multiple bones world space copy paste
1.6.0 - added: World space copy/paste from `Pin tool` panel can now copy/paste multiple selected posebones positions - paste according to names - aware of names and armatures if multiple armatures - should take parenting into accountmaster
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@ -1,5 +1,11 @@
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# Changelog
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1.6.0
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- added: World space copy/paste from `Pin tool` panel can now copy/paste multiple selected posebones positions
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- paste according to names
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- aware of names and armatures if multiple armatures
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- should take parenting into account
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1.5.2
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@ -1,3 +1,4 @@
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from numpy import dstack
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import bpy
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from . import fn
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@ -13,10 +14,71 @@ class AW_OT_world_space_copy(bpy.types.Operator):
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return context.object and context.mode == 'POSE' and context.active_pose_bone
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def execute(self, context):
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bpy.types.ViewLayer.world_space_store = context.object.matrix_world @ context.active_pose_bone.matrix
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### only active pose bone
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# bpy.types.ViewLayer.world_space_store = context.object.matrix_world @ context.active_pose_bone.matrix
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if len(context.selected_pose_bones) == 1:
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bpy.types.ViewLayer.world_space_store = context.object.matrix_world @ context.active_pose_bone.matrix
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self.report({'INFO'}, 'Copied active pose bone matrix')
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return {"FINISHED"}
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pose_bones = [b for b in context.selected_pose_bones]
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armatures = set([b.id_data for b in pose_bones])
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pose_l = [] # pose_d = {}
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if len(armatures) == 1:
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# only relate to bone name
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for b in context.selected_pose_bones:
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# pose_d[b.name] = context.object.matrix_world @ b.matrix
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pose_l.append([b.name, b.id_data.matrix_world @ b.matrix])
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self.report({'INFO'}, f'Copied {len(pose_l)} pose bones matrices')
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else:
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# for obj in context.objects_in_mode_unique_data:
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for b in context.selected_pose_bones:
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# pose_d[f'{b.id_data.name}/{b.name}'] = b.id_data.matrix_world @ b.matrix
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pose_l.append([b.name, b.id_data.matrix_world @ b.matrix, b.id_data.name])
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self.report({'INFO'}, f'Copied {len(pose_l)} pose bones matrices (multi-armatures)')
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bpy.types.ViewLayer.world_space_store = pose_l
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return {"FINISHED"}
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def set_matrix_and_key(pose, context=None, key=True):
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context = context or bpy.context
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ct = 0
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if isinstance(context.view_layer.world_space_store, list):
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## list structure : [0 bone_name, 1 matrix, 2[:armature_obj_name]]
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# Paste in parental hierarchical relation (seems right order by default but need update between bones !)
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for pb in context.selected_pose_bones:
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for blist in pose:
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if pb.name != blist[0]:
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continue
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# skip if there is an object name and obj name
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if len(blist) > 2 and blist[2] != pb.id_data.name:
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continue
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print(f'Paste "{pb.name}" position')
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pb.matrix = pb.id_data.matrix_world.inverted() @ blist[1]
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ct += 1
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context.evaluated_depsgraph_get() # Refresh depsgraph so children position is placed according to parent position
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break # go to next pose bone
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else:
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context.active_pose_bone.matrix = context.object.matrix_world.inverted() @ pose
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ct = 1
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if not ct:
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return
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if key:
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bpy.ops.anim.keyframe_insert(type='LocRotScale')
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return ct
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class AW_OT_world_space_paste(bpy.types.Operator):
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bl_idname = "pose.world_space_paste"
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bl_label = "World Paste"
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@ -32,23 +94,26 @@ class AW_OT_world_space_paste(bpy.types.Operator):
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def execute(self, context):
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context.active_pose_bone.matrix = context.object.matrix_world.inverted() @ bpy.context.view_layer.world_space_store
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ct = set_matrix_and_key(context.view_layer.world_space_store, context=context)
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if not ct:
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self.report({'ERROR'}, 'No pose pasted')
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return {"CANCELLED"}
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if ct != len(context.selected_pose_bones):
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self.report({'WARNING'}, f'{ct}/{len(context.selected_pose_bones)} bone position pasted')
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else:
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self.report({'INFO'}, f'{ct} bone position pasted')
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## only if autokey is On
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# if context.scene.tool_settings.use_keyframe_insert_auto:
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# bpy.ops.anim.keyframe_insert_menu(type='LocRotScale') # Available
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## always paste location rotation scale
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bpy.ops.anim.keyframe_insert(type='LocRotScale')
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return {"FINISHED"}
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class AW_OT_world_space_paste_next(bpy.types.Operator):
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bl_idname = "pose.world_space_paste_next"
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bl_label = "World Paste Jump"
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bl_description = "Paste world space transforms and keyframe available chanels\
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\nThen jump to prev/next key\
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\nThen jump to prev/next key (on active pose bone)\
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\nKey Loc rot scale only"
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bl_options = {"REGISTER", "UNDO"}
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@ -62,11 +127,10 @@ class AW_OT_world_space_paste_next(bpy.types.Operator):
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prev: bpy.props.BoolProperty()
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def execute(self, context):
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# apply matrix
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context.active_pose_bone.matrix = context.object.matrix_world.inverted() @ bpy.context.view_layer.world_space_store
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# insert keyframe at value
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bpy.ops.anim.keyframe_insert(type='LocRotScale') # delete args to use default
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ct = set_matrix_and_key(context.view_layer.world_space_store, context=context)
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if not ct:
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self.report({'ERROR'}, 'No pose pasted')
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return {"CANCELLED"}
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# jump to next key
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act = fn.get_obj_action(context.object)
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@ -115,8 +179,14 @@ class AW_OT_world_space_paste_next_frame(bpy.types.Operator):
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prev: bpy.props.BoolProperty()
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def execute(self, context):
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# apply matrix
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context.active_pose_bone.matrix = context.object.matrix_world.inverted() @ bpy.context.view_layer.world_space_store
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ct = set_matrix_and_key(context.view_layer.world_space_store, context=context)
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if not ct:
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self.report({'ERROR'}, 'No pose pasted')
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return {"CANCELLED"}
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if ct != len(context.selected_pose_bones):
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self.report({'WARNING'}, f'{ct}/{len(context.selected_pose_bones)} bone position pasted')
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else:
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self.report({'INFO'}, f'{ct} bone position pasted')
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# context.object.keyframe_insert(data_path, index=-1, frame=bpy.context.scene.frame_current, group="", options={'INSERTKEY_AVAILABLE'})
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@ -129,20 +199,13 @@ class AW_OT_world_space_paste_next_frame(bpy.types.Operator):
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# 'BUILTIN_KSI_VisualLoc', 'BUILTIN_KSI_VisualRot', 'BUILTIN_KSI_VisualScaling',
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# 'BUILTIN_KSI_VisualLocRot', 'BUILTIN_KSI_VisualLocRotScale', 'BUILTIN_KSI_VisualLocScale', 'BUILTIN_KSI_VisualRotScale'
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## insert keyframe at value
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## Insert Keyframes for specified Keying Set, with menu of available Keying Sets if undefined
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# bpy.ops.anim.keyframe_insert_menu(type='Available', always_prompt=False)
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## Insert keyframes on the current frame for all properties in the specified Keying Set
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bpy.ops.anim.keyframe_insert(type='LocRotScale')
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# jump to next frame
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act = fn.get_obj_action(context.object)
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if not act:
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self.report({'ERROR'}, 'No action on armature')
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return {'CANCELLED'}
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offset = -1 if self.prev else 1
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new_frame = context.scene.frame_current + offset
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@ -4,7 +4,7 @@ bl_info = {
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"name": "Auto Walk",
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"description": "Develop a walk/run cycles along a curve and pin feets",
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"author": "Samuel Bernou",
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"version": (1, 5, 2),
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"version": (1, 6, 0),
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"blender": (3, 0, 0),
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"location": "View3D",
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"warning": "",
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