Example #1
0
    def active_scs_animation_update(self, context):
        """Update function for Active SCS Animation record on Objects.

        :param context: Blender Context
        :type context: bpy.types.Context
        :rtype: None
        """
        active_object = context.active_object
        scs_root_object = _object_utils.get_scs_root(active_object)
        scene = context.scene

        # GET ARMATURE OBJECT
        armature = None
        if active_object.type == 'ARMATURE':
            armature = active_object
        else:
            children = _object_utils.get_children(scs_root_object)
            for child in children:
                if child.type == 'ARMATURE':
                    armature = child
                    break

        scs_object_anim_inventory = scs_root_object.scs_object_animation_inventory
        active_scs_anim_i = self.active_scs_animation
        if len(scs_object_anim_inventory) > active_scs_anim_i:
            active_scs_anim = scs_object_anim_inventory[active_scs_anim_i]
            start_frame = active_scs_anim.anim_start
            end_frame = active_scs_anim.anim_end
            length = active_scs_anim.length

            # set frame range properly
            _animation_utils.set_frame_range(scene, start_frame, end_frame)

            # set action to armature end properly set preview fps
            action = None
            if active_scs_anim.action in bpy.data.actions:
                action = bpy.data.actions[active_scs_anim.action]

                _animation_utils.set_fps_for_preview(scene, length,
                                                     start_frame, end_frame)

            # ensure animation data block to be able to set action
            if armature.animation_data is None:
                armature.animation_data_create()

            armature.animation_data.action = action  # set/reset action of current animation

        else:
            print('Wrong Animation index %i/%i!' %
                  (active_scs_anim_i, len(scs_object_anim_inventory)))
        return None
Example #2
0
    def active_scs_animation_update(self, context):
        """Update function for Active SCS Animation record on Objects.

        :param context: Blender Context
        :type context: bpy.types.Context
        :rtype: None
        """
        active_object = context.active_object
        scs_root_object = _object_utils.get_scs_root(active_object)
        scene = context.scene

        # GET ARMATURE OBJECT
        armature = None
        if active_object.type == 'ARMATURE':
            armature = active_object
        else:
            children = _object_utils.get_children(scs_root_object)
            for child in children:
                if child.type == 'ARMATURE':
                    armature = child
                    break

        scs_object_anim_inventory = scs_root_object.scs_object_animation_inventory
        active_scs_anim_i = self.active_scs_animation
        if len(scs_object_anim_inventory) > active_scs_anim_i:
            active_scs_anim = scs_object_anim_inventory[active_scs_anim_i]
            start_frame = active_scs_anim.anim_start
            end_frame = active_scs_anim.anim_end
            length = active_scs_anim.length

            # set frame range properly
            _animation_utils.set_frame_range(scene, start_frame, end_frame)

            # set action to armature end properly set preview fps
            action = None
            if active_scs_anim.action in bpy.data.actions:
                action = bpy.data.actions[active_scs_anim.action]

                _animation_utils.set_fps_for_preview(scene, length, start_frame, end_frame)

            # ensure animation data block to be able to set action
            if armature.animation_data is None:
                armature.animation_data_create()

            armature.animation_data.action = action  # set/reset action of current animation

        else:
            print('Wrong Animation index %i/%i!' % (active_scs_anim_i, len(scs_object_anim_inventory)))
        return None
Example #3
0
    def anim_range_update(self, context):
        """If start or end frame are changed frame range in scene should be adopted to new values
        together with FPS reset.

        """

        active_object = context.active_object
        if active_object and active_object.type == "ARMATURE" and active_object.animation_data:
            action = active_object.animation_data.action
            if action:
                _animation_utils.set_frame_range(context.scene, self.anim_start, self.anim_end)
                _animation_utils.set_fps_for_preview(
                    context.scene,
                    self.length,
                    self.anim_start,
                    self.anim_end,
                )