forked from bartvdbraak/blender
92395bb93c
* Autoside renaming tools in EditMode for armatures now works again. (Wrong property name) * Action used by NLA Strips can now be chosen/changed to another action
245 lines
6.0 KiB
Python
245 lines
6.0 KiB
Python
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import bpy
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class BoneButtonsPanel(bpy.types.Panel):
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__space_type__ = 'PROPERTIES'
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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 or context.edit_bone)
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class BONE_PT_context_bone(BoneButtonsPanel):
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__show_header__ = False
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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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if not bone:
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bone = context.edit_bone
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row = layout.row()
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row.itemL(text="", icon='ICON_BONE_DATA')
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row.itemR(bone, "name", text="")
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class BONE_PT_transform(BoneButtonsPanel):
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__label__ = "Transform"
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def draw(self, context):
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layout = self.layout
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ob = context.object
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bone = context.bone
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if not bone:
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bone = context.edit_bone
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row = layout.row()
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row.column().itemR(bone, "head")
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row.column().itemR(bone, "tail")
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col = row.column()
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sub = col.column(align=True)
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sub.itemL(text="Roll:")
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sub.itemR(bone, "roll", text="")
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sub.itemL()
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sub.itemR(bone, "locked")
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else:
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pchan = ob.pose.pose_channels[context.bone.name]
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layout.itemR(pchan, "rotation_mode")
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row = layout.row()
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col = row.column()
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col.itemR(pchan, "location")
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col.active = not (bone.parent and bone.connected)
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col = row.column()
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if pchan.rotation_mode == 'QUATERNION':
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col.itemR(pchan, "rotation", text="Rotation")
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else:
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col.itemR(pchan, "euler_rotation", text="Rotation")
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row.column().itemR(pchan, "scale")
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if pchan.rotation_mode == 'QUATERNION':
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col = layout.column(align=True)
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col.itemL(text="Euler:")
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col.row().itemR(pchan, "euler_rotation", text="")
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class BONE_PT_bone(BoneButtonsPanel):
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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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ob = context.object
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bone = context.bone
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arm = context.armature
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if not bone:
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bone = context.edit_bone
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pchan = None
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else:
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pchan = ob.pose.pose_channels[context.bone.name]
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split = layout.split()
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col = split.column()
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col.itemL(text="Parent:")
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if context.bone:
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col.itemR(bone, "parent", text="")
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else:
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col.item_pointerR(bone, "parent", arm, "edit_bones", text="")
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row = col.row()
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row.active = bone.parent != None
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row.itemR(bone, "connected")
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col.itemL(text="Layers:")
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col.template_layers(bone, "layer")
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col = split.column()
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col.itemL(text="Inherit:")
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col.itemR(bone, "hinge", text="Rotation")
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col.itemR(bone, "inherit_scale", text="Scale")
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col.itemL(text="Display:")
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col.itemR(bone, "draw_wire", text="Wireframe")
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col.itemR(bone, "hidden", text="Hide")
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if ob and pchan:
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split = layout.split()
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col = split.column()
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col.itemL(text="Bone Group:")
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col.item_pointerR(pchan, "bone_group", ob.pose, "bone_groups", text="")
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col = split.column()
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col.itemL(text="Custom Shape:")
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col.itemR(pchan, "custom_shape", text="")
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class BONE_PT_inverse_kinematics(BoneButtonsPanel):
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__label__ = "Inverse Kinematics"
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__default_closed__ = True
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def poll(self, context):
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ob = context.object
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bone = context.bone
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if ob and context.bone:
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pchan = ob.pose.pose_channels[context.bone.name]
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return pchan.has_ik
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return False
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def draw(self, context):
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layout = self.layout
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ob = context.object
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bone = context.bone
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pchan = ob.pose.pose_channels[context.bone.name]
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split = layout.split(percentage=0.25)
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split.itemR(pchan, "ik_dof_x", text="X")
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row = split.row()
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row.itemR(pchan, "ik_stiffness_x", text="Stiffness")
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row.active = pchan.ik_dof_x
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split = layout.split(percentage=0.25)
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row = split.row()
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row.itemR(pchan, "ik_limit_x", text="Limit")
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row.active = pchan.ik_dof_x
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row = split.row(align=True)
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row.itemR(pchan, "ik_min_x", text="")
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row.itemR(pchan, "ik_max_x", text="")
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row.active = pchan.ik_dof_x and pchan.ik_limit_x
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split = layout.split(percentage=0.25)
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split.itemR(pchan, "ik_dof_y", text="Y")
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row = split.row()
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row.itemR(pchan, "ik_stiffness_y", text="Stiffness")
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row.active = pchan.ik_dof_y
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split = layout.split(percentage=0.25)
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row = split.row()
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row.itemR(pchan, "ik_limit_y", text="Limit")
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row.active = pchan.ik_dof_y
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row = split.row(align=True)
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row.itemR(pchan, "ik_min_y", text="")
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row.itemR(pchan, "ik_max_y", text="")
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row.active = pchan.ik_dof_y and pchan.ik_limit_y
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split = layout.split(percentage=0.25)
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split.itemR(pchan, "ik_dof_z", text="Z")
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row = split.row()
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row.itemR(pchan, "ik_stiffness_z", text="Stiffness")
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row.active = pchan.ik_dof_z
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split = layout.split(percentage=0.25)
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row = split.row()
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row.itemR(pchan, "ik_limit_z", text="Limit")
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row.active = pchan.ik_dof_z
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row = split.row(align=True)
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row.itemR(pchan, "ik_min_z", text="")
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row.itemR(pchan, "ik_max_z", text="")
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row.active = pchan.ik_dof_z and pchan.ik_limit_z
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split = layout.split()
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split.itemR(pchan, "ik_stretch", text="Stretch")
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split.itemL()
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class BONE_PT_deform(BoneButtonsPanel):
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__label__ = "Deform"
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__default_closed__ = True
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def draw_header(self, context):
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bone = context.bone
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if not bone:
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bone = context.edit_bone
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self.layout.itemR(bone, "deform", text="")
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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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if not bone:
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bone = context.edit_bone
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layout.active = bone.deform
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split = layout.split()
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col = split.column()
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col.itemL(text="Envelope:")
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sub = col.column(align=True)
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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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col.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply")
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sub = col.column(align=True)
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sub.itemL(text="Radius:")
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sub.itemR(bone, "head_radius", text="Head")
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sub.itemR(bone, "tail_radius", text="Tail")
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col = split.column()
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col.itemL(text="Curved Bones:")
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sub = col.column(align=True)
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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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col.itemL(text="Offset:")
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col.itemR(bone, "cyclic_offset")
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bpy.types.register(BONE_PT_context_bone)
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bpy.types.register(BONE_PT_transform)
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bpy.types.register(BONE_PT_bone)
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bpy.types.register(BONE_PT_deform)
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bpy.types.register(BONE_PT_inverse_kinematics)
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