Getting ready for deploy

This commit is contained in:
2026-06-04 03:49:56 -04:00
parent c62f0fa01b
commit 460c15f1d4
12 changed files with 1085 additions and 420 deletions
+8 -6
View File
@@ -1,11 +1,11 @@
"""
knot_animation/__init__.py
--------------------------
Blender add-on entry-point for the AnimKnots procedural animation system.
Blender add-on entry-point for the Pr3tz procedural animation system.
What this add-on does
---------------------
1. Registers a VIEW_3D N-panel ("AnimKnots") with:
1. Registers a VIEW_3D N-panel ("Pr3tz") with:
- A per-scene playlist of KnotItem entries, each specifying topology,
geometry, animation rates, transition settings, and a material preset.
- Operators for adding, removing, reordering, and randomly generating
@@ -40,6 +40,8 @@ scene_setup.py — setup_scene() (camera, light, world, render settings)
How to use
----------
Requires Blender 5.0 or later.
Option A Blender Text Editor:
Open knot_animation/__init__.py, click Run Script (Alt+P).
@@ -49,7 +51,7 @@ Option B Command line:
Option C Persistent add-on:
Copy the knot_animation/ folder to Blender's addons directory and enable
it from Edit → Preferences → Add-ons. The panel appears under the
"AnimKnots" tab in the 3-D viewport N-panel.
"Pr3tz" tab in the 3-D viewport N-panel.
"""
if "bpy" in locals():
@@ -107,11 +109,11 @@ from .constants import KNOT_MAT_NAME, SHADER_BLEND_MAT_NAME
# ---------------------------------------------------------------------------
bl_info = {
"name": "AnimKnots",
"name": "Pr3tz",
"author": "knot_animation project",
"version": (2, 0, 0),
"blender": (4, 0, 0),
"location": "View3D > Sidebar > AnimKnots",
"blender": (5, 0, 0),
"location": "View3D > Sidebar > Pr3tz",
"description": "Procedural torus-knot animation with playlist, transitions, and 20 shader presets",
"category": "Animation",
}
+347 -300
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@@ -1,7 +1,7 @@
"""
bake_export.py
--------------
Operator to bake the AnimKnots procedural animation into a fully
Operator to bake the Pr3tz procedural animation into a fully
self-contained .blend file suitable for distributed render farms
(SheepIt, etc.).
@@ -26,42 +26,31 @@ from .constants import KNOT_OBJ_NAME
# ---------------------------------------------------------------------------
# Blender 5.0 compat — Action.fcurves was replaced with layered actions
# Blender 5.0 — layered Action API (Action.fcurves removed)
# ---------------------------------------------------------------------------
def _get_action_fcurves(obj):
"""Return an iterable of FCurves for the given object's animation.
"""Return an iterable of FCurves for the given object's active action slot.
Blender 5.0 replaced ``action.fcurves`` with a layered animation
system (slots → layers → strips → channelbags → fcurves). This
helper abstracts both APIs so the rest of the module doesn't care.
Blender 5.0 uses a layered animation system:
action → layers → strips → channelbag (per slot) → fcurves
"""
anim = obj.animation_data
if not anim or not anim.action:
return []
action = anim.action
# ── Blender 5.0+ (layered actions) ────────────────────────────────────
# Try the convenience helper first
try:
from bpy_extras.anim_utils import action_get_channelbag_for_slot # noqa: F401
slot = anim.action_slot
if slot is not None:
for layer in action.layers:
for strip in layer.strips:
cb = strip.channelbag(slot)
if cb is not None:
return cb.fcurves
slot = anim.action_slot
if slot is None:
return []
except (ImportError, AttributeError):
pass
# ── Blender 4.x (legacy) ──────────────────────────────────────────────
try:
return action.fcurves
except AttributeError:
return []
for layer in action.layers:
for strip in layer.strips:
cb = strip.channelbag(slot)
if cb is not None:
return cb.fcurves
return []
# ---------------------------------------------------------------------------
@@ -147,240 +136,20 @@ class KNOT_OT_BakeExport(bpy.types.Operator, ExportHelper):
description="Pack all external textures into the .blend file",
default=True,
)
chunk_frames: bpy.props.IntProperty(
name="Frames per File",
description=(
"Split the export into multiple .blend files, each covering this many frames. "
"Set to 0 for a single file (no splitting)"
),
default=0,
min=0,
max=10000,
split_export: bpy.props.BoolProperty(
name="Split Export",
description="Split the baked animation into multiple .blend files",
default=False,
)
frames_per_file: bpy.props.IntProperty(
name="Frames Per File",
description="Number of frames to include in each split file",
default=500,
min=1,
)
# -------------------------------------------------------------------
# Chunk bake helper
# -------------------------------------------------------------------
def _bake_chunk(self, context, chunk_start, chunk_end, filepath):
"""Bake a single frame range and save to *filepath*.
Creates mesh objects, sets up visibility keyframes, bakes camera
shake, removes the AnimKnot, packs data, saves a copy, then
cleans up all baked objects from the session so the next chunk
starts fresh.
Returns the list of baked_objects so the caller can report stats.
"""
scene = context.scene
glob = scene.knot_globals
# -----------------------------------------------------------
# Phase 1: Bake per-frame geometry
# -----------------------------------------------------------
baked_objects: list[tuple[bpy.types.Object, int, int]] = []
prev_fingerprint = None
prev_transform_fp = None
bake_coll = bpy.data.collections.new("BakedAnimation")
scene.collection.children.link(bake_coll)
for f in range(chunk_start, chunk_end + 1):
scene.frame_set(f)
knot_obj = bpy.data.objects.get(KNOT_OBJ_NAME)
if not knot_obj:
continue
depsgraph = context.evaluated_depsgraph_get()
eval_obj = knot_obj.evaluated_get(depsgraph)
mesh = bpy.data.meshes.new_from_object(eval_obj, depsgraph=depsgraph)
mesh.name = f"BakedKnot_Mesh_F{f}"
mesh_fp = _mesh_fingerprint(mesh)
transform_fp = _obj_transform_fingerprint(knot_obj)
if (mesh_fp == prev_fingerprint
and transform_fp == prev_transform_fp
and baked_objects):
bpy.data.meshes.remove(mesh)
_, first_f, _ = baked_objects[-1]
baked_objects[-1] = (baked_objects[-1][0], first_f, f)
continue
prev_fingerprint = mesh_fp
prev_transform_fp = transform_fp
obj = bpy.data.objects.new(f"BakedKnot_F{f}", mesh)
obj.location = knot_obj.location.copy()
obj.rotation_euler = knot_obj.rotation_euler.copy()
obj.scale = knot_obj.scale.copy()
for src_slot in knot_obj.material_slots:
obj.data.materials.append(src_slot.material)
obj.display_type = knot_obj.display_type
bake_coll.objects.link(obj)
baked_objects.append((obj, f, f))
if not baked_objects:
bake_coll_check = bpy.data.collections.get("BakedAnimation")
if bake_coll_check:
bpy.data.collections.remove(bake_coll_check)
return []
# -----------------------------------------------------------
# Phase 2: Visibility keyframes
# -----------------------------------------------------------
for obj, first_f, last_f in baked_objects:
if first_f > chunk_start:
_keyframe_visibility(obj, chunk_start, False)
if first_f > chunk_start + 1:
_keyframe_visibility(obj, first_f - 1, False)
_keyframe_visibility(obj, first_f, True)
if last_f != first_f:
_keyframe_visibility(obj, last_f, True)
if last_f < chunk_end:
_keyframe_visibility(obj, last_f + 1, False)
if last_f < chunk_end - 1:
_keyframe_visibility(obj, chunk_end, False)
_set_constant_interpolation(obj)
# -----------------------------------------------------------
# Phase 3: Camera shake
# -----------------------------------------------------------
cam = scene.camera
if cam and glob.camera_shake_amplitude > 0.0:
shake = glob.camera_shake_amplitude
for f in range(chunk_start, chunk_end + 1):
random.seed(int(f * 1000))
cam.delta_location = (
random.uniform(-shake, shake),
random.uniform(-shake, shake),
random.uniform(-shake, shake),
)
cam.keyframe_insert(data_path="delta_location", frame=f)
for fc in _get_action_fcurves(cam):
if fc.data_path == "delta_location":
for kp in fc.keyframe_points:
kp.interpolation = 'LINEAR'
elif cam:
cam.delta_location = (0.0, 0.0, 0.0)
# -----------------------------------------------------------
# Phase 4: Remove AnimKnot + handler for clean save
# -----------------------------------------------------------
knot_obj = bpy.data.objects.get(KNOT_OBJ_NAME)
if knot_obj:
curve_data = knot_obj.data
bpy.data.objects.remove(knot_obj, do_unlink=True)
if curve_data and curve_data.users == 0:
bpy.data.curves.remove(curve_data)
from .handler import knot_frame_handler
handlers = bpy.app.handlers.frame_change_post
for h in list(handlers):
if getattr(h, "__name__", "") == knot_frame_handler.__name__:
handlers.remove(h)
# -----------------------------------------------------------
# Phase 5: Set chunk frame range, pack, clean orphans
# -----------------------------------------------------------
orig_frame_start = scene.frame_start
orig_frame_end = scene.frame_end
orig_file_format = scene.render.image_settings.file_format
orig_color_mode = scene.render.image_settings.color_mode
scene.frame_start = chunk_start
scene.frame_end = chunk_end
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
try:
bpy.ops.file.make_paths_relative()
except RuntimeError:
pass
if self.pack_textures:
try:
bpy.ops.file.pack_all()
except RuntimeError:
self.report({'WARNING'}, "Some external files could not be packed.")
for mat in list(bpy.data.materials):
if mat.users == 0:
bpy.data.materials.remove(mat)
for m in list(bpy.data.meshes):
if m.users == 0:
bpy.data.meshes.remove(m)
for c in list(bpy.data.curves):
if c.users == 0:
bpy.data.curves.remove(c)
# -----------------------------------------------------------
# Phase 6: Save as copy
# -----------------------------------------------------------
bpy.ops.wm.save_as_mainfile(filepath=filepath, copy=True)
# -----------------------------------------------------------
# Phase 7: Clean up — restore session for next chunk
# -----------------------------------------------------------
scene.frame_start = orig_frame_start
scene.frame_end = orig_frame_end
scene.render.image_settings.file_format = orig_file_format
scene.render.image_settings.color_mode = orig_color_mode
# Remove baked objects
for obj, _, _ in baked_objects:
if obj and obj.name in bpy.data.objects:
mesh_data = obj.data
bpy.data.objects.remove(obj, do_unlink=True)
if mesh_data and mesh_data.users == 0:
bpy.data.meshes.remove(mesh_data)
bake_coll_check = bpy.data.collections.get("BakedAnimation")
if bake_coll_check:
bpy.data.collections.remove(bake_coll_check)
# Remove camera shake keyframes
if cam:
cam_fcurves = _get_action_fcurves(cam)
fcurves_to_remove = [
fc for fc in cam_fcurves
if fc.data_path == "delta_location"
]
for fc in fcurves_to_remove:
try:
cam_fcurves.remove(fc)
except (TypeError, RuntimeError):
pass
cam.delta_location = (0.0, 0.0, 0.0)
# Re-register handler and rebuild the AnimKnot
handlers = bpy.app.handlers.frame_change_post
already_registered = any(
getattr(h, "__name__", "") == knot_frame_handler.__name__
for h in handlers
)
if not already_registered:
handlers.append(knot_frame_handler)
knot_frame_handler(scene)
return baked_objects
# -------------------------------------------------------------------
# execute
# -------------------------------------------------------------------
def execute(self, context):
scene = context.scene
glob = scene.knot_globals
# Validate
if len(scene.knot_list) == 0:
@@ -396,58 +165,341 @@ class KNOT_OT_BakeExport(bpy.types.Operator, ExportHelper):
if not filepath.lower().endswith(".blend"):
filepath += ".blend"
frame_start = scene.frame_start
frame_end = scene.frame_end
total_frames = frame_end - frame_start + 1
original_frame = scene.frame_current
orig_frame_start = scene.frame_start
orig_frame_end = scene.frame_end
total_frames = orig_frame_end - orig_frame_start + 1
# Temporarily override preview resolution to render quality
self.report({'INFO'}, f"Baking {total_frames} frames...")
chunk_size = self.frames_per_file if self.split_export else total_frames
# We will loop over chunks and bake each as a separate file
try:
import os
first_chunk = True
for chunk_start in range(orig_frame_start, orig_frame_end + 1, chunk_size):
chunk_end = min(chunk_start + chunk_size - 1, orig_frame_end)
scene.frame_start = chunk_start
scene.frame_end = chunk_end
chunk_filepath = filepath
if self.split_export:
base, ext = os.path.splitext(filepath)
chunk_filepath = f"{base}_{chunk_start}-{chunk_end}{ext}"
self.report({'INFO'}, f"Baking chunk {chunk_start}-{chunk_end} to {chunk_filepath}...")
# pack_and_clean is True only on the first chunk so that external
# textures are packed exactly once. Subsequent chunks already
# have the packed images in memory from the first run.
result = self._bake_range(
context, chunk_filepath,
pack_and_clean=first_chunk,
)
first_chunk = False
if result != {'FINISHED'}:
self.report({'ERROR'}, f"Failed baking chunk {chunk_start}-{chunk_end}")
return {'CANCELLED'}
finally:
scene.frame_start = orig_frame_start
scene.frame_end = orig_frame_end
self.report({'INFO'}, "Baking complete.")
return {'FINISHED'}
def _bake_range(self, context, filepath, *, pack_and_clean: bool = True):
scene = context.scene
glob = scene.knot_globals
frame_start = scene.frame_start
frame_end = scene.frame_end
total_frames = frame_end - frame_start + 1
# If "Use Render Resolution" is on, temporarily override the preview
# resolution to match render resolution. The handler reads
# preview_resolution for viewport and render_resolution for renders,
# but frame_set() triggers a viewport-mode handler call. By
# equalising them we ensure the baked mesh uses render quality.
orig_preview_res = glob.preview_resolution
orig_preview_bevel = glob.preview_bevel_resolution
if self.use_render_resolution:
glob.preview_resolution = glob.render_resolution
glob.preview_bevel_resolution = glob.render_bevel_resolution
# Build the list of (chunk_start, chunk_end, output_path) tuples
if self.chunk_frames > 0:
base = filepath[:-6] # strip ".blend"
chunks = []
idx = 1
cs = frame_start
while cs <= frame_end:
ce = min(cs + self.chunk_frames - 1, frame_end)
chunks.append((cs, ce, f"{base}_{idx:03d}.blend"))
cs = ce + 1
idx += 1
else:
chunks = [(frame_start, frame_end, filepath)]
# -------------------------------------------------------------------
# Phase 1: Bake per-frame geometry into mesh objects
# -------------------------------------------------------------------
self.report({'INFO'},
f"Baking {total_frames} frames into {len(chunks)} file(s)...")
# Collect all baked objects so we can keyframe them afterwards
baked_objects: list[tuple[bpy.types.Object, int, int]] = []
# Each entry: (object, first_visible_frame, last_visible_frame)
total_unique = 0
for ci, (cs, ce, out_path) in enumerate(chunks):
self.report({'INFO'},
f"Chunk {ci+1}/{len(chunks)}: frames {cs}{ce}{out_path}")
baked = self._bake_chunk(context, cs, ce, out_path)
total_unique += len(baked)
prev_fingerprint = None
prev_transform_fp = None
# Restore resolution
# Create a dedicated collection to hold baked frames
bake_coll = bpy.data.collections.new("BakedAnimation")
scene.collection.children.link(bake_coll)
# Store the original frame so we can restore it later
original_frame = scene.frame_current
for f in range(frame_start, frame_end + 1):
# Set the frame — this triggers knot_frame_handler via
# the registered frame_change_post handler
scene.frame_set(f)
# Get the knot object (may have been recreated by the handler)
knot_obj = bpy.data.objects.get(KNOT_OBJ_NAME)
if not knot_obj:
continue
# Evaluate the depsgraph to get the final geometry
depsgraph = context.evaluated_depsgraph_get()
eval_obj = knot_obj.evaluated_get(depsgraph)
# Convert to mesh
mesh = bpy.data.meshes.new_from_object(eval_obj, depsgraph=depsgraph)
mesh.name = f"BakedKnot_Mesh_F{f}"
# Compute fingerprints for duplicate detection
mesh_fp = _mesh_fingerprint(mesh)
transform_fp = _obj_transform_fingerprint(knot_obj)
if (mesh_fp == prev_fingerprint
and transform_fp == prev_transform_fp
and baked_objects):
# Identical to the previous frame — extend the previous
# object's visibility window and discard the duplicate mesh
bpy.data.meshes.remove(mesh)
_, first_f, _ = baked_objects[-1]
baked_objects[-1] = (baked_objects[-1][0], first_f, f)
continue
prev_fingerprint = mesh_fp
prev_transform_fp = transform_fp
# Create a new object for this frame
obj = bpy.data.objects.new(f"BakedKnot_F{f}", mesh)
# Copy transform
obj.location = knot_obj.location.copy()
obj.rotation_euler = knot_obj.rotation_euler.copy()
obj.scale = knot_obj.scale.copy()
# Copy material slots
for src_slot in knot_obj.material_slots:
obj.data.materials.append(src_slot.material)
# Copy display settings
obj.display_type = knot_obj.display_type
bake_coll.objects.link(obj)
baked_objects.append((obj, f, f))
# Restore preview resolution if we overrode it
if self.use_render_resolution:
glob.preview_resolution = orig_preview_res
glob.preview_bevel_resolution = orig_preview_bevel
# Restore frame
# Restore original frame
scene.frame_set(original_frame)
if not baked_objects:
self.report({'ERROR'}, "No frames were baked — the handler may not be producing geometry.")
# Clean up the empty collection
bpy.data.collections.remove(bake_coll)
return {'CANCELLED'}
# -------------------------------------------------------------------
# Phase 2: Set up visibility keyframes
# -------------------------------------------------------------------
for obj, first_f, last_f in baked_objects:
# Default: hidden on all frames
# We keyframe "hidden" before and after the active window,
# and "visible" for the active range.
# Hidden before the active range
if first_f > frame_start:
_keyframe_visibility(obj, frame_start, False)
if first_f > frame_start + 1:
_keyframe_visibility(obj, first_f - 1, False)
# Visible during the active range
_keyframe_visibility(obj, first_f, True)
if last_f != first_f:
_keyframe_visibility(obj, last_f, True)
# Hidden after the active range
if last_f < frame_end:
_keyframe_visibility(obj, last_f + 1, False)
if last_f < frame_end - 1:
_keyframe_visibility(obj, frame_end, False)
_set_constant_interpolation(obj)
# -------------------------------------------------------------------
# Phase 3: Bake camera shake to keyframes
# -------------------------------------------------------------------
cam = scene.camera
if cam and glob.camera_shake_amplitude > 0.0:
shake = glob.camera_shake_amplitude
for f in range(frame_start, frame_end + 1):
import random
random.seed(int(f * 1000))
cam.delta_location = (
random.uniform(-shake, shake),
random.uniform(-shake, shake),
random.uniform(-shake, shake),
)
cam.keyframe_insert(data_path="delta_location", frame=f)
# Set interpolation to LINEAR for smooth shake
for fc in _get_action_fcurves(cam):
if fc.data_path == "delta_location":
for kp in fc.keyframe_points:
kp.interpolation = 'LINEAR'
# If no shake, ensure delta_location is zeroed
elif cam:
cam.delta_location = (0.0, 0.0, 0.0)
# -------------------------------------------------------------------
# Phase 4: Clean up the procedural AnimKnot object
# -------------------------------------------------------------------
# Remove the original NURBS curve object — we've replaced it with
# baked mesh objects
knot_obj = bpy.data.objects.get(KNOT_OBJ_NAME)
if knot_obj:
curve_data = knot_obj.data
bpy.data.objects.remove(knot_obj, do_unlink=True)
if curve_data and curve_data.users == 0:
bpy.data.curves.remove(curve_data)
# Remove the frame_change_post handler so the baked file is
# completely standalone
from .handler import knot_frame_handler
handlers = bpy.app.handlers.frame_change_post
for h in list(handlers):
if getattr(h, "__name__", "") == knot_frame_handler.__name__:
handlers.remove(h)
# -------------------------------------------------------------------
# Phase 5: Pack data and ensure render-farm compatibility
# -------------------------------------------------------------------
# Set output format to PNG image sequence (required by SheepIt)
orig_file_format = scene.render.image_settings.file_format
orig_color_mode = scene.render.image_settings.color_mode
scene.render.image_settings.file_format = 'PNG'
scene.render.image_settings.color_mode = 'RGBA'
if pack_and_clean:
# Make all paths relative — only needed once; subsequent chunks
# operate on the same in-memory data which is already relative.
try:
bpy.ops.file.make_paths_relative()
except RuntimeError:
pass # May fail if file has never been saved
# Pack external data if requested — run once so that all packed
# images are available in memory for every subsequent chunk save.
if self.pack_textures:
try:
bpy.ops.file.pack_all()
except RuntimeError:
self.report({'WARNING'}, "Some external files could not be packed.")
# Remove unused data blocks to reduce file size. Only safe to
# do on the first chunk; later chunks share the same in-memory
# materials/images and we do not want to inadvertently purge data
# that is still referenced by a subsequent chunk's bake.
for mat in list(bpy.data.materials):
if mat.users == 0:
bpy.data.materials.remove(mat)
for m in list(bpy.data.meshes):
if m.users == 0:
bpy.data.meshes.remove(m)
for c in list(bpy.data.curves):
if c.users == 0:
bpy.data.curves.remove(c)
for ng in list(bpy.data.node_groups):
if ng.users == 0:
bpy.data.node_groups.remove(ng)
for img in list(bpy.data.images):
if img.users == 0 and not img.use_fake_user:
bpy.data.images.remove(img)
# -------------------------------------------------------------------
# Phase 6: Save as a COPY — the original session is untouched
# -------------------------------------------------------------------
bpy.ops.wm.save_as_mainfile(filepath=filepath, copy=True, compress=True)
# -------------------------------------------------------------------
# Phase 7: Restore the original session state
# -------------------------------------------------------------------
# We just saved a copy, but the in-memory state has been modified
# (baked objects added, AnimKnot removed, handler removed).
# Restore everything so the user can keep working.
# Restore render settings
scene.render.image_settings.file_format = orig_file_format
scene.render.image_settings.color_mode = orig_color_mode
# Remove all baked objects and their meshes from the current session
for obj, _, _ in baked_objects:
if obj and obj.name in bpy.data.objects:
mesh_data = obj.data
bpy.data.objects.remove(obj, do_unlink=True)
if mesh_data and mesh_data.users == 0:
bpy.data.meshes.remove(mesh_data)
# Remove the baked collection
bake_coll_check = bpy.data.collections.get("BakedAnimation")
if bake_coll_check:
bpy.data.collections.remove(bake_coll_check)
# Remove baked camera shake keyframes (restore static camera)
if cam:
cam_fcurves = _get_action_fcurves(cam)
# cam_fcurves may be a ChannelBag or ActionFCurves — both support .remove()
fcurves_to_remove = [
fc for fc in cam_fcurves
if fc.data_path == "delta_location"
]
for fc in fcurves_to_remove:
try:
cam_fcurves.remove(fc)
except (TypeError, RuntimeError):
pass # Some API versions don't support removal — keyframes will persist
cam.delta_location = (0.0, 0.0, 0.0)
# Re-create the AnimKnot object and re-register the handler
from .geometry import _make_torus_knot
from .materials import prewarm_materials_and_blends
# We need to prewarm materials and blends because removing unused materials might have deleted them
prewarm_materials_and_blends(scene)
# Re-register the handler
handlers = bpy.app.handlers.frame_change_post
already_registered = any(
getattr(h, "__name__", "") == knot_frame_handler.__name__
for h in handlers
)
if not already_registered:
handlers.append(knot_frame_handler)
# Trigger the handler once to rebuild the AnimKnot object
knot_frame_handler(scene)
# Restore the frame
scene.frame_set(original_frame)
if len(chunks) == 1:
self.report({'INFO'},
f"Baked .blend saved to: {chunks[0][2]} "
f"({total_unique} unique meshes)")
else:
self.report({'INFO'},
f"Exported {len(chunks)} files "
f"({total_unique} unique meshes total)")
return {'FINISHED'}
def draw(self, context):
@@ -456,9 +508,11 @@ class KNOT_OT_BakeExport(bpy.types.Operator, ExportHelper):
layout.label(text="Bake Options:", icon='SETTINGS')
layout.prop(self, "use_render_resolution")
layout.prop(self, "pack_textures")
layout.separator()
layout.prop(self, "chunk_frames")
layout.prop(self, "split_export")
if self.split_export:
layout.prop(self, "frames_per_file")
scene = context.scene
total = scene.frame_end - scene.frame_start + 1
@@ -466,10 +520,3 @@ class KNOT_OT_BakeExport(bpy.types.Operator, ExportHelper):
layout.label(text=f"Frames: {scene.frame_start} {scene.frame_end} ({total} total)")
layout.label(text=f"Playlist: {len(scene.knot_list)} knots")
if self.chunk_frames > 0:
n_chunks = -(-total // self.chunk_frames) # ceil division
layout.label(text=f"Will produce {n_chunks} file(s)",
icon='FILE_BLEND')
else:
layout.label(text="Single file (no splitting)", icon='FILE_BLEND')
+28 -47
View File
@@ -64,27 +64,21 @@ def _inner_NEON_GLOW(nodes, links, y=0, color=(0.0, 1.0, 0.9, 1.0),
def _inner_METALLIC(nodes, links, y=0, color=(1.0, 0.78, 0.28, 1.0),
roughness=0.05, metallic=1.0, emission_strength=1.0, **kwargs):
prin = nodes.new("ShaderNodeBsdfPrincipled"); prin.location = (0, y)
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
try:
prin.inputs["Specular IOR Level"].default_value = 1.0
except KeyError:
pass # name differs in older Blender versions
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["Specular IOR Level"].default_value = 1.0
return prin.outputs["BSDF"]
def _inner_GLASS(nodes, links, y=0, color=(0.85, 0.95, 1.0, 1.0),
roughness=0.0, metallic=0.0, emission_strength=1.0, **kwargs):
prin = nodes.new("ShaderNodeBsdfPrincipled"); prin.location = (0, y)
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["IOR"].default_value = 1.45
for key in ("Transmission Weight", "Transmission"):
if key in prin.inputs:
prin.inputs[key].default_value = 1.0
break
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["IOR"].default_value = 1.45
prin.inputs["Transmission Weight"].default_value = 1.0
return prin.outputs["BSDF"]
@@ -169,8 +163,6 @@ def _inner_MATTE_CLAY(nodes, links, y=0, color=(0.6, 0.4, 0.3, 1.0),
prin = nodes.new("ShaderNodeBsdfPrincipled"); prin.location = (0, y)
prin.inputs["Base Color"].default_value = color
prin.inputs["Roughness"].default_value = roughness
if "Specular" in prin.inputs:
prin.inputs["Specular"].default_value = 0.1
return prin.outputs["BSDF"]
@@ -192,15 +184,11 @@ def _inner_GHOST(nodes, links, y=0, color=(0.7, 0.8, 1.0, 1.0),
def _inner_CAR_PAINT(nodes, links, y=0, color=(0.8, 0.05, 0.1, 1.0),
roughness=0.3, metallic=0.8, emission_strength=1.0, **kwargs):
prin = nodes.new("ShaderNodeBsdfPrincipled"); prin.location = (0, y)
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
if "Clearcoat" in prin.inputs:
prin.inputs["Clearcoat"].default_value = 1.0
prin.inputs["Clearcoat Roughness"].default_value = 0.03
elif "Coat Weight" in prin.inputs:
prin.inputs["Coat Weight"].default_value = 1.0
prin.inputs["Coat Roughness"].default_value = 0.03
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["Coat Weight"].default_value = 1.0
prin.inputs["Coat Roughness"].default_value = 0.03
return prin.outputs["BSDF"]
@@ -216,28 +204,22 @@ def _inner_CHROME(nodes, links, y=0, color=(0.95, 0.95, 0.95, 1.0),
def _inner_RUBY_GLASS(nodes, links, y=0, color=(1.0, 0.05, 0.05, 1.0),
roughness=0.02, metallic=0.0, emission_strength=1.0, **kwargs):
prin = nodes.new("ShaderNodeBsdfPrincipled"); prin.location = (0, y)
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["IOR"].default_value = 1.6
for key in ("Transmission Weight", "Transmission"):
if key in prin.inputs:
prin.inputs[key].default_value = 1.0
break
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["IOR"].default_value = 1.6
prin.inputs["Transmission Weight"].default_value = 1.0
return prin.outputs["BSDF"]
def _inner_FROSTED_ICE(nodes, links, y=0, color=(0.9, 0.95, 1.0, 1.0),
roughness=0.4, metallic=0.0, emission_strength=1.0, **kwargs):
prin = nodes.new("ShaderNodeBsdfPrincipled"); prin.location = (0, y)
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["IOR"].default_value = 1.31
for key in ("Transmission Weight", "Transmission"):
if key in prin.inputs:
prin.inputs[key].default_value = 1.0
break
prin.inputs["Base Color"].default_value = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["IOR"].default_value = 1.31
prin.inputs["Transmission Weight"].default_value = 1.0
return prin.outputs["BSDF"]
@@ -375,11 +357,10 @@ def _inner_PEARLESCENT(nodes, links, y=0, color=(1.0, 0.4, 0.7, 1.0),
cr.interpolation = 'LINEAR'
cr.elements[0].position = 0.0; cr.elements[0].color = (0.1, 0.8, 1.0, 1.0)
cr.elements[1].position = 1.0; cr.elements[1].color = color
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
if "Clearcoat" in prin.inputs:
prin.inputs["Clearcoat"].default_value = 1.0
prin.inputs["Clearcoat Roughness"].default_value = 0.02
prin.inputs["Metallic"].default_value = metallic
prin.inputs["Roughness"].default_value = roughness
prin.inputs["Coat Weight"].default_value = 1.0
prin.inputs["Coat Roughness"].default_value = 0.02
links.new(lw.outputs["Facing"], ramp.inputs["Fac"])
links.new(ramp.outputs["Color"], prin.inputs["Base Color"])
return prin.outputs["BSDF"]
+19 -13
View File
@@ -71,8 +71,9 @@ def _rand_apply_choice(gen, item, prop: str, choices: list) -> None:
# ---------------------------------------------------------------------------
class KNOT_OT_Add(bpy.types.Operator):
bl_idname = "knot.add_item"
bl_label = "Add Knot"
bl_idname = "knot.add_item"
bl_label = "Add Knot"
bl_description = "Add a new knot entry to the end of the playlist"
def execute(self, context):
item = context.scene.knot_list.add()
@@ -85,8 +86,9 @@ class KNOT_OT_Add(bpy.types.Operator):
class KNOT_OT_Remove(bpy.types.Operator):
bl_idname = "knot.remove_item"
bl_label = "Remove Knot"
bl_idname = "knot.remove_item"
bl_label = "Remove Knot"
bl_description = "Remove the selected knot entry from the playlist"
def execute(self, context):
idx = context.scene.knot_list_index
@@ -99,9 +101,10 @@ class KNOT_OT_Remove(bpy.types.Operator):
class KNOT_OT_Move(bpy.types.Operator):
bl_idname = "knot.move_item"
bl_label = "Move Knot"
direction: bpy.props.EnumProperty(items=[('UP', 'Up', ''), ('DOWN', 'Down', '')])
bl_idname = "knot.move_item"
bl_label = "Move Knot"
bl_description = "Move the selected knot up or down in the playlist order"
direction: bpy.props.EnumProperty(items=[('UP', 'Up', 'Move knot earlier in the playlist'), ('DOWN', 'Down', 'Move knot later in the playlist')])
def execute(self, context):
idx = context.scene.knot_list_index
@@ -114,8 +117,9 @@ class KNOT_OT_Move(bpy.types.Operator):
class KNOT_OT_Populate(bpy.types.Operator):
bl_idname = "knot.populate"
bl_label = "Populate Default List"
bl_idname = "knot.populate"
bl_label = "Populate Default List"
bl_description = "Clear the playlist and load the 10 built-in example knots (trefoil, cinquefoil, Möbius, Lissajous, and more)"
def execute(self, context):
context.scene.knot_list.clear()
@@ -134,8 +138,9 @@ class KNOT_OT_Populate(bpy.types.Operator):
class KNOT_OT_BakePreview(bpy.types.Operator):
bl_idname = "knot.bake_preview"
bl_label = "Update Preview"
bl_idname = "knot.bake_preview"
bl_label = "Update Preview"
bl_description = "Immediately regenerate the viewport knot using the currently selected playlist entry's settings, without waiting for a frame change"
def execute(self, context):
idx = context.scene.knot_list_index
@@ -196,8 +201,9 @@ class KNOT_OT_SyncGeneratorMaterials(bpy.types.Operator):
class KNOT_OT_GenerateRandom(bpy.types.Operator):
bl_idname = "knot.generate_random"
bl_label = "Generate Playlist"
bl_idname = "knot.generate_random"
bl_label = "Generate Playlist"
bl_description = "Clear the playlist and fill it with randomly configured knots using the ranges and toggles set in the Randomise Toggles section below"
def execute(self, context):
scene = context.scene
+124 -45
View File
@@ -121,17 +121,23 @@ class KnotAllowedMaterial(bpy.types.PropertyGroup):
class KnotGlobalSettings(bpy.types.PropertyGroup):
"""Scene-level playback and rendering settings."""
frames_per_knot: bpy.props.IntProperty(
name="Frames per Knot", default=12, min=1)
name="Frames per Knot", default=12, min=1,
description="Base display duration (in frames) for each playlist entry. Each knot's effective duration is frames_per_knot × cycle_rate")
preview_resolution: bpy.props.IntProperty(
name="Preview Curve Res", default=64, min=3, max=1024)
name="Preview Curve Res", default=64, min=3, max=1024,
description="NURBS subdivision used in the viewport. Higher values produce a smoother curve but update more slowly")
render_resolution: bpy.props.IntProperty(
name="Render Curve Res", default=128, min=3, max=2048)
name="Render Curve Res", default=128, min=3, max=2048,
description="NURBS subdivision used during renders and baking. Higher values produce higher quality output")
preview_bevel_resolution: bpy.props.IntProperty(
name="Preview Bevel Res", default=4, min=0, max=64)
name="Preview Bevel Res", default=4, min=0, max=64,
description="Number of sides on the tube cross-section in the viewport")
render_bevel_resolution: bpy.props.IntProperty(
name="Render Bevel Res", default=8, min=0, max=64)
name="Render Bevel Res", default=8, min=0, max=64,
description="Number of sides on the tube cross-section during renders and baking")
knot_scale: bpy.props.FloatProperty(
name="Global Scale", default=1.0, min=0.01)
name="Global Scale", default=1.0, min=0.01,
description="Uniform scale multiplier applied to all knots")
global_speed: bpy.props.FloatProperty(
name="Global Speed", default=1.0, min=0.01,
description="Multiplies the effective frame counter for all knots. Keyframeable.")
@@ -183,20 +189,29 @@ class KnotItem(bpy.types.PropertyGroup):
# Shape Type
shape_type: bpy.props.EnumProperty(
name="Shape",
description="Parametric curve type used to generate this knot",
items=[
('TORUS_KNOT', "Torus Knot", ""),
('MOBIUS', "Mobius Strip", ""),
('LISSAJOUS', "Lissajous 3D", ""),
('SPIRAL', "Spherical Spiral", ""),
('TORUS_KNOT', "Torus Knot", "Classic (p,q) torus knot wound around a torus surface"),
('MOBIUS', "Mobius Strip", "One-sided surface with a half-twist — non-orientable loop"),
('LISSAJOUS', "Lissajous 3D", "3-axis frequency-ratio figure trace"),
('SPIRAL', "Spherical Spiral", "Spherical spiral (loxodrome) with configurable turns and radius"),
],
default='TORUS_KNOT'
)
# Topology (Torus Knot)
torus_p: bpy.props.IntProperty(name="Revolutions (p)", default=2, min=1)
mod_torus_p: bpy.props.FloatProperty(name="Mod p", default=0.0)
torus_q: bpy.props.IntProperty(name="Spins (q)", default=3, min=1)
mod_torus_q: bpy.props.FloatProperty(name="Mod q", default=0.0)
torus_p: bpy.props.IntProperty(
name="Revolutions (p)", default=2, min=1,
description="Number of revolutions around the torus axis. Must be coprime with q for a true knot")
mod_torus_p: bpy.props.FloatProperty(
name="Mod p", default=0.0,
description="Per-frame attenuverter offset applied to p before rendering")
torus_q: bpy.props.IntProperty(
name="Spins (q)", default=3, min=1,
description="Number of spins around the torus tube. Must be coprime with p for a true knot")
mod_torus_q: bpy.props.FloatProperty(
name="Mod q", default=0.0,
description="Per-frame attenuverter offset applied to q before rendering")
# Topology (Mobius)
mobius_twists: bpy.props.IntProperty(name="Half Twists", default=1, min=1)
@@ -221,25 +236,48 @@ class KnotItem(bpy.types.PropertyGroup):
mod_spiral_R: bpy.props.FloatProperty(name="Mod Radius", default=0.0)
# Radii (Torus Knot)
torus_R: bpy.props.FloatProperty(name="Major", default=2.0, min=0.0)
mod_torus_R: bpy.props.FloatProperty(name="Mod Major", default=0.0)
torus_r: bpy.props.FloatProperty(name="Minor", default=1.0, min=0.0)
mod_torus_r: bpy.props.FloatProperty(name="Mod Minor", default=0.0)
torus_R: bpy.props.FloatProperty(
name="Major", default=2.0, min=0.0,
description="Distance from the centre of the torus to the centre of the tube")
mod_torus_R: bpy.props.FloatProperty(
name="Mod Major", default=0.0,
description="Per-frame attenuverter offset applied to the major radius")
torus_r: bpy.props.FloatProperty(
name="Minor", default=1.0, min=0.0,
description="Radius of the tube itself")
mod_torus_r: bpy.props.FloatProperty(
name="Mod Minor", default=0.0,
description="Per-frame attenuverter offset applied to the minor radius")
# Colors (legacy TKP path)
multiple_links: bpy.props.BoolProperty(name="Multiple Links", default=False)
use_colors: bpy.props.BoolProperty(name="Use Colors", default=False)
multiple_links: bpy.props.BoolProperty(
name="Multiple Links", default=False,
description="Render all gcd(p,q) link components as separate curves")
use_colors: bpy.props.BoolProperty(
name="Use Colors", default=False,
description="Apply per-link vertex colors to the curve (legacy TKP color mode)")
colorSet: bpy.props.EnumProperty(
name="Color Set",
items=[('1', "RGBish", ""), ('2', "Rainbow", "")],
description="Which built-in vertex color palette to use",
items=[('1', "RGBish", "Red/Green/Blue-based palette"), ('2', "Rainbow", "Full-spectrum rainbow palette")],
default='1')
random_colors: bpy.props.BoolProperty(name="Randomize Colors", default=False)
random_colors: bpy.props.BoolProperty(
name="Randomize Colors", default=False,
description="Shuffle the vertex color assignment randomly each frame")
# Multipliers & phases
torus_u: bpy.props.IntProperty( name="Rev. Multiplier", default=1, min=1)
torus_v: bpy.props.IntProperty( name="Spin Multiplier", default=1, min=1)
torus_rP: bpy.props.FloatProperty(name="Rev. Phase", default=0.0)
torus_sP: bpy.props.FloatProperty(name="Spin Phase", default=0.0)
torus_u: bpy.props.IntProperty(
name="Rev. Multiplier", default=1, min=1,
description="Repeats the revolution pattern — creates multiple overlapping copies of the knot")
torus_v: bpy.props.IntProperty(
name="Spin Multiplier", default=1, min=1,
description="Repeats the spin pattern around the tube")
torus_rP: bpy.props.FloatProperty(
name="Rev. Phase", default=0.0,
description="Revolution phase offset in radians (orbit rotation)")
torus_sP: bpy.props.FloatProperty(
name="Spin Phase", default=0.0,
description="Spin phase offset in radians (tube rotation)")
# Animation rates
spin_phase_rate: bpy.props.FloatProperty(
@@ -268,36 +306,69 @@ class KnotItem(bpy.types.PropertyGroup):
update=_update_knot_material_cb)
transition_easing: bpy.props.EnumProperty(
name="Easing",
description="Interpolation curve applied during the morph window",
items=[
('LINEAR', "Linear", ""),
('QUAD_IN_OUT', "Quadratic In/Out", ""),
('SMOOTHSTEP', "Smoothstep", ""),
('LINEAR', "Linear", "Constant-rate blend between the two knots"),
('QUAD_IN_OUT', "Quadratic In/Out", "Slow start and end, faster in the middle"),
('SMOOTHSTEP', "Smoothstep", "S-curve blend — smooth at both endpoints"),
],
default='QUAD_IN_OUT')
# Geometry
geo_extrude: bpy.props.FloatProperty(name="Extrude", default=0.0, min=0.0)
mod_geo_extrude: bpy.props.FloatProperty(name="Mod Extrude", default=0.0)
geo_offset: bpy.props.FloatProperty(name="Offset", default=0.0)
mod_geo_offset: bpy.props.FloatProperty(name="Mod Offset", default=0.0)
geo_bDepth: bpy.props.FloatProperty(name="Bevel Depth", default=0.04, min=0.0)
mod_geo_bDepth: bpy.props.FloatProperty(name="Mod BDepth", default=0.0)
geo_extrude: bpy.props.FloatProperty(
name="Extrude", default=0.0, min=0.0,
description="Extrude the curve profile outward — creates a ribbon effect when combined with Offset")
mod_geo_extrude: bpy.props.FloatProperty(
name="Mod Extrude", default=0.0,
description="Per-frame attenuverter offset applied to Extrude")
geo_offset: bpy.props.FloatProperty(
name="Offset", default=0.0,
description="Offset the extruded profile from the curve centreline")
mod_geo_offset: bpy.props.FloatProperty(
name="Mod Offset", default=0.0,
description="Per-frame attenuverter offset applied to Offset")
geo_bDepth: bpy.props.FloatProperty(
name="Bevel Depth", default=0.04, min=0.0,
description="Tube thickness — controls how wide the knot strand is")
mod_geo_bDepth: bpy.props.FloatProperty(
name="Mod BDepth", default=0.0,
description="Per-frame attenuverter offset applied to Bevel Depth")
# Dimensions mode
mode: bpy.props.EnumProperty(
name="Dimensions Mode",
items=[('MAJOR_MINOR', "Major/Minor", ""), ('EXT_INT', "Exterior/Interior", "")],
description="Choose how to specify the torus radii",
items=[
('MAJOR_MINOR', "Major/Minor", "Specify inner and outer radius as Major and Minor"),
('EXT_INT', "Exterior/Interior", "Specify the outer edge and the hole as Exterior and Interior radii"),
],
default='MAJOR_MINOR')
torus_eR: bpy.props.FloatProperty(name="Exterior", default=3.0, min=0.0)
mod_torus_eR: bpy.props.FloatProperty(name="Mod Ext", default=0.0)
torus_iR: bpy.props.FloatProperty(name="Interior", default=1.0, min=0.0)
mod_torus_iR: bpy.props.FloatProperty(name="Mod Int", default=0.0)
torus_h: bpy.props.FloatProperty(name="Height", default=1.0, min=0.0)
mod_torus_h: bpy.props.FloatProperty(name="Mod Height", default=0.0)
torus_eR: bpy.props.FloatProperty(
name="Exterior", default=3.0, min=0.0,
description="Outer edge radius of the torus (Exterior/Interior mode)")
mod_torus_eR: bpy.props.FloatProperty(
name="Mod Ext", default=0.0,
description="Per-frame attenuverter offset applied to Exterior radius")
torus_iR: bpy.props.FloatProperty(
name="Interior", default=1.0, min=0.0,
description="Inner hole radius of the torus (Exterior/Interior mode)")
mod_torus_iR: bpy.props.FloatProperty(
name="Mod Int", default=0.0,
description="Per-frame attenuverter offset applied to Interior radius")
torus_h: bpy.props.FloatProperty(
name="Height", default=1.0, min=0.0,
description="Vertical stretch of the torus — values above 1.0 elongate the knot")
mod_torus_h: bpy.props.FloatProperty(
name="Mod Height", default=0.0,
description="Per-frame attenuverter offset applied to Height")
# Direction
flip_p: bpy.props.BoolProperty(name="Flip p", default=False)
flip_q: bpy.props.BoolProperty(name="Flip q", default=False)
flip_p: bpy.props.BoolProperty(
name="Flip p", default=False,
description="Reverse the direction of the p (revolution) winding")
flip_q: bpy.props.BoolProperty(
name="Flip q", default=False,
description="Reverse the direction of the q (spin) winding")
# UI expand state (display-only, not serialised to animation)
ui_show_shape: bpy.props.BoolProperty(name="Shape", default=True)
@@ -311,7 +382,11 @@ class KnotItem(bpy.types.PropertyGroup):
# Material
material_mode: bpy.props.EnumProperty(
name="Material Mode",
items=[('PRESET', "Shader Preset", ""), ('PROJECT', "Project Material", "")],
description="Choose between a built-in shader preset or an existing material from the project",
items=[
('PRESET', "Shader Preset", "Use one of the 20 built-in procedural shader presets"),
('PROJECT', "Project Material", "Use any material already in this .blend file"),
],
default='PRESET',
update=_update_knot_material_cb)
project_material: bpy.props.PointerProperty(
@@ -327,15 +402,19 @@ class KnotItem(bpy.types.PropertyGroup):
preset_color: bpy.props.FloatVectorProperty(
name="Preset Color", subtype='COLOR', size=3,
default=(0.2, 0.6, 1.0), min=0.0, max=1.0,
description="Base colour tint passed into the selected shader preset",
update=_update_knot_material_cb)
preset_roughness: bpy.props.FloatProperty(
name="Preset Roughness", default=0.1, min=0.0, max=1.0,
description="Roughness override for the active preset (0 = mirror-smooth, 1 = fully diffuse)",
update=_update_knot_material_cb)
preset_metallic: bpy.props.FloatProperty(
name="Preset Metallic", default=0.0, min=0.0, max=1.0,
description="Metallic factor override for the active preset (0 = dielectric, 1 = metal)",
update=_update_knot_material_cb)
preset_emission_strength: bpy.props.FloatProperty(
name="Preset Emission Strength", default=1.0, min=0.0, max=100.0,
description="Emission strength override for presets that emit light",
update=_update_knot_material_cb)
def to_dict(self) -> dict:
+13 -8
View File
@@ -6,7 +6,7 @@ All Blender UI classes for knot_animation:
KNOT_UL_List — playlist UIList
KNOT_UL_AllowedMaterialsList— generator filter UIList
draw_knot_properties() — shared property layout helper (collapsible sections)
KNOT_PT_Panel — main N-panel (VIEW_3D > UI > AnimKnots)
KNOT_PT_Panel — main N-panel (VIEW_3D > UI > Pr3tz)
Every major block is collapsible via per-item or per-settings ui_show_* flags.
KnotItem flags are per-item so each playlist entry remembers its own state.
@@ -182,11 +182,11 @@ def draw_knot_properties(layout, item) -> None:
# ---------------------------------------------------------------------------
class KNOT_PT_Panel(bpy.types.Panel):
bl_label = "AnimKnots"
bl_label = "Pr3tz"
bl_idname = "KNOT_PT_panel"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'AnimKnots'
bl_category = 'Pr3tz'
def draw(self, context):
layout = self.layout
@@ -209,8 +209,10 @@ class KNOT_PT_Panel(bpy.types.Panel):
col.operator("knot.add_item", text="", icon='ADD')
col.operator("knot.remove_item", text="", icon='REMOVE')
col.separator()
col.operator("knot.move_item", text="", icon='TRIA_UP').direction = 'UP'
col.operator("knot.move_item", text="", icon='TRIA_DOWN').direction = 'DOWN'
col.operator("knot.move_item", text="", icon='TRIA_UP'
).direction = 'UP'
col.operator("knot.move_item", text="", icon='TRIA_DOWN'
).direction = 'DOWN'
pl_box.operator("knot.populate", icon='FILE_REFRESH')
# ── Selected Knot ─────────────────────────────────────────────────────
@@ -223,7 +225,7 @@ class KNOT_PT_Panel(bpy.types.Panel):
icon_only=True, emboss=False)
ke_row.label(text=f"Knot: {item.name}", icon='CURVE_PATH')
if glob.ui_show_knot_edit:
ke_box.prop(item, "name", text="")
ke_box.prop(item, "name", text="",)
draw_knot_properties(ke_box, item)
ke_box.operator("knot.bake_preview", icon='FILE_TICK')
@@ -400,8 +402,11 @@ class KNOT_PT_Panel(bpy.types.Panel):
gen, "allowed_materials",
gen, "allowed_materials_index",
rows=5)
row_sync.column(align=True).operator(
"knot.sync_generator_materials", icon='FILE_REFRESH', text="")
sync_col = row_sync.column(align=True)
sync_col.operator(
"knot.sync_generator_materials",
icon='FILE_REFRESH', text=""
)
if len(gen.allowed_materials) == 0:
filter_box.label(
text="Click Sync to load project materials & presets",