blender/release/scripts/ui/properties_data_bone.py
Campbell Barton 02da5ecfed Apply first pass of edits to rna values from rna_booleans.txt.
These are not animated and are best not change names like this too late in the release.

ActionGroup.selected -> select:    boolean    Action Group is selected
BezierSplinePoint.hidden -> hide:    boolean    Visibility status
BezierSplinePoint.selected_control_point -> select_control_point:    boolean    Control point selection status
BezierSplinePoint.selected_handle1 -> select_left_handle:    boolean    Handle 1 selection status
BezierSplinePoint.selected_handle2 -> select_right_handle:    boolean    Handle 2 selection status
Bone.restrict_select -> hide_select:    boolean    Bone is able to be selected
Bone.selected -> select:    boolean
CurveMapPoint.selected -> select:    boolean    Selection state of the curve point
EditBone.restrict_select -> hide_select:    boolean    Bone is able to be selected
EditBone.selected -> select:    boolean
EditBone.selected_head -> select_head:    boolean
EditBone.selected_tail -> select_tail:    boolean
EditBone.locked -> lock:    boolean    Bone is not able to be transformed when in Edit Mode
EditBone.hidden -> hide:    boolean    Bone is not visible when in Edit Mode
NEGATE * FCurve.disabled -> enabled:    boolean    F-Curve could not be evaluated in past, so should be skipped when evaluating
FCurve.locked -> lock:    boolean    F-Curve's settings cannot be edited
FCurve.muted -> mute:    boolean    F-Curve is not evaluated
FCurve.selected -> select:    boolean    F-Curve is selected for editing
NEGATE * FCurve.visible -> hide:    boolean    F-Curve and its keyframes are shown in the Graph Editor graphs
FCurveSample.selected -> select:    boolean    Selection status
GPencilFrame.selected -> select:    boolean    Frame is selected for editing in the DopeSheet
GPencilLayer.locked -> lock:    boolean    Protect layer from further editing and/or frame changes
GPencilLayer.selected -> select:    boolean    Layer is selected for editing in the DopeSheet
Keyframe.selected -> select:    boolean    Control point selection status
Keyframe.selected_handle1 -> select_left_handle:    boolean    Handle 1 selection status
Keyframe.selected_handle2 -> select_right_handle:    boolean    Handle 2 selection status
MeshEdge.selected -> select:    boolean
MeshEdge.hidden -> hide:    boolean
MeshFace.hidden -> hide:    boolean
MeshFace.selected -> select:    boolean
MeshVertex.hidden -> hide:    boolean
MeshVertex.selected -> select:    boolean
MotionPathVert.selected -> select:    boolean    Path point is selected for editing
NlaStrip.selected -> select:    boolean    NLA Strip is selected
NlaTrack.locked -> lock:    boolean    NLA Track is locked
NlaTrack.muted -> mute:    boolean    NLA Track is not evaluated
NlaTrack.selected -> select:    boolean    NLA Track is selected
Object.restrict_render -> hide_render:    boolean    Restrict renderability
Object.restrict_select -> hide_select:    boolean    Restrict selection in the viewport
Object.restrict_view -> hide:    boolean    Restrict visibility in the viewport
Object.selected -> select:    boolean    Object selection state
ObjectBase.selected -> select:    boolean    Object base selection state
PoseBone.selected -> select:    boolean
Sequence.right_handle_selected -> select_right_handle:    boolean
Sequence.selected -> select:    boolean
SplinePoint.selected -> select_control_point:    boolean    Selection status
TimelineMarker.selected -> select:    boolean    Marker selection state
Sequence.left_handle_selected -> select_left_handle:    boolean
ActionGroup.locked -> lock:    boolean    Action Group is locked
Bone.hidden -> hide:    boolean    Bone is not visible when it is not in Edit Mode (i.e. in Object or Pose Modes)
SplinePoint.hidden -> hide:    boolean    Visibility status
FModifier.muted -> mute:    boolean    F-Curve Modifier will not be evaluated

 note: rebaned uv_select to select_uv
2010-07-15 16:56:04 +00:00

418 lines
13 KiB
Python

# ##### 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 #####
# <pep8 compliant>
import bpy
from rna_prop_ui import PropertyPanel
narrowui = bpy.context.user_preferences.view.properties_width_check
class BoneButtonsPanel(bpy.types.Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "bone"
def poll(self, context):
return (context.bone or context.edit_bone)
class BONE_PT_context_bone(BoneButtonsPanel):
bl_label = ""
bl_show_header = False
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_custom_props(BoneButtonsPanel, PropertyPanel):
@property
def _context_path(self):
obj = bpy.context.object
if obj and obj.mode == 'POSE':
return "active_pose_bone"
else:
return "active_bone"
class BONE_PT_transform(BoneButtonsPanel):
bl_label = "Transform"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
wide_ui = context.region.width > narrowui
if not bone:
bone = context.edit_bone
if wide_ui:
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:
col = layout.column()
col.prop(bone, "head")
col.prop(bone, "tail")
col.prop(bone, "roll")
col.prop(bone, "lock")
else:
pchan = ob.pose.bones[context.bone.name]
if wide_ui:
row = layout.row()
col = row.column()
col.prop(pchan, "location")
col.active = not (bone.parent and bone.connected)
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")
else:
col = layout.column()
sub = col.column()
sub.active = not (bone.parent and bone.connected)
sub.prop(pchan, "location")
col.label(text="Rotation:")
col.prop(pchan, "rotation_mode", text="")
if pchan.rotation_mode == 'QUATERNION':
col.prop(pchan, "rotation_quaternion", text="")
elif pchan.rotation_mode == 'AXIS_ANGLE':
col.prop(pchan, "rotation_axis_angle", text="")
else:
col.prop(pchan, "rotation_euler", text="")
col.prop(pchan, "scale")
class BONE_PT_transform_locks(BoneButtonsPanel):
bl_label = "Transform Locks"
bl_default_closed = True
def poll(self, 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.connected)
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):
bl_label = "Relations"
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
arm = context.armature
wide_ui = context.region.width > narrowui
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, "layer", text="")
col.separator()
if ob and pchan:
col.label(text="Bone Group:")
col.prop_object(pchan, "bone_group", ob.pose, "bone_groups", text="")
if wide_ui:
col = split.column()
col.label(text="Parent:")
if context.bone:
col.prop(bone, "parent", text="")
else:
col.prop_object(bone, "parent", arm, "edit_bones", text="")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "connected")
sub.prop(bone, "hinge", text="Inherit Rotation")
sub.prop(bone, "inherit_scale", text="Inherit Scale")
sub = col.column()
sub.active = (not bone.parent or not bone.connected)
sub.prop(bone, "local_location", text="Local Location")
class BONE_PT_display(BoneButtonsPanel):
bl_label = "Display"
def poll(self, context):
return context.bone
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
wide_ui = context.region.width > narrowui
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, "draw_wire", text="Wireframe")
col.prop(bone, "hide", text="Hide")
if wide_ui:
col = split.column()
col.label(text="Custom Shape:")
col.prop(pchan, "custom_shape", text="")
if pchan.custom_shape:
col.prop_object(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
class BONE_PT_inverse_kinematics(BoneButtonsPanel):
bl_label = "Inverse Kinematics"
bl_default_closed = True
def poll(self, 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]
wide_ui = context.region.width > narrowui
row = layout.row()
row.prop(ob.pose, "ik_solver")
split = layout.split(percentage=0.25)
split.prop(pchan, "ik_dof_x", text="X")
split.active = pchan.has_ik
row = split.row()
row.prop(pchan, "ik_stiffness_x", text="Stiffness", slider=True)
row.active = pchan.ik_dof_x and pchan.has_ik
if wide_ui:
split = layout.split(percentage=0.25)
sub = split.row()
else:
sub = layout.column(align=True)
sub.prop(pchan, "ik_limit_x", text="Limit")
sub.active = pchan.ik_dof_x and pchan.has_ik
if wide_ui:
sub = split.row(align=True)
sub.prop(pchan, "ik_min_x", text="")
sub.prop(pchan, "ik_max_x", text="")
sub.active = pchan.ik_dof_x and pchan.ik_limit_x and pchan.has_ik
split = layout.split(percentage=0.25)
split.prop(pchan, "ik_dof_y", text="Y")
split.active = pchan.has_ik and pchan.has_ik
row = split.row()
row.prop(pchan, "ik_stiffness_y", text="Stiffness", slider=True)
row.active = pchan.ik_dof_y and pchan.has_ik
if wide_ui:
split = layout.split(percentage=0.25)
sub = split.row()
else:
sub = layout.column(align=True)
sub.prop(pchan, "ik_limit_y", text="Limit")
sub.active = pchan.ik_dof_y and pchan.has_ik
if wide_ui:
sub = split.row(align=True)
sub.prop(pchan, "ik_min_y", text="")
sub.prop(pchan, "ik_max_y", text="")
sub.active = pchan.ik_dof_y and pchan.ik_limit_y and pchan.has_ik
split = layout.split(percentage=0.25)
split.prop(pchan, "ik_dof_z", text="Z")
split.active = pchan.has_ik and pchan.has_ik
sub = split.row()
sub.prop(pchan, "ik_stiffness_z", text="Stiffness", slider=True)
sub.active = pchan.ik_dof_z and pchan.has_ik
if wide_ui:
split = layout.split(percentage=0.25)
sub = split.row()
else:
sub = layout.column(align=True)
sub.prop(pchan, "ik_limit_z", text="Limit")
sub.active = pchan.ik_dof_z and pchan.has_ik
if wide_ui:
sub = split.row(align=True)
sub.prop(pchan, "ik_min_z", text="")
sub.prop(pchan, "ik_max_z", text="")
sub.active = pchan.ik_dof_z and pchan.ik_limit_z and pchan.has_ik
split = layout.split()
split.prop(pchan, "ik_stretch", text="Stretch", slider=True)
if wide_ui:
split.label()
split.active = pchan.has_ik
if ob.pose.ik_solver == 'ITASC':
split = layout.split()
col = split.column()
col.prop(pchan, "ik_rot_control", text="Control Rotation")
col.active = pchan.has_ik
if wide_ui:
col = split.column()
col.prop(pchan, "ik_rot_weight", text="Weight", slider=True)
col.active = pchan.has_ik
# not supported yet
#row = layout.row()
#row.prop(pchan, "ik_lin_control", text="Joint Size")
#row.prop(pchan, "ik_lin_weight", text="Weight", slider=True)
class BONE_PT_deform(BoneButtonsPanel):
bl_label = "Deform"
bl_default_closed = True
def draw_header(self, context):
bone = context.bone
if not bone:
bone = context.edit_bone
self.layout.prop(bone, "deform", text="")
def draw(self, context):
layout = self.layout
bone = context.bone
wide_ui = context.region.width > narrowui
if not bone:
bone = context.edit_bone
layout.active = bone.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, "multiply_vertexgroup_with_envelope", 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")
if wide_ui:
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, "cyclic_offset")
classes = [
BONE_PT_context_bone,
BONE_PT_transform,
BONE_PT_transform_locks,
BONE_PT_relations,
BONE_PT_display,
BONE_PT_inverse_kinematics,
BONE_PT_deform,
BONE_PT_custom_props]
def register():
register = bpy.types.register
for cls in classes:
register(cls)
def unregister():
unregister = bpy.types.unregister
for cls in classes:
unregister(cls)
if __name__ == "__main__":
register()