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blender-archive/release/scripts/startup/bl_operators/sequencer.py
Richard Antalik 53743adc29 VSE: Fix multicam splitting all selected strips
`split_multicam` used split operator, where if more strips than
multicam were selected, all would be split, which is undesirable.

Add `Sequence.split()` RNA API function. to split individual strips.
Function accepts `frame` and `split_method arguments`. Returns right
strip after splitting.

In case when strip being split have effects, these will be split too, so
no invalid state should be created.

Selection is not handled, this is by design up to user.

Reviewed By: sergey

Differential Revision: https://developer.blender.org/D11926
2021-07-16 19:16:35 +02:00

386 lines
14 KiB
Python

# ##### 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 LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Operator
from bpy.props import (
EnumProperty,
FloatProperty,
IntProperty,
)
class SequencerCrossfadeSounds(Operator):
"""Do cross-fading volume animation of two selected sound strips"""
bl_idname = "sequencer.crossfade_sounds"
bl_label = "Crossfade Sounds"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
if context.scene and context.scene.sequence_editor and context.scene.sequence_editor.active_strip:
return context.scene.sequence_editor.active_strip.type == 'SOUND'
else:
return False
def execute(self, context):
seq1 = None
seq2 = None
for s in context.scene.sequence_editor.sequences:
if s.select and s.type == 'SOUND':
if seq1 is None:
seq1 = s
elif seq2 is None:
seq2 = s
else:
seq2 = None
break
if seq2 is None:
self.report({'ERROR'}, "Select 2 sound strips")
return {'CANCELLED'}
if seq1.frame_final_start > seq2.frame_final_start:
s = seq1
seq1 = seq2
seq2 = s
if seq1.frame_final_end > seq2.frame_final_start:
tempcfra = context.scene.frame_current
context.scene.frame_current = seq2.frame_final_start
seq1.keyframe_insert("volume")
context.scene.frame_current = seq1.frame_final_end
seq1.volume = 0
seq1.keyframe_insert("volume")
seq2.keyframe_insert("volume")
context.scene.frame_current = seq2.frame_final_start
seq2.volume = 0
seq2.keyframe_insert("volume")
context.scene.frame_current = tempcfra
return {'FINISHED'}
else:
self.report({'ERROR'}, "The selected strips don't overlap")
return {'CANCELLED'}
class SequencerSplitMulticam(Operator):
"""Split multicam strip and select camera"""
bl_idname = "sequencer.split_multicam"
bl_label = "Split Multicam"
bl_options = {'REGISTER', 'UNDO'}
camera: IntProperty(
name="Camera",
min=1, max=32,
soft_min=1, soft_max=32,
default=1,
)
@classmethod
def poll(cls, context):
if context.scene and context.scene.sequence_editor and context.scene.sequence_editor.active_strip:
return context.scene.sequence_editor.active_strip.type == 'MULTICAM'
else:
return False
def execute(self, context):
camera = self.camera
s = context.scene.sequence_editor.active_strip
if s.multicam_source == camera or camera >= s.channel:
return {'FINISHED'}
cfra = context.scene.frame_current
right_strip = s.split(frame=cfra, split_method='SOFT')
if right_strip:
s.select = False
right_strip.select = True
context.scene.sequence_editor.active_strip = right_strip
context.scene.sequence_editor.active_strip.multicam_source = camera
return {'FINISHED'}
class SequencerDeinterlaceSelectedMovies(Operator):
"""Deinterlace all selected movie sources"""
bl_idname = "sequencer.deinterlace_selected_movies"
bl_label = "Deinterlace Movies"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return (context.scene and context.scene.sequence_editor)
def execute(self, context):
for s in context.scene.sequence_editor.sequences_all:
if s.select and s.type == 'MOVIE':
s.use_deinterlace = True
return {'FINISHED'}
class SequencerFadesClear(Operator):
"""Removes fade animation from selected sequences"""
bl_idname = "sequencer.fades_clear"
bl_label = "Clear Fades"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return context.scene and context.scene.sequence_editor and context.scene.sequence_editor.active_strip
def execute(self, context):
animation_data = context.scene.animation_data
if animation_data is None:
return {'CANCELLED'}
action = animation_data.action
if action is None:
return {'CANCELLED'}
fcurves = action.fcurves
fcurve_map = {
curve.data_path: curve
for curve in fcurves
if curve.data_path.startswith("sequence_editor.sequences_all")
}
for sequence in context.selected_sequences:
animated_property = "volume" if hasattr(sequence, "volume") else "blend_alpha"
data_path = sequence.path_from_id() + "." + animated_property
curve = fcurve_map.get(data_path)
if curve:
fcurves.remove(curve)
setattr(sequence, animated_property, 1.0)
sequence.invalidate_cache('COMPOSITE')
return {'FINISHED'}
class SequencerFadesAdd(Operator):
"""Adds or updates a fade animation for either visual or audio strips"""
bl_idname = "sequencer.fades_add"
bl_label = "Add Fades"
bl_options = {'REGISTER', 'UNDO'}
duration_seconds: FloatProperty(
name="Fade Duration",
description="Duration of the fade in seconds",
default=1.0,
min=0.01)
type: EnumProperty(
items=(
('IN_OUT', 'Fade In and Out', 'Fade selected strips in and out'),
('IN', 'Fade In', 'Fade in selected strips'),
('OUT', 'Fade Out', 'Fade out selected strips'),
('CURSOR_FROM', 'From Current Frame',
'Fade from the time cursor to the end of overlapping sequences'),
('CURSOR_TO', 'To Current Frame',
'Fade from the start of sequences under the time cursor to the current frame'),
),
name="Fade Type",
description="Fade in, out, both in and out, to, or from the current frame. Default is both in and out",
default='IN_OUT')
@classmethod
def poll(cls, context):
# Can't use context.selected_sequences as it can have an impact on performances
return context.scene and context.scene.sequence_editor and context.scene.sequence_editor.active_strip
def execute(self, context):
from math import floor
# We must create a scene action first if there's none
scene = context.scene
if not scene.animation_data:
scene.animation_data_create()
if not scene.animation_data.action:
action = bpy.data.actions.new(scene.name + "Action")
scene.animation_data.action = action
sequences = context.selected_sequences
if self.type in {'CURSOR_TO', 'CURSOR_FROM'}:
sequences = [
s for s in sequences
if s.frame_final_start < context.scene.frame_current < s.frame_final_end
]
max_duration = min(sequences, key=lambda s: s.frame_final_duration).frame_final_duration
max_duration = floor(max_duration / 2.0) if self.type == 'IN_OUT' else max_duration
faded_sequences = []
for sequence in sequences:
duration = self.calculate_fade_duration(context, sequence)
duration = min(duration, max_duration)
if not self.is_long_enough(sequence, duration):
continue
animated_property = 'volume' if hasattr(sequence, 'volume') else 'blend_alpha'
fade_fcurve = self.fade_find_or_create_fcurve(context, sequence, animated_property)
fades = self.calculate_fades(sequence, fade_fcurve, animated_property, duration)
self.fade_animation_clear(fade_fcurve, fades)
self.fade_animation_create(fade_fcurve, fades)
faded_sequences.append(sequence)
sequence.invalidate_cache('COMPOSITE')
sequence_string = "sequence" if len(faded_sequences) == 1 else "sequences"
self.report({'INFO'}, "Added fade animation to %d %s" % (len(faded_sequences), sequence_string))
return {'FINISHED'}
def calculate_fade_duration(self, context, sequence):
frame_current = context.scene.frame_current
duration = 0.0
if self.type == 'CURSOR_TO':
duration = abs(frame_current - sequence.frame_final_start)
elif self.type == 'CURSOR_FROM':
duration = abs(sequence.frame_final_end - frame_current)
else:
duration = calculate_duration_frames(context, self.duration_seconds)
return max(1, duration)
def is_long_enough(self, sequence, duration=0.0):
minimum_duration = duration * 2 if self.type == 'IN_OUT' else duration
return sequence.frame_final_duration >= minimum_duration
def calculate_fades(self, sequence, fade_fcurve, animated_property, duration):
"""
Returns a list of Fade objects
"""
fades = []
if self.type in {'IN', 'IN_OUT', 'CURSOR_TO'}:
fade = Fade(sequence, fade_fcurve, 'IN', animated_property, duration)
fades.append(fade)
if self.type in {'OUT', 'IN_OUT', 'CURSOR_FROM'}:
fade = Fade(sequence, fade_fcurve, 'OUT', animated_property, duration)
fades.append(fade)
return fades
def fade_find_or_create_fcurve(self, context, sequence, animated_property):
"""
Iterates over all the fcurves until it finds an fcurve with a data path
that corresponds to the sequence.
Returns the matching FCurve or creates a new one if the function can't find a match.
"""
fade_fcurve = None
fcurves = context.scene.animation_data.action.fcurves
searched_data_path = sequence.path_from_id(animated_property)
for fcurve in fcurves:
if fcurve.data_path == searched_data_path:
fade_fcurve = fcurve
break
if not fade_fcurve:
fade_fcurve = fcurves.new(data_path=searched_data_path)
return fade_fcurve
def fade_animation_clear(self, fade_fcurve, fades):
"""
Removes existing keyframes in the fades' time range, in fast mode, without
updating the fcurve
"""
keyframe_points = fade_fcurve.keyframe_points
for fade in fades:
for keyframe in keyframe_points:
# The keyframe points list doesn't seem to always update as the
# operator re-runs Leading to trying to remove nonexistent keyframes
try:
if fade.start.x < keyframe.co[0] <= fade.end.x:
keyframe_points.remove(keyframe, fast=True)
except Exception:
pass
fade_fcurve.update()
def fade_animation_create(self, fade_fcurve, fades):
"""
Inserts keyframes in the fade_fcurve in fast mode using the Fade objects.
Updates the fcurve after having inserted all keyframes to finish the animation.
"""
keyframe_points = fade_fcurve.keyframe_points
for fade in fades:
for point in (fade.start, fade.end):
keyframe_points.insert(frame=point.x, value=point.y, options={'FAST'})
fade_fcurve.update()
# The graph editor and the audio waveforms only redraw upon "moving" a keyframe
keyframe_points[-1].co = keyframe_points[-1].co
class Fade:
# Data structure to represent fades.
__slots__ = (
"type",
"animated_property",
"duration",
"max_value",
"start",
"end",
)
def __init__(self, sequence, fade_fcurve, type, animated_property, duration):
from mathutils import Vector
self.type = type
self.animated_property = animated_property
self.duration = duration
self.max_value = self.calculate_max_value(sequence, fade_fcurve)
if type == 'IN':
self.start = Vector((sequence.frame_final_start, 0.0))
self.end = Vector((sequence.frame_final_start + self.duration, self.max_value))
elif type == 'OUT':
self.start = Vector((sequence.frame_final_end - self.duration, self.max_value))
self.end = Vector((sequence.frame_final_end, 0.0))
def calculate_max_value(self, sequence, fade_fcurve):
"""
Returns the maximum Y coordinate the fade animation should use for a given sequence
Uses either the sequence's value for the animated property, or the next keyframe after the fade
"""
max_value = 0.0
if not fade_fcurve.keyframe_points:
max_value = getattr(sequence, self.animated_property, 1.0)
else:
if self.type == 'IN':
fade_end = sequence.frame_final_start + self.duration
keyframes = (k for k in fade_fcurve.keyframe_points if k.co[0] >= fade_end)
if self.type == 'OUT':
fade_start = sequence.frame_final_end - self.duration
keyframes = (k for k in reversed(fade_fcurve.keyframe_points) if k.co[0] <= fade_start)
try:
max_value = next(keyframes).co[1]
except StopIteration:
pass
return max_value if max_value > 0.0 else 1.0
def __repr__(self):
return "Fade %r: %r to %r" % (self.type, self.start, self.end)
def calculate_duration_frames(context, duration_seconds):
return round(duration_seconds * context.scene.render.fps / context.scene.render.fps_base)
classes = (
SequencerCrossfadeSounds,
SequencerSplitMulticam,
SequencerDeinterlaceSelectedMovies,
SequencerFadesClear,
SequencerFadesAdd,
)