forked from bartvdbraak/blender
cce1d178b8
Brecht and I took a fair bit of convincing on this one however Cessen was jumping through hoops to do without this feature. Having the shape being an external mesh deformed by its own armature, which were both hidden but in the same layer *(so the depgraph would update them). Without this some of the bones in the rig also dont make much sense when animating with.
402 lines
12 KiB
Python
402 lines
12 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
|
|
#
|
|
# ##### END GPL LICENSE BLOCK #####
|
|
|
|
# <pep8 compliant>
|
|
import bpy
|
|
|
|
narrowui = 180
|
|
|
|
|
|
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_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, "locked")
|
|
else:
|
|
col = layout.column()
|
|
col.prop(bone, "head")
|
|
col.prop(bone, "tail")
|
|
col.prop(bone, "roll")
|
|
col.prop(bone, "locked")
|
|
|
|
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, "hidden", 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="")
|
|
|
|
|
|
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
|
|
|
|
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")
|
|
|
|
|
|
class BONE_PT_properties(BoneButtonsPanel):
|
|
bl_label = "Properties"
|
|
bl_default_closed = True
|
|
|
|
def draw(self, context):
|
|
import rna_prop_ui
|
|
# reload(rna_prop_ui)
|
|
obj = context.object
|
|
if obj and obj.mode == 'POSE':
|
|
item = "active_pose_bone"
|
|
else:
|
|
item = "active_bone"
|
|
|
|
rna_prop_ui.draw(self.layout, context, item)
|
|
|
|
bpy.types.register(BONE_PT_context_bone)
|
|
bpy.types.register(BONE_PT_transform)
|
|
bpy.types.register(BONE_PT_transform_locks)
|
|
bpy.types.register(BONE_PT_relations)
|
|
bpy.types.register(BONE_PT_display)
|
|
bpy.types.register(BONE_PT_inverse_kinematics)
|
|
bpy.types.register(BONE_PT_deform)
|
|
bpy.types.register(BONE_PT_properties)
|