diff --git a/README.md b/README.md index e6271f6..e6d3db5 100644 --- a/README.md +++ b/README.md @@ -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__` (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__` (shown in the dialog) and its rig `RIG__`. 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` | --- diff --git a/config.py b/config.py index 6decc7b..4f4a582 100644 --- a/config.py +++ b/config.py @@ -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 diff --git a/shot_viewer.py b/shot_viewer.py index 86566a7..93cb91c 100644 --- a/shot_viewer.py +++ b/shot_viewer.py @@ -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":