blender/release/scripts/startup/bl_ui/properties_data_armature.py

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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
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from bpy.types import Panel, Menu
from rna_prop_ui import PropertyPanel
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from .properties_animviz import (
MotionPathButtonsPanel,
MotionPathButtonsPanel_display,
)
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class ArmatureButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.armature
class DATA_PT_context_arm(ArmatureButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
if ob:
layout.template_ID(ob, "data")
elif arm:
layout.template_ID(space, "pin_id")
class DATA_PT_skeleton(ArmatureButtonsPanel, Panel):
bl_label = "Skeleton"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.row().prop(arm, "pose_position", expand=True)
col = layout.column()
col.label(text="Layers:")
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col.prop(arm, "layers", text="")
col.label(text="Protected Layers:")
col.prop(arm, "layers_protected", text="")
class DATA_PT_display(ArmatureButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
arm = context.armature
layout.prop(arm, "display_type", text="Display As")
flow = layout.grid_flow(row_major=False, columns=0, even_columns=False, even_rows=False, align=True)
col = flow.column()
col.prop(arm, "show_names", text="Names")
col = flow.column()
col.prop(arm, "show_axes", text="Axes")
col = flow.column()
col.prop(arm, "show_bone_custom_shapes", text="Shapes")
col = flow.column()
col.prop(arm, "show_group_colors", text="Group Colors")
if ob:
col = flow.column()
col.prop(ob, "show_in_front", text="In Front")
class DATA_MT_bone_group_context_menu(Menu):
bl_label = "Bone Group Specials"
def draw(self, _context):
layout = self.layout
layout.operator("pose.group_sort", icon='SORTALPHA')
class DATA_PT_bone_groups(ArmatureButtonsPanel, Panel):
bl_label = "Bone Groups"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
pose = ob.pose
group = pose.bone_groups.active
row = layout.row()
rows = 1
if group:
rows = 4
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row.template_list(
"UI_UL_list",
"bone_groups",
pose,
"bone_groups",
pose.bone_groups,
"active_index",
rows=rows,
)
col = row.column(align=True)
col.active = (ob.proxy is None)
col.operator("pose.group_add", icon='ADD', text="")
col.operator("pose.group_remove", icon='REMOVE', text="")
col.menu("DATA_MT_bone_group_context_menu", icon='DOWNARROW_HLT', text="")
if group:
col.separator()
col.operator("pose.group_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("pose.group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
split = layout.split()
split.active = (ob.proxy is None)
col = split.column()
col.prop(group, "color_set")
if group.color_set:
col = split.column()
sub = col.row(align=True)
sub.enabled = group.is_custom_color_set # only custom colors are editable
sub.prop(group.colors, "normal", text="")
sub.prop(group.colors, "select", text="")
sub.prop(group.colors, "active", text="")
row = layout.row()
row.active = (ob.proxy is None)
sub = row.row(align=True)
sub.operator("pose.group_assign", text="Assign")
# row.operator("pose.bone_group_remove_from", text="Remove")
sub.operator("pose.group_unassign", text="Remove")
sub = row.row(align=True)
sub.operator("pose.group_select", text="Select")
sub.operator("pose.group_deselect", text="Deselect")
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class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
bl_label = "Pose Library"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
poselib = ob.pose_library
layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
if poselib:
# warning about poselib being in an invalid state
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if poselib.fcurves and not poselib.pose_markers:
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layout.label(icon='ERROR', text="Error: Potentially corrupt library, run 'Sanitize' operator to fix")
# list of poses in pose library
row = layout.row()
row.template_list("UI_UL_list", "pose_markers", poselib, "pose_markers",
poselib.pose_markers, "active_index", rows=5)
# column of operators for active pose
# - goes beside list
col = row.column(align=True)
# invoke should still be used for 'add', as it is needed to allow
# add/replace options to be used properly
col.operator("poselib.pose_add", icon='ADD', text="")
col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so that menu doesn't need showing
pose_marker_active = poselib.pose_markers.active
if pose_marker_active is not None:
col.operator("poselib.pose_remove", icon='REMOVE', text="")
col.operator(
"poselib.apply_pose",
icon='ZOOM_SELECTED',
text="",
).pose_index = poselib.pose_markers.active_index
col.operator("poselib.action_sanitize", icon='HELP', text="") # XXX: put in menu?
if pose_marker_active is not None:
col.operator("poselib.pose_move", icon='TRIA_UP', text="").direction = 'UP'
col.operator("poselib.pose_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
bl_label = "Inverse Kinematics"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.pose)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
itasc = ob.pose.ik_param
layout.prop(ob.pose, "ik_solver")
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if itasc:
layout.prop(itasc, "mode")
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simulation = (itasc.mode == 'SIMULATION')
if simulation:
layout.prop(itasc, "reiteration_method", expand=False)
col = layout.column()
col.active = not simulation or itasc.reiteration_method != 'NEVER'
col.prop(itasc, "precision")
col.prop(itasc, "iterations")
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if simulation:
col.prop(itasc, "use_auto_step")
sub = layout.column(align=True)
if itasc.use_auto_step:
sub.prop(itasc, "step_min", text="Steps Min")
sub.prop(itasc, "step_max", text="Max")
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else:
sub.prop(itasc, "step_count", text="Steps")
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col.prop(itasc, "solver")
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if simulation:
col.prop(itasc, "feedback")
col.prop(itasc, "velocity_max")
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if itasc.solver == 'DLS':
col.separator()
col.prop(itasc, "damping_max", text="Damping Max", slider=True)
col.prop(itasc, "damping_epsilon", text="Damping Epsilon", slider=True)
class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
#bl_label = "Bones Motion Paths"
bl_options = {'DEFAULT_CLOSED'}
bl_context = "data"
@classmethod
def poll(cls, context):
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# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
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pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
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self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
#bl_label = "Bones Motion Paths"
bl_context = "data"
bl_parent_id = "DATA_PT_motion_paths"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
# XXX: include pose-mode check?
return (context.object) and (context.armature)
def draw(self, context):
# layout = self.layout
ob = context.object
avs = ob.pose.animation_visualization
pchan = context.active_pose_bone
mpath = pchan.motion_path if pchan else None
self.draw_settings(context, avs, mpath, bones=True)
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_context_path = "object.data"
_property_type = bpy.types.Armature
classes = (
DATA_PT_context_arm,
DATA_PT_skeleton,
DATA_MT_bone_group_context_menu,
DATA_PT_bone_groups,
DATA_PT_pose_library,
DATA_PT_motion_paths,
DATA_PT_motion_paths_display,
DATA_PT_display,
DATA_PT_iksolver_itasc,
DATA_PT_custom_props_arm,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)