blender/release/scripts/ui/properties_data_bone.py
Campbell Barton 4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00

366 lines
11 KiB
Python

# ##### 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,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
class BoneButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "bone"
@classmethod
def poll(cls, context):
return (context.bone or context.edit_bone)
class BONE_PT_context_bone(BoneButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.label(text="", icon='BONE_DATA')
row.prop(bone, "name", text="")
class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.column().prop(bone, "head")
row.column().prop(bone, "tail")
col = row.column()
sub = col.column(align=True)
sub.label(text="Roll:")
sub.prop(bone, "roll", text="")
sub.label()
sub.prop(bone, "lock")
else:
pchan = ob.pose.bones[context.bone.name]
row = layout.row()
col = row.column()
col.prop(pchan, "location")
col.active = not (bone.parent and bone.use_connect)
col = row.column()
if pchan.rotation_mode == 'QUATERNION':
col.prop(pchan, "rotation_quaternion", text="Rotation")
elif pchan.rotation_mode == 'AXIS_ANGLE':
#col.label(text="Rotation")
#col.prop(pchan, "rotation_angle", text="Angle")
#col.prop(pchan, "rotation_axis", text="Axis")
col.prop(pchan, "rotation_axis_angle", text="Rotation")
else:
col.prop(pchan, "rotation_euler", text="Rotation")
row.column().prop(pchan, "scale")
layout.prop(pchan, "rotation_mode")
class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Transform Locks"
bl_default_closed = True
@classmethod
def poll(cls, context):
return context.bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.bones[context.bone.name]
row = layout.row()
col = row.column()
col.prop(pchan, "lock_location")
col.active = not (bone.parent and bone.use_connect)
col = row.column()
if pchan.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
col.prop(pchan, "lock_rotations_4d", text="Lock Rotation")
if pchan.lock_rotations_4d:
col.prop(pchan, "lock_rotation_w", text="W")
col.prop(pchan, "lock_rotation", text="")
else:
col.prop(pchan, "lock_rotation", text="Rotation")
row.column().prop(pchan, "lock_scale")
class BONE_PT_relations(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
arm = context.armature
if not bone:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.bones[context.bone.name]
split = layout.split()
col = split.column()
col.label(text="Layers:")
col.prop(bone, "layers", text="")
col.separator()
if ob and pchan:
col.label(text="Bone Group:")
col.prop_object(pchan, "bone_group", ob.pose, "bone_groups", text="")
col = split.column()
col.label(text="Parent:")
if context.bone:
col.prop(bone, "parent", text="")
else:
col.prop_object(bone, "parent", arm, "edit_bones", text="")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "use_connect")
sub.prop(bone, "use_hinge", text="Inherit Rotation")
sub.prop(bone, "use_inherit_scale", text="Inherit Scale")
sub = col.column()
sub.active = (not bone.parent or not bone.use_connect)
sub.prop(bone, "use_local_location", text="Local Location")
class BONE_PT_display(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Display"
@classmethod
def poll(cls, context):
return context.bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
if not bone:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.bones[context.bone.name]
if ob and pchan:
split = layout.split()
col = split.column()
col.prop(bone, "show_wire", text="Wireframe")
col.prop(bone, "hide", text="Hide")
col = split.column()
col.label(text="Custom Shape:")
col.prop(pchan, "custom_shape", text="")
if pchan.custom_shape:
col.prop_object(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Inverse Kinematics"
bl_default_closed = True
@classmethod
def poll(cls, context):
return context.active_pose_bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.bones[bone.name]
row = layout.row()
row.prop(ob.pose, "ik_solver")
split = layout.split(percentage=0.25)
split.prop(pchan, "lock_ik_x", text="Lock X")
split.active = pchan.is_in_ik_chain
row = split.row()
row.prop(pchan, "ik_stiffness_x", text="Stiffness", slider=True)
row.active = pchan.lock_ik_x == False and pchan.is_in_ik_chain
split = layout.split(percentage=0.25)
sub = split.row()
sub.prop(pchan, "use_ik_limit_x", text="Limit")
sub.active = pchan.lock_ik_x == False and pchan.is_in_ik_chain
sub = split.row(align=True)
sub.prop(pchan, "ik_min_x", text="")
sub.prop(pchan, "ik_max_x", text="")
sub.active = pchan.lock_ik_x == False and pchan.use_ik_limit_x and pchan.is_in_ik_chain
split = layout.split(percentage=0.25)
split.prop(pchan, "lock_ik_y", text="Y")
split.active = pchan.is_in_ik_chain and pchan.is_in_ik_chain
row = split.row()
row.prop(pchan, "ik_stiffness_y", text="Stiffness", slider=True)
row.active = pchan.lock_ik_y == False and pchan.is_in_ik_chain
split = layout.split(percentage=0.25)
sub = split.row()
sub.prop(pchan, "use_ik_limit_y", text="Limit")
sub.active = pchan.lock_ik_y == False and pchan.is_in_ik_chain
sub = split.row(align=True)
sub.prop(pchan, "ik_min_y", text="")
sub.prop(pchan, "ik_max_y", text="")
sub.active = pchan.lock_ik_y == False and pchan.use_ik_limit_y and pchan.is_in_ik_chain
split = layout.split(percentage=0.25)
split.prop(pchan, "lock_ik_z", text="Z")
split.active = pchan.is_in_ik_chain and pchan.is_in_ik_chain
sub = split.row()
sub.prop(pchan, "ik_stiffness_z", text="Stiffness", slider=True)
sub.active = pchan.lock_ik_z == False and pchan.is_in_ik_chain
split = layout.split(percentage=0.25)
sub = split.row()
sub.prop(pchan, "use_ik_limit_z", text="Limit")
sub.active = pchan.lock_ik_z == False and pchan.is_in_ik_chain
sub = split.row(align=True)
sub.prop(pchan, "ik_min_z", text="")
sub.prop(pchan, "ik_max_z", text="")
sub.active = pchan.lock_ik_z == False and pchan.use_ik_limit_z and pchan.is_in_ik_chain
split = layout.split()
split.prop(pchan, "ik_stretch", text="Stretch", slider=True)
split.label()
split.active = pchan.is_in_ik_chain
if ob.pose.ik_solver == 'ITASC':
split = layout.split()
col = split.column()
col.prop(pchan, "use_ik_rotation_control", text="Control Rotation")
col.active = pchan.is_in_ik_chain
col = split.column()
col.prop(pchan, "ik_rotation_weight", text="Weight", slider=True)
col.active = pchan.is_in_ik_chain
# not supported yet
#row = layout.row()
#row.prop(pchan, "use_ik_linear_control", text="Joint Size")
#row.prop(pchan, "ik_linear_weight", text="Weight", slider=True)
class BONE_PT_deform(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Deform"
bl_default_closed = True
def draw_header(self, context):
bone = context.bone
if not bone:
bone = context.edit_bone
self.layout.prop(bone, "use_deform", text="")
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
layout.active = bone.use_deform
split = layout.split()
col = split.column()
col.label(text="Envelope:")
sub = col.column(align=True)
sub.prop(bone, "envelope_distance", text="Distance")
sub.prop(bone, "envelope_weight", text="Weight")
col.prop(bone, "use_envelope_multiply", text="Multiply")
sub = col.column(align=True)
sub.label(text="Radius:")
sub.prop(bone, "head_radius", text="Head")
sub.prop(bone, "tail_radius", text="Tail")
col = split.column()
col.label(text="Curved Bones:")
sub = col.column(align=True)
sub.prop(bone, "bbone_segments", text="Segments")
sub.prop(bone, "bbone_in", text="Ease In")
sub.prop(bone, "bbone_out", text="Ease Out")
col.label(text="Offset:")
col.prop(bone, "use_cyclic_offset")
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
@property
def _context_path(self):
obj = bpy.context.object
if obj and obj.mode == 'POSE':
return "active_pose_bone"
else:
return "active_bone"
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()