blender/release/scripts/ui/properties_data_armature.py
Campbell Barton 4f5f868a52 rna data path names which are more likely to break animations.
Added an operator "Update Animation Data",
access from the search menu to update drivers and fcurves.
2010-08-20 06:09:58 +00:00

297 lines
8.5 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
class ArmatureButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
@classmethod
def poll(cls, context):
return context.armature
class DATA_PT_context_arm(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = ""
bl_show_header = False
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
space = context.space_data
split = layout.split(percentage=0.65)
if ob:
split.template_ID(ob, "data")
split.separator()
elif arm:
split.template_ID(space, "pin_id")
split.separator()
class DATA_PT_skeleton(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Skeleton"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.prop(arm, "pose_position", expand=True)
split = layout.split()
col = split.column()
col.label(text="Layers:")
col.prop(arm, "layers", text="")
col.label(text="Protected Layers:")
col.prop(arm, "layers_protected", text="")
col.label(text="Deform:")
split = layout.split()
col = split.column()
col.prop(arm, "use_deform_vertex_groups", text="Vertex Groups")
col.prop(arm, "use_deform_envelopes", text="Envelopes")
col = split.column()
col.prop(arm, "use_deform_preserve_volume", text="Quaternion")
class DATA_PT_display(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Display"
def draw(self, context):
layout = self.layout
ob = context.object
arm = context.armature
layout.row().prop(arm, "draw_type", expand=True)
split = layout.split()
col = split.column()
col.prop(arm, "show_names", text="Names")
col.prop(arm, "show_axes", text="Axes")
col.prop(arm, "show_bone_custom_shapes", text="Shapes")
col = split.column()
col.prop(arm, "show_group_colors", text="Colors")
col.prop(ob, "show_x_ray", text="X-Ray")
col.prop(arm, "use_deform_delay", text="Delay Refresh")
class DATA_PT_bone_groups(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Bone Groups"
@classmethod
def poll(cls, context):
return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
def draw(self, context):
layout = self.layout
ob = context.object
pose = ob.pose
row = layout.row()
row.template_list(pose, "bone_groups", pose, "active_bone_group_index", rows=2)
col = row.column(align=True)
col.active = (ob.proxy is None)
col.operator("pose.group_add", icon='ZOOMIN', text="")
col.operator("pose.group_remove", icon='ZOOMOUT', text="")
group = pose.active_bone_group
if group:
col = layout.column()
col.active = (ob.proxy is None)
col.prop(group, "name")
split = layout.split()
split.active = (ob.proxy is None)
col = split.column()
col.prop(group, "color_set")
if group.color_set:
col = split.column()
col.template_triColorSet(group, "colors")
row = layout.row()
row.active = (ob.proxy is None)
sub = row.row(align=True)
sub.operator("pose.group_assign", text="Assign")
sub.operator("pose.group_unassign", text="Remove") #row.operator("pose.bone_group_remove_from", text="Remove")
sub = row.row(align=True)
sub.operator("pose.group_select", text="Select")
sub.operator("pose.group_deselect", text="Deselect")
# TODO: this panel will soon be depreceated too
class DATA_PT_ghost(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "Ghost"
def draw(self, context):
layout = self.layout
arm = context.armature
layout.prop(arm, "ghost_type", expand=True)
split = layout.split()
col = split.column()
sub = col.column(align=True)
if arm.ghost_type == 'RANGE':
sub.prop(arm, "ghost_frame_start", text="Start")
sub.prop(arm, "ghost_frame_end", text="End")
sub.prop(arm, "ghost_size", text="Step")
elif arm.ghost_type == 'CURRENT_FRAME':
sub.prop(arm, "ghost_step", text="Range")
sub.prop(arm, "ghost_size", text="Step")
col = split.column()
col.label(text="Display:")
col.prop(arm, "show_only_ghost_selected", text="Selected Only")
class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, bpy.types.Panel):
bl_label = "iTaSC parameters"
bl_default_closed = True
@classmethod
def poll(cls, context):
ob = context.object
return (ob and ob.pose)
def draw(self, context):
layout = self.layout
ob = context.object
itasc = ob.pose.ik_param
row = layout.row()
row.prop(ob.pose, "ik_solver")
if itasc:
layout.prop(itasc, "mode", expand=True)
simulation = (itasc.mode == 'SIMULATION')
if simulation:
layout.label(text="Reiteration:")
layout.prop(itasc, "reiteration_method", expand=True)
split = layout.split()
split.active = not simulation or itasc.reiteration_method != 'NEVER'
col = split.column()
col.prop(itasc, "precision")
col = split.column()
col.prop(itasc, "iterations")
if simulation:
layout.prop(itasc, "use_auto_step")
row = layout.row()
if itasc.use_auto_step:
row.prop(itasc, "step_min", text="Min")
row.prop(itasc, "step_max", text="Max")
else:
row.prop(itasc, "step_count")
layout.prop(itasc, "solver")
if simulation:
layout.prop(itasc, "feedback")
layout.prop(itasc, "velocity_max")
if itasc.solver == 'DLS':
row = layout.row()
row.prop(itasc, "damping_max", text="Damp", slider=True)
row.prop(itasc, "damping_epsilon", text="Eps", slider=True)
from properties_animviz import MotionPathButtonsPanel, OnionSkinButtonsPanel
class DATA_PT_motion_paths(MotionPathButtonsPanel, bpy.types.Panel):
#bl_label = "Bones Motion Paths"
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include posemode check?
return (context.object) and (context.armature)
def draw(self, context):
layout = self.layout
ob = context.object
self.draw_settings(context, ob.pose.animation_visualisation, bones=True)
layout.separator()
split = layout.split()
col = split.column()
col.operator("pose.paths_calculate", text="Calculate Paths")
col = split.column()
col.operator("pose.paths_clear", text="Clear Paths")
class DATA_PT_onion_skinning(OnionSkinButtonsPanel): #, bpy.types.Panel): # inherit from panel when ready
#bl_label = "Bones Onion Skinning"
bl_context = "data"
@classmethod
def poll(cls, context):
# XXX: include posemode check?
return (context.object) and (context.armature)
def draw(self, context):
layout = self.layout
ob = context.object
self.draw_settings(context, ob.pose.animation_visualisation, bones=True)
class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, bpy.types.Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
_context_path = "object.data"
def register():
pass
def unregister():
pass
if __name__ == "__main__":
register()