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author | Sybren A. Stüvel <sybren@stuvel.eu> | 2016-09-28 16:40:05 +0300 |
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committer | Sybren A. Stüvel <sybren@stuvel.eu> | 2016-09-28 16:40:22 +0300 |
commit | 305fec8358acf0d6ffaebdef6f083416e0560e3c (patch) | |
tree | bf96dc715c3841ac613a22618daaf31f82b495c9 /release | |
parent | dea7ef4dd99b949fa76c53a1b10641c3acce5c08 (diff) |
Fixes for pose library change 601ce6a89c4
Apparently the keying sets system doesn't support subclassing
KeyingSetInfo subclasses. I have added a note to the top of the file to
indicate this to future developers.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/keyingsets_builtins.py | 20 |
1 files changed, 17 insertions, 3 deletions
diff --git a/release/scripts/startup/keyingsets_builtins.py b/release/scripts/startup/keyingsets_builtins.py index e04b55ec4d2..97320e56378 100644 --- a/release/scripts/startup/keyingsets_builtins.py +++ b/release/scripts/startup/keyingsets_builtins.py @@ -25,6 +25,9 @@ to work correctly. Beware also about changing the order that these are defined here, since this can result in old files referring to the wrong Keying Set as the active one, potentially resulting in lost (i.e. unkeyed) animation. + +Note that these classes cannot be subclassed further; only direct subclasses of KeyingSetInfo +are supported. """ import bpy @@ -524,11 +527,11 @@ class BUILTIN_KSI_WholeCharacter(KeyingSetInfo): ksi.addProp(ks, bone, prop) # All properties that are likely to get animated in a character rig, only selected bones. -class BUILTIN_KSI_WholeCharacterSelected(BUILTIN_KSI_WholeCharacter): +class BUILTIN_KSI_WholeCharacterSelected(KeyingSetInfo): """Insert a keyframe for all properties that are likely to get animated in a character rig """ """(only selected bones)""" bl_idname = ANIM_KS_WHOLE_CHARACTER_SELECTED_ID - bl_label = "Whole Character (Selected bones)" + bl_label = "Whole Character (Selected bones only)" # iterator - all bones regardless of selection def iterator(ksi, context, ks): @@ -536,10 +539,21 @@ class BUILTIN_KSI_WholeCharacterSelected(BUILTIN_KSI_WholeCharacter): bones = context.selected_pose_bones or context.active_object.pose.bones for bone in bones: - if bone.name.startswith(BUILTIN_KSI_WholeCharacterSelected.badBonePrefixes): + if bone.name.startswith(BUILTIN_KSI_WholeCharacter.badBonePrefixes): continue ksi.generate(context, ks, bone) + # Poor man's subclassing. Blender breaks when we actually subclass BUILTIN_KSI_WholeCharacter. + poll = BUILTIN_KSI_WholeCharacter.poll + generate = BUILTIN_KSI_WholeCharacter.generate + addProp = BUILTIN_KSI_WholeCharacter.addProp + doLoc = BUILTIN_KSI_WholeCharacter.doLoc + doRot4d = BUILTIN_KSI_WholeCharacter.doRot4d + doRot3d = BUILTIN_KSI_WholeCharacter.doRot3d + doScale = BUILTIN_KSI_WholeCharacter.doScale + doBBone = BUILTIN_KSI_WholeCharacter.doBBone + doCustomProps = BUILTIN_KSI_WholeCharacter.doCustomProps + ############################### # Delta Location |