# ##### 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 ##### # 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_options = {'HIDE_HEADER'} 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_options = {'DEFAULT_CLOSED'} @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_search(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_search(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_inherit_rotation", 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_search(pchan, "custom_shape_transform", ob.pose, "bones", text="At") class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel): bl_label = "Inverse Kinematics" bl_options = {'DEFAULT_CLOSED'} @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", icon='LOCKED' if pchan.lock_ik_x else 'UNLOCKED', text="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", icon='LOCKED' if pchan.lock_ik_y else 'UNLOCKED', text="Y") split.active = 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", icon='LOCKED' if pchan.lock_ik_z else 'UNLOCKED', text="Z") split.active = 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(percentage=0.25) split.label(text="Stretch:") sub = split.row() sub.prop(pchan, "ik_stretch", text="", slider=True) sub.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_options = {'DEFAULT_CLOSED'} 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()