blender/release/scripts/startup/bl_ui/properties_data_modifier.py
2018-12-20 13:11:04 +11:00

2217 lines
72 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 bpy.types import Panel
from bpy.app.translations import pgettext_iface as iface_
class ModifierButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
bl_options = {'HIDE_HEADER'}
class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
bl_label = "Modifiers"
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.type != 'GPENCIL'
def draw(self, context):
layout = self.layout
ob = context.object
layout.operator_menu_enum("object.modifier_add", "type")
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):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col.prop(md, "use_deform_preserve_volume")
col = split.column()
col.label(text="Bind To:")
col.prop(md, "use_vertex_groups", text="Vertex Groups")
col.prop(md, "use_bone_envelopes", text="Bone Envelopes")
layout.separator()
split = layout.split()
row = split.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
split.prop(md, "use_multi_modifier")
def ARRAY(self, layout, ob, md):
layout.prop(md, "fit_type")
if md.fit_type == 'FIXED_COUNT':
layout.prop(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.prop(md, "fit_length")
elif md.fit_type == 'FIT_CURVE':
layout.prop(md, "curve")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "use_constant_offset")
sub = col.column()
sub.active = md.use_constant_offset
sub.prop(md, "constant_offset_displace", text="")
col.separator()
col.prop(md, "use_merge_vertices", text="Merge")
sub = col.column()
sub.active = md.use_merge_vertices
sub.prop(md, "use_merge_vertices_cap", text="First Last")
sub.prop(md, "merge_threshold", text="Distance")
col = split.column()
col.prop(md, "use_relative_offset")
sub = col.column()
sub.active = md.use_relative_offset
sub.prop(md, "relative_offset_displace", text="")
col.separator()
col.prop(md, "use_object_offset")
sub = col.column()
sub.active = md.use_object_offset
sub.prop(md, "offset_object", text="")
row = layout.row()
split = row.split()
col = split.column()
col.label(text="UVs:")
sub = col.column(align=True)
sub.prop(md, "offset_u")
sub.prop(md, "offset_v")
layout.separator()
layout.prop(md, "start_cap")
layout.prop(md, "end_cap")
def BEVEL(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "width")
col.prop(md, "segments")
col.prop(md, "profile")
col.prop(md, "material")
col = split.column()
col.prop(md, "use_only_vertices")
col.prop(md, "use_clamp_overlap")
col.prop(md, "loop_slide")
col.prop(md, "mark_seam")
col.prop(md, "mark_sharp")
layout.label(text="Limit Method:")
layout.row().prop(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
layout.prop(md, "angle_limit")
elif md.limit_method == 'VGROUP':
layout.label(text="Vertex Group:")
layout.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.label(text="Width Method:")
layout.row().prop(md, "offset_type", expand=True)
layout.label(text="Normal Mode")
layout.row().prop(md, "hnmode", expand=True)
layout.prop(md, "hn_strength")
layout.prop(md, "set_wn_strength")
def BOOLEAN(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Operation:")
col.prop(md, "operation", text="")
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
layout.prop(md, "double_threshold")
if bpy.app.debug:
layout.prop(md, "debug_options")
def BUILD(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "frame_start")
col.prop(md, "frame_duration")
col.prop(md, "use_reverse")
col = split.column()
col.prop(md, "use_random_order")
sub = col.column()
sub.active = md.use_random_order
sub.prop(md, "seed")
def MESH_CACHE(self, layout, ob, md):
layout.prop(md, "cache_format")
layout.prop(md, "filepath")
if md.cache_format == 'ABC':
layout.prop(md, "sub_object")
layout.label(text="Evaluation:")
layout.prop(md, "factor", slider=True)
layout.prop(md, "deform_mode")
layout.prop(md, "interpolation")
layout.label(text="Time Mapping:")
row = layout.row()
row.prop(md, "time_mode", expand=True)
row = layout.row()
row.prop(md, "play_mode", expand=True)
if md.play_mode == 'SCENE':
layout.prop(md, "frame_start")
layout.prop(md, "frame_scale")
else:
time_mode = md.time_mode
if time_mode == 'FRAME':
layout.prop(md, "eval_frame")
elif time_mode == 'TIME':
layout.prop(md, "eval_time")
elif time_mode == 'FACTOR':
layout.prop(md, "eval_factor")
layout.label(text="Axis Mapping:")
split = layout.split(factor=0.5, align=True)
split.alert = (md.forward_axis[-1] == md.up_axis[-1])
split.label(text="Forward/Up Axis:")
split.prop(md, "forward_axis", text="")
split.prop(md, "up_axis", text="")
split = layout.split(factor=0.5)
split.label(text="Flip Axis:")
row = split.row()
row.prop(md, "flip_axis")
def MESH_SEQUENCE_CACHE(self, layout, ob, md):
layout.label(text="Cache File Properties:")
box = layout.box()
box.template_cache_file(md, "cache_file")
cache_file = md.cache_file
layout.label(text="Modifier Properties:")
box = layout.box()
if cache_file is not None:
box.prop_search(md, "object_path", cache_file, "object_paths")
if ob.type == 'MESH':
box.row().prop(md, "read_data")
def CAST(self, layout, ob, md):
split = layout.split(factor=0.25)
split.label(text="Cast Type:")
split.prop(md, "cast_type", text="")
split = layout.split(factor=0.25)
col = split.column()
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "radius")
col.prop(md, "size")
col.prop(md, "use_radius_as_size")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="Control Object:")
col.prop(md, "object", text="")
if md.object:
col.prop(md, "use_transform")
def CLOTH(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def COLLISION(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def CURVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.label(text="Deformation Axis:")
layout.row().prop(md, "deform_axis", expand=True)
def DECIMATE(self, layout, ob, md):
decimate_type = md.decimate_type
row = layout.row()
row.prop(md, "decimate_type", expand=True)
if decimate_type == 'COLLAPSE':
has_vgroup = bool(md.vertex_group)
layout.prop(md, "ratio")
split = layout.split()
col = split.column()
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
layout_info = col
col = split.column()
row = col.row()
row.active = has_vgroup
row.prop(md, "vertex_group_factor")
col.prop(md, "use_collapse_triangulate")
row = col.split(factor=0.75)
row.prop(md, "use_symmetry")
row.prop(md, "symmetry_axis", text="")
elif decimate_type == 'UNSUBDIV':
layout.prop(md, "iterations")
layout_info = layout
else: # decimate_type == 'DISSOLVE':
layout.prop(md, "angle_limit")
layout.prop(md, "use_dissolve_boundaries")
layout.label(text="Delimit:")
row = layout.row()
row.prop(md, "delimit")
layout_info = layout
layout_info.label(
text=iface_("Face Count: {:,}".format(md.face_count)),
translate=False,
)
def DISPLACE(self, layout, ob, md):
has_texture = (md.texture is not None)
col = layout.column(align=True)
col.label(text="Texture:")
col.template_ID(md, "texture", new="texture.new")
split = layout.split()
col = split.column(align=True)
col.label(text="Direction:")
col.prop(md, "direction", text="")
if md.direction in {'X', 'Y', 'Z', 'RGB_TO_XYZ'}:
col.label(text="Space:")
col.prop(md, "space", text="")
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column(align=True)
col.active = has_texture
col.label(text="Texture Coordinates:")
col.prop(md, "texture_coords", text="")
if md.texture_coords == 'OBJECT':
col.label(text="Object:")
col.prop(md, "texture_coords_object", text="")
elif md.texture_coords == 'UV' and ob.type == 'MESH':
col.label(text="UV Map:")
col.prop_search(md, "uv_layer", ob.data, "uv_layers", text="")
layout.separator()
row = layout.row()
row.prop(md, "mid_level")
row.prop(md, "strength")
def DYNAMIC_PAINT(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def EDGE_SPLIT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "use_edge_angle", text="Edge Angle")
sub = col.column()
sub.active = md.use_edge_angle
sub.prop(md, "split_angle")
split.prop(md, "use_edge_sharp", text="Sharp Edges")
def EXPLODE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "protect")
col.label(text="Particle UV")
col.prop_search(md, "particle_uv", ob.data, "uv_layers", text="")
col = split.column()
col.prop(md, "use_edge_cut")
col.prop(md, "show_unborn")
col.prop(md, "show_alive")
col.prop(md, "show_dead")
col.prop(md, "use_size")
layout.operator("object.explode_refresh", text="Refresh")
def FLUID_SIMULATION(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def HOOK(self, layout, ob, md):
use_falloff = (md.falloff_type != 'NONE')
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if md.object and md.object.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "subtarget", md.object.data, "bones", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
row = layout.row(align=True)
if use_falloff:
row.prop(md, "falloff_radius")
row.prop(md, "strength", slider=True)
layout.prop(md, "falloff_type")
col = layout.column()
if use_falloff:
if md.falloff_type == 'CURVE':
col.template_curve_mapping(md, "falloff_curve")
split = layout.split()
col = split.column()
col.prop(md, "use_falloff_uniform")
if ob.mode == 'EDIT':
row = col.row(align=True)
row.operator("object.hook_reset", text="Reset")
row.operator("object.hook_recenter", text="Recenter")
row = layout.row(align=True)
row.operator("object.hook_select", text="Select")
row.operator("object.hook_assign", text="Assign")
def LAPLACIANDEFORM(self, layout, ob, md):
is_bind = md.is_bind
layout.prop(md, "iterations")
row = layout.row()
row.active = not is_bind
row.label(text="Anchors Vertex Group:")
row = layout.row()
row.enabled = not is_bind
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
row = layout.row()
row.enabled = bool(md.vertex_group)
row.operator("object.laplaciandeform_bind", text="Unbind" if is_bind else "Bind")
def LAPLACIANSMOOTH(self, layout, ob, md):
layout.prop(md, "iterations")
split = layout.split(factor=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.label(text="Lambda:")
col.prop(md, "lambda_factor", text="Factor")
col.prop(md, "lambda_border", text="Border")
col.separator()
col.prop(md, "use_volume_preserve")
col.prop(md, "use_normalized")
layout.label(text="Vertex Group:")
layout.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
def LATTICE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
layout.prop(md, "strength", slider=True)
def MASK(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
col = split.column()
if md.mode == 'ARMATURE':
col.label(text="Armature:")
row = col.row(align=True)
row.prop(md, "armature", text="")
sub = row.row(align=True)
sub.active = (md.armature is not None)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
elif md.mode == 'VERTEX_GROUP':
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
col = layout.column()
col.prop(md, "threshold")
def MESH_DEFORM(self, layout, ob, md):
split = layout.split()
col = split.column()
col.enabled = not md.is_bound
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
layout.separator()
row = layout.row()
row.enabled = not md.is_bound
row.prop(md, "precision")
row.prop(md, "use_dynamic_bind")
layout.separator()
if md.is_bound:
layout.operator("object.meshdeform_bind", text="Unbind")
else:
layout.operator("object.meshdeform_bind", text="Bind")
def MIRROR(self, layout, ob, md):
axis_text = "XYZ"
split = layout.split(factor=0.33)
col = split.column()
col.label(text="Axis:")
for i, text in enumerate(axis_text):
col.prop(md, "use_axis", text=text, index=i)
col = split.column()
col.label(text="Bisect:")
for i, text in enumerate(axis_text):
colsub = col.column()
colsub.prop(md, "use_bisect_axis", text=text, index=i)
colsub.active = md.use_axis[i]
col = split.column()
col.label(text="Flip:")
for i, text in enumerate(axis_text):
colsub = col.column()
colsub.prop(md, "use_bisect_flip_axis", text=text, index=i)
colsub.active = md.use_axis[i] and md.use_bisect_axis[i]
layout.separator()
col = layout.column()
col.label(text="Mirror Object:")
col.prop(md, "mirror_object", text="")
layout.separator()
col = layout.column()
col.label(text="Options:")
row = layout.row()
row.prop(md, "use_mirror_vertex_groups", text="Vertex Groups")
row.prop(md, "use_clip", text="Clipping")
row = layout.row()
row.prop(md, "use_mirror_merge", text="Merge")
col = layout.column()
if md.use_mirror_merge is True:
col.prop(md, "merge_threshold")
layout.separator()
col = layout.column()
flow = layout.grid_flow(row_major=True, columns=0, even_columns=True, even_rows=False, align=False)
col.label(text="Textures:")
row = layout.row()
row.prop(md, "use_mirror_u", text="Flip U")
row.prop(md, "use_mirror_v", text="Flip V")
col = layout.column(align=True)
if md.use_mirror_u:
col.prop(md, "mirror_offset_u")
if md.use_mirror_v:
col.prop(md, "mirror_offset_v")
col = layout.column(align=True)
col.prop(md, "offset_u")
col.prop(md, "offset_v")
def MULTIRES(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
split = layout.split()
col = split.column()
col.prop(md, "levels", text="Preview")
col.prop(md, "sculpt_levels", text="Sculpt")
col.prop(md, "render_levels", text="Render")
col.prop(md, "quality")
col = split.column()
col.enabled = ob.mode != 'EDIT'
col.operator("object.multires_subdivide", text="Subdivide")
col.operator("object.multires_higher_levels_delete", text="Delete Higher")
col.operator("object.multires_reshape", text="Reshape")
col.operator("object.multires_base_apply", text="Apply Base")
col.prop(md, "uv_smooth", text="")
col.prop(md, "show_only_control_edges")
layout.separator()
col = layout.column()
row = col.row()
if md.is_external:
row.operator("object.multires_external_pack", text="Pack External")
row.label()
row = col.row()
row.prop(md, "filepath", text="")
else:
row.operator("object.multires_external_save", text="Save External...")
row.label()
def OCEAN(self, layout, ob, md):
if not bpy.app.build_options.mod_oceansim:
layout.label(text="Built without OceanSim modifier")
return
layout.prop(md, "geometry_mode")
if md.geometry_mode == 'GENERATE':
row = layout.row()
row.prop(md, "repeat_x")
row.prop(md, "repeat_y")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "time")
col.prop(md, "depth")
col.prop(md, "random_seed")
col = split.column()
col.prop(md, "resolution")
col.prop(md, "size")
col.prop(md, "spatial_size")
layout.label(text="Waves:")
split = layout.split()
col = split.column()
col.prop(md, "choppiness")
col.prop(md, "wave_scale", text="Scale")
col.prop(md, "wave_scale_min")
col.prop(md, "wind_velocity")
col = split.column()
col.prop(md, "wave_alignment", text="Alignment")
sub = col.column()
sub.active = (md.wave_alignment > 0.0)
sub.prop(md, "wave_direction", text="Direction")
sub.prop(md, "damping")
layout.separator()
layout.prop(md, "use_normals")
split = layout.split()
col = split.column()
col.prop(md, "use_foam")
sub = col.row()
sub.active = md.use_foam
sub.prop(md, "foam_coverage", text="Coverage")
col = split.column()
col.active = md.use_foam
col.label(text="Foam Data Layer Name:")
col.prop(md, "foam_layer_name", text="")
layout.separator()
if md.is_cached:
layout.operator("object.ocean_bake", text="Free Bake").free = True
else:
layout.operator("object.ocean_bake").free = False
split = layout.split()
split.enabled = not md.is_cached
col = split.column(align=True)
col.prop(md, "frame_start", text="Start")
col.prop(md, "frame_end", text="End")
col = split.column(align=True)
col.label(text="Cache path:")
col.prop(md, "filepath", text="")
split = layout.split()
split.enabled = not md.is_cached
col = split.column()
col.active = md.use_foam
col.prop(md, "bake_foam_fade")
col = split.column()
def PARTICLE_INSTANCE(self, layout, ob, md):
layout.prop(md, "object")
if md.object:
layout.prop_search(md, "particle_system", md.object, "particle_systems", text="Particle System")
else:
layout.prop(md, "particle_system_index", text="Particle System")
split = layout.split()
col = split.column()
col.label(text="Create From:")
layout.prop(md, "space", text="")
col.prop(md, "use_normal")
col.prop(md, "use_children")
col.prop(md, "use_size")
col = split.column()
col.label(text="Show Particles When:")
col.prop(md, "show_alive")
col.prop(md, "show_unborn")
col.prop(md, "show_dead")
row = layout.row(align=True)
row.prop(md, "particle_amount", text="Amount")
row.prop(md, "particle_offset", text="Offset")
row = layout.row(align=True)
row.prop(md, "axis", expand=True)
layout.separator()
layout.prop(md, "use_path", text="Create Along Paths")
col = layout.column()
col.active = md.use_path
col.prop(md, "use_preserve_shape")
row = col.row(align=True)
row.prop(md, "position", slider=True)
row.prop(md, "random_position", text="Random", slider=True)
row = col.row(align=True)
row.prop(md, "rotation", slider=True)
row.prop(md, "random_rotation", text="Random", slider=True)
layout.separator()
col = layout.column()
col.prop_search(md, "index_layer_name", ob.data, "vertex_colors", text="Index Layer")
col.prop_search(md, "value_layer_name", ob.data, "vertex_colors", text="Value Layer")
def PARTICLE_SYSTEM(self, layout, ob, md):
layout.label(text="Settings can be found inside the Particle context")
def SCREW(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "axis")
col.prop(md, "object", text="AxisOb")
col.prop(md, "angle")
col.prop(md, "steps")
col.prop(md, "render_steps")
col.prop(md, "use_smooth_shade")
col.prop(md, "use_merge_vertices")
sub = col.column()
sub.active = md.use_merge_vertices
sub.prop(md, "merge_threshold")
col = split.column()
row = col.row()
row.active = (md.object is None or md.use_object_screw_offset is False)
row.prop(md, "screw_offset")
row = col.row()
row.active = (md.object is not None)
row.prop(md, "use_object_screw_offset")
col.prop(md, "use_normal_calculate")
col.prop(md, "use_normal_flip")
col.prop(md, "iterations")
col.prop(md, "use_stretch_u")
col.prop(md, "use_stretch_v")
def SHRINKWRAP(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Target:")
col.prop(md, "target", text="")
col = split.column()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
split = layout.split()
col = split.column()
col.prop(md, "offset")
col = split.column()
col.label(text="Mode:")
col.prop(md, "wrap_method", text="")
if md.wrap_method in {'PROJECT', 'NEAREST_SURFACEPOINT', 'TARGET_PROJECT'}:
col.prop(md, "wrap_mode", text="")
if md.wrap_method == 'PROJECT':
split = layout.split()
col = split.column()
col.prop(md, "subsurf_levels")
col = split.column()
col.prop(md, "project_limit", text="Limit")
split = layout.split(factor=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_project_x")
col.prop(md, "use_project_y")
col.prop(md, "use_project_z")
col = split.column()
col.label(text="Direction:")
col.prop(md, "use_negative_direction")
col.prop(md, "use_positive_direction")
subcol = col.column()
subcol.active = md.use_negative_direction and md.cull_face != 'OFF'
subcol.prop(md, "use_invert_cull")
col = split.column()
col.label(text="Cull Faces:")
col.prop(md, "cull_face", expand=True)
layout.prop(md, "auxiliary_target")
def SIMPLE_DEFORM(self, layout, ob, md):
layout.row().prop(md, "deform_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
split = layout.split()
col = split.column()
col.label(text="Axis, Origin:")
col.prop(md, "origin", text="")
col.prop(md, "deform_axis")
if md.deform_method in {'TAPER', 'STRETCH', 'TWIST'}:
row = col.row(align=True)
row.label(text="Lock:")
deform_axis = md.deform_axis
if deform_axis != 'X':
row.prop(md, "lock_x")
if deform_axis != 'Y':
row.prop(md, "lock_y")
if deform_axis != 'Z':
row.prop(md, "lock_z")
col = split.column()
col.label(text="Deform:")
if md.deform_method in {'TAPER', 'STRETCH'}:
col.prop(md, "factor")
else:
col.prop(md, "angle")
col.prop(md, "limits", slider=True)
def SMOKE(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def SMOOTH(self, layout, ob, md):
split = layout.split(factor=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "iterations")
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
def SOFT_BODY(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def SOLIDIFY(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "thickness")
col.prop(md, "thickness_clamp")
col.separator()
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
sub = col.row()
sub.active = bool(md.vertex_group)
sub.prop(md, "thickness_vertex_group", text="Factor")
col.label(text="Crease:")
col.prop(md, "edge_crease_inner", text="Inner")
col.prop(md, "edge_crease_outer", text="Outer")
col.prop(md, "edge_crease_rim", text="Rim")
col = split.column()
col.prop(md, "offset")
col.prop(md, "use_flip_normals")
col.prop(md, "use_even_offset")
col.prop(md, "use_quality_normals")
col.prop(md, "use_rim")
col_rim = col.column()
col_rim.active = md.use_rim
col_rim.prop(md, "use_rim_only")
col.separator()
col.label(text="Material Index Offset:")
sub = col.column()
row = sub.split(factor=0.4, align=True)
row.prop(md, "material_offset", text="")
row = row.row(align=True)
row.active = md.use_rim
row.prop(md, "material_offset_rim", text="Rim")
def SUBSURF(self, layout, ob, md):
from bpy import context
layout.row().prop(md, "subdivision_type", expand=True)
split = layout.split()
col = split.column()
scene = context.scene
engine = context.engine
show_adaptive_options = (
engine == 'CYCLES' and md == ob.modifiers[-1] and
scene.cycles.feature_set == 'EXPERIMENTAL'
)
if show_adaptive_options:
col.label(text="View:")
col.prop(md, "levels", text="Levels")
col.label(text="Render:")
col.prop(ob.cycles, "use_adaptive_subdivision", text="Adaptive")
if ob.cycles.use_adaptive_subdivision:
col.prop(ob.cycles, "dicing_rate")
else:
col.prop(md, "render_levels", text="Levels")
else:
col.label(text="Subdivisions:")
col.prop(md, "levels", text="View")
col.prop(md, "render_levels", text="Render")
col.prop(md, "quality")
col = split.column()
col.label(text="Options:")
sub = col.column()
sub.active = (not show_adaptive_options) or (not ob.cycles.use_adaptive_subdivision)
sub.prop(md, "uv_smooth", text="")
col.prop(md, "show_only_control_edges")
if show_adaptive_options and ob.cycles.use_adaptive_subdivision:
col = layout.column(align=True)
col.scale_y = 0.6
col.separator()
col.label(text="Final Dicing Rate:")
col.separator()
render = max(scene.cycles.dicing_rate * ob.cycles.dicing_rate, 0.1)
preview = max(scene.cycles.preview_dicing_rate * ob.cycles.dicing_rate, 0.1)
col.label(text=f"Render {render:.2f} px, Preview {preview:.2f} px")
def SURFACE(self, layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def SURFACE_DEFORM(self, layout, ob, md):
col = layout.column()
col.active = not md.is_bound
col.prop(md, "target")
col.prop(md, "falloff")
layout.separator()
col = layout.column()
if md.is_bound:
col.operator("object.surfacedeform_bind", text="Unbind")
else:
col.active = md.target is not None
col.operator("object.surfacedeform_bind", text="Bind")
def UV_PROJECT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop_search(md, "uv_layer", ob.data, "uv_layers")
col.separator()
col.prop(md, "projector_count", text="Projectors")
for proj in md.projectors:
col.prop(proj, "object", text="")
col = split.column()
sub = col.column(align=True)
sub.prop(md, "aspect_x", text="Aspect X")
sub.prop(md, "aspect_y", text="Aspect Y")
sub = col.column(align=True)
sub.prop(md, "scale_x", text="Scale X")
sub.prop(md, "scale_y", text="Scale Y")
def WARP(self, layout, ob, md):
use_falloff = (md.falloff_type != 'NONE')
split = layout.split()
col = split.column()
col.label(text="From:")
col.prop(md, "object_from", text="")
col.prop(md, "use_volume_preserve")
col = split.column()
col.label(text="To:")
col.prop(md, "object_to", text="")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = layout.column()
row = col.row(align=True)
row.prop(md, "strength")
if use_falloff:
row.prop(md, "falloff_radius")
col.prop(md, "falloff_type")
if use_falloff:
if md.falloff_type == 'CURVE':
col.template_curve_mapping(md, "falloff_curve")
# 2 new columns
split = layout.split()
col = split.column()
col.label(text="Texture:")
col.template_ID(md, "texture", new="texture.new")
col = split.column()
col.label(text="Texture Coordinates:")
col.prop(md, "texture_coords", text="")
if md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object", text="Object")
elif md.texture_coords == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "uv_layer", ob.data, "uv_layers")
def WAVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Motion:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_cyclic")
col = split.column()
col.prop(md, "use_normal")
sub = col.column()
sub.active = md.use_normal
sub.prop(md, "use_normal_x", text="X")
sub.prop(md, "use_normal_y", text="Y")
sub.prop(md, "use_normal_z", text="Z")
split = layout.split()
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(md, "time_offset", text="Offset")
sub.prop(md, "lifetime", text="Life")
col.prop(md, "damping_time", text="Damping")
col = split.column()
col.label(text="Position:")
sub = col.column(align=True)
sub.prop(md, "start_position_x", text="X")
sub.prop(md, "start_position_y", text="Y")
col.prop(md, "falloff_radius", text="Falloff")
layout.separator()
layout.prop(md, "start_position_object")
layout.prop_search(md, "vertex_group", ob, "vertex_groups")
split = layout.split(factor=0.33)
col = split.column()
col.label(text="Texture")
col = split.column()
col.template_ID(md, "texture", new="texture.new")
layout.prop(md, "texture_coords")
if md.texture_coords == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "uv_layer", ob.data, "uv_layers")
elif md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "speed", slider=True)
col.prop(md, "height", slider=True)
col = split.column()
col.prop(md, "width", slider=True)
col.prop(md, "narrowness", slider=True)
def REMESH(self, layout, ob, md):
if not bpy.app.build_options.mod_remesh:
layout.label(text="Built without Remesh modifier")
return
layout.prop(md, "mode")
row = layout.row()
row.prop(md, "octree_depth")
row.prop(md, "scale")
if md.mode == 'SHARP':
layout.prop(md, "sharpness")
layout.prop(md, "use_smooth_shade")
layout.prop(md, "use_remove_disconnected")
row = layout.row()
row.active = md.use_remove_disconnected
row.prop(md, "threshold")
@staticmethod
def vertex_weight_mask(layout, ob, md):
layout.label(text="Influence/Mask Options:")
split = layout.split(factor=0.4)
split.label(text="Global Influence:")
split.prop(md, "mask_constant", text="")
if not md.mask_texture:
split = layout.split(factor=0.4)
split.label(text="Vertex Group Mask:")
split.prop_search(md, "mask_vertex_group", ob, "vertex_groups", text="")
if not md.mask_vertex_group:
split = layout.split(factor=0.4)
split.label(text="Texture Mask:")
split.template_ID(md, "mask_texture", new="texture.new")
if md.mask_texture:
split = layout.split()
col = split.column()
col.label(text="Texture Coordinates:")
col.prop(md, "mask_tex_mapping", text="")
col = split.column()
col.label(text="Use Channel:")
col.prop(md, "mask_tex_use_channel", text="")
if md.mask_tex_mapping == 'OBJECT':
layout.prop(md, "mask_tex_map_object", text="Object")
elif md.mask_tex_mapping == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "mask_tex_uv_layer", ob.data, "uv_layers")
def VERTEX_WEIGHT_EDIT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col.label(text="Default Weight:")
col.prop(md, "default_weight", text="")
col = split.column()
col.prop(md, "use_add")
sub = col.column()
sub.active = md.use_add
sub.prop(md, "add_threshold")
col = col.column()
col.prop(md, "use_remove")
sub = col.column()
sub.active = md.use_remove
sub.prop(md, "remove_threshold")
layout.separator()
layout.prop(md, "falloff_type")
if md.falloff_type == 'CURVE':
layout.template_curve_mapping(md, "map_curve")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def VERTEX_WEIGHT_MIX(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group A:")
col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
col.label(text="Default Weight A:")
col.prop(md, "default_weight_a", text="")
col.label(text="Mix Mode:")
col.prop(md, "mix_mode", text="")
col = split.column()
col.label(text="Vertex Group B:")
col.prop_search(md, "vertex_group_b", ob, "vertex_groups", text="")
col.label(text="Default Weight B:")
col.prop(md, "default_weight_b", text="")
col.label(text="Mix Set:")
col.prop(md, "mix_set", text="")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def VERTEX_WEIGHT_PROXIMITY(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="Target Object:")
col.prop(md, "target", text="")
split = layout.split()
col = split.column()
col.label(text="Distance:")
col.prop(md, "proximity_mode", text="")
if md.proximity_mode == 'GEOMETRY':
col.row().prop(md, "proximity_geometry")
col = split.column()
col.label()
col.prop(md, "min_dist")
col.prop(md, "max_dist")
layout.separator()
layout.prop(md, "falloff_type")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def SKIN(self, layout, ob, md):
row = layout.row()
row.operator("object.skin_armature_create", text="Create Armature")
row.operator("mesh.customdata_skin_add")
layout.separator()
row = layout.row(align=True)
row.prop(md, "branch_smoothing")
row.prop(md, "use_smooth_shade")
split = layout.split()
col = split.column()
col.label(text="Selected Vertices:")
sub = col.column(align=True)
sub.operator("object.skin_loose_mark_clear", text="Mark Loose").action = 'MARK'
sub.operator("object.skin_loose_mark_clear", text="Clear Loose").action = 'CLEAR'
sub = col.column()
sub.operator("object.skin_root_mark", text="Mark Root")
sub.operator("object.skin_radii_equalize", text="Equalize Radii")
col = split.column()
col.label(text="Symmetry Axes:")
col.prop(md, "use_x_symmetry")
col.prop(md, "use_y_symmetry")
col.prop(md, "use_z_symmetry")
def TRIANGULATE(self, layout, ob, md):
row = layout.row()
col = row.column()
col.label(text="Quad Method:")
col.prop(md, "quad_method", text="")
col = row.column()
col.label(text="Ngon Method:")
col.prop(md, "ngon_method", text="")
def UV_WARP(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "center")
col = split.column()
col.label(text="UV Axis:")
col.prop(md, "axis_u", text="")
col.prop(md, "axis_v", text="")
split = layout.split()
col = split.column()
col.label(text="From:")
col.prop(md, "object_from", text="")
col = split.column()
col.label(text="To:")
col.prop(md, "object_to", text="")
split = layout.split()
col = split.column()
obj = md.object_from
if obj and obj.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "bone_from", obj.data, "bones", text="")
col = split.column()
obj = md.object_to
if obj and obj.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "bone_to", obj.data, "bones", text="")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="UV Map:")
col.prop_search(md, "uv_layer", ob.data, "uv_layers", text="")
def WIREFRAME(self, layout, ob, md):
has_vgroup = bool(md.vertex_group)
split = layout.split()
col = split.column()
col.prop(md, "thickness", text="Thickness")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = has_vgroup
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
row = col.row(align=True)
row.active = has_vgroup
row.prop(md, "thickness_vertex_group", text="Factor")
col.prop(md, "use_crease", text="Crease Edges")
row = col.row()
row.active = md.use_crease
row.prop(md, "crease_weight", text="Crease Weight")
col = split.column()
col.prop(md, "offset")
col.prop(md, "use_even_offset", text="Even Thickness")
col.prop(md, "use_relative_offset", text="Relative Thickness")
col.prop(md, "use_boundary", text="Boundary")
col.prop(md, "use_replace", text="Replace Original")
col.prop(md, "material_offset", text="Material Offset")
def DATA_TRANSFER(self, layout, ob, md):
row = layout.row(align=True)
row.prop(md, "object")
sub = row.row(align=True)
sub.active = bool(md.object)
sub.prop(md, "use_object_transform", text="", icon='GROUP')
layout.separator()
split = layout.split(factor=0.333)
split.prop(md, "use_vert_data")
use_vert = md.use_vert_data
row = split.row()
row.active = use_vert
row.prop(md, "vert_mapping", text="")
if use_vert:
col = layout.column(align=True)
split = col.split(factor=0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_verts")
sub = split.column(align=True)
row = sub.row(align=True)
row.prop(md, "layers_vgroup_select_src", text="")
row.label(icon='RIGHTARROW')
row.prop(md, "layers_vgroup_select_dst", text="")
row = sub.row(align=True)
row.label(text="", icon='NONE')
layout.separator()
split = layout.split(factor=0.333)
split.prop(md, "use_edge_data")
use_edge = md.use_edge_data
row = split.row()
row.active = use_edge
row.prop(md, "edge_mapping", text="")
if use_edge:
col = layout.column(align=True)
split = col.split(factor=0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_edges")
layout.separator()
split = layout.split(factor=0.333)
split.prop(md, "use_loop_data")
use_loop = md.use_loop_data
row = split.row()
row.active = use_loop
row.prop(md, "loop_mapping", text="")
if use_loop:
col = layout.column(align=True)
split = col.split(factor=0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_loops")
sub = split.column(align=True)
row = sub.row(align=True)
row.label(text="", icon='NONE')
row = sub.row(align=True)
row.prop(md, "layers_vcol_select_src", text="")
row.label(icon='RIGHTARROW')
row.prop(md, "layers_vcol_select_dst", text="")
row = sub.row(align=True)
row.prop(md, "layers_uv_select_src", text="")
row.label(icon='RIGHTARROW')
row.prop(md, "layers_uv_select_dst", text="")
col.prop(md, "islands_precision")
layout.separator()
split = layout.split(factor=0.333)
split.prop(md, "use_poly_data")
use_poly = md.use_poly_data
row = split.row()
row.active = use_poly
row.prop(md, "poly_mapping", text="")
if use_poly:
col = layout.column(align=True)
split = col.split(factor=0.333, align=True)
sub = split.column(align=True)
sub.prop(md, "data_types_polys")
layout.separator()
split = layout.split()
col = split.column()
row = col.row(align=True)
sub = row.row(align=True)
sub.active = md.use_max_distance
sub.prop(md, "max_distance")
row.prop(md, "use_max_distance", text="", icon='STYLUS_PRESSURE')
col = split.column()
col.prop(md, "ray_radius")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "mix_mode")
col.prop(md, "mix_factor")
col = split.column()
row = col.row()
row.active = bool(md.object)
row.operator("object.datalayout_transfer", text="Generate Data Layers")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
def NORMAL_EDIT(self, layout, ob, md):
has_vgroup = bool(md.vertex_group)
do_polynors_fix = not md.no_polynors_fix
needs_object_offset = (((md.mode == 'RADIAL') and not md.target) or
((md.mode == 'DIRECTIONAL') and md.use_direction_parallel))
row = layout.row()
row.prop(md, "mode", expand=True)
split = layout.split()
col = split.column()
col.prop(md, "target", text="")
sub = col.column(align=True)
sub.active = needs_object_offset
sub.prop(md, "offset")
row = col.row(align=True)
col = split.column()
row = col.row()
row.active = (md.mode == 'DIRECTIONAL')
row.prop(md, "use_direction_parallel")
subcol = col.column(align=True)
subcol.label(text="Mix Mode:")
subcol.prop(md, "mix_mode", text="")
subcol.prop(md, "mix_factor")
row = subcol.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = has_vgroup
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
row = subcol.row(align=True)
row.prop(md, "mix_limit")
row.prop(md, "no_polynors_fix", text="", icon='UNLOCKED' if do_polynors_fix else 'LOCKED')
def CORRECTIVE_SMOOTH(self, layout, ob, md):
is_bind = md.is_bind
layout.prop(md, "factor", text="Factor")
layout.prop(md, "iterations")
row = layout.row()
row.prop(md, "smooth_type")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
col = split.column()
col.prop(md, "use_only_smooth")
col.prop(md, "use_pin_boundary")
layout.prop(md, "rest_source")
if md.rest_source == 'BIND':
layout.operator("object.correctivesmooth_bind", text="Unbind" if is_bind else "Bind")
def WEIGHTED_NORMAL(self, layout, ob, md):
layout.label(text="Weighting Mode:")
split = layout.split(align=True)
col = split.column(align=True)
col.prop(md, "mode", text="")
col.prop(md, "weight", text="Weight")
col.prop(md, "keep_sharp")
col = split.column(align=True)
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.active = bool(md.vertex_group)
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
col.prop(md, "thresh", text="Threshold")
col.prop(md, "face_influence")
class DATA_PT_gpencil_modifiers(ModifierButtonsPanel, Panel):
bl_label = "Modifiers"
def check_conflicts(self, layout, ob):
for md in ob.grease_pencil_modifiers:
if md.type == 'GP_TIME':
row = layout.row()
row.label(text="Build and Time Offset modifier not compatible", icon='ERROR')
break
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.type == 'GPENCIL'
def draw(self, context):
layout = self.layout
ob = context.object
layout.operator_menu_enum("object.gpencil_modifier_add", "type")
for md in ob.grease_pencil_modifiers:
box = layout.template_greasepencil_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 GP_NOISE(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
row = col.row(align=True)
row.prop(md, "factor")
row.prop(md, "random", text="", icon='TIME', toggle=True)
row = col.row()
row.enabled = md.random
row.prop(md, "step")
col.prop(md, "full_stroke")
col.prop(md, "move_extreme")
row = layout.row(align=True)
row.label(text="Affect:")
row = layout.row(align=True)
row.prop(md, "use_edit_position", text="Position", icon='MESH_DATA', toggle=True)
row.prop(md, "use_edit_strength", text="Strength", icon='COLOR', toggle=True)
row.prop(md, "use_edit_thickness", text="Thickness", icon='LINE_DATA', toggle=True)
row.prop(md, "use_edit_uv", text="UV", icon='MOD_UVPROJECT', toggle=True)
col = layout.column()
col.separator()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_SMOOTH(self, layout, ob, md):
gpd = ob.data
col = layout.column()
col.prop(md, "factor")
col.prop(md, "step")
col.label(text="Affect:")
row = col.row(align=True)
row.prop(md, "use_edit_position", text="Position", icon='MESH_DATA', toggle=True)
row.prop(md, "use_edit_strength", text="Strength", icon='COLOR', toggle=True)
row.prop(md, "use_edit_thickness", text="Thickness", icon='LINE_DATA', toggle=True)
row.prop(md, "use_edit_uv", text="UV", icon='MOD_UVPROJECT', toggle=True)
col.separator()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_SUBDIV(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
row = col.row(align=True)
row.prop(md, "level")
row.prop(md, "simple", text="", icon='PARTICLE_POINT')
col = layout.column()
col.separator()
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_SIMPLIFY(self, layout, ob, md):
gpd = ob.data
row = layout.row()
row.prop(md, "mode")
split = layout.split()
col = split.column()
col.label(text="Settings:")
row = col.row(align=True)
row.enabled = md.mode == 'FIXED'
row.prop(md, "step")
row = col.row(align=True)
row.enabled = not md.mode == 'FIXED'
row.prop(md, "factor")
col = layout.column()
col.separator()
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_THICK(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
row = col.row(align=True)
row.prop(md, "thickness", text="Thickness Factor")
col.prop(md, "normalize_thickness")
if not md.normalize_thickness:
split = layout.split()
col = split.column()
col.prop(md, "use_custom_curve")
if md.use_custom_curve:
col.template_curve_mapping(md, "curve")
col = layout.column()
col.separator()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_TINT(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
col.prop(md, "color")
col.prop(md, "factor")
row = layout.row()
row.prop(md, "create_materials")
row.prop(md, "modify_color")
col = layout.column()
col.separator()
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_TIME(self, layout, ob, md):
gpd = ob.data
row = layout.row()
row.prop(md, "mode", text="Mode")
row = layout.row()
if md.mode == 'FIX':
txt = "Frame"
else:
txt = "Frame Offset"
row.prop(md, "offset", text=txt)
row = layout.row()
row.enabled = md.mode != 'FIX'
row.prop(md, "frame_scale")
row = layout.row()
row.separator()
row = layout.row()
row.enabled = md.mode != 'FIX'
row.prop(md, "use_custom_frame_range")
row = layout.row(align=True)
row.enabled = md.mode != 'FIX' and md.use_custom_frame_range is True
row.prop(md, "frame_start")
row.prop(md, "frame_end")
row = layout.row()
row.enabled = md.mode != 'FIX'
row.prop(md, "use_keep_loop")
row = layout.row()
row.label(text="Layer:")
row = layout.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_COLOR(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
col.label(text="Color:")
col.prop(md, "hue", text="H")
col.prop(md, "saturation", text="S")
col.prop(md, "value", text="V")
row = layout.row()
row.prop(md, "create_materials")
row.prop(md, "modify_color")
col = layout.column()
col.separator()
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_OPACITY(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
col.label(text="Opacity:")
col.prop(md, "factor")
row = layout.row()
row.prop(md, "create_materials")
row.prop(md, "modify_color")
col = layout.column()
col.separator()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_ARRAY(self, layout, ob, md):
gpd = ob.data
col = layout.column()
col.prop(md, "count")
split = layout.split()
col = split.column()
col.label(text="Offset:")
col.prop(md, "offset", text="")
col.prop(md, "offset_object", text="Object")
col = split.column()
col.label(text="Shift:")
col.prop(md, "shift", text="")
split = layout.split()
col = split.column()
col.label(text="Rotation:")
col.prop(md, "rotation", text="")
col.separator()
row = col.row(align=True)
row.prop(md, "random_rot", text="", icon='TIME', toggle=True)
row.prop(md, "rot_factor", text="")
col = split.column()
col.label(text="Scale:")
col.prop(md, "scale", text="")
col.separator()
row = col.row(align=True)
row.prop(md, "random_scale", text="", icon='TIME', toggle=True)
row.prop(md, "scale_factor", text="")
col = layout.column()
col.prop(md, "replace_material", text="Material")
col.prop(md, "keep_on_top", text="Keep original stroke on top")
col = layout.column()
col.separator()
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_BUILD(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
self.check_conflicts(col, ob)
col.prop(md, "mode")
if md.mode == 'CONCURRENT':
col.prop(md, "concurrent_time_alignment")
col.separator()
col.prop(md, "transition")
sub = col.column(align=True)
sub.prop(md, "start_delay")
sub.prop(md, "length")
col = layout.column(align=True)
col.prop(md, "use_restrict_frame_range")
sub = col.column(align=True)
sub.active = md.use_restrict_frame_range
sub.prop(md, "frame_start", text="Start")
sub.prop(md, "frame_end", text="End")
col = layout.column()
col.separator()
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_LATTICE(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
layout.prop(md, "strength", slider=True)
col = layout.column()
col.separator()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_MIRROR(self, layout, ob, md):
gpd = ob.data
row = layout.row(align=True)
row.prop(md, "x_axis")
row.prop(md, "y_axis")
row.prop(md, "z_axis")
layout.label(text="Object:")
layout.prop(md, "object", text="")
col = layout.column()
col.separator()
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_HOOK(self, layout, ob, md):
gpd = ob.data
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if md.object and md.object.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "subtarget", md.object.data, "bones", text="")
use_falloff = (md.falloff_type != 'NONE')
layout.separator()
row = layout.row(align=True)
if use_falloff:
row.prop(md, "falloff_radius")
row.prop(md, "strength", slider=True)
layout.prop(md, "falloff_type")
col = layout.column()
if use_falloff:
if md.falloff_type == 'CURVE':
col.template_curve_mapping(md, "falloff_curve")
split = layout.split()
col = split.column()
col.prop(md, "use_falloff_uniform")
col = layout.column()
col.separator()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_OFFSET(self, layout, ob, md):
gpd = ob.data
col = layout.column()
col.prop(md, "location")
col.prop(md, "scale")
col.prop(md, "rotation")
col = layout.column()
col.separator()
col.label(text="Vertex Group:")
row = col.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Material:")
row = col.row(align=True)
row.prop(md, "pass_index", text="Pass")
row.prop(md, "invert_material_pass", text="", icon='ARROW_LEFTRIGHT')
col.label(text="Layer:")
row = col.row(align=True)
row.prop_search(md, "layer", gpd, "layers", text="", icon='GREASEPENCIL')
row.prop(md, "invert_layers", text="", icon='ARROW_LEFTRIGHT')
row = layout.row(align=True)
row.prop(md, "layer_pass", text="Pass")
row.prop(md, "invert_layer_pass", text="", icon='ARROW_LEFTRIGHT')
def GP_ARMATURE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
# col.prop(md, "use_deform_preserve_volume")
col = split.column()
col.label(text="Bind To:")
col.prop(md, "use_vertex_groups", text="Vertex Groups")
col.prop(md, "use_bone_envelopes", text="Bone Envelopes")
layout.separator()
row = layout.row(align=True)
row.label(text="Vertex Group:")
row = layout.row(align=True)
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row(align=True)
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
classes = (
DATA_PT_modifiers,
DATA_PT_gpencil_modifiers,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)