Shot Viewer: build shot cameras with Add Camera Rigs

New shot cameras come from bpy.ops.object.build_camera_rig: a crane rig
when "3D Camera" is ticked, a 2D rig otherwise (SHOT_CAMERA_RIG_MODES).
The camera and its rig are named for the sequence and shot
(SHOT_CAMERA_RIG_NAME_FORMAT). Camera rigs are left out of the rig
quick-select. Requires the Add Camera Rigs extension.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Nero Frame 13andClaude Opus 5.5 committed 2026-10-21 13:56:52 +02:00
1 parent 00788bb3bf
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@@ -29,6 +29,8 @@ Most values the tools rely on (prefixes, shot naming, frame rate…) live in `co
Tested on **Blender 5.2**.
The Shot Viewer builds its cameras with the **Add Camera Rigs** extension (*Edit > Preferences > Get Extensions*, search "Add Camera Rigs"). Install and enable it next to Melvile Tools.
**As an extension (artists):** build the package, then in Blender go to *Edit > Preferences > Get Extensions > Install from Disk…* and pick the `.zip`.
```bash
@@ -279,11 +281,12 @@ Click **+** next to the shot list:
|---|---|
| **Name** | Pre-filled with the next free shot number (`sh0010`, `sh0020`…). This is the marker name. |
| **Duration** | Length of the shot in frames. |
| **New Camera** | On: creates the camera `CAM_<sequence>_<shot>` (its name is shown in the dialog), copying the lens and position of the current camera, so you start from the current framing. Off: pick an existing camera of the scene. |
| **New Camera** | On: builds a camera rig with the **Add Camera Rigs** add-on. The camera is named `CAM_<sequence>_<shot>` (shown in the dialog) and its rig `RIG_<sequence>_<shot>`. Off: pick an existing camera of the scene. |
| **3D Camera** | On: a 3D **crane** rig. Off: a **2D** camera rig. |
The shot is added at the end of the sequence and the scene's **End** frame grows to include it. The first shot starts at frame 1001, and the scene **Start** moves there too. The playhead and the 3D view then jump to the new shot.
New cameras go in the scene's top collection: move them into your camera collection if you have one.
The rig is built at the **3D cursor**, in the active collection: place the cursor and pick the collection first if you have a camera collection. The add-on keeps the rig's bone shapes in a hidden **Widgets** collection. If the add-on is not enabled, the dialog says so and no shot is added.
### Deleting a shot
@@ -304,7 +307,7 @@ The bottom of the panel lists the armatures of the scene, grouped into **Charact
- **Shift+click**: adds it to the selection, to pose several rigs at once.
- The rig(s) currently selected are highlighted.
A rig counts as a character or a prop when its name, one of its collections, or the library file it comes from starts with `chr_` / `prp_` (see `SHOT_VIEWER_RIG_GROUPS` in [Configuration](#configuration)). Hidden rigs cannot be selected.
A rig counts as a character or a prop when its name, one of its collections, or the library file it comes from starts with `chr_` / `prp_` (see `SHOT_VIEWER_RIG_GROUPS` in [Configuration](#configuration)). Hidden rigs cannot be selected. Camera rigs (armatures carrying a camera) are not listed.
---
@@ -329,7 +332,7 @@ To change them **without editing the code**, write a JSON file with the keys to
Unknown keys are ignored and reported in the system console.
Name formats use Python's `str.format`: `"sq{:04d}"` turns `10` into `sq0010`. `SHOT_CAMERA_NAME_FORMAT` takes the named tokens `{prefix}` (the camera prefix of `OBJECT_PREFIXES`, `CAM_`), `{sequence}` and `{shot}`. The default `"{prefix}{sequence}_{shot}"` gives `CAM_sq0010_sh0030`.
Name formats use Python's `str.format`: `"sq{:04d}"` turns `10` into `sq0010`. `SHOT_CAMERA_NAME_FORMAT` takes the named tokens `{prefix}` (the camera prefix of `OBJECT_PREFIXES`, `CAM_`), `{sequence}` and `{shot}`. The default `"{prefix}{sequence}_{shot}"` gives `CAM_sq0010_sh0030`. `SHOT_CAMERA_RIG_NAME_FORMAT` names the rig the same way, with `{prefix}` = `RIG_`. `SHOT_CAMERA_RIG_MODES` picks the Add Camera Rigs mode for 3D and 2D cameras (`CRANE` and `2D`; `DOLLY` is also available).
### Keys by tool
@@ -343,7 +346,7 @@ Name formats use Python's `str.format`: `"sq{:04d}"` turns `10` into `sq0010`. `
| Sanity Check: layout | `SET_COLLECTION_PATTERN` |
| Sanity Check: panel | `CATEGORY_ORDER`, `MAX_ISSUES_DRAWN` |
| Rename | `RENAME_SEPARATOR`, `RENAME_PADDING`, `RENAME_SIDES`, `RENAME_TYPE_SUFFIXES` (plus `OBJECT_PREFIXES` / `DATABLOCK_PREFIXES` for *By Type* prefixes) |
| Shot Viewer | `SHOT_VIEWER_RIG_GROUPS`, `SHOT_NAME_FORMAT`, `SHOT_NUMBER_STEP`, `SHOT_FRAME_START`, `SHOT_DEFAULT_DURATION`, `SEQUENCE_NAME_FORMAT`, `SHOT_CAMERA_NAME_FORMAT` |
| Shot Viewer | `SHOT_VIEWER_RIG_GROUPS`, `SHOT_NAME_FORMAT`, `SHOT_NUMBER_STEP`, `SHOT_FRAME_START`, `SHOT_DEFAULT_DURATION`, `SEQUENCE_NAME_FORMAT`, `SHOT_CAMERA_NAME_FORMAT`, `SHOT_CAMERA_RIG_NAME_FORMAT`, `SHOT_CAMERA_RIG_MODES` |
---
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@@ -251,6 +251,10 @@ SEQUENCE_NAME_FORMAT = "sq{:04d}"
# Cameras added by the shot viewer. Tokens: {prefix} (OBJECT_PREFIXES["CAMERA"]),
# {sequence} (SEQUENCE_NAME_FORMAT) and {shot} (the shot name).
SHOT_CAMERA_NAME_FORMAT = "{prefix}{sequence}_{shot}"
# Their rig, same tokens with {prefix} = OBJECT_PREFIXES["ARMATURE"].
SHOT_CAMERA_RIG_NAME_FORMAT = "{prefix}{sequence}_{shot}"
# Mode of bpy.ops.object.build_camera_rig (Add Camera Rigs add-on) for 3D and 2D cameras.
SHOT_CAMERA_RIG_MODES = {"3D": "CRANE", "2D": "2D"}
SHOT_NUMBER_STEP = 10
SHOT_FRAME_START = 1001
SHOT_DEFAULT_DURATION = 48
+45 -20
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@@ -12,7 +12,6 @@ import re
import bpy
from bpy.app.handlers import persistent
from bpy.props import BoolProperty, IntProperty, PointerProperty, StringProperty
from mathutils import Euler, Vector
from . import config
@@ -121,22 +120,30 @@ def camera_name(scene, shot):
)
def _new_camera(scene, shot, source=None):
"""New camera in the scene collection, copying ``source`` (lens and placement) when given."""
name = camera_name(scene, shot)
if source is not None and source.type == "CAMERA":
data = source.data.copy()
data.name = name
else:
source = None
data = bpy.data.cameras.new(name)
camera = bpy.data.objects.new(name, data)
if source is not None:
camera.matrix_world = source.matrix_world.copy()
else:
camera.location = Vector((0.0, -10.0, 1.6))
camera.rotation_euler = Euler((1.5708, 0.0, 0.0))
scene.collection.objects.link(camera)
def camera_rig_available():
"""True when the Add Camera Rigs add-on (bpy.ops.object.build_camera_rig) is enabled."""
return hasattr(bpy.types, "OBJECT_OT_build_camera_rig")
def _new_camera_rig(context, shot, is_3d):
"""Camera rig built by the Add Camera Rigs add-on at the 3D cursor, named for the shot.
Returns the camera object."""
scene = context.scene
if context.mode != "OBJECT":
bpy.ops.object.mode_set(mode="OBJECT")
before = {ob.as_pointer() for ob in bpy.data.objects}
bpy.ops.object.build_camera_rig(mode=config.SHOT_CAMERA_RIG_MODES["3D" if is_3d else "2D"])
# Found by difference: the add-on may also add widget objects for the bone shapes.
new = [ob for ob in bpy.data.objects if ob.as_pointer() not in before]
camera = next((ob for ob in new if ob.type == "CAMERA"), None)
if camera is None:
raise RuntimeError("build_camera_rig created no camera")
camera.name = camera.data.name = camera_name(scene, shot)
rig = camera.parent
if rig is not None and rig in new:
rig.name = rig.data.name = config.SHOT_CAMERA_RIG_NAME_FORMAT.format(
prefix=config.OBJECT_PREFIXES.get("ARMATURE", ""), sequence=sequence_name(scene), shot=shot
)
return camera
@@ -158,7 +165,15 @@ def rig_groups(view_layer):
patterns = [(label, re.compile(pattern)) for label, pattern in config.SHOT_VIEWER_RIG_GROUPS.items()]
groups = {label: [] for label, _pattern in patterns}
groups[OTHER_GROUP] = []
rigs = sorted((ob for ob in view_layer.objects if ob.type == "ARMATURE"), key=lambda ob: ob.name.lower())
# Camera rigs (armatures carrying a camera) are left out: one per shot.
rigs = sorted(
(
ob
for ob in view_layer.objects
if ob.type == "ARMATURE" and not any(child.type == "CAMERA" for child in ob.children)
),
key=lambda ob: ob.name.lower(),
)
for ob in rigs:
names = _rig_names(ob)
label = next(
@@ -225,9 +240,13 @@ class WTD_OT_shot_viewer_new_shot(bpy.types.Operator):
duration: IntProperty(name="Duration", description="Length of the shot in frames", min=1, default=48)
new_camera: BoolProperty(
name="New Camera",
description="Add a camera for this shot, copying the current one. Otherwise pick an existing camera",
description="Build a camera rig for this shot (Add Camera Rigs add-on). Otherwise pick an existing camera",
default=True,
)
camera_3d: BoolProperty(
name="3D Camera",
description="Build a 3D crane rig. Otherwise a 2D camera rig",
)
camera_name: StringProperty(name="Camera")
def invoke(self, context, event):
@@ -243,8 +262,11 @@ class WTD_OT_shot_viewer_new_shot(bpy.types.Operator):
layout.prop(self, "duration")
layout.prop(self, "new_camera")
if self.new_camera:
layout.prop(self, "camera_3d")
name = self.name.strip() or next_shot_name(context.scene)
layout.label(text=camera_name(context.scene, name), icon="CAMERA_DATA")
if not camera_rig_available():
layout.label(text="Enable the Add Camera Rigs add-on", icon="ERROR")
else:
layout.prop_search(self, "camera_name", context.scene, "objects", icon="CAMERA_DATA")
@@ -252,7 +274,10 @@ class WTD_OT_shot_viewer_new_shot(bpy.types.Operator):
scene = context.scene
name = self.name.strip() or next_shot_name(scene)
if self.new_camera:
camera = _new_camera(scene, name, scene.camera)
if not camera_rig_available():
self.report({"WARNING"}, "Enable the Add Camera Rigs add-on to build the shot camera")
return {"CANCELLED"}
camera = _new_camera_rig(context, name, self.camera_3d)
else:
camera = scene.objects.get(self.camera_name)
if camera is None or camera.type != "CAMERA":