sphinx_doc_gen.py:
- Add _PRIVATE_ATTR_INCLUDE so underscore-prefixed types can be
selectively included in API docs (needed to reference return values).
- Add :return:/:rtype: for operators.
- Fix context type entries (AnnotationLayer, FluidModifier, Curves).
bpy.props:
- Add :return:/:rtype: for property declaration functions.
gpu:
- Expose MatrixStackContext and OffScreenStackContext as documented
gpu.types so :rtype: references resolve.
bmesh.ops:
- Use Sequence[float] for vector input params.
- Add default_value for single-element BMO_OP_SLOT_ELEMENT_BUF slots.
bpy.types:
- Convert `tuple of X` to `tuple[X, ...]` and `list of X` to `list[X]`.
- Add :return:/:rtype: to Context.path_resolve and Operator.as_keywords.
- Fix Menu example link reference.
bpy_extras:
- Convert Python type annotations to :param:/:type:/:rtype:,
add missing doc-strings.
bpy.app.handlers:
- Add :type: with callable signatures.
- Fix depsgraph_update handler description
(the second argument is optional).
- Fix missing argument descriptions for render and undo/redo handlers.
bpy.context
- Use type hints for for property listing.
mathutils.kdtree:
- Fix doc-string syntax.
- Clarify that the size is an upper limit.
Various minor corrections to other modules.
The issue was that the code did not check if a constraint came from
a linked file.
Fix it by checking the `is_override` condition and only remove local constraints.
Pull Request: https://projects.blender.org/blender/blender/pulls/150309
This comes from a discussion on #147711
on how to best version animations for that property.
The issue with animations is that we cannot know where the
users wants to have the animation moved to.
In 4.5 the animation was on the armature but now needs
to be on an object. Because of that the FCurve
has to move to a different action or slot. There is no good
way to figure out which action + slot combination
the user wants to move the animation to, so we provide this tool.
The operator always works on selected armature objects.
For it to work, the armature and the object have to have an
animation + slot assigned. That way we
can know reliably where the data should move.
This does not solve the issue with the NLA. However I think it
will be very rare that bone visibility is
animated with the NLA since it doesn't affect the final render.
Pull Request: https://projects.blender.org/blender/blender/pulls/148111
Move the Copy Global Transform core add-on into Blender's code.
- The entire extension was one Python file. This PR basically splits
it into two, one for operators (in `bl_operators`) and the other for
UI panels. Those panels are registered in the 3D viewport's sidebar,
which were registered in `space_view3d`, but I made the decision
here to create a new file `space_view3d_sidebar`, because the main
file is getting too large and difficult to navigate. This PR puts
the global transform panel in this file. After this is merged, I
will do refactors to move the rest of the sidebar panels here as
well.
- `AutoKeying` class was moved into `bpy_extras/anim_utils.py` so that
it's reusable and also accessible from API, since it's generally
very useful. There were discussions about putting this somewhere,
but for now, I chose against it because creating a new file would
also mean PR would have to affect documentation generation, and
would complicate things. If we want to, we can probably create a new
module in the future.
- Little tweaks to labels and descriptions. Now that they exist
outside of the add-on context, and exist without the user explicitly
enabling them, they need to be more descriptive and tell users what
they actually do. They also need to conform to Blender's GUI
guidelines. Also tried organizing files a little by grouping
objects.
- Add-on properties (which included word `addon` in the name) have
been registered in C++, on `scene.tool_settings` with `anim_`
prefix.
Pull Request: https://projects.blender.org/blender/blender/pulls/145414
Minimal changes to make Rigify use the current Action API (introduced in
Blender 4.4) instead of the legacy API (removed in 5.0).
Most of the refactoring consists of:
- Find the right `Channelbag`
- Replace operations on `Action` with operations on that `Channelbag`.
I didn't manage to test all code, because some code paths are very hard
to follow, and others seem to only be available for legacy rigs.
This is part of #146586
Pull Request: https://projects.blender.org/blender/blender/pulls/147060
Remove the use of `action.fcurves` in the Bake Action operator, replacing
it with the current API (introduced for slotted Actions in Blender 4.4).
No functional changes.
This is part of #146586
Pull Request: https://projects.blender.org/blender/blender/pulls/147060
The changes:
1. Add `group_name` to the `channelbag.fcurves.new()` and
`action.fcurve_ensure_for_datablock()` RNA functions.
2. Add `anim_utils.action_ensure_channelbag_for_slot(action, slot)`.
3. Add `channelbag.fcurves.ensure()` RNA function.
This makes it possible to replace this legacy code:
```py
fcurve = action.fcurves.new("location", index=2, action_group="Name")
```
with this code:
```py
channelbag = action_ensure_channelbag_for_slot(action, action_slot)
fcurve = channelbag.fcurves.new("location", index=2, group_name="Name")
```
or replace this legacy code:
```py
fcurve = action.fcurves.find("location", index=2, action_group="Name")
if not fcurve:
fcurve = action.fcurves.new("location", index=2, action_group="Name")
```
with this code:
```py
channelbag = action_ensure_channelbag_for_slot(action, action_slot)
fcurve = channelbag.fcurves.ensure("location", index=2, group_name="Name")
```
Note that the parameter name is different (`action_group` became
`group_name`). This clarifies that this is the name of the group, and
not a reference to the group itself.
This is part of #146586
Pull Request: https://projects.blender.org/blender/blender/pulls/146977
Make the 'Available' keying set look at the F-Curves for the assigned
slot, instead of the backward-compatible API (which only sees the F-Curves
for the first slot).
Pull Request: https://projects.blender.org/blender/blender/pulls/137131
Previously when an action was baked, the slot name was not retained.
This causes problems when switching between actions because the slot
will not automatically be assigned.
This is now fixed by ensuring that the name of the last assigned slot
is used to create the new slot.
Pull Request: https://projects.blender.org/blender/blender/pulls/136814
Fix a few small mistakes in the action baking code:
- Assigning an action slot should only happen after the action itself has
been assigned.
- `_ensure_channelbag_exists()` didn't actually ensure the channelbag
always exists; now it also creates the layer & strip if necessary.
Pull Request: https://projects.blender.org/blender/blender/pulls/135853
When baking custom properties that were named exactly the same
as a property already in Blender (in this case `scale`), it would fail.
The issue was introduced with eee32726c7 where the goal was
to not key addon defined properties.
The problem with that approach was that `obj.bpy_rna.properties`
not only contains addon defined properties but also all that are native to Blender.
So the rna path would be created to be identical as for e.g. transform properties.
The fix is to test the property for `is_runtime` which is true for addon
defined properties but false for blender internal properties
I tested with the test file of #121349 to confirm that doing so
doesn't bring that original bug back.
Pull Request: https://projects.blender.org/blender/blender/pulls/135297
Rename `ActionKeyframeStrip.channels()` to `.channelbag()`, and change
its first parameter from `slot_handle` to `slot`.
This is to be consistent with `ActionKeyframeStrip.channelbags`, which is
the array of channelbags in the keyframe strip. Having a function that's
singluar makes sense for finding a single element in the array.
The change from using the slot handle to using the slot is to be consistent
with `.channelbags.new(slot)`. Furthermore, the Python API should be using
slot handles as little as possible (they're basically meaningless numbers).
Using the slots directly is preferred. If that's not possible, it is
recommended to use the slot identifier (`slot.identifier`) instead, as that
can be used to look up the slot (`action.slots[slot_identifier]`).
This breaks the glTF add-on, which will be fixed in !133915.
Pull Request: https://projects.blender.org/blender/blender/pulls/133868
Suppress unused warnings using the "vulture" utility.
- Include public definitions in the modules `__all__`.
- Mark arguments & variables as unused with a "_" prefix.
`Action.slots.new()` in the Python API previously took either an ID or nothing
as a parameter. In the former case it would create a slot with the appropriate
`id_root` and name for that ID. In the latter case it would create a default
slot with an unspecified `id_root` and default name.
This had several issues:
1. You couldn't create a slot with a specific `id_root` without already having
an ID of that type. In theory this isn't a problem, but in practice in larger
scripts/addons you don't necessarily have such an ID on hand at the call
site.
2. You couldn't directly create a slot with a desired name without an existing
ID with that name. This isn't so important, since you can always just set the
name afterwards. But it's a bit annoying.
3. Most other `new()` APIs in Blender *require* you to specify the name of the
item being created. So calling this with no parameters was violating that
norm.
4. Ideally, we want to eliminate unspecified `id_root`s, since they cause other
weirdness in the API such as slot identifiers changing upon slot assignment.
To resolve these issues, and just generally to make the API more
straightforward, this PR changes `slots.new()` to take two required parameters:
an ID type and a name. For example:
`slots.new(id_type='CAMERA', name="My Camera Data Slot")`.
This fully specifies everything needed for the slot identifier upon creation,
and doesn't require any outside data items to create a slot with the desired
type and name.
In the future if we decide we still want a `for_id`-style slot creation API, we
can reintroduce it as a separate function.
Ref: #130892
Pull Request: https://projects.blender.org/blender/blender/pulls/130970
Replace plain-text type information with the type syntax used
for Python's type annotations as it's more concise, especially for
callbacks which often didn't include useful type information.
Note that this change only applies to inline doc-strings,
generated doc-strings from RNA need to be updated separately.
Details:
- Many minor corrections were made when "list" was incorrectly used
instead of "sequence".
- Some type information wasn't defined in the doc-strings and has been
added.
- Verbose type info would benefit from support for type aliases.
This fixes the issue by traversing the new data structure for actions.
* When a slot is assigned, the action is baked into the slot.
* if no slot is assigned, it creates a new slot and bakes into that. However since no slot was assigned, the animation will be static.
Pull Request: https://projects.blender.org/blender/blender/pulls/129525
When baking an Action on an object which has custom properties that come
from an addon or python script that isn't loaded, the baking would fail with:
```
TypeError: Cannot assign a 'dict' value to the existing 'hops' Group IDProperty
```
This comes from an addon that isn't present or loaded on a users machine.
The fix is to check for `IDProperty` and skip those.
Pull Request: https://projects.blender.org/blender/blender/pulls/129057
This commit takes the 'Slotted Actions' out of the experimental phase.
As a result:
- All newly created Actions will be slotted Actions.
- Legacy Actions loaded from disk will be versioned to slotted Actions.
- The new Python API for slots, layers, strips, and channel bags is
available.
- The legacy Python API for accessing F-Curves and Action Groups is
still available, and will operate on the F-Curves/Groups for the first
slot only.
- Creating an Action by keying (via the UI, operators, or the
`rna_struct.keyframe_insert` function) will try and share Actions
between related data-blocks. See !126655 for more info about this.
- Assigning an Action to a data-block will auto-assign a suitable Action
Slot. The logic for this is described below. However, There are cases
where this does _not_ automatically assign a slot, and thus the Action
will effectively _not_ animate the data-block. Effort has been spent
to make Action selection work both reliably for Blender users as well
as keep the behaviour the same for Python scripts. Where these two
goals did not converge, reliability and understandability for users
was prioritised.
Auto-selection of the Action Slot upon assigning the Action works as
follows. The first rule to find a slot wins.
1. The data-block remembers the slot name that was last assigned. If the
newly assigned Action has a slot with that name, it is chosen.
2. If the Action has a slot with the same name as the data-block, it is
chosen.
3. If the Action has only one slot, and it has never been assigned to
anything, it is chosen.
4. If the Action is assigned to an NLA strip or an Action constraint,
and the Action has a single slot, and that slot has a suitable ID
type, it is chosen.
This last step is what I was referring to with "Where these two goals
did not converge, reliability and understandability for users was
prioritised." For regular Action assignments (like via the Action
selectors in the Properties editor) this rule doesn't apply, even though
with legacy Actions the final state ("it is animated by this Action")
differs from the final state with slotted Actions ("it has no slot so is
not animated"). This is done to support the following workflow:
- Create an Action by animating Cube.
- In order to animate Suzanne with that same Action, assign the Action
to Suzanne.
- Start keying Suzanne. This auto-creates and auto-assigns a new slot
for Suzanne.
If rule 4. above would apply in this case, the 2nd step would
automatically select the Cube slot for Suzanne as well, which would
immediately overwrite Suzanne's properties with the Cube animation.
Technically, this commit:
- removes the `WITH_ANIM_BAKLAVA` build flag,
- removes the `use_animation_baklava` experimental flag in preferences,
- updates the code to properly deal with the fact that empty Actions are
now always considered slotted/layered Actions (instead of that relying
on the user preference).
Note that 'slotted Actions' and 'layered Actions' are the exact same
thing, just focusing on different aspects (slot & layers) of the new
data model.
The "Baklava phase 1" assumptions are still asserted. This means that:
- an Action can have zero or one layer,
- that layer can have zero or one strip,
- that strip must be of type 'keyframe' and be infinite with zero
offset.
The code to handle legacy Actions is NOT removed in this commit. It will
be removed later. For now it's likely better to keep it around as
reference to the old behaviour in order to aid in some inevitable
bugfixing.
Ref: #120406
With layered actions, the bake action wasn't working.
More specifically it failed to create a slot on the action
and link that slot on the animation data.
The fix is to create the slot.
Pull Request: https://projects.blender.org/blender/blender/pulls/126546
When keying custom properties that are defined by an addon,
you can't use square brackets. The GUI buttons already reflect that.
The baking code and the keyframe insertion code didn't respect
that and so were able to key properties that are defined as non-keyable.
## Solutions
I've solved the issue on the C++ side by resolving
the path twice, once without and in case that didn't work the
second time with brackets. While that does solve the issue
this feels really dirty and I feel like I am misusing the system here.
**However it is absolutely needed**.
When resolving a path with brackets to a property defined
by an addon, you get an `IDProperty` disguised as a `PropertyRNA`
which will not have the correct flags set.
By checking if a property `is_animatable` in python, all that do not have that can be skipped.
Also making sure the path is passed without brackets in the correct cases.
Pull Request: https://projects.blender.org/blender/blender/pulls/121520
Baked armature properties are now placed in a single group "Armature
Custom Properties", instead of creating a new group "Group.nnn" for each
custom property.
This bug was not reported.
Pull Request: https://projects.blender.org/blender/blender/pulls/117993
When baking custom properties, avoid keeping references to custom
property values that are known to be impossible to animate anyway.
The crash was caused by custom properties containing collections of ID
properties. Keeping Python references around for too long and then
accessing them caused Blender to crash.
My solution is to only keep track of custom property values that might
be keyable. For some this is certain: floats, ints, bools are keyable,
whereas lists, dicts, etc. are not. However, strings can be the RNA
value for an enum property, which is keyed via its integer
representation. So, the new function `can_be_keyed()` can return `True`,
`False`, or `None`. By skipping those values where it returns `False`
the crash is already resolved, making it good enough for now.
Pull Request: https://projects.blender.org/blender/blender/pulls/117993
When baking neither Object nor Pose data, the Bake Action operator could
raise a Python exception instead of handling the situation gracefully.
This is now resolved; the regular 'Nothing to Bake' message is shown
instead.
Add custom properties to Action Bake.
objects will bake all animatable custom properties. Armatures will bake all bone custom properties,
as well as object (armature) custom properties.
Pull Request: https://projects.blender.org/blender/blender/pulls/113208
Currently, we're limited to the type of Bake Data, without any control over the channels that get baked.
With this change, the user now has a fine degree of control as to which types of f-curve data will be written to the baked action (i.e., location, rotation, scale & b-bone channels).
Co-author @cmbasnett
Pull Request: https://projects.blender.org/blender/blender/pulls/111997