2eff390e13
Physics panels are not all back, and the material related panels (e.g., hair render panel) should go be changed since there should be no material for those.
349 lines
11 KiB
Python
349 lines
11 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# 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.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from bpy.types import Panel, Menu
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from rna_prop_ui import PropertyPanel
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class ArmatureButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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return context.armature
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class DATA_PT_context_arm(ArmatureButtonsPanel, Panel):
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bl_label = ""
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bl_options = {'HIDE_HEADER'}
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def draw(self, context):
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layout = self.layout
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ob = context.object
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arm = context.armature
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space = context.space_data
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if ob:
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layout.template_ID(ob, "data")
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elif arm:
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layout.template_ID(space, "pin_id")
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class DATA_PT_skeleton(ArmatureButtonsPanel, Panel):
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bl_label = "Skeleton"
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def draw(self, context):
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layout = self.layout
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arm = context.armature
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layout.prop(arm, "pose_position", expand=True)
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col = layout.column()
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col.label(text="Layers:")
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col.prop(arm, "layers", text="")
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col.label(text="Protected Layers:")
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col.prop(arm, "layers_protected", text="")
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if context.scene.render.engine == 'BLENDER_GAME':
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col = layout.column()
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col.label(text="Deform:")
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col.prop(arm, "deform_method", expand=True)
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class DATA_PT_display(ArmatureButtonsPanel, Panel):
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bl_label = "Display"
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def draw(self, context):
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layout = self.layout
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ob = context.object
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arm = context.armature
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layout.prop(arm, "draw_type", expand=True)
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split = layout.split()
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col = split.column()
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col.prop(arm, "show_names", text="Names")
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col.prop(arm, "show_axes", text="Axes")
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col.prop(arm, "show_bone_custom_shapes", text="Shapes")
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col = split.column()
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col.prop(arm, "show_group_colors", text="Colors")
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if ob:
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col.prop(ob, "show_x_ray", text="X-Ray")
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col.prop(arm, "use_deform_delay", text="Delay Refresh")
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class DATA_PT_bone_group_specials(Menu):
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bl_label = "Bone Group Specials"
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def draw(self, context):
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layout = self.layout
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layout.operator("pose.group_sort", icon='SORTALPHA')
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class DATA_PT_bone_groups(ArmatureButtonsPanel, Panel):
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bl_label = "Bone Groups"
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@classmethod
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def poll(cls, context):
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return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
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def draw(self, context):
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layout = self.layout
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ob = context.object
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pose = ob.pose
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group = pose.bone_groups.active
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row = layout.row()
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rows = 1
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if group:
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rows = 4
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row.template_list("UI_UL_list", "bone_groups", pose, "bone_groups", pose.bone_groups, "active_index", rows=rows)
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col = row.column(align=True)
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col.active = (ob.proxy is None)
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col.operator("pose.group_add", icon='ZOOMIN', text="")
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col.operator("pose.group_remove", icon='ZOOMOUT', text="")
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col.menu("DATA_PT_bone_group_specials", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("pose.group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("pose.group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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split = layout.split()
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split.active = (ob.proxy is None)
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col = split.column()
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col.prop(group, "color_set")
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if group.color_set:
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col = split.column()
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sub = col.row(align=True)
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sub.enabled = group.is_custom_color_set # only custom colors are editable
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sub.prop(group.colors, "normal", text="")
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sub.prop(group.colors, "select", text="")
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sub.prop(group.colors, "active", text="")
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row = layout.row()
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row.active = (ob.proxy is None)
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sub = row.row(align=True)
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sub.operator("pose.group_assign", text="Assign")
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sub.operator("pose.group_unassign", text="Remove") # row.operator("pose.bone_group_remove_from", text="Remove")
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sub = row.row(align=True)
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sub.operator("pose.group_select", text="Select")
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sub.operator("pose.group_deselect", text="Deselect")
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class DATA_PT_pose_library(ArmatureButtonsPanel, Panel):
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bl_label = "Pose Library"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
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def draw(self, context):
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layout = self.layout
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ob = context.object
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poselib = ob.pose_library
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layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
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if poselib:
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# list of poses in pose library
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row = layout.row()
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row.template_list("UI_UL_list", "pose_markers", poselib, "pose_markers",
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poselib.pose_markers, "active_index", rows=5)
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# column of operators for active pose
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# - goes beside list
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col = row.column(align=True)
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# invoke should still be used for 'add', as it is needed to allow
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# add/replace options to be used properly
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col.operator("poselib.pose_add", icon='ZOOMIN', text="")
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col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so that menu doesn't need showing
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pose_marker_active = poselib.pose_markers.active
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if pose_marker_active is not None:
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col.operator("poselib.pose_remove", icon='ZOOMOUT', text="")
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col.operator("poselib.apply_pose", icon='ZOOM_SELECTED', text="").pose_index = poselib.pose_markers.active_index
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col.operator("poselib.action_sanitize", icon='HELP', text="") # XXX: put in menu?
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if pose_marker_active is not None:
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col.operator("poselib.pose_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("poselib.pose_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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# TODO: this panel will soon be deprecated too
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class DATA_PT_ghost(ArmatureButtonsPanel, Panel):
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bl_label = "Ghost"
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def draw(self, context):
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layout = self.layout
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arm = context.armature
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layout.prop(arm, "ghost_type", expand=True)
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split = layout.split()
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col = split.column(align=True)
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if arm.ghost_type == 'RANGE':
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col.prop(arm, "ghost_frame_start", text="Start")
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col.prop(arm, "ghost_frame_end", text="End")
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col.prop(arm, "ghost_size", text="Step")
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elif arm.ghost_type == 'CURRENT_FRAME':
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col.prop(arm, "ghost_step", text="Range")
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col.prop(arm, "ghost_size", text="Step")
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col = split.column()
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col.label(text="Display:")
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col.prop(arm, "show_only_ghost_selected", text="Selected Only")
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class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel):
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bl_label = "Inverse Kinematics"
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bl_options = {'DEFAULT_CLOSED'}
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@classmethod
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def poll(cls, context):
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ob = context.object
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return (ob and ob.pose)
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def draw(self, context):
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layout = self.layout
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ob = context.object
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itasc = ob.pose.ik_param
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layout.prop(ob.pose, "ik_solver")
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if itasc:
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layout.prop(itasc, "mode", expand=True)
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simulation = (itasc.mode == 'SIMULATION')
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if simulation:
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layout.label(text="Reiteration:")
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layout.prop(itasc, "reiteration_method", expand=True)
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row = layout.row()
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row.active = not simulation or itasc.reiteration_method != 'NEVER'
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row.prop(itasc, "precision")
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row.prop(itasc, "iterations")
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if simulation:
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layout.prop(itasc, "use_auto_step")
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row = layout.row()
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if itasc.use_auto_step:
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row.prop(itasc, "step_min", text="Min")
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row.prop(itasc, "step_max", text="Max")
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else:
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row.prop(itasc, "step_count")
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layout.prop(itasc, "solver")
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if simulation:
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layout.prop(itasc, "feedback")
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layout.prop(itasc, "velocity_max")
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if itasc.solver == 'DLS':
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row = layout.row()
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row.prop(itasc, "damping_max", text="Damp", slider=True)
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row.prop(itasc, "damping_epsilon", text="Eps", slider=True)
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from bl_ui.properties_animviz import (
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MotionPathButtonsPanel,
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OnionSkinButtonsPanel,
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)
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class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
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#bl_label = "Bones Motion Paths"
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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# XXX: include pose-mode check?
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return (context.object) and (context.armature)
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def draw(self, context):
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# layout = self.layout
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ob = context.object
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avs = ob.pose.animation_visualization
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pchan = context.active_pose_bone
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mpath = pchan.motion_path if pchan else None
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self.draw_settings(context, avs, mpath, bones=True)
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class DATA_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from panel when ready
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#bl_label = "Bones Onion Skinning"
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bl_context = "data"
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@classmethod
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def poll(cls, context):
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# XXX: include pose-mode check?
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return (context.object) and (context.armature)
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def draw(self, context):
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ob = context.object
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self.draw_settings(context, ob.pose.animation_visualization, bones=True)
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class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME', 'BLENDER_CLAY', 'BLENDER_EEVEE'}
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_context_path = "object.data"
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_property_type = bpy.types.Armature
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classes = (
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DATA_PT_context_arm,
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DATA_PT_skeleton,
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DATA_PT_display,
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DATA_PT_bone_group_specials,
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DATA_PT_bone_groups,
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DATA_PT_pose_library,
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DATA_PT_ghost,
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DATA_PT_iksolver_itasc,
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DATA_PT_motion_paths,
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DATA_PT_custom_props_arm,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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