forked from bartvdbraak/blender
c3c38155ad
* Added more material buttons by William. Thanks. I made some minor adjustments and added Specular Shader Model RNA. * Code cleanup and some consistency tweaks of button files. Notes: Preview render now only shows up when there is an active world, material, texture or lamp. * Made sure initial panels with ID Datablocks are shown, even when no block is active.
53 lines
1.3 KiB
Python
53 lines
1.3 KiB
Python
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import bpy
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class BoneButtonsPanel(bpy.types.Panel):
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__space_type__ = "BUTTONS_WINDOW"
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__region_type__ = "WINDOW"
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__context__ = "bone"
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def poll(self, context):
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return (context.bone != None)
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class BONE_PT_bone(BoneButtonsPanel):
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__idname__ = "BONE_PT_bone"
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__label__ = "Bone"
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def draw(self, context):
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layout = self.layout
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bone = context.bone
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split = layout.split()
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sub = split.column()
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sub.itemR(bone, "name")
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sub.itemR(bone, "parent")
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sub.itemR(bone, "connected")
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sub.itemR(bone, "deform")
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sub.itemL(text="Inherit:")
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sub.itemR(bone, "hinge")
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sub.itemR(bone, "inherit_scale")
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sub.itemL(text="Envelope:")
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sub.itemR(bone, "envelope_distance", text="Distance")
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sub.itemR(bone, "envelope_weight", text="Weight")
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sub.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply")
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sub = split.column()
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sub.itemL(text="Layers:")
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sub.template_layers(bone, "layer")
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sub.itemL(text="Display:")
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sub.itemR(bone, "draw_wire", text="Wireframe")
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sub.itemR(bone, "editmode_hidden", text="Hide (EditMode)")
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sub.itemR(bone, "pose_channel_hidden", text="Hide (PoseMode)")
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sub.itemL(text="Curved Bones:")
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sub.itemR(bone, "bbone_segments", text="Segments")
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sub.itemR(bone, "bbone_in", text="Ease In")
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sub.itemR(bone, "bbone_out", text="Ease Out")
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sub.itemR(bone, "cyclic_offset")
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bpy.types.register(BONE_PT_bone) |