Added Rename and Shot Viewer tools

Rename panel: batch rename selected objects (or their materials) as
prefix_name_side_number_suffix. Numbering continues after existing names,
object data follows its object, and a preview shows the result.

Shot Viewer (button in the Tools panel): opens a window with its own
workspace showing the shots (sequencer scene strips) through their camera,
with the edit's sequencer at the bottom. Scrubbing the edit switches shots,
playing a shot moves the edit playhead, Loop Shot loops playback on the
shot. Shots can be added and deleted, and character / prop rigs selected
in pose mode from the sidebar.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Nero Frame 13andClaude Opus 5.5 committed 2026-10-19 14:30:00 +02:00
1 parent b800e5a68b
commit 1a1767c984
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@@ -2,7 +2,7 @@ import textwrap
import bpy
from .. import config, tools_ops
from .. import config, rename, shot_viewer, tools_ops
from ..core import CheckContext, Severity, checks_for_context, contexts, runner
from ..core.runner import Status
from .operators import EXPANDED
@@ -188,6 +188,145 @@ class _ToolsPanel:
# Adds a separator line
layout.separator()
layout.operator(shot_viewer.WTD_OT_shot_viewer_open.bl_idname, icon="CAMERA_DATA")
class _RenamePanel:
bl_region_type = "UI"
bl_category = "WTD"
bl_label = "Rename"
bl_options = {"DEFAULT_CLOSED"} # panel starts collapsed
PREVIEW_COUNT = 10
def draw(self, context) -> None:
layout = self.layout
settings = context.scene.wtd_rename
layout.row().prop(settings, "target", expand=True)
col = layout.column()
col.use_property_split = True
col.use_property_decorate = False
col.prop(settings, "base_name")
col.prop(settings, "prefix_mode")
if settings.prefix_mode == "CUSTOM":
col.prop(settings, "prefix_custom", text=" ")
col.prop(settings, "side")
col.prop(settings, "suffix_mode")
if settings.suffix_mode == "CUSTOM":
col.prop(settings, "suffix_custom", text=" ")
col.prop(settings, "sort")
if settings.target == "OBJECTS":
col.prop(settings, "rename_data")
plan, skipped = rename.plan_renames(context, settings)
row = layout.row()
row.scale_y = 1.4
row.operator(
rename.WTD_OT_batch_rename.bl_idname,
text=f"Rename {len(plan)} Item(s)" if plan else "Rename",
icon="SORTALPHA",
)
if not plan and not skipped:
return
box = layout.box()
col = box.column(align=True)
for id_block, name in plan[: self.PREVIEW_COUNT]:
col.label(text=f"{id_block.name} → {name}")
hidden = len(plan) - self.PREVIEW_COUNT
if hidden > 0:
col.label(text=f"... {hidden} more")
for name in skipped:
col.label(text=f"{name}: no base name, set a name", icon="ERROR")
class WTD_UL_shots(bpy.types.UIList):
"""Scene strips of the edit, in edit order."""
def draw_item(self, context, layout, data, item, icon, active_data, active_property, index=0, flt_flag=0):
camera = shot_viewer.shot_camera(item)
start, end = shot_viewer.strip_range(item)
split = layout.split(factor=0.4)
split.label(text=item.name, icon="SEQUENCE")
split = split.split(factor=0.6)
split.label(text=camera.name if camera else "(no camera)")
split.label(text=f"{start}-{end - 1}")
def filter_items(self, context, data, propname):
strips = getattr(data, propname)
ordered = [strip.as_pointer() for strip in shot_viewer.shots(data.id_data)]
position = {pointer: index for index, pointer in enumerate(ordered)}
flags = [self.bitflag_filter_item if strip.as_pointer() in position else 0 for strip in strips]
if self.filter_name:
by_name = bpy.types.UI_UL_list.filter_items_by_name(
self.filter_name, self.bitflag_filter_item, strips, "name"
)
flags = [flag & name_flag for flag, name_flag in zip(flags, by_name)]
# Shots in edit order, the other strips after them.
order = []
hidden = len(ordered)
for strip in strips:
pointer = strip.as_pointer()
if pointer in position:
order.append(position[pointer])
else:
order.append(hidden)
hidden += 1
return flags, order
class _ShotViewerPanel:
bl_region_type = "UI"
bl_category = "WTD"
bl_label = "Shot Viewer"
@classmethod
def poll(cls, context):
return shot_viewer.is_viewer(context.screen)
def draw(self, context) -> None:
layout = self.layout
settings = context.window_manager.wtd_shot_viewer
scene = shot_viewer.edit_scene(context)
layout.prop(settings, "edit_scene", icon="SEQUENCE")
if scene is None:
layout.label(text="Pick the scene holding the edit", icon="ERROR")
return
has_shots = bool(shot_viewer.shots(scene))
row = layout.row(align=True)
row.scale_y = 1.4
row.enabled = has_shots
row.operator(shot_viewer.WTD_OT_shot_viewer_step.bl_idname, text="Previous", icon="TRIA_LEFT").step = -1
row.operator(shot_viewer.WTD_OT_shot_viewer_step.bl_idname, text="Next", icon="TRIA_RIGHT").step = 1
row = layout.row()
if scene.sequence_editor is not None:
row.template_list(
"WTD_UL_shots", "", scene.sequence_editor, "strips_all", settings, "shot_index", rows=5
)
else:
row.label(text="")
col = row.column(align=True)
col.operator(shot_viewer.WTD_OT_shot_viewer_new_shot.bl_idname, text="", icon="ADD")
col.operator(shot_viewer.WTD_OT_shot_viewer_delete_shot.bl_idname, text="", icon="REMOVE")
if not has_shots:
layout.label(text="No shots yet: add one with +", icon="INFO")
layout.prop(settings, "loop_shot")
groups = shot_viewer.rig_groups(context.view_layer)
if not groups:
layout.label(text="No rig in this shot", icon="INFO")
for label, rigs in groups.items():
box = layout.box()
box.label(text=label, icon="ARMATURE_DATA")
col = box.column(align=True)
for rig in rigs:
col.operator(
shot_viewer.WTD_OT_shot_viewer_select_rig.bl_idname,
text=rig.name,
depress=rig.select_get(),
).name = rig.name
class WTD_PT_sanity_view3d(_SanityPanel, bpy.types.Panel):
bl_idname = "WTD_PT_sanity_view3d"
@@ -199,12 +338,36 @@ class WTD_PT_tools_view3d(_ToolsPanel, bpy.types.Panel):
bl_space_type = "VIEW_3D"
class WTD_PT_rename_view3d(_RenamePanel, bpy.types.Panel):
bl_idname = "WTD_PT_rename_view3d"
bl_space_type = "VIEW_3D"
class WTD_PT_rename_node_editor(_RenamePanel, bpy.types.Panel):
bl_idname = "WTD_PT_rename_node_editor"
bl_space_type = "NODE_EDITOR"
class WTD_PT_shot_viewer_view3d(_ShotViewerPanel, bpy.types.Panel):
bl_idname = "WTD_PT_shot_viewer_view3d"
bl_space_type = "VIEW_3D"
class WTD_PT_sanity_sequencer(_SanityPanel, bpy.types.Panel):
bl_idname = "WTD_PT_sanity_sequencer"
bl_space_type = "SEQUENCE_EDITOR"
classes = (WTD_PT_sanity_view3d, WTD_PT_tools_view3d, WTD_PT_sanity_sequencer)
classes = (
WTD_UL_shots,
# First, so it tops the WTD tab of the viewer window.
WTD_PT_shot_viewer_view3d,
WTD_PT_sanity_view3d,
WTD_PT_tools_view3d,
WTD_PT_rename_view3d,
WTD_PT_rename_node_editor,
WTD_PT_sanity_sequencer,
)
def register():