forked from bartvdbraak/blender
minor changes to bone UI script.
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fe67fc6459
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@ -56,21 +56,8 @@ class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel):
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ob = context.object
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ob = context.object
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bone = context.bone
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bone = context.bone
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if not bone:
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if bone:
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bone = context.edit_bone
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pchan = ob.pose.bones[bone.name]
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row = layout.row()
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row.column().prop(bone, "head")
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row.column().prop(bone, "tail")
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col = row.column()
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sub = col.column(align=True)
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sub.label(text="Roll:")
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sub.prop(bone, "roll", text="")
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sub.label()
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sub.prop(bone, "lock")
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else:
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pchan = ob.pose.bones[context.bone.name]
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row = layout.row()
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row = layout.row()
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col = row.column()
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col = row.column()
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@ -92,6 +79,19 @@ class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel):
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layout.prop(pchan, "rotation_mode")
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layout.prop(pchan, "rotation_mode")
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else:
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bone = context.edit_bone
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row = layout.row()
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row.column().prop(bone, "head")
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row.column().prop(bone, "tail")
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col = row.column()
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sub = col.column(align=True)
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sub.label(text="Roll:")
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sub.prop(bone, "roll", text="")
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sub.label()
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sub.prop(bone, "lock")
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class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel):
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class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel):
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bl_label = "Transform Locks"
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bl_label = "Transform Locks"
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@ -106,7 +106,7 @@ class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel):
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ob = context.object
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ob = context.object
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bone = context.bone
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bone = context.bone
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pchan = ob.pose.bones[context.bone.name]
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pchan = ob.pose.bones[bone.name]
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row = layout.row()
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row = layout.row()
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col = row.column()
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col = row.column()
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@ -135,11 +135,11 @@ class BONE_PT_relations(BoneButtonsPanel, bpy.types.Panel):
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bone = context.bone
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bone = context.bone
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arm = context.armature
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arm = context.armature
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if not bone:
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if bone:
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pchan = ob.pose.bones[bone.name]
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else:
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bone = context.edit_bone
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bone = context.edit_bone
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pchan = None
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pchan = None
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else:
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pchan = ob.pose.bones[context.bone.name]
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split = layout.split()
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split = layout.split()
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@ -178,31 +178,33 @@ class BONE_PT_display(BoneButtonsPanel, bpy.types.Panel):
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return context.bone
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return context.bone
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def draw(self, context):
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def draw(self, context):
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# note. this works ok in editmode but isnt
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# all that useful so disabling for now.
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layout = self.layout
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layout = self.layout
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ob = context.object
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ob = context.object
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bone = context.bone
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bone = context.bone
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if not bone:
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if bone:
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pchan = ob.pose.bones[bone.name]
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else:
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bone = context.edit_bone
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bone = context.edit_bone
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pchan = None
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pchan = None
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else:
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pchan = ob.pose.bones[context.bone.name]
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if ob and pchan:
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if bone:
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split = layout.split()
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split = layout.split()
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col = split.column()
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col = split.column()
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col.prop(bone, "show_wire", text="Wireframe")
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col.prop(bone, "show_wire", text="Wireframe")
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col.prop(bone, "hide", text="Hide")
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col.prop(bone, "hide", text="Hide")
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col = split.column()
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if pchan:
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col = split.column()
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col.label(text="Custom Shape:")
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col.label(text="Custom Shape:")
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col.prop(pchan, "custom_shape", text="")
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col.prop(pchan, "custom_shape", text="")
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if pchan.custom_shape:
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if pchan.custom_shape:
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col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
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col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
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class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel):
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class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel):
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@ -216,9 +218,9 @@ class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel):
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def draw(self, context):
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def draw(self, context):
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layout = self.layout
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layout = self.layout
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ob = context.object
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pchan = context.active_pose_bone
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bone = context.bone
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# incase pose bone context is pinned don't use 'context.object'
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pchan = ob.pose.bones[bone.name]
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ob = pchan.id_data
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row = layout.row()
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row = layout.row()
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row.prop(ob.pose, "ik_solver")
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row.prop(ob.pose, "ik_solver")
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