531 lines
16 KiB
Python
531 lines
16 KiB
Python
# Anansi Studio Extensions for Blender 'ABX'
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"""
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Collection of Blender extension tools to make our jobs easier.
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This is not really meant to be an integrated plugin, but rather
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a collection of useful scripts we can run to solve problems we
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run into.
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"""
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#
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#Copyright (C) 2019 Terry Hancock
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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
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# Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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import os
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import bpy, bpy.utils, bpy.types, bpy.props
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from . import copy_anim
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from . import std_lunatics_ink
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from . import render_profile
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#configfile = os.path.join(os.path.dirname(__file__), 'config.yaml')
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#print("Configuration file path: ", os.path.abspath(configfile))
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# Lunatics Scene Panel
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# Lunatics file/scene properties:
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# TODO: This hard-coded table is a temporary solution until I have figured
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# out a good way to look these up from the project files (maybe YAML?):
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seq_id_table = {
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('S1', 0): {'':'', 'mt':'Main Title'},
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('S1', 1): {'':'',
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'TR':'Train',
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'SR':'Soyuz Rollout',
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'TB':'Touring Baikonur',
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'PC':'Press Conference',
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'SU':'Suiting Up',
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'LA':'Launch',
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'SF':'Soyuz Flight',
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'mt':'Main Title',
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'ad':'Ad Spot',
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'pv':'Preview',
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'et':'Episode Titles',
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'cr':'Credits'
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},
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('S1', 2): {'':'',
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'MM':'Media Montage',
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'mt':'Main Title',
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'et':'Episode Titles',
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'SS':'Space Station',
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'LC':'Loading Cargo',
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'TL':'Trans Lunar Injection',
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'BT':'Bed Time',
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'ad':'Ad Spot',
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'pv':'Preview',
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'cr':'Credits'
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},
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('S1', 3): {'':'',
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'mt':'Main Title',
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'et':'Episode Titles',
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'ZG':'Zero G',
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'LI':'Lunar Injection',
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'LO':'Lunar Orbit',
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'ML':'Moon Landing',
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'IR':'Iridium',
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'TC':'Touring Colony',
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'FD':'Family Dinner',
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'ad':'Ad Spot',
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'pv':'Preview',
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'cr':'Credits'
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},
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('S2', 0): {'':'', 'mt':'Main Title'},
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('L', 0): {'':'',
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'demo':'Demonstration',
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'prop':'Property',
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'set': 'Set',
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'ext': 'Exterior Set',
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'int': 'Interior Set',
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'prac':'Practical',
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'char':'Character',
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'fx': 'Special Effect',
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'stock': 'Stock Animation'
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},
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None: ['']
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}
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def get_seq_ids(self, context):
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#
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# Note: To avoid the reference bug mentioned in the Blender documentation,
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# we only return values held in the global seq_id_table, which
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# should remain defined and therefore hold a reference to the strings.
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#
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if not context:
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seq_ids = seq_id_table[None]
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else:
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scene = context.scene
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series = scene.lunaprops.series_id
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episode = scene.lunaprops.episode_id
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if (series, episode) in seq_id_table:
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seq_ids = seq_id_table[(series, episode)]
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else:
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seq_ids = seq_id_table[None]
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seq_enum_items = [(s, s, seq_id_table[series,episode][s]) for s in seq_ids]
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return seq_enum_items
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# Another hard-coded table -- for render profiles
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render_profile_table = {
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'previz': {
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'name': 'PreViz',
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'desc': 'GL/AVI Previz Render for Animatics',
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'engine':'gl',
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'version':'any',
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'fps': 30,
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'fps_div': 1000,
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'fps_skip': 1,
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'suffix': 'GL',
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'format': 'AVI',
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'freestyle': False
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},
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'paint6': {
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'name': '6fps Paint',
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'desc': '6fps Simplified Paint-Only Render',
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'engine':'bi',
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'fps': 30,
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'fps_skip': 5,
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'suffix': 'P6',
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'format': 'AVI',
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'freestyle': False,
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'antialias': False,
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'motionblur': False
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},
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'paint3': {
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'name': '3fps Paint',
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'desc': '3fps Simplified Paint-Only Render',
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'engine': 'bi',
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'fps': 30,
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'fps_skip': 10,
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'suffix': 'P3',
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'format': 'AVI',
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'freestyle': False,
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'antialias': False,
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'motionblur': False,
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},
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'paint': {
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'name': '30fps Paint',
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'desc': '30fps Simplified Paint-Only Render',
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'engine': 'bi',
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'fps': 30,
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'fps_skip': 1,
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'suffix': 'PT',
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'format': 'AVI',
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'freestyle': False,
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'antialias': False,
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'motionblur': False
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},
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'check': {
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'name': '1fps Check',
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'desc': '1fps Full-Features Check Renders',
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'engine': 'bi',
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'fps': 30,
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'fps_skip': 30,
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'suffix': 'CH',
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'format': 'JPG',
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'framedigits': 5,
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'freestyle': True,
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'antialias': 8
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},
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'full': {
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'name': '30fps Full',
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'desc': 'Full Render with all Features Turned On',
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'engine': 'bi',
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'fps': 30,
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'fps_skip': 1,
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'suffix': '',
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'format': 'PNG',
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'framedigits': 5,
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'freestyle': True,
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'antialias': 8
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},
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}
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class LunaticsSceneProperties(bpy.types.PropertyGroup):
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"""
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Properties of the current scene.
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"""
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series_id = bpy.props.EnumProperty(
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items=[
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('S1', 'S1', 'Series One'),
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('S2', 'S2', 'Series Two'),
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('S3', 'S3', 'Series Three'),
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('A1', 'Aud','Audiodrama'),
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('L', 'Lib','Library')
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],
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name="Series",
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default='S1',
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description="Series/Season of Animated Series, Audiodrama, or Library"
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)
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episode_id = bpy.props.IntProperty(
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name="Episode",
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default=0,
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description="Episode number (0 means multi-use), ignored for Library",
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min=0,
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max=1000,
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soft_max=18
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)
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seq_id = bpy.props.EnumProperty(
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name='',
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items=get_seq_ids,
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description="Sequence ID"
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)
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block_id = bpy.props.IntProperty(
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name='',
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default=1,
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min=0,
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max=20,
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soft_max=10,
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description="Block number"
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)
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use_multicam = bpy.props.BoolProperty(
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name="Multicam",
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default=False,
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description="Use multicam camera/shot numbering?"
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)
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cam_id = bpy.props.IntProperty(
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name="Cam",
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default=0,
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min=0,
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max=20,
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soft_max=10,
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description="Camera number"
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)
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shot_id = bpy.props.EnumProperty(
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name='Shot',
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#items=[('NONE', '', 'Single')]+[(c,c,'Shot '+c) for c in 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'],
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items=[(c,c,'Shot '+c) for c in 'ABCDEFGHIJKLMNOPQRSTUVWXYZ'],
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default='A',
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description="Shot ID, normally a single capital letter, can be empty, two letters for transitions"
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)
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shot_name = bpy.props.StringProperty(
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name='Name',
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description='Short descriptive codename',
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maxlen=0
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)
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bpy.utils.register_class(LunaticsSceneProperties)
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bpy.types.Scene.lunaprops = bpy.props.PointerProperty(type=LunaticsSceneProperties)
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class LunaticsScenePanel(bpy.types.Panel):
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"""
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Add a panel to the Properties-Scene screen
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"""
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bl_idname = 'SCENE_PT_lunatics'
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bl_label = 'Lunatics Project'
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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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def draw(self, context):
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lunaprops = bpy.context.scene.lunaprops
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self.layout.label(text='Lunatics! Project Properties')
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row = self.layout.row()
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row.prop(lunaprops, 'series_id')
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row.prop(lunaprops, 'episode_id')
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row = self.layout.row()
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row.prop(lunaprops, 'use_multicam')
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row = self.layout.row()
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row.prop(lunaprops, 'seq_id')
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row.prop(lunaprops, 'block_id')
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if lunaprops.use_multicam:
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row.prop(lunaprops, 'cam_id')
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row.prop(lunaprops, 'shot_id')
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row.prop(lunaprops, 'shot_name')
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# Buttons
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class RenderProfileSettings(bpy.types.PropertyGroup):
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"""
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Settings for Render Profiles control.
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"""
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render_profile = bpy.props.EnumProperty(
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name='Profile',
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items=[(k, v['name'], v['desc'])
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for k,v in render_profile_table.items()],
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description="Select from pre-defined profiles of render settings",
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default='full')
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bpy.utils.register_class(RenderProfileSettings)
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bpy.types.Scene.render_profile_settings = bpy.props.PointerProperty(
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type=RenderProfileSettings)
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class RenderProfilesOperator(bpy.types.Operator):
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"""
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Operator invoked implicitly when render profile is changed.
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"""
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bl_idname = 'render.render_profiles'
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bl_label = 'Apply Render Profile'
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bl_options = {'UNDO'}
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def invoke(self, context, event):
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scene = context.scene
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profile = render_profile_table[scene.render_profile_settings.render_profile]
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render_profile.set_render_from_profile(scene, profile)
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return {'FINISHED'}
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class RenderProfilesPanel(bpy.types.Panel):
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"""
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Add simple drop-down selector for generating common render settings with
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destination set according to project defaults.
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"""
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bl_idname = 'SCENE_PT_render_profiles'
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bl_label = 'Render Profiles'
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = 'render'
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def draw(self, context):
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rps = bpy.context.scene.render_profile_settings
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row = self.layout.row()
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row.prop(rps, 'render_profile')
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row = self.layout.row()
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row.operator('render.render_profiles')
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class copy_animation(bpy.types.Operator):
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"""
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Copy animation from active object to selected objects (select source last!).
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Useful for fixing broken proxy rigs (create a new proxy, and used this tool
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to copy all animation from the original -- avoids tedious/error-prone NLA work).
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Can also migrate to a re-scaled rig.
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"""
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bl_idname = 'object.copy_anim'
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bl_label = 'Copy Animation'
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bl_options = {'UNDO'}
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def invoke(self, context, event):
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#print("Copy NLA from selected armature to active armatures.")
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src_ob = context.active_object
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tgt_obs = [ob for ob in context.selected_objects if ob != context.active_object]
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# TODO
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# Are these type checks necessary?
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# Is there any reason to restrict this operator to armature objects?
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# I think there isn't.
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if src_ob.type != 'ARMATURE':
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self.report({'WARNING'}, 'Cannot copy NLA data from object that is not an ARMATURE.')
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return {'CANCELLED'}
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tgt_arm_obs = []
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for ob in tgt_obs:
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if ob.type == 'ARMATURE':
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tgt_arm_obs.append(ob)
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if not tgt_arm_obs:
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self.report({'WARNING'}, 'No armature objects selected to copy animation data to.')
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return {'CANCELLED'}
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copy_anim.copy_object_animation(src_ob, tgt_arm_obs,
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dopesheet=context.scene.copy_anim_settings.dopesheet,
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nla=context.scene.copy_anim_settings.nla,
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rescale=context.scene.copy_anim_settings.rescale,
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scale_factor=context.scene.copy_anim_settings.scale_factor,
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report=self.report)
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return {'FINISHED'}
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class copy_animation_settings(bpy.types.PropertyGroup):
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"""
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Settings for the 'copy_animation' operator.
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"""
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dopesheet = bpy.props.BoolProperty(
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name = "Dope Sheet",
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description = "Copy animation from Dope Sheet",
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default=True)
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nla = bpy.props.BoolProperty(
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name = "NLA Strips",
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description = "Copy all strips from NLA Editor",
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default=True)
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rescale = bpy.props.BoolProperty(
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name = "Re-Scale/Copy",
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description = "Make rescaled COPY of actions instead of LINK to original",
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default = False)
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scale_factor = bpy.props.FloatProperty(
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name = "Scale",
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description = "Scale factor for scaling animation (Re-Scale w/ 1.0 copies actions)",
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default = 1.0)
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bpy.utils.register_class(copy_animation_settings)
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bpy.types.Scene.copy_anim_settings = bpy.props.PointerProperty(type=copy_animation_settings)
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class CharacterPanel(bpy.types.Panel):
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bl_space_type = "VIEW_3D" # window type panel is displayed in
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bl_context = "objectmode"
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bl_region_type = "TOOLS" # region of window panel is displayed in
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bl_label = "Character"
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bl_category = "ABX"
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def draw(self, context):
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settings = bpy.context.scene.copy_anim_settings
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layout = self.layout.column(align = True)
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layout.label("Animation Data")
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layout.operator('object.copy_anim')
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layout.prop(settings, 'dopesheet')
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layout.prop(settings, 'nla')
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layout.prop(settings, 'rescale')
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layout.prop(settings, 'scale_factor')
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class lunatics_compositing_settings(bpy.types.PropertyGroup):
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"""
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Settings for the LX compositor tool.
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"""
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inkthru = bpy.props.BoolProperty(
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name = "Ink-Thru",
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description = "Support transparent Freestyle ink effect",
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default=True)
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billboards = bpy.props.BoolProperty(
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name = "Billboards",
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description = "Support material pass for correct billboard inking",
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default = False)
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sepsky = bpy.props.BoolProperty(
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name = "Separate Sky",
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description = "Render sky separately with compositing support (better shadows)",
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default = True)
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bpy.utils.register_class(lunatics_compositing_settings)
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bpy.types.Scene.lx_compos_settings = bpy.props.PointerProperty(type=lunatics_compositing_settings)
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class lunatics_compositing(bpy.types.Operator):
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"""
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Set up standard Lunatics scene compositing.
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"""
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bl_idname = "scene.lunatics_compos"
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bl_label = "Ink/Paint Config"
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bl_options = {'UNDO'}
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bl_description = "Set up standard Lunatics Ink/Paint compositing in scene"
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def invoke(self, context, event):
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"""
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Add standard 'Lunatics!' shot compositing to the currently-selected scene.
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"""
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scene = context.scene
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shot = std_lunatics_ink.LunaticsShot(scene,
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inkthru=context.scene.lx_compos_settings.inkthru,
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billboards=context.scene.lx_compos_settings.billboards,
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sepsky=context.scene.lx_compos_settings.sepsky )
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shot.cfg_scene()
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return {'FINISHED'}
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# def draw(self, context):
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# settings = context.scene.lx_compos_settings
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# self.col = self.layout.col()
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# col.prop(settings, "inkthru", text="Ink Thru")
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# col.prop(settings, "billboards", text="Ink Thru")
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class LunaticsPanel(bpy.types.Panel):
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bl_space_type = "VIEW_3D"
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bl_context = "objectmode"
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bl_region_type = "TOOLS"
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bl_label = "Lunatics"
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bl_category = "ABX"
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def draw(self, context):
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settings = bpy.context.scene.lx_compos_settings
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layout = self.layout.column(align = True)
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layout.label("Compositing")
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layout.operator('scene.lunatics_compos')
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layout.prop(settings, 'inkthru', text="Ink-Thru")
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layout.prop(settings, 'billboards', text="Billboards")
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layout.prop(settings, 'sepsky', text="Separate Sky")
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def register():
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":
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register()
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