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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@@ -65,14 +65,32 @@ that contains this repo on `sys.path` and importing the repo folder name (see
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properties when they resync, so instances are traced back to their library (empty →
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`instance_collection.library`, override → `override_library.reference.library`).
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- `library.reload()` invalidates every Python reference to linked and override data:
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look IDs up again afterwards.
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look IDs up again afterwards. In Blender 5.2 it also replaces the Library itself (renamed
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after its file, custom properties gone): `library.update()` finds it by path and restores
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the name and tags.
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- Removing a library leaves the libraries it linked indirectly (e.g. Blender's
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`geometry_nodes_essentials.blend`): `remove_unused_libraries()` drops the ones whose data
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is no longer used, never a managed library.
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- Background requests (`scene_manager.ipc.run`) hand results back through a timer;
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in callbacks, find scenes by name (`bpy.context.scene` is not reliable in timers).
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## Real Libreflow (first run, 2026-10-27)
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- Kitsu asset types: `main_character`, `secondary_character`, `tertiary_character`,
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`main_props`, `secondary_props`, `set_props`, `vehicles`, `bg_location`, `bg_set`,
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`skies`, `setdress_bank`. The fake server uses the same names.
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- Paths come back as Windows paths with backslashes; `comment` can be `null`.
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- Set dressing publishes (`setdress_low`) hold a whole layout scene: the set is the
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`environments` collection, next to `lights`, `cameras`, `characters`, `_unused`.
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- Tested live: connection, context, casting, load (instance and override), version switch
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and update, remove, assetize errors. Not tested: an actual assetize publish (it writes
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to production).
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## Open points
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- First run of the Scene Manager against a real Libreflow (only tested with the fake
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server): connection, casting, load, update, assetize, Windows paths.
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- Asset type names assumed `chars` / `props` / `sets` (`SCENE_MANAGER_LINK_MODES`,
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`SHOT_VIEWER_ASSET_TYPE_GROUPS`): confirm with Kitsu.
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- Override vs instance per asset type (`SCENE_MANAGER_LINK_MODES`), and the file patterns
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of sets (`setdress_low` seen on one asset only): confirm with production.
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- The server picks the first file matching a pattern even when it is not on this site,
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while another matching file is (e.g. `car_paul`: `modeling/modeling.blend` v001 not
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available, `modeling/tes_modeling.blend` v002 available).
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- Values marked TODO in `config.py` wait for production specs.
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@@ -312,7 +312,7 @@ The bottom of the panel lists the armatures of the scene, grouped into **Charact
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- **Shift+click**: adds it to the selection, to pose several rigs at once.
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- The rig(s) currently selected are highlighted.
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A rig loaded by the [Scene Manager](#scene-manager) is grouped by its Libreflow asset type (`chars` → Characters, `props` → Props, see `SHOT_VIEWER_ASSET_TYPE_GROUPS`). Otherwise, 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.
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A rig loaded by the [Scene Manager](#scene-manager) is grouped by its Libreflow asset type (`main_character`, `secondary_character`, `tertiary_character` → Characters; `main_props`, `secondary_props`, `vehicles` → Props; see `SHOT_VIEWER_ASSET_TYPE_GROUPS`). Otherwise, 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.
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---
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@@ -353,10 +353,10 @@ Lists the assets cast in the shot, with how many instances are loaded out of how
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**What gets loaded:**
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- **File:** the latest publish **available on this site** of the asset's first file matching `rigging/*.blend`, then `modeling/*.blend`.
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- **Collection:** from that file, `COL_<asset>`, else `<asset>`, else the file's only top-level collection.
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- **Characters and props** become **library overrides**, so animators can pose them. Other types, like sets, become **collection instances**.
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- **Where they go:** each asset type gets its own collection, `COL_chars`, `COL_props`, `COL_sets`…
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- **File:** the latest publish **available on this site** of the asset's first file matching `rigging/*.blend`, then `modeling/*.blend` (sets, `bg_location`: `setdress_low/*.blend`).
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- **Collection:** from that file, `COL_<asset>`, else `<asset>`, else `environments` (set dressing files), else the file's only top-level collection.
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- **Characters, props and vehicles** (`*_character`, `main_props`, `secondary_props`, `vehicles`) become **library overrides**, so animators can pose them. Other types, like sets and set props, become **collection instances**.
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- **Where they go:** each asset type gets its own collection, `COL_main_character`, `COL_main_props`, `COL_bg_location`…
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All of these can be changed in the [Configuration](#configuration).
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@@ -460,7 +460,7 @@ Only markers bound to a camera are shots. Select the marker, select its camera,
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Start Libreflow (with the `wtdcmds` extension), then click the refresh icon of the Scene Manager. Its IPC server stops 30 seconds after the last Libreflow session closes.
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**Scene Manager: an asset cannot be loaded.**
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Its red line says why. "No file matching..." means none of its files matches `SCENE_MANAGER_FILE_PATTERNS`. "No collection named..." means the file has neither `COL_<asset>` nor `<asset>`, and several top-level collections: rename the published collection, or add its name to `SCENE_MANAGER_COLLECTION_NAMES`.
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Its red line says why. "No file matching..." means none of its files matches `SCENE_MANAGER_FILE_PATTERNS`. "No collection named..." means the file has none of `COL_<asset>`, `<asset>` or `environments`, and several top-level collections: rename the published collection, or add its name to `SCENE_MANAGER_COLLECTION_NAMES`.
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**Scene Manager: the version stays red after Update.**
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The newer version is published but not downloaded on this site yet. Wait for the sync, then update again.
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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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@@ -2,8 +2,8 @@
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python dev/fake_libreflow.py <workdir>
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Serves a project with one shot casting bob (chars, x2), tree (sets), rock (props),
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lamp (props, nothing published) and ghost (not in the flow). The asset files come
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Serves a project with one shot casting bob (main_character, x2), tree (bg_set), rock (main_props),
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lamp (main_props, nothing published) and ghost (not in the flow). The asset files come
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from dev/make_test_assets.py (<workdir>/lib). Writes <workdir>/kabaret/server.json:
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point config LIBREFLOW_SERVER_FILE to it (see dev/test_scene_manager.py).
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@@ -26,15 +26,15 @@ def rev(name, path, available=True, comment=""):
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"available": available, "date": time.time(), "user": "nero", "comment": comment}
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ASSETS = { # asset oid -> (type, {file_oid: (label, [revisions oldest first])})
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f"{PROJECT}/asset_types/chars/assets/bob": ("chars", {f"{PROJECT}/asset_types/chars/assets/bob/tasks/rigging/files/rig_blend": ("rigging/rig.blend", [
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f"{PROJECT}/asset_types/main_character/assets/bob": ("main_character", {f"{PROJECT}/asset_types/main_character/assets/bob/tasks/rigging/files/rig_blend": ("rigging/rig.blend", [
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rev("v001", f"{ROOT}/lib/bob/v001/rig.blend"), rev("v002", f"{ROOT}/lib/bob/v002/rig.blend", comment="two meshes")])}),
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f"{PROJECT}/asset_types/sets/assets/tree": ("sets", {f"{PROJECT}/asset_types/sets/assets/tree/tasks/modeling/files/model_blend": ("modeling/model.blend", [
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f"{PROJECT}/asset_types/bg_set/assets/tree": ("bg_set", {f"{PROJECT}/asset_types/bg_set/assets/tree/tasks/modeling/files/model_blend": ("modeling/model.blend", [
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rev("v001", f"{ROOT}/lib/tree/v001/model.blend")])}),
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f"{PROJECT}/asset_types/props/assets/rock": ("props", {f"{PROJECT}/asset_types/props/assets/rock/tasks/modeling/files/rock_blend": ("modeling/rock.blend", [
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f"{PROJECT}/asset_types/main_props/assets/rock": ("main_props", {f"{PROJECT}/asset_types/main_props/assets/rock/tasks/modeling/files/rock_blend": ("modeling/rock.blend", [
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rev("v001", f"{ROOT}/lib/rock/v001/rock.blend")])}),
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f"{PROJECT}/asset_types/props/assets/lamp": ("props", {}),
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f"{PROJECT}/asset_types/main_props/assets/lamp": ("main_props", {}),
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}
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CASTING = [("bob", "chars", 2), ("tree", "sets", 1), ("rock", "props", 1), ("lamp", "props", 1), ("ghost", "chars", 1)]
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CASTING = [("bob", "main_character", 2), ("tree", "bg_set", 1), ("rock", "main_props", 1), ("lamp", "main_props", 1), ("ghost", "main_character", 1)]
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CALLS = []
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def file_data(file_oid):
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@@ -4,7 +4,8 @@
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bob: a rig (COL_bob: armature + meshes), v001 has 1 mesh, v002 has 2.
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tree: COL_tree, plus an unrelated top-level collection.
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rock: a single top-level collection not named after the asset (fallback case).
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rock: a single top-level collection not named after the asset (fallback case), its mesh
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using a node group linked from Blender's essentials (an indirect library).
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"""
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import os
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@@ -21,7 +22,7 @@ def mesh_object(name):
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return bpy.data.objects.new(name, mesh)
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def write(path, collection_name, meshes=1, rig=False, extra=False):
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def write(path, collection_name, meshes=1, rig=False, extra=False, node_group=False):
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bpy.ops.wm.read_homefile(use_empty=True)
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scene = bpy.context.scene
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collection = bpy.data.collections.new(collection_name)
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@@ -39,6 +40,11 @@ def write(path, collection_name, meshes=1, rig=False, extra=False):
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ob = mesh_object(f"GEO_{collection_name}_{index}")
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ob.parent = parent
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collection.objects.link(ob)
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if node_group:
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essentials = os.path.join(bpy.utils.system_resource("DATAFILES"), "assets", "nodes", "geometry_nodes_essentials.blend")
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with bpy.data.libraries.load(essentials, link=True) as (_data_from, data_to):
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data_to.node_groups = ["Smooth by Angle"]
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ob.modifiers.new("Smooth", "NODES").node_group = data_to.node_groups[0]
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if extra:
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scene.collection.children.link(bpy.data.collections.new("WIP_other"))
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os.makedirs(os.path.dirname(path), exist_ok=True)
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@@ -49,5 +55,5 @@ lib = os.path.join(WORKDIR, "lib")
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write(os.path.join(lib, "bob", "v001", "rig.blend"), "COL_bob", meshes=1, rig=True, extra=True)
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write(os.path.join(lib, "bob", "v002", "rig.blend"), "COL_bob", meshes=2, rig=True, extra=True)
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write(os.path.join(lib, "tree", "v001", "model.blend"), "COL_tree", extra=True)
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write(os.path.join(lib, "rock", "v001", "rock.blend"), "rock_geo")
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write(os.path.join(lib, "rock", "v001", "rock.blend"), "rock_geo", node_group=True)
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print("Test assets written in", lib)
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@@ -32,7 +32,7 @@ shot_viewer = sys.modules[PACKAGE + ".shot_viewer"]
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SERVER_FILE = os.path.join(WORKDIR, "kabaret", "server.json")
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config.LIBREFLOW_SERVER_FILE = SERVER_FILE
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SHOT = "/melvile/films/f01/sequences/s010/shots/p010"
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BOB_FILE = "/melvile/asset_types/chars/assets/bob/tasks/rigging/files/rig_blend"
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BOB_FILE = "/melvile/asset_types/main_character/assets/bob/tasks/rigging/files/rig_blend"
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FAILED = []
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@@ -102,7 +102,7 @@ check("bob: 2 instances of v002", state.get("bob") == ("v002", ["COL_bob", "COL_
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check("tree: 1 collection instance", state.get("tree") == ("v001", ["tree"]), str(state.get("tree")))
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check("rock: single top-level collection fallback", state.get("rock") == ("v001", ["rock_geo"]))
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check("lamp and ghost reported", "lamp" in message() and "ghost" in message(), message())
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check("type collections", {"COL_chars", "COL_sets", "COL_props"} <= set(scene.collection.children.keys()))
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check("type collections", {"COL_main_character", "COL_bg_set", "COL_main_props"} <= set(scene.collection.children.keys()))
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check(
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"chars are posable overrides",
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all(ob.override_library for ob in bpy.data.collections["COL_bob"].all_objects),
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@@ -148,6 +148,7 @@ bpy.ops.wtd_scene.remove(selected=True)
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check("selected instance removed", loaded()["tree"][1] == [])
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bpy.ops.wtd_scene.remove("EXEC_DEFAULT", library="rock")
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check("whole asset removed", "rock" not in bpy.data.libraries)
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check("its indirect library removed too", set(bpy.data.libraries.keys()) == {"bob", "tree"}, str(bpy.data.libraries.keys()))
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bpy.ops.wtd_scene.load()
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pump()
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check("load restores what is missing", {k: len(v[1]) for k, v in loaded().items()} == {"bob": 2, "rock": 1, "tree": 1})
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@@ -155,7 +156,7 @@ check("load restores what is missing", {k: len(v[1]) for k, v in loaded().items(
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print("Ambiguous file")
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try:
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lib.link_asset(
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{"name": "zzz", "oid": "x", "asset_type": "props", "file": {"file_oid": "f"}},
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{"name": "zzz", "oid": "x", "asset_type": "main_props", "file": {"file_oid": "f"}},
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{"name": "v1", "path": os.path.join(WORKDIR, "lib", "bob", "v001", "rig.blend")},
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SHOT,
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)
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@@ -170,7 +171,7 @@ local.objects.link(bpy.data.objects.new("GEO_lamp", bpy.data.meshes.new("GEO_lam
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check("only free local collections offered", [c.name for c in lib.assetize_candidates()] == ["COL_lamp"])
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sm.STATE.assets = ipc.call("wtd_list_assets", None, oid=SHOT)
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bpy.ops.wtd_scene.assetize(
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"EXEC_DEFAULT", collection="COL_lamp", asset_type="props", asset_name="lamp", task="modeling", comment="test"
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"EXEC_DEFAULT", collection="COL_lamp", asset_type="main_props", asset_name="lamp", task="modeling", comment="test"
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)
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pump()
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check("published and replaced", "replaced" in message(), message())
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@@ -178,7 +179,7 @@ check("lamp linked", loaded().get("lamp") == ("v001", ["COL_lamp"]), str(loaded(
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check("local collection kept, renamed", "COL_lamp_local" in bpy.data.collections)
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bad = bpy.data.collections.new("COL_bad")
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scene.collection.children.link(bad)
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bpy.ops.wtd_scene.assetize("EXEC_DEFAULT", collection="COL_bad", asset_type="props", asset_name="bad", task="layout")
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bpy.ops.wtd_scene.assetize("EXEC_DEFAULT", collection="COL_bad", asset_type="main_props", asset_name="bad", task="layout")
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pump()
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check("unknown task reported", "available: modeling, rigging" in message(), message())
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@@ -135,6 +135,7 @@ def link_asset(asset, revision, context_oid):
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f"{len(roots)} top-level collections in the file ({', '.join(c.name for c in roots)})"
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)
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bpy.data.libraries.remove(library)
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remove_unused_libraries()
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raise LoadError(message)
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chosen = roots[0].name
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@@ -177,14 +178,25 @@ def update(library_name, revision):
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"""Point a library to another revision of its file and reload it."""
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library = bpy.data.libraries[library_name]
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path = _revision_path(revision, library.get("wtd_asset_name", library_name))
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tags = dict(library)
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library.filepath = path
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library.reload()
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# The reload replaces the linked data: look the library up again.
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library = bpy.data.libraries[library_name]
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# The reload replaces the library (named after its file, no custom properties):
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# find it by its path, then give it back its name and tags.
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library = next((lib for lib in bpy.data.libraries if _same_path(lib.filepath, path)), None)
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if library is None:
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raise LoadError(f"{library_name}: {os.path.basename(path)} could not be reloaded")
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library.name = library_name
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for key, value in tags.items():
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library[key] = value
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library["wtd_revision"] = revision["name"]
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return library
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def _same_path(a, b):
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return os.path.normcase(os.path.normpath(bpy.path.abspath(a))) == os.path.normcase(os.path.normpath(b))
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def remove_instance(instance):
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if isinstance(instance, bpy.types.Object):
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bpy.data.objects.remove(instance)
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@@ -204,6 +216,23 @@ def remove_library(library):
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for instance in instances(library):
|
||||
remove_instance(instance)
|
||||
bpy.data.libraries.remove(library)
|
||||
remove_unused_libraries()
|
||||
|
||||
|
||||
def remove_unused_libraries():
|
||||
"""Remove the libraries none of whose data is used any more, e.g. the ones a removed
|
||||
asset linked indirectly (node group assets...). Managed libraries are kept."""
|
||||
while True:
|
||||
used = {
|
||||
id.library.name
|
||||
for id in bpy.data.user_map()
|
||||
if id.library is not None and (id.users or id.use_fake_user)
|
||||
}
|
||||
unused = [lib for lib in bpy.data.libraries if lib.name not in used and not lib.get(ASSET_OID)]
|
||||
if not unused:
|
||||
return
|
||||
for lib in unused:
|
||||
bpy.data.libraries.remove(lib)
|
||||
|
||||
|
||||
# --------------------------------------------------------------------------- #
|
||||
|
||||
Reference in new issue
Block a user