import bpy class DataButtonsPanel(bpy.types.Panel): __space_type__ = 'PROPERTIES' __region_type__ = 'WINDOW' __context__ = "modifier" class DATA_PT_modifiers(DataButtonsPanel): __label__ = "Modifiers" def draw(self, context): layout = self.layout ob = context.object 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: # match enum type to our functions, avoids a lookup table. getattr(self, md.type)(box, ob, md) # the mt.type enum is (ab)used for a lookup on function names # ...to avoid lengthy if statements # so each type must have a function here. def ARMATURE(self, layout, ob, md): layout.itemR(md, "object") split = layout.split(percentage=0.5) split.itemL(text="Vertex Group:") sub = split.split(percentage=0.7) sub.item_pointerR(md, "vertex_group", ob, "vertex_groups", text="") subsub = sub.row() subsub.active = md.vertex_group subsub.itemR(md, "invert") layout.itemS() split = layout.split() col = split.column() col.itemL(text="Bind To:") col.itemR(md, "use_vertex_groups", text="Vertex Groups") col.itemR(md, "use_bone_envelopes", text="Bone Envelopes") col = split.column() col.itemL(text="Deformation:") col.itemR(md, "quaternion") col.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.itemR(md, "constant_offset") sub = col.column() sub.active = md.constant_offset sub.itemR(md, "constant_offset_displacement", text="") col.itemS() col.itemR(md, "merge_adjacent_vertices", text="Merge") sub = col.column() sub.active = md.merge_adjacent_vertices sub.itemR(md, "merge_end_vertices", text="First Last") sub.itemR(md, "merge_distance", text="Distance") col = split.column() col.itemR(md, "relative_offset") sub = col.column() sub.active = md.relative_offset sub.itemR(md, "relative_offset_displacement", text="") col.itemS() col.itemR(md, "add_offset_object") sub = col.column() sub.active = md.add_offset_object sub.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:") layout.row().itemR(md, "limit_method", expand=True) if md.limit_method == 'ANGLE': layout.itemR(md, "angle") elif md.limit_method == 'WEIGHT': layout.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") sub = col.column() sub.active = md.randomize sub.itemR(md, "seed") def CAST(self, layout, ob, md): layout.itemR(md, "cast_type") layout.itemR(md, "object") if md.object: layout.itemR(md, "use_transform") flow = layout.column_flow() flow.itemR(md, "x") flow.itemR(md, "y") flow.itemR(md, "z") flow.itemR(md, "factor") flow.itemR(md, "radius") flow.itemR(md, "size") layout.itemR(md, "from_radius") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") 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_textures") def EDGE_SPLIT(self, layout, ob, md): split = layout.split() col = split.column() col.itemR(md, "use_edge_angle", text="Edge Angle") sub = col.column() sub.active = md.use_edge_angle sub.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") flow = layout.column_flow(2) flow.itemR(md, "split_edges") flow.itemR(md, "unborn") flow.itemR(md, "alive") flow.itemR(md, "dead") layout.itemO("object.explode_refresh", text="Refresh"); def FLUID_SIMULATION(self, layout, ob, md): layout.itemL(text="See Fluid panel.") def HOOK(self, layout, ob, md): col = layout.column() col.itemR(md, "object") if md.object and md.object.type == 'ARMATURE': layout.item_pointerR(md, "subtarget", md.object.data, "bones", text="Bone") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") split = layout.split() split.itemR(md, "falloff") split.itemR(md, "force", slider=True) layout.itemS() row = layout.row() row.itemO("object.hook_reset", text="Reset") row.itemO("object.hook_recenter", text="Recenter") if ob.mode == 'EDIT': row = layout.row() row.itemO("object.hook_select", text="Select") row.itemO("object.hook_assign", text="Assign") 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.meshdeform_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() col = split.column() col.itemR(md, "x") col.itemR(md, "y") col.itemR(md, "z") col = split.column() col.itemL(text="Textures:") col.itemR(md, "mirror_u") col.itemR(md, "mirror_v") col = split.column() col.itemR(md, "clip", text="Do Clipping") col.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 PARTICLE_INSTANCE(self, layout, ob, md): layout.itemR(md, "object") layout.itemR(md, "particle_system_number") flow = layout.column_flow() flow.itemR(md, "normal") flow.itemR(md, "children") flow.itemR(md, "size") flow.itemR(md, "path") if md.path: flow.itemR(md, "keep_shape") flow.itemR(md, "unborn") flow.itemR(md, "alive") flow.itemR(md, "dead") flow.itemL(md, "") if md.path: flow.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 PARTICLE_SYSTEM(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") flow = layout.column_flow() flow.itemR(md, "negative") flow.itemR(md, "positive") flow.itemR(md, "cull_front_faces") flow.itemR(md, "cull_back_faces") elif md.mode == 'NEAREST_SURFACEPOINT': layout.itemR(md, "keep_above_surface") def SIMPLE_DEFORM(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 SMOKE(self, layout, ob, md): layout.itemL(text="See Smoke panel.") def SMOOTH(self, layout, ob, md): split = layout.split() col = split.column() col.itemR(md, "x") col.itemR(md, "y") col.itemR(md, "z") col = split.column() col.itemR(md, "factor") col.itemR(md, "repeat") layout.item_pointerR(md, "vertex_group", ob, "vertex_groups") def SOFT_BODY(self, layout, ob, md): layout.itemL(text="See Soft Body panel.") def SUBSURF(self, layout, ob, md): layout.row().itemR(md, "subdivision_type", expand=True) flow = layout.column_flow() flow.itemR(md, "levels", text="Preview") flow.itemR(md, "render_levels", text="Render") flow.itemR(md, "optimal_draw", text="Optimal Display") flow.itemR(md, "subsurf_uv") def SURFACE(self, layout, ob, md): layout.itemL(text="See Fields panel.") def UV_PROJECT(self, layout, ob, md): if ob.type == 'MESH': layout.item_pointerR(md, "uv_layer", ob.data, "uv_textures") layout.itemR(md, "image") layout.itemR(md, "override_image") split = layout.split() col = split.column() col.itemL(text="Aspect Ratio:") sub = col.column(align=True) sub.itemR(md, "horizontal_aspect_ratio", text="Horizontal") sub.itemR(md, "vertical_aspect_ratio", text="Vertical") col = split.column() col.itemL(text="Projectors:") sub = col.column(align=True) sub.itemR(md, "num_projectors", text="Number") for proj in md.projectors: sub.itemR(proj, "object", text="") def WAVE(self, layout, ob, md): split = layout.split() col = split.column() col.itemL(text="Motion:") col.itemR(md, "x") col.itemR(md, "y") col.itemR(md, "cyclic") col = split.column() col.itemR(md, "normals") sub = col.column() sub.active = md.normals sub.itemR(md, "x_normal", text="X") sub.itemR(md, "y_normal", text="Y") sub.itemR(md, "z_normal", text="Z") split = layout.split() col = split.column() col.itemL(text="Time:") sub = col.column(align=True) sub.itemR(md, "time_offset", text="Offset") sub.itemR(md, "lifetime", text="Life") col.itemR(md, "damping_time", text="Damping") col = split.column() col.itemL(text="Position:") sub = col.column(align=True) sub.itemR(md, "start_position_x", text="X") sub.itemR(md, "start_position_y", text="Y") col.itemR(md, "falloff_radius", text="Falloff") layout.itemS() 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_textures") elif md.texture_coordinates == 'OBJECT': layout.itemR(md, "texture_coordinates_object") layout.itemS() flow = layout.column_flow() flow.itemR(md, "speed", slider=True) flow.itemR(md, "height", slider=True) flow.itemR(md, "width", slider=True) flow.itemR(md, "narrowness", slider=True) bpy.types.register(DATA_PT_modifiers)