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48
README.md
48
README.md
@ -1,6 +1,48 @@
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# Damn Simple Pose Library
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# Damn Simple Pose Library
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In Blender 3.x, a new Asset-based Pose system was introduced.
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In Blender 3.x, a new Asset-based Pose system was introduced. That's fine and dandy, but it was not (and still is not as of Jan 2025) ready to replace the old Action-based Pose Library system.
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That's fine and dandy, however because of that, the old Pose Library was deprecated and gutted out real quick-like. Too quick.
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This brings it back as best as it can.
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The former Pose Library was deprecated and gutted rapidly during Blender 3.x, leaving legacy users high and dry. This addon brings the feature back as best as it can in a modern panel. Most, if not all existing Pose Libraries should work without any modifications, little new is introduced outside of string suffixes and mitigations (read further).
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## Features
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- Supports Blender 3.3 - 4.3 (4.1 recommended).
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- New panel interface for interacting with pose libraries, inspired by [gret's Actions Panel feature](https://github.com/greisane/gret?tab=readme-ov-file#animation-actions-panel).
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- The older Pose Library list layout is provided as option.
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- Operators and data property [that were removed in 3.5](https://projects.blender.org/blender/blender/issues/93406) are ported from C to Python:
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- `dspl.apply_pose`
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- `dspl.browse_poses`
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- `dspl.create_pose_library`
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- `dspl.convert_pose_library`
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- `dspl.add_pose`
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- `dspl.move_pose`
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- `dspl.remove_pose`
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- `dspl.rename_pose`
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- `dspl.unlink_pose_library`
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- `Object.pose_library`
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## Installation
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1. [Download the repository as a zip](https://git.bkspl.me/breakingspell/DamnSimplePoseLibrary/archive/develop.zip), or otherwise clone the repository.
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2. Install as an Add-on in Blender via Install -> Zip, and enable.
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3. Optionally configure the suffix strings to fit your workflow, and whether the orhpan checker should run at startup.
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## Usage
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1. Open Sidebar (`N`), and choose the `Pose` tab.
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2. Select existing Pose Library from drop-down, or create a new library.
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### Hotkeys:
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- `Shift + L` - Add/Replace Pose
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- `Alt + L` - Browse Poses with Arrow Keys
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### Menu Controls
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- `Single click` - Apply Pose
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- `Shift + Click` - Rename Pose
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- `Alt + Click` - Remove Pose
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- `Ctrl + Click ` - Select Pose
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- Choose `Edit` for fast Move/Rename/Removal
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## Considerations
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- Opening older scenes will cause existing Pose Libraries to unlink from their former targets and fall into orphan state. They can be re-linked and will retain their link when saved afterwards, but would otherwise disappear if saved without linking or protecting the datablock.
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- This is due to the core DNA type `poselib` having been removed, so objects will drop the data. [There is no way to prevent this](https://developer.blender.org/docs/features/core/rna/#internals) as Python ID properties cannot be present at program runtime, only once the add-on is initialized.
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- To mitgate, an operator is provided to protect orphaned pose libraries: `dspl.protect_orphan_pose_library`.
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- This add-on was made much easier by the `pose_markers` property being retained for converting old pose libraries to the new asset system. If they decide to remove that property as well, there will be a need to improvise an index-based lookup.
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17
__init__.py
17
__init__.py
@ -3,10 +3,10 @@ from . import gui, operators, common, keymaps
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bl_info = \
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bl_info = \
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{
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{
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"name": "Damn Simple Pose Library",
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"name": "Damn Simple Pose Library",
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"author": "jackie",
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"author": "breakingspell",
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"version": (4, 1, 0),
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"version": (0, 1, 0),
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"blender": (3, 5, 0),
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"blender": (3, 6, 0),
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"description": "woah",
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"description": "Re-implement Pose Library",
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"category": "Object Data",
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"category": "Object Data",
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}
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}
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@ -24,12 +24,15 @@ if _need_reload:
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class dsplSettings(bpy.types.PropertyGroup):
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class dsplSettings(bpy.types.PropertyGroup):
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new_menu: bpy.props.BoolProperty(
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new_menu: bpy.props.BoolProperty(
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name="New Menu", description="Toggle New Menu", default=False)
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name="New Menu", description="Toggle New Menu", default=True)
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edit_mode: bpy.props.BoolProperty(
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edit_mode: bpy.props.BoolProperty(
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name="Edit Mode", description="Toggle Edit Mode", default=False)
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name="Edit Mode", description="Toggle Edit Mode", default=False)
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classes = dsplSettings
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classes = dsplSettings
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def pose_libraries_poll(self, action):
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if getattr(action, "pose_markers", None):
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return True
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def register():
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def register():
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from bpy.utils import register_class
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from bpy.utils import register_class
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@ -37,7 +40,8 @@ def register():
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bpy.types.Object.pose_library = bpy.props.PointerProperty(
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bpy.types.Object.pose_library = bpy.props.PointerProperty(
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name="Active Pose Library", description="",
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name="Active Pose Library", description="",
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type=bpy.types.Action, override={'LIBRARY_OVERRIDABLE'})
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type=bpy.types.Action, override={'LIBRARY_OVERRIDABLE'},
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poll=pose_libraries_poll)
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bpy.types.Scene.dsplSettings = bpy.props.PointerProperty(
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bpy.types.Scene.dsplSettings = bpy.props.PointerProperty(
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type=dsplSettings, override={'LIBRARY_OVERRIDABLE'})
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type=dsplSettings, override={'LIBRARY_OVERRIDABLE'})
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@ -51,6 +55,7 @@ def unregister():
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unregister_class(dsplSettings)
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unregister_class(dsplSettings)
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del bpy.types.Scene.dsplSettings
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del bpy.types.Scene.dsplSettings
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del bpy.types.Object.pose_library
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keymaps.unregister()
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keymaps.unregister()
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operators.unregister()
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operators.unregister()
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50
common.py
50
common.py
@ -37,6 +37,17 @@ def searchPoseMarker(context, posename, type):
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pass
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pass
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def selectBonesinPose(context, posename, active_marker):
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try:
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arm_object, pose_library = getArmatureData(context)
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for bone in arm_object.pose.bones:
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bone.bone.select = False
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if findKeyframe(context, bone, active_marker.frame):
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bone.bone.select = True
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except:
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pass
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def findFcurve(context, bone_name, transform, index_int):
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def findFcurve(context, bone_name, transform, index_int):
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arm_object, pose_library = getArmatureData(context)
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arm_object, pose_library = getArmatureData(context)
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pose_markers = pose_library.pose_markers
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pose_markers = pose_library.pose_markers
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@ -62,6 +73,16 @@ def createFcurve(context, bone_name, transform, index_int):
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pass
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pass
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def findKeyframe(context, bone, active_frame):
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arm_object, pose_library = getArmatureData(context)
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for fcu in pose_library.fcurves:
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if fcu.data_path.startswith('pose.bones["'+bone.name+'"]'):
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for kp in fcu.keyframe_points:
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if kp.co.x == active_frame:
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return fcu.data_path
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def createKeyframe(context, bone_name, transform, index_int, new_marker, loc):
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def createKeyframe(context, bone_name, transform, index_int, new_marker, loc):
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arm_object, pose_library = getArmatureData(context)
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arm_object, pose_library = getArmatureData(context)
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pose_markers = pose_library.pose_markers
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pose_markers = pose_library.pose_markers
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@ -84,11 +105,7 @@ def setKeyframesFromBones(context, arm_object, new_marker):
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if bone.bone.select or none_selected == True:
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if bone.bone.select or none_selected == True:
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bone_name = bone.name
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bone_name = bone.name
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if bone.rotation_mode == "XYZ":
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if bone.rotation_mode in ("XYZ", "XZY", "YXZ", "YZX", "ZXY", "ZYX"):
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rot_mode = "rotation_euler"
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elif bone.rotation_mode == "YZX":
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rot_mode = "rotation_euler"
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elif bone.rotation_mode == "ZXY":
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rot_mode = "rotation_euler"
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rot_mode = "rotation_euler"
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elif bone.rotation_mode == "QUATERNION":
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elif bone.rotation_mode == "QUATERNION":
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rot_mode = "rotation_quaternion"
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rot_mode = "rotation_quaternion"
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@ -149,11 +166,10 @@ def setBonesfromKeyframes(context, arm_object, active_marker):
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if bone.bone.select or none_selected == True:
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if bone.bone.select or none_selected == True:
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bone_name = bone.name
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bone_name = bone.name
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if bone.rotation_mode == "XYZ":
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if findKeyframe(context, bone, active_marker.frame) is None:
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rot_mode = "rotation_euler"
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continue
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elif bone.rotation_mode == "YZX":
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rot_mode = "rotation_euler"
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if bone.rotation_mode in ("XYZ", "XZY", "YXZ", "YZX", "ZXY", "ZYX"):
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elif bone.rotation_mode == "ZXY":
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rot_mode = "rotation_euler"
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rot_mode = "rotation_euler"
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elif bone.rotation_mode == "QUATERNION":
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elif bone.rotation_mode == "QUATERNION":
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rot_mode = "rotation_quaternion"
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rot_mode = "rotation_quaternion"
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@ -178,21 +194,9 @@ def setBonesfromKeyframes(context, arm_object, active_marker):
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scl_z = findFcurve(context, bone_name, "scale", 2) or 1.0
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scl_z = findFcurve(context, bone_name, "scale", 2) or 1.0
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bone.location = mathutils.Vector((loc_x, loc_y, loc_z))
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bone.location = mathutils.Vector((loc_x, loc_y, loc_z))
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if bone.rotation_mode == "XYZ":
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if rot_mode == "rotation_euler":
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bone.rotation_euler = mathutils.Euler(
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bone.rotation_euler = mathutils.Euler(
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(rot_x, rot_y, rot_z))
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(rot_x, rot_y, rot_z))
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elif bone.rotation_mode == "YZX":
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bone.rotation_euler = mathutils.Euler(
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(rot_x, rot_y, rot_z))
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elif bone.rotation_mode == "ZXY":
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bone.rotation_euler = mathutils.Euler(
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(rot_z, rot_x, rot_y))
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elif bone.rotation_mode == "YXZ":
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bone.rotation_euler = mathutils.Euler(
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(rot_y, rot_x, rot_z))
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elif bone.rotation_mode == "XZY":
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bone.rotation_euler = mathutils.Euler(
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(rot_x, rot_z, rot_y))
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elif rot_mode == "rotation_quaternion":
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elif rot_mode == "rotation_quaternion":
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bone.rotation_quaternion = mathutils.Quaternion(
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bone.rotation_quaternion = mathutils.Quaternion(
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(rot_w, rot_x, rot_y, rot_z))
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(rot_w, rot_x, rot_y, rot_z))
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14
operators.py
14
operators.py
@ -254,7 +254,7 @@ class DSPL_OT_MovePose(bpy.types.Operator):
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class DSPL_OT_ApplyPose(bpy.types.Operator):
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class DSPL_OT_ApplyPose(bpy.types.Operator):
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bl_idname = "dspl.apply_pose"
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bl_idname = "dspl.apply_pose"
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bl_label = "Apply Pose"
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bl_label = "Apply Pose"
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bl_description = "Apply Pose (Ctrl+Click to select, Alt+Click to remove)"
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bl_description = "Apply Pose (Ctrl+Click to select bones, Shift+Click to rename, Alt+Click to remove)"
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bl_options = {'REGISTER', 'UNDO'}
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bl_options = {'REGISTER', 'UNDO'}
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posename: bpy.props.StringProperty()
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posename: bpy.props.StringProperty()
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@ -262,7 +262,6 @@ class DSPL_OT_ApplyPose(bpy.types.Operator):
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def execute(self, context):
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def execute(self, context):
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arm_object, pose_library = getArmatureData(context)
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arm_object, pose_library = getArmatureData(context)
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pose_markers = pose_library.pose_markers
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pose_markers = pose_library.pose_markers
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if self.posename:
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if self.posename:
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@ -284,9 +283,16 @@ class DSPL_OT_ApplyPose(bpy.types.Operator):
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def invoke(self, context, event):
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def invoke(self, context, event):
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if event.ctrl:
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if event.ctrl:
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# Select
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# Select bones
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arm_object, pose_library = getArmatureData(context)
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arm_object, pose_library = getArmatureData(context)
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pose_library.pose_markers.active_index = searchPoseMarker(context, posename=self.posename, type="index")
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active_marker = searchPoseMarker(context, posename=self.posename, type="marker")
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arm_object.select = True
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bpy.context.view_layer.objects.active = arm_object
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bpy.ops.object.mode_set(mode='POSE')
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selectBonesinPose(context, self.posename, active_marker)
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self.execute(context)
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return {'FINISHED'}
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return {'FINISHED'}
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elif event.alt:
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elif event.alt:
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# Remove
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# Remove
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Reference in New Issue
Block a user