blender/release/ui/buttons_data_bone.py

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import bpy
class BoneButtonsPanel(bpy.types.Panel):
__space_type__ = "BUTTONS_WINDOW"
__region_type__ = "WINDOW"
__context__ = "bone"
def poll(self, context):
return (context.bone or context.edit_bone)
class BONE_PT_bone(BoneButtonsPanel):
__idname__ = "BONE_PT_bone"
__label__ = "Bone"
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
split = layout.split()
sub = split.column()
sub.itemR(bone, "name")
sub.itemR(bone, "parent")
sub.itemR(bone, "connected")
sub.itemR(bone, "deform")
sub.itemL(text="Inherit:")
sub.itemR(bone, "hinge")
sub.itemR(bone, "inherit_scale")
sub.itemL(text="Envelope:")
sub.itemR(bone, "envelope_distance", text="Distance")
sub.itemR(bone, "envelope_weight", text="Weight")
sub.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply")
sub = split.column()
sub.itemL(text="Layers:")
sub.template_layers(bone, "layer")
sub.itemL(text="Display:")
sub.itemR(bone, "draw_wire", text="Wireframe")
sub.itemR(bone, "hidden", text="Hide")
sub.itemL(text="Curved Bones:")
sub.itemR(bone, "bbone_segments", text="Segments")
sub.itemR(bone, "bbone_in", text="Ease In")
sub.itemR(bone, "bbone_out", text="Ease Out")
sub.itemR(bone, "cyclic_offset")
bpy.types.register(BONE_PT_bone)