Scene Manager: fixes from the first run against a real Libreflow
- Update / version switch: Blender 5.2 replaces the library on reload (renamed after its file, custom properties gone); find it by path and restore its name and tags. - Remove the libraries an asset linked indirectly when it is removed or fails to load (remove_unused_libraries), never a managed one. - Config: real Kitsu asset types for link modes and Shot Viewer groups, setdress_low files for bg_location, "environments" collection fallback. - Dev fake server and test use the real asset types; rock links a node group from the essentials to cover the indirect library cleanup. - README and CLAUDE.md updated with the live findings. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
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@@ -244,7 +244,14 @@ SHOT_VIEWER_RIG_GROUPS = {
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"Props": r"(?i)^(?:prp|prop)[_-]",
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}
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# Rigs loaded by the Scene Manager are grouped by their Libreflow asset type first.
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SHOT_VIEWER_ASSET_TYPE_GROUPS = {"chars": "Characters", "props": "Props"}
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SHOT_VIEWER_ASSET_TYPE_GROUPS = {
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"main_character": "Characters",
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"secondary_character": "Characters",
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"tertiary_character": "Characters",
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"main_props": "Props",
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"secondary_props": "Props",
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"vehicles": "Props",
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}
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# Shots added by the shot viewer. TODO: confirm with production.
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SHOT_NAME_FORMAT = "sh{:04d}"
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@@ -271,13 +278,26 @@ LIBREFLOW_TIMEOUT = 15
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# Published file loaded for each asset type ("*" = the others): ordered
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# "task/file.ext" glob patterns, the first file of the asset matching one is loaded.
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SCENE_MANAGER_FILE_PATTERNS = {"*": ["rigging/*.blend", "modeling/*.blend"]}
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# TODO: confirm the set publishes (only setdress_low seen so far).
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SCENE_MANAGER_FILE_PATTERNS = {
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"*": ["rigging/*.blend", "modeling/*.blend"],
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"bg_location": ["setdress_low/*.blend"],
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}
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# Collection linked from an asset file: the first of these names found ({asset}
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# = asset name), else the file's single top-level collection.
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SCENE_MANAGER_COLLECTION_NAMES = ["COL_{asset}", "{asset}"]
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# How an asset type is brought in: "OVERRIDE" (library override, posable) or
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# "INSTANCE" (collection instance). "*" = the other types. TODO: confirm type names.
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SCENE_MANAGER_LINK_MODES = {"chars": "OVERRIDE", "props": "OVERRIDE", "*": "INSTANCE"}
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# = asset name), else the file's single top-level collection. "environments"
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# holds the set in the setdress files.
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SCENE_MANAGER_COLLECTION_NAMES = ["COL_{asset}", "{asset}", "environments"]
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# How an asset type (Kitsu name) is brought in: "OVERRIDE" (library override, posable)
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# or "INSTANCE" (collection instance). "*" = the other types. TODO: confirm with production.
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SCENE_MANAGER_LINK_MODES = {
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"main_character": "OVERRIDE",
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"secondary_character": "OVERRIDE",
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"tertiary_character": "OVERRIDE",
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"main_props": "OVERRIDE",
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"secondary_props": "OVERRIDE",
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"vehicles": "OVERRIDE",
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"*": "INSTANCE",
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}
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# Collection gathering the loaded assets of a type, under the scene collection.
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SCENE_MANAGER_TYPE_COLLECTION = "COL_{asset_type}"
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# Default task of the assetize dialog.
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