import bpy class DataButtonsPanel(bpy.types.Panel): __space_type__ = "BUTTONS_WINDOW" __region_type__ = "WINDOW" __context__ = "modifier" class DATA_PT_modifiers(DataButtonsPanel): __idname__ = "DATA_PT_modifiers" __label__ = "Modifiers" def draw(self, context): ob = context.object layout = self.layout row = layout.row() row.item_menu_enumO("object.modifier_add", "type") row.itemL(); for md in ob.modifiers: box = layout.template_modifier(md) if box: if md.type == 'ARMATURE': self.armature(box, ob, md) elif md.type == 'ARRAY': self.array(box, ob, md) elif md.type == 'BEVEL': self.bevel(box, ob, md) elif md.type == 'BOOLEAN': self.boolean(box, ob, md) elif md.type == 'BUILD': self.build(box, ob, md) elif md.type == 'CAST': self.cast(box, ob, md) elif md.type == 'CLOTH': self.cloth(box, ob, md) elif md.type == 'COLLISION': self.collision(box, ob, md) elif md.type == 'CURVE': self.curve(box, ob, md) elif md.type == 'DECIMATE': self.decimate(box, ob, md) elif md.type == 'DISPLACE': self.displace(box, ob, md) elif md.type == 'EDGE_SPLIT': self.edgesplit(box, ob, md) elif md.type == 'EXPLODE': self.explode(box, ob, md) elif md.type == 'FLUID_SIMULATION': self.fluid(box, ob, md) elif md.type == 'HOOK': self.hook(box, ob, md) elif md.type == 'LATTICE': self.lattice(box, ob, md) elif md.type == 'MASK': self.mask(box, ob, md) elif md.type == 'MESH_DEFORM': self.mesh_deform(box, ob, md) elif md.type == 'MIRROR': self.mirror(box, ob, md) elif md.type == 'MULTIRES': self.multires(box, ob, md) elif md.type == 'PARTICLE_INSTANCE': self.particleinstance(box, ob, md) elif md.type == 'PARTICLE_SYSTEM': self.particlesystem(box, ob, md) elif md.type == 'SHRINKWRAP': self.shrinkwrap(box, ob, md) elif md.type == 'SIMPLE_DEFORM': self.simpledeform(box, ob, md) elif md.type == 'SMOOTH': self.smooth(box, ob, md) elif md.type == 'SOFTBODY': self.softbody(box, ob, md) elif md.type == 'SUBSURF': self.subsurf(box, ob, md) elif md.type == 'SURFACE': self.surface(box, ob, md) elif md.type == 'UV_PROJECT': self.uvproject(box, ob, md) elif md.type == 'WAVE': self.wave(box, ob, md) def armature(self, layout, ob, md): layout.itemR(md, "object") row = layout.row() row.item_pointerR(md, "vertex_group", ob, "vertex_groups") row.itemR(md, "invert") flow = layout.column_flow() flow.itemR(md, "use_vertex_groups", text="Vertex Groups") flow.itemR(md, "use_bone_envelopes", text="Bone Envelopes") flow.itemR(md, "quaternion") flow.itemR(md, "multi_modifier") def array(self, layout, ob, md): layout.itemR(md, "fit_type") if md.fit_type == 'FIXED_COUNT': layout.itemR(md, "count") elif md.fit_type == 'FIT_LENGTH': layout.itemR(md, "length") elif md.fit_type == 'FIT_CURVE': layout.itemR(md, "curve") layout.itemS() split = layout.split() col = split.column() col = col.column() col.itemR(md, "constant_offset") colsub = col.column() colsub.active = md.constant_offset colsub.itemR(md, "constant_offset_displacement", text="") col.itemS() sub = col.row().itemR(md, "merge_adjacent_vertices", text="Merge") colsub = col.column() colsub.active = md.merge_adjacent_vertices colsub.itemR(md, "merge_end_vertices", text="First Last") colsub.itemR(md, "merge_distance", text="Distance") col = split.column() col = col.column() col.itemR(md, "relative_offset") colsub = col.column() colsub.active = md.relative_offset colsub.itemR(md, "relative_offset_displacement", text="") col.itemS() col = col.column() col.itemR(md, "add_offset_object") colsub = col.column() colsub.active = md.add_offset_object colsub.itemR(md, "offset_object", text="") layout.itemS() col = layout.column() col.itemR(md, "start_cap") col.itemR(md, "end_cap") def bevel(self, layout, ob, md): row = layout.row() row.itemR(md, "width") row.itemR(md, "only_vertices") layout.itemL(text="Limit Method:") row = layout.row() row.itemR(md, "limit_method", expand=True) if md.limit_method == 'ANGLE': row = layout.row() row.itemR(md, "angle") elif md.limit_method == 'WEIGHT': row = layout.row() row.itemR(md, "edge_weight_method", expand=True) def boolean(self, layout, ob, md): layout.itemR(md, "operation") layout.itemR(md, "object") def build(self, layout, ob, md): split = layout.split() col = split.column() col.itemR(md, "start") col.itemR(md, "length") col = split.column() col.itemR(md, "randomize") colsub = col.column() colsub.active = md.randomize colsub.itemR(md, "seed") def cast(self, layout, ob, md): layout.itemR(md, "cast_type") col = layout.column_flow() col.itemR(md, "x") col.itemR(md, "y") col.itemR(md, "z") col.itemR(md, "factor") col.itemR(md, "radius") col.itemR(md, "size") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") #Missing: "OB" and "From Radius" def cloth(self, layout, ob, md): layout.itemL(text="See Cloth panel.") def collision(self, layout, ob, md): layout.itemL(text="See Collision panel.") def curve(self, layout, ob, md): layout.itemR(md, "object") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") layout.itemR(md, "deform_axis") def decimate(self, layout, ob, md): layout.itemR(md, "ratio") layout.itemR(md, "face_count") def displace(self, layout, ob, md): layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") layout.itemR(md, "texture") layout.itemR(md, "midlevel") layout.itemR(md, "strength") layout.itemR(md, "direction") layout.itemR(md, "texture_coordinates") if md.texture_coordinates == 'OBJECT': layout.itemR(md, "texture_coordinate_object", text="Object") elif md.texture_coordinates == 'UV' and ob.type == 'MESH': layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers") def edgesplit(self, layout, ob, md): split = layout.split() col = split.column() col.itemR(md, "use_edge_angle", text="Edge Angle") colsub = col.column() colsub.active = md.use_edge_angle colsub.itemR(md, "split_angle") col = split.column() col.itemR(md, "use_sharp", text="Sharp Edges") def explode(self, layout, ob, md): layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") layout.itemR(md, "protect") layout.itemR(md, "split_edges") layout.itemR(md, "unborn") layout.itemR(md, "alive") layout.itemR(md, "dead") # Missing: "Refresh" and "Clear Vertex Group" ? def fluid(self, layout, ob, md): layout.itemL(text="See Fluid panel.") def hook(self, layout, ob, md): layout.itemR(md, "falloff") layout.itemR(md, "force", slider=True) layout.itemR(md, "object") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") # Missing: "Reset" and "Recenter" def lattice(self, layout, ob, md): layout.itemR(md, "object") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") def mask(self, layout, ob, md): layout.itemR(md, "mode") if md.mode == 'ARMATURE': layout.itemR(md, "armature") elif md.mode == 'VERTEX_GROUP': layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") layout.itemR(md, "inverse") def mesh_deform(self, layout, ob, md): layout.itemR(md, "object") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") layout.itemR(md, "invert") layout.itemS() layout.itemO("object.modifier_mdef_bind", text="Bind") row = layout.row() row.itemR(md, "precision") row.itemR(md, "dynamic") def mirror(self, layout, ob, md): layout.itemR(md, "merge_limit") split = layout.split() sub = split.column() sub.itemR(md, "x") sub.itemR(md, "y") sub.itemR(md, "z") sub = split.column() sub.itemL(text="Textures:") sub.itemR(md, "mirror_u") sub.itemR(md, "mirror_v") sub = split.column() sub.itemR(md, "clip", text="Do Clipping") sub.itemR(md, "mirror_vertex_groups", text="Vertex Group") layout.itemR(md, "mirror_object") def multires(self, layout, ob, md): layout.itemR(md, "subdivision_type") layout.itemO("object.multires_subdivide", text="Subdivide") layout.itemR(md, "level") def particleinstance(self, layout, ob, md): layout.itemR(md, "object") layout.itemR(md, "particle_system_number") col = layout.column_flow() col.itemR(md, "normal") col.itemR(md, "children") col.itemR(md, "size") col.itemR(md, "path") if md.path: col.itemR(md, "keep_shape") col.itemR(md, "unborn") col.itemR(md, "alive") col.itemR(md, "dead") col.itemL(md, "") if md.path: col.itemR(md, "axis", text="") if md.path: row = layout.row() row.itemR(md, "position", slider=True) row.itemR(md, "random_position", text = "Random", slider=True) def particlesystem(self, layout, ob, md): layout.itemL(text="See Particle panel.") def shrinkwrap(self, layout, ob, md): layout.itemR(md, "target") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") layout.itemR(md, "offset") layout.itemR(md, "subsurf_levels") layout.itemR(md, "mode") if md.mode == 'PROJECT': layout.itemR(md, "subsurf_levels") layout.itemR(md, "auxiliary_target") row = layout.row() row.itemR(md, "x") row.itemR(md, "y") row.itemR(md, "z") col = layout.column_flow() col.itemR(md, "negative") col.itemR(md, "positive") col.itemR(md, "cull_front_faces") col.itemR(md, "cull_back_faces") elif md.mode == 'NEAREST_SURFACEPOINT': layout.itemR(md, "keep_above_surface") # To-Do: Validate if structs def simpledeform(self, layout, ob, md): layout.itemR(md, "mode") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") layout.itemR(md, "origin") layout.itemR(md, "relative") layout.itemR(md, "factor") layout.itemR(md, "limits") if md.mode in ('TAPER', 'STRETCH'): layout.itemR(md, "lock_x_axis") layout.itemR(md, "lock_y_axis") def smooth(self, layout, ob, md): split = layout.split() sub = split.column() sub.itemR(md, "x") sub.itemR(md, "y") sub.itemR(md, "z") sub = split.column() sub.itemR(md, "factor") sub.itemR(md, "repeat") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") def softbody(self, layout, ob, md): layout.itemL(text="See Soft Body panel.") def subsurf(self, layout, ob, md): layout.itemR(md, "subdivision_type") col = layout.column_flow() col.itemR(md, "levels", text="Preview") col.itemR(md, "render_levels", text="Render") col.itemR(md, "optimal_draw", text="Optimal Display") col.itemR(md, "subsurf_uv") def surface(self, layout, ob, md): layout.itemL(text="See Fields panel.") def uvproject(self, layout, ob, md): if ob.type == 'MESH': layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers") layout.itemR(md, "projectors") layout.itemR(md, "image") layout.itemR(md, "horizontal_aspect_ratio") layout.itemR(md, "vertical_aspect_ratio") layout.itemR(md, "override_image") #"Projectors" don't work. def wave(self, layout, ob, md): split = layout.split() sub = split.column() sub.itemL(text="Motion:") sub.itemR(md, "x") sub.itemR(md, "y") sub.itemR(md, "cyclic") sub = split.column() sub.itemR(md, "normals") row = sub.row(align=True) row.active = md.normals row.itemR(md, "x_normal", text="X", toggle=True) row.itemR(md, "y_normal", text="Y", toggle=True) row.itemR(md, "z_normal", text="Z", toggle=True) col = layout.column_flow() col.itemR(md, "time_offset") col.itemR(md, "lifetime") col.itemR(md, "damping_time") col.itemR(md, "falloff_radius") col.itemR(md, "start_position_x") col.itemR(md, "start_position_y") layout.itemR(md, "start_position_object") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") layout.itemR(md, "texture") layout.itemR(md, "texture_coordinates") if md.texture_coordinates == 'MAP_UV' and ob.type == 'MESH': layout.item_pointerR(md, "uv_layer", ob.data, "uv_layers") elif md.texture_coordinates == 'OBJECT': layout.itemR(md, "texture_coordinates_object") col = layout.column_flow() col.itemR(md, "speed", slider=True) col.itemR(md, "height", slider=True) col.itemR(md, "width", slider=True) col.itemR(md, "narrowness", slider=True) bpy.types.register(DATA_PT_modifiers)