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ChristopheSeux
da68f7a429 test draw the picker inside a gizmo 2024-02-26 14:13:43 +01:00
27 changed files with 260 additions and 291 deletions

205
README.md
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@ -2,8 +2,6 @@
> Blender addon for picking rig contollers
Rig_picker is an OpenGl tool for having a 2d interface for the 3d animators allowing them to pick a controller easily.
The addon is drawing 2d shapes inside a dedicated Node Editor Area using the gpu module.
You can use multiple pickers for one rig, each picker shapes are in there own collection.
Video of the previous version : https://vimeo.com/241970235
@ -15,26 +13,17 @@ Video of the previous version : https://vimeo.com/241970235
<a href="#installation">Installation</a>
</li>
<li>
<a href="#create-a-picker-from-scratch">Create a picker from scratch</a>
<a href="#contents">Contents</a>
</li>
<li>
<a href="#how-to-use-an-existing-picker">How to use an existing picker </a>
</li>
<li>
<a href="#precisions">Precisions</a>
<a href="#location">Location</a>
</li>
</ol>
<!-- INSTALLATION -->
## Installation
### Developper installation
For external user, you can clone the repository using:
```sh
git clone https://git.autourdeminuit.com/autour_de_minuit/rig_picker.git
```
For Internal user:
1. Create your own local directory in
```sh
/home/<USER>/dev
@ -43,192 +32,10 @@ For Internal user:
```sh
git clone ssh://git@git.autourdeminuit.com:222/autour_de_minuit/rig_picker.git
```
### User installation
Addon available on blender 4.X , you can process this way to add this on your blender
<br/>
![doc_picker_01.png](attachments/doc_picker_01.png)
<p align="center">
<img src="attachments/doc_picker_02.png">
</p>
<br/><br/>
<!-- Create a picker from scratch -->
## Create a picker from scratch
#### 1. Canvas Creation
<br/>
1. Once the addon is installed , you'll find the "rigging" tab on the right of your 3D viewport, on it to start your picker first click on the "+" on top here
<br/>
<p align="center">
<img src="attachments/Doc_picker_01.gif" width=630/>
</p>
<br/>
It will create a plane inside a "**controller**" collection, this plane will be the background of your picker. The collection is important, you can rename it **but don't delete it.** You can also rename the plane at your liking.
<br/>
If you click on this new plane, on the tab you will find (cf menu picture) :
- The name of the armature you want to pick
- The name of the canvas of your picker
- Symmetry
- The path needed to save your futur picker
- The save button
<br/>
<p align="center">
<img src="attachments/doc_picker_03.png" width=630/>
</p>
<br/><br/>
#### 2. Picker Controller Creation
<br/>
1. Next, select the controllers of your armature, and click on the button "Create Shape". It will create empty meshes with the same names as your controllers, it should already be connected to the good controller of your armature, but for more details on that read the rest of this documentation.
<br/>
<p align="center">
<img src="attachments/Doc_picker_02.gif" width=630/>
</p>
<br/><br/>
2. Create meshes inside the object of the picker's controller freshly generated
<br/>
<p align="center">
<img src="attachments/doc_picker_04.png" width=630/>
</p>
<br/>
3. On those shape, you can add a material with this button in the "rigging" tab, you can add one, delete one if there already is a material here or pick from the scene a material on another element. (it works with a multiple selection)
<br/>
<p align="center">
<img src="attachments/Doc_picker_03.gif" width=630/>
</p>
<br/>
You can also create some shapes display to represent the body of your character
<br/>
<p align="center">
<img src="attachments/doc_picker_06.png" width=630/>
</p>
<br/>
#### 3. Controller's Setup
<br/>
- Back on the "rigging" tab, you will find buttons :
- A create shape button
- A mirror shape button
- An auto Bone assign button
- A "Name from bones" button
<br/>
- The last part is where you define to what bone the shape is connected. If you used the button "create shape" the good bone should already be picked, but if you created your own mesh or if you want the mesh to pick another bone instead, you need to pick it from this selection window.
<br/>
It is also where you decide if this shape is supposed to be :
- A bone : meaning selectable on the picker
- A display : only there for a visual purpose (like representing the character's shape)
- An Operator : to be connected to a script.
<br/>
<p align="center">
<img src="attachments/doc_picker_07.png">
</p>
<br/>
#### 4. Final Touch
<br/>
- Place all of your meshes on top of the canvas, be careful as it works as photoshops layers, meaning, you need to put the mesh up on the Z axis if you want your shape on top on the 2D picker. The mesh with the vertex that is the higher up on the Z axis will be the top one on the picker display.
<br/>
<p align="center">
<img src="attachments/Doc_picker_04.gif" width=630/>
</p>
<br/>
- When you are all done, save the picker then click on the armature , one the "Sources" window a button to add your picker. Select the path and the file.
<br/>
<p align="center">
<img src="attachments/doc_picker_11.png" width=630/>
</p>
<br/>
<!-- Howto -->
## How to use an existing picker
- Open a "picker" view, select your armature in pose mode and in the "rigging" tab click on the small "+" sign. That will allow you to choose the picker file that you want. You can "reload" the picker if it doesn't show (or click on the "1" on the top right which center the page of the pickers in the view, in case you have more han one)
<br/>
<p align="center">
<img src="attachments/doc_picker_12.png" width=630/>
</p>
<br/>
- You can have more than one page for your picker if you need to detail things a bit more. For exemple in here we have a second canvas (in its own collection), that we'll save with a different name and load it as well.
<br/>
<p align="center">
<img src="attachments/doc_picker_13.png" width=630/>
</p>
<br/>
You can select now your controller directly on the picker.
<br/>
<!-- PRECISIONS -->
## Precisions
<br/>
- In this menu, you will find some features that have actions on your picker's controllers
<br/>
<p align="center">
<img src="attachments/doc_picker_14.png" width=630/>
</p>
<br/>
- If you double click on a controller, it will HIDE the whole layer of this bone
<br/>
<p align="center">
<img src="attachments/doc_picker_15.png" width=630/>
</p>
<!-- CONTENTS -->
## Contents
<!-- LOCATION -->
## Location

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@ -459,7 +459,7 @@ class Picker:
if shape.type == 'bone' and shape.hover:
shape.assign_bone_event()
bpy.ops.rigpicker.save_picker(index=self.index)
bpy.ops._rigpicker.save_picker(index=self.index)
def press_event(self, mode='SET'):
for shape in self.shapes:
@ -712,7 +712,7 @@ class PickerGroup:
def load_picker_data(rig):
if 'pickers' in rig.data.rig_picker:
picker_datas = [[s.to_dict() for s in p] for p in rig.data.rig_picker['pickers']]
picker_datas = [p.to_dict() for p in rig.rig_picker['pickers']]
else:
picker_datas = []
@ -736,11 +736,8 @@ def get_picker_path(rig, source, start=None):
def pack_picker(rig, start=None):
if not 'rig_picker' in rig.data:
return
pickers = []
for picker_source in rig.data['rig_picker'].get('sources', []):
for picker_source in rig.data.get('rig_picker', {}).get('sources', {}):
picker_path = get_picker_path(rig, picker_source['source'], start)
if not picker_path.exists():
print(f'{picker_path} not exists')

View File

@ -93,7 +93,7 @@ def get_shape_data(ob, matrix=None, depsgraph=None):
for vert in mesh.vertices:
co = matrix @ (ob.matrix_world @ Vector(vert.co))
points.append([round(co[0], 1), round(co[1], 1)])
points.append([round(co[0]), round(co[1])])
depths += [co[2]]
@ -148,8 +148,8 @@ def get_picker_data(collection):
canvas_coords = [canvas.matrix_world@Vector((p.co)) for p in canvas_points]
height = abs(max(co.y for co in canvas_coords) - min(co.y for co in canvas_coords))
width = abs(max(co.x for co in canvas_coords) - min(co.x for co in canvas_coords))
height = abs(max(canvas_coords).y - min(canvas_coords).y)
width = abs(max(canvas_coords).x - min(canvas_coords).x)
center = sum(canvas_coords, Vector()) / len(canvas_coords)
scale = 2048 / max(height, width)# Reference height for the canvas

239
gizmo.py
View File

@ -3,10 +3,13 @@ import bpy
from bpy.props import (IntProperty, EnumProperty, BoolProperty)
from bpy.types import (AddonPreferences, GizmoGroup, Operator, Gizmo)
import gpu
from mathutils import Vector, Matrix, Euler
from .constants import PICKERS
from gpu_extras.batch import batch_for_shader
from .constants import PICKERS, SHADERS
from .core.picker import Picker
from .core.geometry_utils import bounding_rect
@ -38,14 +41,133 @@ class RP_OT_simple_operator(bpy.types.Operator):
print('Select Shape')
return {'FINISHED'}
'''
'''
class RP_OT_box_select(Operator):
"""Box Select bones in the picker view"""
bl_idname = "node.rp_box_select"
bl_label = "Picker Box Select"
mode: EnumProperty(items=[(i, i.title(), '') for i in ('SET', 'EXTEND', 'SUBSTRACT')])
@classmethod
def poll(cls, context):
if not is_picker_space(context.space_data):
return
ob = context.object
return ob and ob in PICKERS
def draw_callback(self):
#print('draw callback border')
if not self.draw_border:
return
gpu.state.blend_set('ALPHA')
#print('DRAW BORDER')
self.color_shader.bind()
self.color_shader.uniform_float("color", self.bg_color)
self.bg_batch.draw(self.color_shader)
self.dash_shader.bind()
matrix = gpu.matrix.get_projection_matrix()
self.dash_shader.uniform_float("color", self.border_color)
self.dash_shader.uniform_float("viewMatrix", matrix)
self.dash_shader.uniform_float("dashSize", 5)
self.dash_shader.uniform_float("gapSize", 4)
self.contour_batch.draw(self.dash_shader)
gpu.state.blend_set('NONE')
def invoke(self, context, event):
#print(f'invoke: type={event.type}, value={event.value}, ctrl={event.ctrl}, shift={event.shift}, alt={event.alt}')
if context.object.mode != 'POSE':
bpy.ops.object.posemode_toggle()
self.timer = None
#self.mode = self.mode_from_event(event)
#self.invoke_event = event.copy()
self.region = context.region
self.draw_border = False
self.picker = PICKERS[context.object]
self.start_mouse = event.mouse_region_x, event.mouse_region_y
#self.shader = line_strip_shader
self.border_color = [1, 1, 1, 1]
self.bg_color = [1, 1, 1, 0.05]
#args = (self, context)
self.color_shader = gpu.shader.from_builtin('UNIFORM_COLOR')
self.dash_shader = SHADERS['dashed_line']
self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(self.draw_callback, (), 'WINDOW', 'POST_PIXEL')
context.window_manager.modal_handler_add(self)
self.picker.press_event(self.mode)
self.region.tag_redraw()
return {'RUNNING_MODAL'}
def modal(self, context, event):
self.mouse = event.mouse_region_x, event.mouse_region_y
self.border = bounding_rect((self.start_mouse, self.mouse))
self.bg_batch = batch_for_shader(self.color_shader, 'TRI_FAN', {"pos": self.border})
self.contour_batch = batch_for_shader(self.dash_shader, 'LINE_LOOP', {"pos": self.border})
self.draw_border = True
self.region.tag_redraw()
if event.value == 'RELEASE':
return self.release_event(context)
return {'RUNNING_MODAL'}
def release_event(self, context):
scn = context.scene
if scn.rig_picker.use_pick_bone:
self.picker.assign_bone_event()
elif (self.start_mouse[0] != self.mouse[0] or self.start_mouse[1] != self.mouse[1]):
self.picker.border_select(self.border, self.mode)
else:
self.picker.move_event(self.mouse)
self.picker.release_event(self.mode)
bpy.ops.ed.undo_push(message="Box Select")
return self.exit(context)
def exit(self, context):
bpy.types.SpaceNodeEditor.draw_handler_remove(self._handle, 'WINDOW')
context.region.tag_redraw()
return {'FINISHED'}
'''
class RP_GT_gizmo(Gizmo):
def mode_from_event(self, event):
if event.alt:
return 'SUBSTRACT'
elif event.ctrl or event.shift:
return 'EXTEND'
else:
return 'SET'
def test_select(self, context, location):
ob = context.object
@ -54,41 +176,109 @@ class RP_GT_gizmo(Gizmo):
return -1
picker.move_event(location)
#if bpy.app.timers.is_registered(tooltip):
# bpy.app.timers.unregister(tooltip)
#context.region.tag_redraw()
#picker.tooltip_event(event='START')
#bpy.app.timers.register(partial(tooltip, context.region), first_interval=1)
#print(location)
context.region.tag_redraw()
#print(location)
return -1
return 1
def draw(self, context):
return
'''
print('DRAW_SELECT', self.border)
if not self.draw_border:
return
gpu.state.blend_set('ALPHA')
gpu.state.depth_test_set('ALWAYS')
gpu.state.depth_mask_set(False)
#print('DRAW BORDER')
self.color_shader.bind()
self.color_shader.uniform_float("color", self.bg_color)
self.bg_batch.draw(self.color_shader)
self.dash_shader.bind()
matrix = gpu.matrix.get_projection_matrix()
self.dash_shader.uniform_float("color", self.border_color)
self.dash_shader.uniform_float("viewMatrix", matrix)
self.dash_shader.uniform_float("dashSize", 5)
self.dash_shader.uniform_float("gapSize", 4)
self.contour_batch.draw(self.dash_shader)
#gpu.state.depth_mask_set(False)
gpu.state.blend_set('NONE')
def invoke(self, context, event):
print(f'invoke: type={event.type}, value={event.value}, ctrl={event.ctrl}, shift={event.shift}, alt={event.alt}')
print(self)
if context.object.mode != 'POSE':
bpy.ops.object.posemode_toggle()
#self.timer = None
#self.mode = self.mode_from_event(event)
#self.invoke_event = event.copy()
#self.region = context.region
self.draw_border = False
self.picker = PICKERS[context.object]
self.start_mouse = event.mouse_region_x, event.mouse_region_y
#self.shader = line_strip_shader
self.border_color = [1, 1, 1, 1]
self.bg_color = [1, 1, 1, 0.05]
#args = (self, context)
self.color_shader = gpu.shader.from_builtin('UNIFORM_COLOR')
self.dash_shader = SHADERS['dashed_line']
#self._handle = bpy.types.SpaceNodeEditor.draw_handler_add(self.draw_callback, (), 'WINDOW', 'POST_PIXEL')
self.border = [(0, 0), (0, 0), (0, 0), (0, 0)]
#context.window_manager.modal_handler_add(self)
self.mode = self.mode_from_event(event)
self.picker.press_event(self.mode)
context.region.tag_redraw()
return {'RUNNING_MODAL'}
def modal(self, context, event, tweak):
print(f'invoke: type={event.type}, value={event.value}, ctrl={event.ctrl}, shift={event.shift}, alt={event.alt}')
#print(f'invoke: type={event.type}, value={event.value}, ctrl={event.ctrl}, shift={event.shift}, alt={event.alt}')
self.mouse = event.mouse_region_x, event.mouse_region_y
self.border = bounding_rect((self.start_mouse, self.mouse))
self.bg_batch = batch_for_shader(self.color_shader, 'TRI_FAN', {"pos": self.border})
self.contour_batch = batch_for_shader(self.dash_shader, 'LINE_LOOP', {"pos": self.border})
self.draw_border = True
context.region.tag_redraw()
#self.draw(context)
return {'RUNNING_MODAL'}
def exit(self, context, cancel):
print('EXIT')
scn = context.scene
'''
if scn.rig_picker.use_pick_bone:
self.picker.assign_bone_event()
elif (self.start_mouse[0] != self.mouse[0] or self.start_mouse[1] != self.mouse[1]):
self.picker.border_select(self.border, self.mode)
else:
self.picker.move_event(self.mouse)
self.picker.release_event(self.mode)
bpy.ops.ed.undo_push(message="Box Select")
self.draw_border = False
context.region.tag_redraw()
@ -106,6 +296,9 @@ class RP_GT_gizmogroup(GizmoGroup):
def setup(self, context):
self.gizmo = self.gizmos.new("RP_GT_gizmo")
self.gizmo.draw_border = False
self.gizmo.border = []
self.gizmo.use_draw_modal = True

View File

@ -130,8 +130,9 @@ class RP_OT_box_select(Operator):
return {'RUNNING_MODAL'}
def release_event(self, context):
scn = context.scene
if get_picker_collection():
if scn.rig_picker.use_pick_bone:
self.picker.assign_bone_event()
elif (self.start_mouse[0] != self.mouse[0] or self.start_mouse[1] != self.mouse[1]):
@ -391,19 +392,24 @@ class RP_OT_reload_picker(Operator):
# return
def execute(self, context):
#PICKERS.clear()
if context.object.type == 'ARMATURE':
rig = context.object
else:
collection = get_picker_collection(context.object)
rig = collection.rig_picker.rig
#print('Reload', rig)
load_picker_data(rig)
'''
for area in context.screen.areas:
#print(area.type, is_picker_space(area.spaces.active))
if is_picker_space(area.spaces.active):
print('Tag Redraw Region', area.type)
area.regions[0].tag_redraw()
area.tag_redraw()
'''
return {"FINISHED"}
@ -545,8 +551,7 @@ class RP_MT_context_menu(Menu):
def draw(self, context):
layout = self.layout
col = layout.column()
col.operator_context = 'INVOKE_DEFAULT'
#col.use_property_split = True
col.use_property_split = True
ob = context.object
picker = PICKERS.get(ob)
@ -556,25 +561,9 @@ class RP_MT_context_menu(Menu):
else:
bone = context.active_pose_bone
# Draw Space Switch Operator
if getattr(ob.data, 'space_switch'):
space_switch = ob.data.space_switch
data_paths = [f'pose.bones["{bone.name}"]["{k}"]' for k in bone.keys()]
space_bone = next((s for s in space_switch.bones if s.data_path in data_paths), None)
if space_bone:
index = list(space_switch.bones).index(space_bone)
value = ob.path_resolve(space_bone.data_path)
space = next((s.name for s in space_bone.spaces if s.value == value), None)
op = col.operator("spaceswitch.change_space", text=f'({space})', icon='PINNED')
op.index=index
col.separator()
if bone:
for key in bone.keys():
col.prop(bone,f'["{key}"]', slider=True)
layout.prop(bone,f'["{key}"]', slider=True)
#layout.operator("rigpicker.show_bone_layer", text="Show Bone Layer", ).type = 'ACTIVE'
#layout.operator("rigidbody.objects_add", text="B Add Passive").type = 'PASSIVE'
@ -766,7 +755,7 @@ def register_keymaps():
kmi = km.keymap_items.new("node.context_menu_picker", type="RIGHTMOUSE", value="PRESS")
keymaps.append((km, kmi))
'''
kmi = km.keymap_items.new("node.rp_box_select", type="LEFTMOUSE", value="PRESS")
kmi.properties.mode = 'SET'
keymaps.append((km, kmi))
@ -775,11 +764,10 @@ def register_keymaps():
kmi.properties.mode = 'EXTEND'
keymaps.append((km, kmi))
#kmi = km.keymap_items.new("node.rp_box_select", type="LEFTMOUSE", value="PRESS", ctrl=True)
kmi = km.keymap_items.new("node.rp_box_select", type="LEFTMOUSE", value="PRESS", alt=True)
kmi.properties.mode = 'SUBSTRACT'
keymaps.append((km, kmi))
'''
#km = wm.keyconfigs.addon.keymaps.new(name="View2D")
#kmi = km.keymap_items.new("rigpicker.call_operator", type="MIDDLEMOUSE", value="PRESS")
#kmi.properties.operator = "bpy.ops.view2d.pan('INVOKE_DEFAULT')"

View File

@ -20,14 +20,6 @@ class RP_OT_create_shape(Operator):
@classmethod
def poll(cls, context):
return (context.object and context.object.mode == 'POSE')
def invoke(self, context, event):
return context.window_manager.invoke_props_dialog(self)
def draw(self, context):
for col in bpy.data.collections:
if col.rig_picker.enabled:
self.layout.prop(col.rig_picker, 'link_shape', text=col.name)
def execute(self,context):
scn = context.scene
@ -48,10 +40,8 @@ class RP_OT_create_shape(Operator):
mesh.from_pydata(verts, edges, faces)
picker_selected_cols = [col for col in bpy.data.collections if col.rig_picker.link_shape]
for col in picker_selected_cols or [scn.collection]:
col.objects.link(ob)
for c in scn.rig_picker.canvas.users_collection:
c.objects.link(ob)
ob.location.z = 0.05
ob.location.x = offset
@ -70,16 +60,16 @@ class RP_OT_create_shape(Operator):
class RP_OT_name_from_bone(Operator):
bl_label = 'Name Shape from selected bones'
bl_idname = 'rigpicker.name_from_bone'
bl_description = 'Rename all shapes from related bones name'
#bl_options = {'REGISTER', 'UNDO'}
def execute(self,context):
scene = context.scene
rig = scene.rig_picker.rig
bone = rig.data.bones.active
col = get_picker_collection(context.object)
for ob in col.all_objects:
if ob.rig_picker.shape_type == 'BONE':
ob.name = ob.rig_picker.name
if bone:
context.object.name = bone.name
context.object.rig_picker.name = bone.name
return {'FINISHED'}
@ -94,7 +84,9 @@ class RP_OT_mirror_shape(Operator):
return (context.object and context.object.type in ('MESH', 'CURVE', 'TEXT'))
def execute(self,context):
collection = get_picker_collection(context.object)
scn = context.scene
ob = context.object
collection = get_picker_collection(ob)
objects = context.selected_objects
# Remove mirror object:
@ -103,7 +95,7 @@ class RP_OT_mirror_shape(Operator):
continue
for mod in ob.modifiers:
if (mod.type == 'NODES' and mod.node_group and mod.node_group.name == 'Symmetrize' and
if (mod.type == 'NODES' and mod.node_group.name == 'Symmetrize' and
mod.get('Socket_2') in objects):
bpy.data.objects.remove(ob)
@ -132,7 +124,7 @@ class RP_OT_mirror_shape(Operator):
for mod in list(flipped_object.modifiers):
flipped_object.modifiers.remove(mod)
# Add symmetrize modifier TODO add it into a resource
# Add symmetrize modifier
mod = flipped_object.modifiers.new(name='Symmetrize', type='NODES')
mod.node_group = bpy.data.node_groups['Symmetrize']
mod['Socket_2'] = ob
@ -230,6 +222,7 @@ class RP_OT_save_picker(Operator):
bpy.ops.rigpicker.reload_picker()
return {'FINISHED'}
classes = (

View File

@ -44,17 +44,14 @@ class RP_PG_object_ui_settings(bpy.types.PropertyGroup):
name: StringProperty()
class RP_PG_collection_ui_settings(bpy.types.PropertyGroup):
class RP_PG_scene_ui_settings(bpy.types.PropertyGroup):
enabled : BoolProperty(default=False)
rig: PointerProperty(type=bpy.types.Object)
canvas: PointerProperty(type=bpy.types.Object)
symmetry: PointerProperty(type=bpy.types.Object)
#idname: EnumProperty(items=[])
destination: StringProperty(subtype='FILE_PATH')
use_pick_bone : BoolProperty(default=False)
link_shape : BoolProperty(default=False)
class RP_PG_scene_ui_settings(bpy.types.PropertyGroup):
#bone_list: bpy.props.EnumProperty(items = bones_item
use_pick_bone : BoolProperty(default=False)
@ -81,7 +78,6 @@ class RP_OT_operator_selector(bpy.types.Operator):
classes = (
RP_PG_picker_source,
RP_PG_object_ui_settings,
RP_PG_collection_ui_settings,
RP_PG_scene_ui_settings,
RP_PG_armature_ui_settings,
RP_OT_operator_selector,
@ -93,12 +89,11 @@ def register():
bpy.types.Armature.rig_picker = bpy.props.PointerProperty(type=RP_PG_armature_ui_settings)
bpy.types.Object.rig_picker = bpy.props.PointerProperty(type=RP_PG_object_ui_settings)
bpy.types.Collection.rig_picker = bpy.props.PointerProperty(type=RP_PG_collection_ui_settings)
bpy.types.Scene.rig_picker = bpy.props.PointerProperty(type=RP_PG_scene_ui_settings)
bpy.types.Collection.rig_picker = bpy.props.PointerProperty(type=RP_PG_scene_ui_settings)
def unregister():
del bpy.types.Scene.rig_picker
del bpy.types.Collection.rig_picker
del bpy.types.Object.rig_picker
del bpy.types.Armature.rig_picker

6
ui.py
View File

@ -91,12 +91,8 @@ class RP_PT_shape(bpy.types.Panel):
row = col.row(align=True)
row.operator('rigpicker.create_shape', icon='MESH_DATA', text='Create Shape')
row.operator('rigpicker.mirror_shape', icon='MOD_MIRROR', text='Mirror Shape')
col.prop(scn.rig_picker, 'use_pick_bone', icon='EYEDROPPER', text='Auto Bone Assign')
col.operator('rigpicker.name_from_bone', icon='SORTALPHA' , text='Name From Bones')
else:
col = layout.column(align=True)
row = col.row(align=True)
row.operator('rigpicker.create_shape', icon='MESH_DATA', text='Create Shape')
col.prop(scn.rig_picker, 'use_pick_bone', icon='EYEDROPPER', text='Auto Bone Assign')
if ob.type != 'ARMATURE':
box = layout.box()