"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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row = layout.row()
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col = row.column()
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col.template_list("UI_UL_list", "keying_sets", scene, "keying_sets", scene.keying_sets, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("anim.keying_set_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_remove", icon='ZOOMOUT', text="")
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ks = scene.keying_sets.active
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if ks and ks.is_path_absolute:
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row = layout.row()
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col = row.column()
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col.prop(ks, "bl_description")
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subcol = col.column()
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subcol.operator_context = 'INVOKE_DEFAULT'
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subcol.operator("anim.keying_set_export", text="Export to File").filepath = "keyingset.py"
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col = row.column()
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col.label(text="Keyframing Settings:")
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self.draw_keyframing_settings(context, col, ks, None)
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class SCENE_PT_keying_set_paths(SceneButtonsPanel, SceneKeyingSetsPanel, Panel):
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bl_label = "Active Keying Set"
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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@classmethod
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def poll(cls, context):
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ks = context.scene.keying_sets.active
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return (ks and ks.is_path_absolute)
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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ks = scene.keying_sets.active
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row = layout.row()
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row.label(text="Paths:")
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row = layout.row()
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col = row.column()
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col.template_list("SCENE_UL_keying_set_paths", "", ks, "paths", ks.paths, "active_index", rows=1)
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col = row.column(align=True)
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col.operator("anim.keying_set_path_add", icon='ZOOMIN', text="")
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col.operator("anim.keying_set_path_remove", icon='ZOOMOUT', text="")
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ksp = ks.paths.active
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if ksp:
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col = layout.column()
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col.label(text="Target:")
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col.template_any_ID(ksp, "id", "id_type")
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col.template_path_builder(ksp, "data_path", ksp.id)
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row = col.row(align=True)
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row.label(text="Array Target:")
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row.prop(ksp, "use_entire_array", text="All Items")
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if ksp.use_entire_array:
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row.label(text=" ") # padding
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else:
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row.prop(ksp, "array_index", text="Index")
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layout.separator()
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row = layout.row()
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col = row.column()
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col.label(text="F-Curve Grouping:")
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col.prop(ksp, "group_method", text="")
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if ksp.group_method == 'NAMED':
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col.prop(ksp, "group")
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col = row.column()
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col.label(text="Keyframing Settings:")
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self.draw_keyframing_settings(context, col, ks, ksp)
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class SCENE_PT_color_management(SceneButtonsPanel, Panel):
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bl_label = "Color Management"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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col = layout.column()
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col.label(text="Display:")
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col.prop(scene.display_settings, "display_device")
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col = layout.column()
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col.separator()
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col.label(text="Render:")
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col.template_colormanaged_view_settings(scene, "view_settings")
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col = layout.column()
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col.separator()
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col.label(text="Sequencer:")
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col.prop(scene.sequencer_colorspace_settings, "name")
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class SCENE_PT_audio(SceneButtonsPanel, Panel):
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bl_label = "Audio"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rd = context.scene.render
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ffmpeg = rd.ffmpeg
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layout.prop(scene, "audio_volume")
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layout.operator("sound.bake_animation")
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split = layout.split()
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col = split.column()
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col.label("Listener:")
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col.prop(scene, "audio_distance_model", text="")
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col.prop(scene, "audio_doppler_speed", text="Speed")
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col.prop(scene, "audio_doppler_factor", text="Doppler")
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col = split.column()
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col.label("Format:")
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col.prop(ffmpeg, "audio_channels", text="")
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col.prop(ffmpeg, "audio_mixrate", text="Rate")
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class SCENE_PT_physics(SceneButtonsPanel, Panel):
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bl_label = "Gravity"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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self.layout.prop(context.scene, "use_gravity", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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layout.active = scene.use_gravity
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layout.prop(scene, "gravity", text="")
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class SCENE_PT_rigid_body_world(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body World"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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scene = context.scene
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rd = scene.render
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return scene and (rd.engine in cls.COMPAT_ENGINES)
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def draw_header(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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if rbw is not None:
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self.layout.prop(rbw, "enabled", text="")
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def draw(self, context):
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layout = self.layout
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scene = context.scene
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rbw = scene.rigidbody_world
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if rbw is None:
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layout.operator("rigidbody.world_add")
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else:
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layout.operator("rigidbody.world_remove")
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col = layout.column()
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col.active = rbw.enabled
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col = col.column()
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col.prop(rbw, "group")
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col.prop(rbw, "constraints")
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split = col.split()
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col = split.column()
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col.prop(rbw, "time_scale", text="Speed")
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col.prop(rbw, "use_split_impulse")
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col = split.column()
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col.prop(rbw, "steps_per_second", text="Steps Per Second")
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col.prop(rbw, "solver_iterations", text="Solver Iterations")
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class SCENE_PT_rigid_body_cache(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body Cache"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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scene = context.scene
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return scene and scene.rigidbody_world and (rd.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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point_cache_ui(self, context, rbw.point_cache, rbw.point_cache.is_baked is False and rbw.enabled, 'RIGID_BODY')
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class SCENE_PT_rigid_body_field_weights(SceneButtonsPanel, Panel):
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bl_label = "Rigid Body Field Weights"
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bl_options = {'DEFAULT_CLOSED'}
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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@classmethod
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def poll(cls, context):
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rd = context.scene.render
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scene = context.scene
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return scene and scene.rigidbody_world and (rd.engine in cls.COMPAT_ENGINES)
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def draw(self, context):
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scene = context.scene
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rbw = scene.rigidbody_world
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effector_weights_ui(self, context, rbw.effector_weights, 'RIGID_BODY')
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class SCENE_PT_simplify(SceneButtonsPanel, Panel):
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bl_label = "Simplify"
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COMPAT_ENGINES = {'BLENDER_RENDER'}
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def draw_header(self, context):
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rd = context.scene.render
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self.layout.prop(rd, "use_simplify", text="")
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def draw(self, context):
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layout = self.layout
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rd = context.scene.render
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layout.active = rd.use_simplify
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split = layout.split()
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col = split.column()
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col.prop(rd, "simplify_subdivision", text="Subdivision")
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col.prop(rd, "simplify_child_particles", text="Child Particles")
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col.prop(rd, "use_simplify_triangulate")
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col = split.column()
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col.prop(rd, "simplify_shadow_samples", text="Shadow Samples")
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col.prop(rd, "simplify_ao_sss", text="AO and SSS")
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class SCENE_PT_custom_props(SceneButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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_context_path = "scene"
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_property_type = bpy.types.Scene
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if __name__ == "__main__": # only for live edit.
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bpy.utils.register_module(__name__)
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