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anim_bone_config.py
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anim_bone_config.py
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import bpy
from bpy.props import (BoolProperty,
IntProperty,
FloatVectorProperty,
PointerProperty,
FloatProperty,
EnumProperty,
StringProperty,
CollectionProperty
)
ANIMATION_NAMES = {
'eye': ('ClsdOpen', 'MadSad', 'Scared'),
'slid': ('TurnOn',),
'mvcl': ('Idle', 'Move', 'Stun', 'Impact', 'Stop'),
'liqd': ('TurnOn',),
'mtcl': ('ClsdOpen', 'Breathe', 'mtcl_Stun', 'mtcl_Impact'),
'ear': ('DroopRaise',),
'wpch': ('Stun', 'Impact', 'ChargeUp', 'ChargeHold', 'ChargeRelease'),
'wpps': ('Stun', 'Impact', 'ChargeUp', 'ChargeHold', 'ChargeRelease'),
'skrs': ('ClsdOpen', 'TurnOn'),
'shot': ('TurnOn',),
'gest': ('ClsdOpen', 'TurnOn'),
'eycl': ('eycl_ClsdOpen', 'Stun', 'eycl_Impact', 'eycl_MadSad', 'eycl_Scared'),
'mout': ('mout_ClsdOpen', 'SmileFrown', 'LickAir', 'Unique'),
'wpcl': ('Idle', 'Stun', 'Impact', 'Attack'),
'wpel': ('Stun', 'Impact', 'ChargeUp', 'ChargeHold', 'ChargeRelease'),
'root': ('Scale', 'Data1', 'Data2', 'Data3', 'Data4', 'Data5'),
'grsp': ('ClsdOpen', 'Point'),
'slsh': ('TurnOn',),
'wing': ('Tuck', 'wing_Bend'),
'foot': ('Bend',)
}
ENUM_LIMB_MODIFIER = (
('none', "None", ""),
('0x1000', "Closest Spine", "Selects the first spine from the body"), # 0x1000
('0x1400', "0x1400", ""),
('0xC00', "0xC00", ""),
('0x800', "0x800", ""),
('0x400', "0x400", ""),
('0x800000', "0x800000", ""),
('0x800400', "0x800400", ""),
('0x1800', "0x1800", ""),
('0x1C00', "0x1C00", ""),
)
ENUM_SELECTX = (
('all', "All", ""),
('left', "Left", "Selects bodies in the left halfspace of the creature"),
('center', "Center", "Selects bodies in the center (in X axis) area of the creature"),
('right', "Right", "Selects bodies in the right halfspace of the creature"),
('localLeft', "Local Left", "Selects bodies in the left halfspace of the space comprised by all bodies that have the specified capability"),
('localCenter', "Local Center", "Selects bodies in the center area (in X axis) of the space comprised by all bodies that have the specified capability"),
('localRight', "Local Right", "Selects bodies in the right halfspace of the space comprised by all bodies that have the specified capability"),
)
ENUM_SELECTY = (
('all', "All", ""),
('front', "Front", "Selects bodies in the front halfspace of te creature"),
('center', "Center", "Selects bodies in the center (in Y axis) area of the creature"),
('back', "Back", "Selects bodies in the back halfspace of the creature"),
('localFront', "Local Front", "Selects bodies in the front halfspace of the space comprised by all bodies that have the specified capability"),
('localCenter', "Local Center", "Selects bodies in the center area (in Y axis) of the space comprised by all bodies that have the specified capability"),
('localBack', "Local Back", "Selects bodies in the back halfspace of the space comprised by all bodies that have the specified capability"),
)
ENUM_SELECTZ = (
('all', "All", ""),
('top', "Top", "Selects bodies in the top halfspace of te creature"),
('center', "Center", "Selects bodies in the center (in Z axis) area of the creature"),
('bottom', "Bottom", "Selects bodies in the bottom halfspace of the creature"),
('localTop', "Local Top", "Selects bodies in the top halfspace of the space comprised by all bodies that have the specified capability"),
('localCenter', "Local Center", "Selects bodies in the center area (in Z axis) of the space comprised by all bodies that have the specified capability"),
('localBottom', "Local Bottom", "Selects bodies in the bottom halfspace of the space comprised by all bodies that have the specified capability"),
)
ENUM_EXTENT = (
('none', "None", ""),
('LeftMost', "LeftMost", "0x2000"),
('RightMost', "RightMost", "0x4000"),
('FrontMost', "FrontMost", "0x6000"),
('BackMost', "BackMost", "0x8000"),
('TopMost', "TopMost", "0xA000"),
('BottomMost', "BottomMost", "0xC000"),
)
ENUM_CAPABILITY = (
('all', "All", ""),
('frame', "Creature Frame", ""),
('root', "Root (root)", ""),
('spin', "Spine (spin)", ""),
('limb', "Limb (limb)", ""),
('foot', "Foot (foot)", ""),
('psft', "Pseudo Foot (psft)", ""),
('nstr', "No Stretch (nstr)", ""),
('weap', "Weapon (weap)", ""),
('gest', "Gesture (gest)", ""),
('grsp', "Grasper (grsp)", ""),
('ear', "Ear (ear)", ""),
('eye', "Eye (eye)", ""),
('mout', "Mouth (mout)", ""),
('wing', "Wing (wing)", ""),
('slsh', "Slash (slsh)", ""),
('poke', "Poke (poke)", ""),
('bash', "Bash (bash)", ""),
('liqd', "Liquid (liqd)", ""),
('slid', "Solid (slid)", ""),
('shot', "Shoot (shot)", ""),
('prch', "Perch (prch)", ""),
('frut', "Fruit (frut)", ""),
('fin', "Fin (fin)", ""),
('dvis', "Day Vision (dvis)", ""),
('nvis', "Night Vision (nvis)", ""),
('carn', "Carnivorous (carn)", ""),
('herb', "Herbivorous (herb)", ""),
('socl', "Social (socl)", ""),
('heal', "Health (heal)", ""),
('stel', "Stealth (stel)", ""),
('cute', "Cuteness (cute)", ""),
('jump', "Jump (jump)", ""),
('blck', "Block (blck)", ""),
('call', "Call (call)", ""),
('cspd', "Creature Speed (cspd)", ""),
('spnt', "Sprint (spnt)", ""),
('glid', "Glide (glid)", ""),
('sens', "Sense (sens)", ""),
('mean', "Mean (mean)", ""),
('bite', "Bite (bite)", ""),
('crge', "Charge (crge)", ""),
('spit', "Spit (spit)", ""),
('strk', "Strike (strk)", ""),
('voca', "Sing (voca)", ""),
('danc', "Dance (danc)", ""),
('post', "Pose (post)", ""),
('chrm', "Charm (chrm)", ""),
('skrs', "Strikers (skrs)", ""),
('tatk', "Tribe Attack (tatk)", ""),
('tsoc', "Tribe Social (tsoc)", ""),
('tarm', "Tribe Armor (tarm)", ""),
('tgth', "Tribe Gather (tgth)", ""),
('tfsh', "Tribe Fishing (tfsh)", ""),
('mtcl', "Mouth Cell (mtcl)", ""),
('mvcl', "Movement Cell (mvcl)", ""),
('eycl', "Eye Cell (eycl)", ""),
('wpcl', "Weapon Cell (wpcl)", ""),
('wpps', "Weapon Poison (wpps)", ""),
('wpel', "Weapon Electro (wpel)", ""),
('wpch', "Weapon Charging (wpch)", ""),
('stop', "Stop (stop)", ""),
('argn', "Adventurer Energy Regen (argn)", ""),
('amsl', "Adventurer Missile (amsl)", ""),
('abld', "Adventurer Energy Blade (abld)", ""),
('asgn', "Adventurer Shield Generator (asgn)", ""),
('ahch', "Adventurer Holo Charm (ahch)", ""),
('alsw', "Adventurer Lightning Sword (alsw)", ""),
('apgn', "Adventurer Pulse Gun (apgn)", ""),
('abta', "Adventurer Battle Armor (abta)", ""),
('apwa', "Adventurer Powered Armor (apwa)", ""),
('aabs', "Adventurer Absorption Shield (aabs)", ""),
('ahrg', "Adventurer Health Regen (ahrg)", ""),
('ahbn', "Adventurer Health Bonus (ahbn)", ""),
('asms', "Adventurer Summon Swarm (asms)", ""),
('amml', "Adventurer Mind Meld (amml)", ""),
('apbl', "Adventurer Posion Blade (apbl)", ""),
('afrz', "Adventurer Freeze (afrz)", ""),
('agwz', "Adventurer Graceful Waltz (agwz)", ""),
('ahsn', "Adventurer Harmonious Song (ahsn)", ""),
('arch', "Adventurer Royal Charm (arch)", ""),
('arps', "Adventurer Radiant Pose (arps)", ""),
('aspb', "Adventurer Sprint Burst (aspb)", ""),
('ahvr', "Adventurer Hover (ahvr)", ""),
('asfl', "Adventurer Stealth Field (asfl)", ""),
('ajmj', "Adventurer Jumpt Jet (ajmj)", ""),
('ains', "Adventurer Inspiring Song (ains)", ""),
('asdn', "Adventurer Stunning Dance (asdn)", ""),
('acps', "Adventurer Confetti Pose (acps)", ""),
('aest', "Adventurer Energy Storage (aest)", ""),
)
ENUM_YES_NO_IGNORE = (
('ignore', "Ignore", "Don't use this as a requirement"),
('yes', "Yes", "The creature must have this"),
('no', "No", "The creature must NOT have this")
)
class SporeAnimBoneProperties(bpy.types.PropertyGroup):
name: StringProperty(default="Default")
primary_capability: EnumProperty(
name="Capability Type",
items=ENUM_CAPABILITY,
description="Selects bodies that have the specified capability. Bodies can have more than one capability",
default='all',
options=set()
)
primary_selectX: EnumProperty(
name="Left/Right (X)",
items=ENUM_SELECTX,
description="Criteria for selecting bodies on the left-to-right axis (X) of the creature",
default='all',
options=set()
)
primary_selectY: EnumProperty(
name="Front/Back (Y)",
items=ENUM_SELECTY,
description="Criteria for selecting bodies on the front-to-back axis (Y) of the creature",
default='all',
options=set()
)
primary_selectZ: EnumProperty(
name="Top/Bottom (Z)",
items=ENUM_SELECTZ,
description="Criteria for selecting bodies on the top-to-bottom axis (Z) of the creature",
default='all',
options=set()
)
primary_extent: EnumProperty(
name="Extent",
items=ENUM_EXTENT,
description="If used, of all the selected body it only uses the most distant in the given direction",
default='none',
options=set()
)
primary_limb: EnumProperty(
name="Limb Modifier",
items=ENUM_LIMB_MODIFIER,
description="If used, for all the selected bodies it actually selects the spine bodies that match the criteria. This means a spine is animated, and not the body itself (so no rigblock deforms can be used)",
default='none',
options=set()
)
secondary_type: EnumProperty(
name="Type",
items=(
('none', "None", "No secondary context is used"),
("CapsQuery", "Capability Query", "Selects bodies based on their capabilities and positions"),
("ExternalTarget", "External Target", "Uses dynamic data from the game, such as a fruit or a stick in the ground")
),
description="Makes movement relative to a secondary target, which can be other bodies from the creature or external targets in the game (such as sticks, fruit,...)",
default='none',
options=set()
)
secondary_reference_bone: StringProperty(
name="Reference Bone",
description="Used only to correctly export the movement, the channel will be exported as if the secondary was at the given bone position/rotation",
options=set()
)
secondary_target_index: IntProperty(
name="Target Index",
options=set()
)
secondary_capability: EnumProperty(
name="Capability Type",
items=ENUM_CAPABILITY,
description="Selects bodies that have the specified capability. Bodies can have more than one capability",
default='all',
options=set()
)
secondary_selectX: EnumProperty(
name="Left/Right (X)",
items=ENUM_SELECTX,
description="Criteria for selecting bodies on the left-to-right axis (X) of the creature",
default='all',
options=set()
)
secondary_selectY: EnumProperty(
name="Front/Back (Y)",
items=ENUM_SELECTY,
description="Criteria for selecting bodies on the front-to-back axis (Y) of the creature",
default='all',
options=set()
)
secondary_selectZ: EnumProperty(
name="Top/Bottom (Z)",
items=ENUM_SELECTZ,
description="Criteria for selecting bodies on the top-to-bottom axis (Z) of the creature",
default='all',
options=set()
)
secondary_extent: EnumProperty(
name="Extent",
items=ENUM_EXTENT,
description="If used, of all the selected body it only uses the most distant in the given direction",
default='none',
options=set()
)
secondary_limb: EnumProperty(
name="Limb Modifier",
items=ENUM_LIMB_MODIFIER,
description="If used, for all the selected bodies it actually selects the spine bodies that match the criteria. This means a spine is selected, and not the body itself",
default='none',
options=set()
)
ground_relative: BoolProperty(
name="Ground Relative",
description="If checked, rescales the Z axis so that movement is relative to the ground",
default=False,
options=set()
)
scale_mode: EnumProperty(
name="Scale Mode",
description="Affects how animation curves are scaled for different creatures",
items=(
('none', "None", "No scaling"),
('CreatureSize', "Creature Scale", "Scale proportional to the bounds of the creature: small creatures get small curves, large creatures get large curves"),
('LimbLength', "Limb Length", "Scale based on the limb length (distance from the body to the closest spine) of the body")
),
default='none',
options=set()
)
relative_pos: BoolProperty(
name="Relative Position",
description="If checked, movement is relative to the rest position. If not checked, the movement will use absolute coordinates, ignoring the body's rest pose (so all selected bodies end up in the same position)",
default=True,
options=set()
)
relative_rot: BoolProperty(
name="Relative Rotation",
description="If checked, movement is relative to the rest rotation. If not checked, the movement will use absolute coordinates, ignoring the body's rest pose (so all selected bodies end up with the same rotation)",
default=True,
options=set()
)
secondary_directional_only: BoolProperty(
name="Secondary Directional Only",
description="Only when secondary context is used: if checked, the direction of the movement changes (to be relative to the secondary bodies), but the scaling of the movement will not",
default=False,
options=set()
)
secondary_lookat: BoolProperty(
name="Rotation Relative to Secondary",
description="Only when secondary context is used: aims the rotation towards the secondary object, so that it looks at it",
default=False,
options=set()
)
require: BoolProperty(
name="Require",
description="If checked, the animation will be discarded unless the creature has bodies in this channel",
default=False,
options=set()
)
primary_flags: IntProperty(
name="Primary Flags",
default=0,
min=0,
options=set()
)
secondary_flags: IntProperty(
name="Secondary Flags",
default=0,
min=0,
options=set()
)
bind_flags: IntProperty(
name="Bind Flags",
default=0,
min=0,
options=set()
)
movement_flags: IntProperty(
name="Movement Flags",
default=0,
min=0,
options=set()
)
keyframe_info_flags: IntProperty(
name="Keyframe Info Flags",
description="Flags specific to each keyframe, applied to the 'info' component of the channel",
default=0,
min=0
)
position_weight: FloatProperty(
name="Position Weight",
default=1.0,
min=0.0,
max=1.0
)
rotation_weight: FloatProperty(
name="Rotation Weight",
default=1.0,
min=0.0,
max=1.0
)
blend_group: IntProperty(
name="Blend Group",
description="The same bodies can be shared by multiple channels if they are in the same group. If that is the case, their movement is blended using the weight",
default=0,
options=set()
)
variant_group: IntProperty(
name="Variant Group",
description="Used to create different variations of an animation. The game chooses the appropiate channel from different variants at runtime",
default=0,
options=set()
)
# Animations
ClsdOpen: FloatVectorProperty(name="ClsdOpen", min=0.0, max=1.0, size=2, default=(0.5, 1.0))
eycl_ClsdOpen: FloatVectorProperty(name="ClsdOpen", min=0.0, max=1.0, size=2, default=(0.15, 1.0))
mout_ClsdOpen: FloatVectorProperty(name="ClsdOpen", min=0.0, max=1.0, size=2, default=(0.0, 1.0))
MadSad: FloatVectorProperty(name="MadSad", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
eycl_MadSad: FloatVectorProperty(name="MadSad", min=0.0, max=1.0, size=2, default=(0.0, 1.0))
Scared: FloatVectorProperty(name="Scared", min=0.0, max=1.0, size=2, default=(1.0, 0.0))
eycl_Scared: FloatVectorProperty(name="Scared", min=0.0, max=1.0, size=2, default=(0.0, 1.0))
TurnOn: FloatVectorProperty(name="TurnOn", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
Idle: FloatVectorProperty(name="Idle", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
Move: FloatVectorProperty(name="Move", min=0.0, max=1.0, size=2, default=(0.0, 1.0))
Stun: FloatVectorProperty(name="Stun", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
mtcl_Stun: FloatVectorProperty(name="Stun", min=0.0, max=1.0, size=2, default=(1.0, 0.0))
Impact: FloatVectorProperty(name="Impact", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
mtcl_Impact: FloatVectorProperty(name="Impact", min=0.0, max=1.0, size=2, default=(0.0, 1.0))
eycl_Impact: FloatVectorProperty(name="Impact", min=0.0, max=1.0, size=2, default=(1.0, 0.0))
Stop: FloatVectorProperty(name="Stop", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
Breathe: FloatVectorProperty(name="Breathe", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
DroopRaise: FloatVectorProperty(name="DroopRaise", min=0.0, max=1.0, size=2, default=(0.5, 1.0))
ChargeUp: FloatVectorProperty(name="ChargeUp", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
ChargeHold: FloatVectorProperty(name="ChargeHold", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
ChargeRelease: FloatVectorProperty(name="ChargeRelease", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
SmileFrown: FloatVectorProperty(name="SmileFrown", min=0.0, max=1.0, size=2, default=(0.5, 0.0))
LickAir: FloatVectorProperty(name="LickAir", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
Attack: FloatVectorProperty(name="Attack", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
Scale: FloatVectorProperty(name="Scale", min=0.0, max=1.0, size=2, default=(1.0, 1.0))
Data1: FloatVectorProperty(name="Data1", min=0.0, max=1.0, size=2, default=(1.0, 1.0))
Data2: FloatVectorProperty(name="Data2", min=0.0, max=1.0, size=2, default=(1.0, 1.0))
Data3: FloatVectorProperty(name="Data3", min=0.0, max=1.0, size=2, default=(1.0, 1.0))
Data4: FloatVectorProperty(name="Data4", min=0.0, max=1.0, size=2, default=(1.0, 1.0))
Data5: FloatVectorProperty(name="Data5", min=0.0, max=1.0, size=2, default=(1.0, 1.0))
Unique: FloatVectorProperty(name="Unique", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
Point: FloatVectorProperty(name="Point", min=0.0, max=1.0, size=2, default=(0.0, 0.0))
Tuck: FloatVectorProperty(name="Tuck", min=0.0, max=1.0, size=2, default=(0.0, 1.0))
Bend: FloatVectorProperty(name="Bend", min=0.0, max=1.0, size=2, default=(0.5, 1.0))
wing_Bend: FloatVectorProperty(name="Bend", min=0.0, max=1.0, size=2, default=(0.5, 0.0))
class SPORE_PT_anim_bone(bpy.types.Panel):
bl_label = "Spore Animation"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.armature
def draw(self, context):
self.layout.use_property_split = True
self.layout.use_property_decorate = False
self.layout.prop(context.armature.spore_anim, 'requirements')
if context.armature.spore_anim.requirements:
self.layout.prop(context.armature.spore_anim, 'has_upright_spine')
self.layout.prop(context.armature.spore_anim, 'has_graspers')
self.layout.prop(context.armature.spore_anim, 'has_feet')
self.layout.separator()
box = self.layout.box()
boxc = box.column()
boxc.template_list("SPORE_UL_anim_channels", "", context.armature.spore_anim, "channels",
context.armature.spore_anim, "channel_index")
boxr = box.row()
boxr.operator("armature.spore_anim_channel_add")
boxr.operator("armature.spore_anim_channel_remove")
if context.armature.spore_anim.channel_index >= 0:
item = context.armature.spore_anim.channels[context.armature.spore_anim.channel_index]
col = self.layout.column()
col.prop_search(item, "name", context.armature, "bones", icon='BONE_DATA', text="")
class SporeAnimBonePanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.armature and context.armature.spore_anim.channels and \
context.armature.spore_anim.channel_index >= 0
def get_item(self, context):
return context.armature.spore_anim.channels[context.armature.spore_anim.channel_index]
class SPORE_PT_anim_bone_primary(SporeAnimBonePanel, bpy.types.Panel):
bl_label = "Primary"
bl_parent_id = "SPORE_PT_anim_bone"
def draw(self, context):
self.layout.use_property_split = True
self.layout.use_property_decorate = False
item = self.get_item(context)
col = self.layout.column()
col.prop(item, 'primary_capability')
if item.primary_capability != 'frame':
col.prop(item, 'primary_selectX')
col.prop(item, 'primary_selectY')
col.prop(item, 'primary_selectZ')
col.prop(item, 'primary_extent')
col.prop(item, 'primary_limb')
class SPORE_PT_anim_bone_secondary(SporeAnimBonePanel, bpy.types.Panel):
bl_label = "Secondary"
bl_parent_id = "SPORE_PT_anim_bone"
def draw(self, context):
self.layout.use_property_split = True
self.layout.use_property_decorate = False
item = self.get_item(context)
col = self.layout.column()
col.prop(item, 'secondary_type')
if item.secondary_type != 'none':
col.prop_search(item, 'secondary_reference_bone', context.armature, 'bones')
if item.secondary_type == 'ExternalTarget':
col.prop(item, 'secondary_target_index')
else:
col.prop(item, 'secondary_capability')
col.prop(item, 'secondary_selectX')
col.prop(item, 'secondary_selectY')
col.prop(item, 'secondary_selectZ')
col.prop(item, 'secondary_extent')
col.prop(item, 'secondary_limb')
class SPORE_PT_anim_bone_remappable(SporeAnimBonePanel, bpy.types.Panel):
bl_label = "Movement"
bl_parent_id = "SPORE_PT_anim_bone"
def draw(self, context):
self.layout.use_property_split = True
self.layout.use_property_decorate = False
item = self.get_item(context)
col = self.layout.column()
col.prop(item, 'scale_mode')
col.prop(item, 'relative_pos')
col.prop(item, 'relative_rot')
col = self.layout.column()
col.prop(item, 'ground_relative')
col.active = item.relative_pos
col = self.layout.column()
col.prop(item, 'secondary_directional_only')
col.prop(item, 'secondary_lookat')
class SPORE_PT_anim_bone_extra(SporeAnimBonePanel, bpy.types.Panel):
bl_label = "Extra"
bl_parent_id = "SPORE_PT_anim_bone"
def draw(self, context):
self.layout.use_property_split = True
item = self.get_item(context)
col = self.layout.column(align=True)
col.use_property_decorate = True
col.prop(item, 'position_weight')
col.prop(item, 'rotation_weight')
col = self.layout.column(align=True)
col.use_property_decorate = False
col.prop(item, 'require')
col.prop(item, 'blend_group')
col.prop(item, 'variant_group')
col = self.layout.column()
col.use_property_decorate = False
col.prop(item, 'primary_flags')
col.prop(item, 'secondary_flags')
col.prop(item, 'bind_flags')
col.prop(item, 'movement_flags')
col = self.layout.column()
col.use_property_decorate = True
col.prop(item, 'keyframe_info_flags')
class SPORE_PT_anim_bone_deforms(SporeAnimBonePanel, bpy.types.Panel):
bl_label = "Rigblock Deforms"
bl_parent_id = "SPORE_PT_anim_bone"
def draw(self, context):
self.layout.use_property_split = True
self.layout.use_property_decorate = True
item = self.get_item(context)
if item.primary_capability in ANIMATION_NAMES and item.primary_limb == 'none':
for anim_name in ANIMATION_NAMES[item.primary_capability]:
col = self.layout.column()
row = col.row(align=True)
row.prop(item, anim_name)
sub = row.column(align=True)
sub.label(text="Value")
sub.label(text="Weight")
class SPORE_OT_anim_channel_add(bpy.types.Operator):
bl_idname = "armature.spore_anim_channel_add"
bl_label = "Add Channel"
bl_description = "Adds a new animation channel linked to a certain bone"
def execute(self, context):
max_group = max(channel.blend_group for channel in context.armature.spore_anim.channels) if \
context.armature.spore_anim.channels else 0
channel = context.armature.spore_anim.channels.add()
channel.blend_group = max_group + 1
context.armature.spore_anim.channel_index = len(context.armature.spore_anim.channels) - 1
name = None
if context.bone:
name = context.bone.name
elif context.active_bone:
name = context.active_bone.name
elif context.edit_bone:
name = context.edit_bone.name
if name and name not in [c.name for c in context.armature.spore_anim.channels]:
channel.name = name
return {'FINISHED'}
class SPORE_OT_anim_channel_remove(bpy.types.Operator):
bl_idname = "armature.spore_anim_channel_remove"
bl_label = "Remove Channel"
bl_description = "Removes this animation channel"
@classmethod
def poll(cls, context):
return context.armature and context.armature.spore_anim.channels and \
context.armature.spore_anim.channel_index >= 0
def execute(self, context):
index = context.armature.spore_anim.channel_index
anim_list = context.armature.spore_anim.channels
anim_list.remove(index)
context.armature.spore_anim.channel_index = min(max(0, index), len(anim_list)-1)
return {'FINISHED'}
class SPORE_UL_anim_channels(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_property, index, flt_flag):
custom_icon = 'BONE_DATA'
# Make sure your code supports all 3 layout types
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.label(text=item.name, icon=custom_icon)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text=item.name, icon=custom_icon)
ENUM_EVENT_TYPE = (
('sound', "Sound", ""),
('effect', "Effect", ""),
('eventControl', "Event Control", ""),
('stop', "Stop", "Stops effects or sounds already playing. If an effect index is specified, only stops those with the same index"),
('footstep', "Footstep", ""),
('message', "Game Message", "Sends a game message"),
('unk3', "unk3", ""),
('unk5', "unk5", ""),
('sound2', "sound2", ""),
('unk20000', "unk20000", ""),
)
ENUM_EVENT_SOURCE_TYPE = (
('default', "Default", "Uses the bodies of the channel where this event was played"),
('standardBodies', "Bodies Select", "Uses a body select query to choose the bodies to be used as sources"),
('otherCreature', "Target Creature", "When there's a target creature (like when there is a fight), the source will be the other creature"),
('otherStandardBodies', "Target Creature Bodies Select", "Like bodies select, but done to the target creature (like when there is a fight)"),
('unk1', "unk1", ""),
('unk3', "unk3", ""),
('unk7', "unk7", ""),
('unk8', "unk8", ""),
('unk9', "unk9", ""),
)
ENUM_EVENT_SOURCE_FILTER = (
('any', "Any", "Uses all the bodies selected"),
('firstOnly', "First Only", "Only uses the first body selected, discards the rest"),
('allExceptFirst', "All Except First", "Discards the first body and uses the rest"),
('unk1', "unk1", ""),
('unk2', "unk2", ""),
('unk3', "unk3", ""),
('unk4', "unk4", ""),
)
ENUM_EVENT_SOURCE_PREFILTER = (
('none', "None", ""),
('true', "Require True", ""),
('false', "Require False", ""),
)
ENUM_EVENT_SOURCE_SCALE = (
('noScale', "None", "Uses a default scaling of 1.0 (so no scaling)"),
('currentCreatureScale', "Current Creature Scale", "Uses the scaling applied to the current creature"),
('parameter', "Parameter", "Specify the scaling manually"),
('creatureScale', "Creature Scale", "Uses the scaling applied to the creature where this event is being played (which might be the target creature)"),
('realCurrentCreatureScale', "Current Creature Dimensions", "Uses the dimensions of the current creature (big creatures get big effects, small creatures get small effects)"),
)
ENUM_EVENT_SOURCE_POSITION = (
('default', "Default", "Uses the body position"),
('groundHeight', "Ground Height", "Uses the body position, but the Z coordinate is changed to be on the ground"),
('groundHeight2', "Ground Height 2", "Similar to Ground Height"),
('unk', "unk", ""),
)
ENUM_EVENT_SOURCE_ADDPOSITION = (
('none', "None", "No additional position is added"),
('random', "Random", "Adds a small random offset"),
('restPosition', "Rest Position", "Adds the rest position of the body"),
('restEffectsOrigin', "Rest Effects Origin", "Adds the rest effects origin of the body"),
)
ENUM_EVENT_SOURCE_ROTATION = (
('default', "Default", "Uses the body rotation"),
('creatureRotation', "Creature Rotation", "Uses rotation applied to the creature"),
('groundNormal', "Ground Normal", "Makes the effect face the normal (perpendicular) direction of the ground"),
('noRotation', "No Rotation", "No rotation is applied, leaving the original orientation of the effect"),
('unk1', "unk1", ""),
('unk2', "unk2", ""),
)
ENUM_EVENT_SOURCE_HANDEDNESS = (
('none', "None", "No handedness orientation is applied"),
('unk1', "unk1", ""),
('unk2', "unk2", ""),
('unk3', "unk3", ""),
)
ENUM_EVENT_ARCHETYPE = (
('none', "None", ""),
('default', "default", ""),
('BARD', "BARD", ""),
('DIPL', "DIPL", ""),
('ECOL', "ECOL", ""),
('ECON', "ECON", ""),
('GROB', "GROB", ""),
('MILI', "MILI", ""),
('PLYE', "PLYE", ""),
('PLYM', "PLYM", ""),
('PLYR', "PLYR", ""),
('RELI', "RELI", ""),
('SCIE', "SCIE", ""),
('SHAM', "SHAM", ""),
('TRAD', "TRAD", ""),
('WARR', "WARR", ""),
('ZEAL', "ZEAL", ""),
('bone', "bone", ""),
('cil', "cil", ""),
('cilv', "cilv", ""),
('elec', "elec", ""),
('filt', "filt", ""),
('flag', "flag", ""),
('flwr', "flwr", ""),
('frui', "frui", ""),
('hit', "hit", ""),
('hith', "hith", ""),
('hitl', "hitl", ""),
('hitm', "hitm", ""),
('jaw', "jaw", ""),
('jet', "jet", ""),
('lowh', "lowh", ""),
('lvl0', "lvl0", ""),
('lvl9', "lvl9", ""),
('miss', "miss", ""),
('pois', "pois", ""),
('prob', "prob", ""),
('raze', "raze", ""),
('rock', "rock", ""),
('scr0', "scr0", ""),
('scr1', "scr1", ""),
('scr2', "scr2", ""),
('scr3', "scr3", ""),
('scr4', "scr4", ""),
('scr5', "scr5", ""),
('scr6', "scr6", ""),
('scr7', "scr7", ""),
('scr8', "scr8", ""),
('scr9', "scr9", ""),
('spik', "spik", ""),
('stik', "stik", ""),
)
class SporeAnimEventSourceProperties(bpy.types.PropertyGroup):
# Only used in the unknown source
enabled: BoolProperty(
name="Enabled",
description="Whether this source is used or not",
default=False,
options=set()
)
not_copy_from_position: BoolProperty(
name="Not Copy From Position Source",
description="By default it uses the same source specified in the 'Position Source', check this to change this source",
default=False,
options=set()
)
type: EnumProperty(
name="Type",
description="Name of the sound, effect, event control,... to be played",
items=ENUM_EVENT_SOURCE_TYPE,
default="default",
options=set()
)
prefilter_2D4: EnumProperty(
name="Prefilter field_2D4",
items=ENUM_EVENT_SOURCE_PREFILTER,
default="none",
options=set()
)
prefilter_2D5: EnumProperty(
name="Prefilter field_2D5",
items=ENUM_EVENT_SOURCE_PREFILTER,
default="none",
options=set()
)
prefilter_2D6: EnumProperty(
name="Prefilter field_2D6",
items=ENUM_EVENT_SOURCE_PREFILTER,
default="none",
options=set()
)
filter: EnumProperty(
name="Filter",
description="Of all the bodies selected for the source, chooses which are used and which discarded",
items=ENUM_EVENT_SOURCE_FILTER,
default="any",
options=set()
)
scale: EnumProperty(
name="Scale",
description="Defines the type of scaling that is applied to the event (not all events use it)",
items=ENUM_EVENT_SOURCE_SCALE,
default="noScale",
options=set()
)
position: EnumProperty(
name="Position",
description="Defines the type of position that is used by the event (not all events use it)",
items=ENUM_EVENT_SOURCE_POSITION,
default="default",
options=set()
)
addposition: EnumProperty(
name="Additional Position",
description="An additional position that is added to the current position",
items=ENUM_EVENT_SOURCE_ADDPOSITION,
default="none",
options=set()
)
rotation: EnumProperty(
name="Rotation",
description="Defines the type of rotation that is used by the event (not all events use it)",
items=ENUM_EVENT_SOURCE_ROTATION,
default="default",
options=set()
)
handedness: EnumProperty(
name="Handedness",
description="Changes to the orientation of the event only for those bodies in the right side of the creature",
items=ENUM_EVENT_SOURCE_HANDEDNESS,
default="none",
options=set()
)
query_capability: EnumProperty(
name="Capability Type",
items=ENUM_CAPABILITY,
description="Selects bodies that have the specified capability. Bodies can have more than one capability",
default='all',
options=set()
)
query_selectX: EnumProperty(
name="Left/Right (X)",
items=ENUM_SELECTX,
description="Criteria for selecting bodies on the left-to-right axis (X) of the creature",
default='all',
options=set()
)
query_selectY: EnumProperty(
name="Front/Back (Y)",
items=ENUM_SELECTY,
description="Criteria for selecting bodies on the front-to-back axis (Y) of the creature",
default='all',
options=set()
)
query_selectZ: EnumProperty(
name="Top/Bottom (Z)",
items=ENUM_SELECTZ,
description="Criteria for selecting bodies on the top-to-bottom axis (Z) of the creature",
default='all',
options=set()
)
query_extent: EnumProperty(
name="Extent",
items=ENUM_EXTENT,
description="If used, of all the selected body it only uses the most distant in the given direction",
default='none',
options=set()
)
query_limb: EnumProperty(
name="Limb Modifier",
items=ENUM_LIMB_MODIFIER,
description="If used, for all the selected bodies it actually selects the spine bodies that match the criteria. This means a spine is chosen, and not the body itself",
default='none',
options=set()
)
class SporeAnimEventProperties(bpy.types.PropertyGroup):
name: StringProperty(
name="Name",
description="Name of the sound, effect, event control,... to be played",
default="default",
options=set()
)
channel_name: StringProperty(
name="Channel",
description="The channel that will play this event",
default="None",
options=set()
)
play_frame: IntProperty(
name="Play Frame",
description="Frame in which this effect will be played",
default=0,
min=0,
options=set()
)
type: EnumProperty(
name="Type",
items=ENUM_EVENT_TYPE,
description="The type of event (sound, effect,...) that is played",
default='sound',
options=set()
)
disabled: BoolProperty(
name="Disabled",
description="If checked, the event won't be played",
default=False,
options=set()
)
flags: IntProperty(
name="Flags",
default=0x40,
min=0,
options=set()