blender/release/scripts/startup/bl_ui/space_sequencer.py

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# ##### 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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Header, Menu, Panel
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
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from bl_ui.properties_grease_pencil_common import GreasePencilDataPanel, GreasePencilToolsPanel
from bpy.app.translations import pgettext_iface as iface_
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def act_strip(context):
try:
return context.scene.sequence_editor.active_strip
except AttributeError:
return None
def draw_color_balance(layout, color_balance):
col = layout.column()
col.label(text="Lift:")
col.template_color_picker(color_balance, "lift", value_slider=True, cubic=True)
row = col.row()
row.prop(color_balance, "lift", text="")
row.prop(color_balance, "invert_lift", text="Inverse")
col = layout.column()
col.label(text="Gamma:")
col.template_color_picker(color_balance, "gamma", value_slider=True, lock_luminosity=True, cubic=True)
row = col.row()
row.prop(color_balance, "gamma", text="")
row.prop(color_balance, "invert_gamma", text="Inverse")
col = layout.column()
col.label(text="Gain:")
col.template_color_picker(color_balance, "gain", value_slider=True, lock_luminosity=True, cubic=True)
row = col.row()
row.prop(color_balance, "gain", text="")
row.prop(color_balance, "invert_gain", text="Inverse")
class SEQUENCER_HT_header(Header):
bl_space_type = 'SEQUENCE_EDITOR'
def draw(self, context):
layout = self.layout
st = context.space_data
scene = context.scene
row = layout.row(align=True)
row.template_header()
SEQUENCER_MT_editor_menus.draw_collapsible(context, layout)
row = layout.row(align=True)
row.prop(scene, "use_preview_range", text="", toggle=True)
row.prop(scene, "lock_frame_selection_to_range", text="", toggle=True)
layout.prop(st, "view_type", expand=True, text="")
layout.prop(st, "waveform_draw_type", text="")
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if st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}:
layout.prop(st, "display_mode", expand=True, text="")
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if st.view_type == 'SEQUENCER':
row = layout.row(align=True)
row.operator("sequencer.copy", text="", icon='COPYDOWN')
row.operator("sequencer.paste", text="", icon='PASTEDOWN')
layout.separator()
layout.operator("sequencer.refresh_all")
layout.prop(st, "show_backdrop")
else:
if st.view_type == 'SEQUENCER_PREVIEW':
layout.separator()
layout.operator("sequencer.refresh_all")
layout.prop(st, "preview_channels", expand=True, text="")
layout.prop(st, "display_channel", text="Channel")
ed = context.scene.sequence_editor
if ed:
row = layout.row(align=True)
row.prop(ed, "show_overlay", text="", icon='GHOST_ENABLED')
if ed.show_overlay:
row.prop(ed, "overlay_frame", text="")
row.prop(ed, "use_overlay_lock", text="", icon='LOCKED')
row = layout.row()
row.prop(st, "overlay_type", text="")
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
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if st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}:
gpd = context.gpencil_data
toolsettings = context.tool_settings
# Proportional editing
if gpd and gpd.use_stroke_edit_mode:
row = layout.row(align=True)
row.prop(toolsettings, "proportional_edit", icon_only=True)
if toolsettings.proportional_edit != 'DISABLED':
row.prop(toolsettings, "proportional_edit_falloff", icon_only=True)
row = layout.row(align=True)
row.operator("render.opengl", text="", icon='RENDER_STILL').sequencer = True
props = row.operator("render.opengl", text="", icon='RENDER_ANIMATION')
props.animation = True
props.sequencer = True
layout.template_running_jobs()
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class SEQUENCER_MT_editor_menus(Menu):
bl_idname = "SEQUENCER_MT_editor_menus"
bl_label = ""
def draw(self, context):
self.draw_menus(self.layout, context)
@staticmethod
def draw_menus(layout, context):
st = context.space_data
layout.menu("SEQUENCER_MT_view")
if st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}:
layout.menu("SEQUENCER_MT_select")
layout.menu("SEQUENCER_MT_marker")
layout.menu("SEQUENCER_MT_add")
layout.menu("SEQUENCER_MT_frame")
layout.menu("SEQUENCER_MT_strip")
class SEQUENCER_MT_view_toggle(Menu):
bl_label = "View Type"
def draw(self, context):
layout = self.layout
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layout.operator("sequencer.view_toggle").type = 'SEQUENCER'
layout.operator("sequencer.view_toggle").type = 'PREVIEW'
layout.operator("sequencer.view_toggle").type = 'SEQUENCER_PREVIEW'
class SEQUENCER_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
st = context.space_data
if st.view_type in {'PREVIEW'}:
# Specifying the REGION_PREVIEW context is needed in preview-only
# mode, else the lookup for the shortcut will fail in
# wm_keymap_item_find_props() (see #32595).
layout.operator_context = 'INVOKE_REGION_PREVIEW'
layout.operator("sequencer.properties", icon='MENU_PANEL')
layout.operator_context = 'INVOKE_DEFAULT'
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layout.separator()
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if st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}:
layout.operator("sequencer.view_all", text="View all Sequences")
layout.operator("sequencer.view_selected")
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if st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}:
layout.operator_context = 'INVOKE_REGION_PREVIEW'
layout.operator("sequencer.view_all_preview", text="Fit preview in window")
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layout.separator()
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ratios = ((1, 8), (1, 4), (1, 2), (1, 1), (2, 1), (4, 1), (8, 1))
for a, b in ratios:
layout.operator("sequencer.view_zoom_ratio", text=iface_("Zoom %d:%d") % (a, b), translate=False).ratio = a / b
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layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
# # XXX, invokes in the header view
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# layout.operator("sequencer.view_ghost_border", text="Overlay Border")
if st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}:
layout.prop(st, "show_seconds")
layout.prop(st, "show_frame_indicator")
if st.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'}:
if st.display_mode == 'IMAGE':
layout.prop(st, "show_safe_margin")
elif st.display_mode == 'WAVEFORM':
layout.prop(st, "show_separate_color")
layout.separator()
if st.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'}:
layout.prop(st, "use_marker_sync")
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.screen_full_area", text="Toggle Maximize Area")
layout.operator("screen.screen_full_area").use_hide_panels = True
class SEQUENCER_MT_select(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("sequencer.select_active_side", text="Strips to the Left").side = 'LEFT'
layout.operator("sequencer.select_active_side", text="Strips to the Right").side = 'RIGHT'
op = layout.operator("sequencer.select", text="All strips to the Left")
op.left_right = 'LEFT'
op.linked_time = True
op = layout.operator("sequencer.select", text="All strips to the Right")
op.left_right = 'RIGHT'
op.linked_time = True
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layout.separator()
layout.operator("sequencer.select_handles", text="Surrounding Handles").side = 'BOTH'
layout.operator("sequencer.select_handles", text="Left Handle").side = 'LEFT'
layout.operator("sequencer.select_handles", text="Right Handle").side = 'RIGHT'
layout.separator()
layout.operator_menu_enum("sequencer.select_grouped", "type", text="Grouped")
layout.operator("sequencer.select_linked")
layout.operator("sequencer.select_all").action = 'TOGGLE'
layout.operator("sequencer.select_all", text="Inverse").action = 'INVERT'
class SEQUENCER_MT_marker(Menu):
bl_label = "Marker"
def draw(self, context):
layout = self.layout
from bl_ui.space_time import marker_menu_generic
marker_menu_generic(layout)
class SEQUENCER_MT_change(Menu):
bl_label = "Change"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_menu_enum("sequencer.change_effect_input", "swap")
layout.operator_menu_enum("sequencer.change_effect_type", "type")
layout.operator("sequencer.change_path", text="Path/Files")
class SEQUENCER_MT_frame(Menu):
bl_label = "Frame"
def draw(self, context):
layout = self.layout
layout.operator("anim.previewrange_clear")
layout.operator("anim.previewrange_set")
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class SEQUENCER_MT_add(Menu):
bl_label = "Add"
def draw(self, context):
layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
if len(bpy.data.scenes) > 10:
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("sequencer.scene_strip_add", text="Scene...")
else:
layout.operator_menu_enum("sequencer.scene_strip_add", "scene", text="Scene...")
if len(bpy.data.movieclips) > 10:
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("sequencer.movieclip_strip_add", text="Clips...")
else:
layout.operator_menu_enum("sequencer.movieclip_strip_add", "clip", text="Clip...")
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if len(bpy.data.masks) > 10:
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("sequencer.mask_strip_add", text="Masks...")
else:
layout.operator_menu_enum("sequencer.mask_strip_add", "mask", text="Mask...")
layout.operator("sequencer.movie_strip_add", text="Movie")
layout.operator("sequencer.image_strip_add", text="Image")
layout.operator("sequencer.sound_strip_add", text="Sound")
layout.menu("SEQUENCER_MT_add_effect")
class SEQUENCER_MT_add_effect(Menu):
bl_label = "Effect Strip..."
def draw(self, context):
layout = self.layout
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layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("sequencer.effect_strip_add", text="Add").type = 'ADD'
layout.operator("sequencer.effect_strip_add", text="Subtract").type = 'SUBTRACT'
layout.operator("sequencer.effect_strip_add", text="Alpha Over").type = 'ALPHA_OVER'
layout.operator("sequencer.effect_strip_add", text="Alpha Under").type = 'ALPHA_UNDER'
layout.operator("sequencer.effect_strip_add", text="Cross").type = 'CROSS'
layout.operator("sequencer.effect_strip_add", text="Gamma Cross").type = 'GAMMA_CROSS'
layout.operator("sequencer.effect_strip_add", text="Gaussian Blur").type = 'GAUSSIAN_BLUR'
layout.operator("sequencer.effect_strip_add", text="Multiply").type = 'MULTIPLY'
layout.operator("sequencer.effect_strip_add", text="Over Drop").type = 'OVER_DROP'
layout.operator("sequencer.effect_strip_add", text="Wipe").type = 'WIPE'
layout.operator("sequencer.effect_strip_add", text="Glow").type = 'GLOW'
layout.operator("sequencer.effect_strip_add", text="Transform").type = 'TRANSFORM'
layout.operator("sequencer.effect_strip_add", text="Color").type = 'COLOR'
layout.operator("sequencer.effect_strip_add", text="Speed Control").type = 'SPEED'
layout.operator("sequencer.effect_strip_add", text="Multicam Selector").type = 'MULTICAM'
layout.operator("sequencer.effect_strip_add", text="Adjustment Layer").type = 'ADJUSTMENT'
class SEQUENCER_MT_strip(Menu):
bl_label = "Strip"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("transform.transform", text="Grab/Move").mode = 'TRANSLATION'
layout.operator("transform.transform", text="Grab/Extend from frame").mode = 'TIME_EXTEND'
layout.operator("sequencer.gap_remove")
layout.operator("sequencer.gap_insert")
# uiItemO(layout, NULL, 0, "sequencer.strip_snap"); // TODO - add this operator
layout.separator()
layout.operator("sequencer.cut", text="Cut (hard) at frame").type = 'HARD'
layout.operator("sequencer.cut", text="Cut (soft) at frame").type = 'SOFT'
layout.operator("sequencer.slip", text="Slip Strip Contents")
layout.operator("sequencer.images_separate")
layout.operator("sequencer.offset_clear")
layout.operator("sequencer.deinterlace_selected_movies")
layout.operator("sequencer.rebuild_proxy")
layout.separator()
layout.operator("sequencer.duplicate_move")
layout.operator("sequencer.delete")
strip = act_strip(context)
if strip:
stype = strip.type
# XXX note strip.type is never equal to 'EFFECT', look at seq_type_items within rna_sequencer.c
if stype == 'EFFECT':
pass
# layout.separator()
# layout.operator("sequencer.effect_change")
# layout.operator("sequencer.effect_reassign_inputs")
elif stype == 'IMAGE':
layout.separator()
# layout.operator("sequencer.image_change")
layout.operator("sequencer.rendersize")
elif stype == 'SCENE':
pass
# layout.separator()
# layout.operator("sequencer.scene_change", text="Change Scene")
elif stype == 'MOVIE':
layout.separator()
# layout.operator("sequencer.movie_change")
layout.operator("sequencer.rendersize")
elif stype == 'SOUND':
layout.separator()
layout.operator("sequencer.crossfade_sounds")
layout.separator()
layout.operator("sequencer.meta_make")
layout.operator("sequencer.meta_separate")
#if (ed && (ed->metastack.first || (ed->act_seq && ed->act_seq->type == SEQ_META))) {
# uiItemS(layout);
# uiItemO(layout, NULL, 0, "sequencer.meta_toggle");
#}
layout.separator()
layout.operator("sequencer.reload", text="Reload Strips").adjust_length = False
layout.operator("sequencer.reload", text="Reload Strips and Adjust Length").adjust_length = True
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layout.operator("sequencer.reassign_inputs")
layout.operator("sequencer.swap_inputs")
layout.separator()
layout.operator("sequencer.lock")
layout.operator("sequencer.unlock")
layout.operator("sequencer.mute").unselected = False
layout.operator("sequencer.unmute")
layout.operator("sequencer.mute", text="Mute Deselected Strips").unselected = True
layout.operator("sequencer.snap")
layout.operator_menu_enum("sequencer.swap", "side")
layout.separator()
layout.operator("sequencer.swap_data")
layout.menu("SEQUENCER_MT_change")
class SequencerButtonsPanel():
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
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@staticmethod
def has_sequencer(context):
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return (context.space_data.view_type in {'SEQUENCER', 'SEQUENCER_PREVIEW'})
@classmethod
def poll(cls, context):
return cls.has_sequencer(context) and (act_strip(context) is not None)
class SequencerButtonsPanel_Output():
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
@staticmethod
def has_preview(context):
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return (context.space_data.view_type in {'PREVIEW', 'SEQUENCER_PREVIEW'})
@classmethod
def poll(cls, context):
return cls.has_preview(context)
class SEQUENCER_PT_edit(SequencerButtonsPanel, Panel):
bl_label = "Edit Strip"
def draw(self, context):
layout = self.layout
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scene = context.scene
frame_current = scene.frame_current
strip = act_strip(context)
split = layout.split(percentage=0.3)
split.label(text="Name:")
split.prop(strip, "name", text="")
split = layout.split(percentage=0.3)
split.label(text="Type:")
split.prop(strip, "type", text="")
if strip.type not in {'SOUND'}:
split = layout.split(percentage=0.3)
split.label(text="Blend:")
split.prop(strip, "blend_type", text="")
row = layout.row(align=True)
sub = row.row(align=True)
sub.active = (not strip.mute)
sub.prop(strip, "blend_alpha", text="Opacity", slider=True)
row.prop(strip, "mute", toggle=True, icon_only=True)
row.prop(strip, "lock", toggle=True, icon_only=True)
else:
row = layout.row(align=True)
row.prop(strip, "mute", toggle=True, icon_only=True)
row.prop(strip, "lock", toggle=True, icon_only=True)
col = layout.column()
sub = col.column()
sub.enabled = not strip.lock
sub.prop(strip, "channel")
sub.prop(strip, "frame_start")
sub.prop(strip, "frame_final_duration")
col = layout.column(align=True)
row = col.row(align=True)
row.label(text=iface_("Final Length: %s") % bpy.utils.smpte_from_frame(strip.frame_final_duration),
translate=False)
row = col.row(align=True)
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row.active = (frame_current >= strip.frame_start and frame_current <= strip.frame_start + strip.frame_duration)
row.label(text=iface_("Playhead: %d") % (frame_current - strip.frame_start), translate=False)
col.label(text=iface_("Frame Offset %d:%d") % (strip.frame_offset_start, strip.frame_offset_end),
translate=False)
col.label(text=iface_("Frame Still %d:%d") % (strip.frame_still_start, strip.frame_still_end), translate=False)
elem = False
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if strip.type == 'IMAGE':
elem = strip.strip_elem_from_frame(frame_current)
elif strip.type == 'MOVIE':
elem = strip.elements[0]
if elem and elem.orig_width > 0 and elem.orig_height > 0:
col.label(text=iface_("Original Dimension: %dx%d") % (elem.orig_width, elem.orig_height), translate=False)
else:
col.label(text="Original Dimension: None")
class SEQUENCER_PT_effect(SequencerButtonsPanel, Panel):
bl_label = "Effect Strip"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = act_strip(context)
if not strip:
return False
return strip.type in {'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER',
'CROSS', 'GAMMA_CROSS', 'MULTIPLY', 'OVER_DROP',
'WIPE', 'GLOW', 'TRANSFORM', 'COLOR', 'SPEED',
'MULTICAM', 'GAUSSIAN_BLUR'}
def draw(self, context):
layout = self.layout
strip = act_strip(context)
if strip.input_count > 0:
col = layout.column()
col.prop(strip, "input_1")
if strip.input_count > 1:
col.prop(strip, "input_2")
if strip.type == 'COLOR':
layout.prop(strip, "color")
elif strip.type == 'WIPE':
col = layout.column()
col.prop(strip, "transition_type")
col.label(text="Direction:")
col.row().prop(strip, "direction", expand=True)
col = layout.column()
col.prop(strip, "blur_width", slider=True)
if strip.transition_type in {'SINGLE', 'DOUBLE'}:
col.prop(strip, "angle")
elif strip.type == 'GLOW':
flow = layout.column_flow()
flow.prop(strip, "threshold", slider=True)
flow.prop(strip, "clamp", slider=True)
flow.prop(strip, "boost_factor")
flow.prop(strip, "blur_radius")
row = layout.row()
row.prop(strip, "quality", slider=True)
row.prop(strip, "use_only_boost")
elif strip.type == 'SPEED':
layout.prop(strip, "use_default_fade", "Stretch to input strip length")
if not strip.use_default_fade:
layout.prop(strip, "use_as_speed")
if strip.use_as_speed:
layout.prop(strip, "speed_factor")
else:
layout.prop(strip, "speed_factor", text="Frame number")
layout.prop(strip, "scale_to_length")
elif strip.type == 'TRANSFORM':
layout = self.layout
col = layout.column()
2012-06-19 22:17:19 +00:00
col.prop(strip, "interpolation")
col.prop(strip, "translation_unit")
col = layout.column(align=True)
col.label(text="Position:")
col.prop(strip, "translate_start_x", text="X")
col.prop(strip, "translate_start_y", text="Y")
layout.separator()
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col = layout.column(align=True)
col.prop(strip, "use_uniform_scale")
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if strip.use_uniform_scale:
col = layout.column(align=True)
col.prop(strip, "scale_start_x", text="Scale")
else:
col = layout.column(align=True)
col.label(text="Scale:")
col.prop(strip, "scale_start_x", text="X")
col.prop(strip, "scale_start_y", text="Y")
layout.separator()
col = layout.column(align=True)
col.label(text="Rotation:")
col.prop(strip, "rotation_start", text="Rotation")
2011-11-11 03:28:46 +00:00
elif strip.type == 'MULTICAM':
layout.prop(strip, "multicam_source")
row = layout.row(align=True)
sub = row.row(align=True)
sub.scale_x = 2.0
2010-06-09 19:12:03 +00:00
sub.operator("screen.animation_play", text="", icon='PAUSE' if context.screen.is_animation_playing else 'PLAY')
row.label("Cut To")
for i in range(1, strip.channel):
row.operator("sequencer.cut_multicam", text="%d" % i).camera = i
col = layout.column(align=True)
if strip.type == 'SPEED':
col.prop(strip, "multiply_speed")
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elif strip.type in {'CROSS', 'GAMMA_CROSS', 'WIPE', 'ALPHA_OVER', 'ALPHA_UNDER', 'OVER_DROP'}:
col.prop(strip, "use_default_fade", "Default fade")
if not strip.use_default_fade:
col.prop(strip, "effect_fader", text="Effect fader")
elif strip.type == 'GAUSSIAN_BLUR':
col.prop(strip, "size_x")
col.prop(strip, "size_y")
2010-09-07 15:17:42 +00:00
class SEQUENCER_PT_input(SequencerButtonsPanel, Panel):
bl_label = "Strip Input"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = act_strip(context)
if not strip:
return False
return strip.type in {'MOVIE', 'IMAGE', 'SCENE', 'MOVIECLIP', 'META',
'ADD', 'SUBTRACT', 'ALPHA_OVER', 'ALPHA_UNDER',
'CROSS', 'GAMMA_CROSS', 'MULTIPLY', 'OVER_DROP',
'WIPE', 'GLOW', 'TRANSFORM', 'COLOR',
'MULTICAM', 'SPEED', 'ADJUSTMENT'}
2010-03-06 01:40:29 +00:00
def draw(self, context):
layout = self.layout
strip = act_strip(context)
seq_type = strip.type
# draw a filename if we have one
if seq_type == 'IMAGE':
split = layout.split(percentage=0.2)
split.label(text="Path:")
split.prop(strip, "directory", text="")
# Current element for the filename
elem = strip.strip_elem_from_frame(context.scene.frame_current)
if elem:
split = layout.split(percentage=0.2)
split.label(text="File:")
split.prop(elem, "filename", text="") # strip.elements[0] could be a fallback
layout.prop(strip.colorspace_settings, "name")
Alpha premul pipeline cleanup This assumptions are now made: - Internally float buffers are always linear alpha-premul colors - Readers should worry about delivering float buffers with that assumptions. - There's an input image setting to say whether it's stored with straight/premul alpha on the disk. - Byte buffers are now assumed have straight alpha, readers should deliver straight alpha. Some implementation details: - Removed scene's color unpremultiply setting, which was very much confusing and was wrong for default settings. Now all renderers assumes to deliver premultiplied alpha. - IMB_buffer_byte_from_float will now linearize alpha when converting from buffer. - Sequencer's effects were changed to assume bytes have got straight alpha. Most of effects will work with bytes still, however for glow it was more tricky to avoid data loss, so there's a commented out glow implementation which converts byte buffer to floats first, operates on floats and returns bytes back. It's slower and not sure if it should actually be used -- who're using glow on alpha anyway? - Sequencer modifiers should also be working nice with straight bytes now. - GLSL preview will predivide float textures to make nice shading, shading with byte textures worked nice (GLSL was assuming straight alpha). - Blender Internal will set alpha=1 to the whole sky. The same happens in Cycles and there's no way to avoid this -- sky is neither straight nor premul and doesn't fit color pipeline well. - Straight alpha mode for render result was also eliminated. - Conversion to correct alpha need to be done before linearizing float buffer. - TIFF will now load and save files with proper alpha mode setting in file meta data header. - Remove Use Alpha from texture mapping and replaced with image datablock setting. Behaves much more predictable and clear from code point of view and solves possible regressions when non-premultiplied images were used as textures with ignoring alpha channel.
2012-12-31 13:52:13 +00:00
layout.prop(strip, "alpha_mode")
layout.operator("sequencer.change_path")
elif seq_type == 'MOVIE':
split = layout.split(percentage=0.2)
split.label(text="Path:")
split.prop(strip, "filepath", text="")
2012-06-19 22:17:19 +00:00
layout.prop(strip.colorspace_settings, "name")
layout.prop(strip, "mpeg_preseek")
layout.prop(strip, "stream_index")
2012-06-19 22:17:19 +00:00
layout.prop(strip, "use_translation", text="Image Offset")
if strip.use_translation:
col = layout.column(align=True)
col.prop(strip.transform, "offset_x", text="X")
col.prop(strip.transform, "offset_y", text="Y")
layout.prop(strip, "use_crop", text="Image Crop")
if strip.use_crop:
col = layout.column(align=True)
2010-08-21 04:51:00 +00:00
col.prop(strip.crop, "max_y")
col.prop(strip.crop, "min_x")
col.prop(strip.crop, "min_y")
col.prop(strip.crop, "max_x")
if not isinstance(strip, bpy.types.EffectSequence):
col = layout.column(align=True)
col.label(text="Trim Duration (hard):")
col.prop(strip, "animation_offset_start", text="Start")
col.prop(strip, "animation_offset_end", text="End")
col = layout.column(align=True)
col.label(text="Trim Duration (soft):")
col.prop(strip, "frame_offset_start", text="Start")
col.prop(strip, "frame_offset_end", text="End")
2010-03-06 01:40:29 +00:00
class SEQUENCER_PT_sound(SequencerButtonsPanel, Panel):
bl_label = "Sound"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = act_strip(context)
if not strip:
return False
return (strip.type == 'SOUND')
def draw(self, context):
layout = self.layout
st = context.space_data
strip = act_strip(context)
sound = strip.sound
# TODO: add support to handle SOUND datablock in sequencer soundstrips... For now, hide this useless thing!
# layout.template_ID(strip, "sound", open="sound.open")
# layout.separator()
layout.prop(strip, "filepath", text="")
if sound is not None:
row = layout.row()
if sound.packed_file:
row.operator("sound.unpack", icon='PACKAGE', text="Unpack")
else:
row.operator("sound.pack", icon='UGLYPACKAGE', text="Pack")
row.prop(sound, "use_memory_cache")
if st.waveform_draw_type == 'DEFAULT_WAVEFORMS':
layout.prop(strip, "show_waveform")
layout.prop(strip, "volume")
layout.prop(strip, "pitch")
layout.prop(strip, "pan")
col = layout.column(align=True)
col.label(text="Trim Duration (hard):")
col.prop(strip, "animation_offset_start", text="Start")
col.prop(strip, "animation_offset_end", text="End")
col = layout.column(align=True)
col.label(text="Trim Duration (soft):")
col.prop(strip, "frame_offset_start", text="Start")
col.prop(strip, "frame_offset_end", text="End")
class SEQUENCER_PT_scene(SequencerButtonsPanel, Panel):
bl_label = "Scene"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = act_strip(context)
if not strip:
return False
return (strip.type == 'SCENE')
def draw(self, context):
layout = self.layout
strip = act_strip(context)
layout.template_ID(strip, "scene")
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scene = strip.scene
layout.label(text="Camera Override")
layout.template_ID(strip, "scene_camera")
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if scene:
layout.prop(scene, "audio_volume", text="Audio Volume")
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sta = scene.frame_start
end = scene.frame_end
layout.label(text=iface_("Original frame range: %d-%d (%d)") % (sta, end, end - sta + 1), translate=False)
2012-06-07 18:24:36 +00:00
class SEQUENCER_PT_mask(SequencerButtonsPanel, Panel):
bl_label = "Mask"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = act_strip(context)
if not strip:
return False
return (strip.type == 'MASK')
def draw(self, context):
layout = self.layout
strip = act_strip(context)
layout.template_ID(strip, "mask")
mask = strip.mask
if mask:
sta = mask.frame_start
end = mask.frame_end
layout.label(text=iface_("Original frame range: %d-%d (%d)") % (sta, end, end - sta + 1), translate=False)
2012-06-07 18:24:36 +00:00
class SEQUENCER_PT_filter(SequencerButtonsPanel, Panel):
bl_label = "Filter"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = act_strip(context)
if not strip:
return False
2012-06-07 18:24:36 +00:00
return strip.type in {'MOVIE', 'IMAGE', 'SCENE', 'MOVIECLIP', 'MASK',
'META', 'ADD', 'SUBTRACT', 'ALPHA_OVER',
'ALPHA_UNDER', 'CROSS', 'GAMMA_CROSS', 'MULTIPLY',
'OVER_DROP', 'WIPE', 'GLOW', 'TRANSFORM', 'COLOR',
'MULTICAM', 'SPEED', 'ADJUSTMENT'}
def draw(self, context):
layout = self.layout
strip = act_strip(context)
col = layout.column()
col.label(text="Video:")
col.prop(strip, "strobe")
if strip.type == 'MOVIECLIP':
col = layout.column()
col.label(text="Tracker:")
col.prop(strip, "stabilize2d")
col = layout.column()
col.label(text="Distortion:")
col.prop(strip, "undistort")
2012-06-19 22:17:19 +00:00
split = layout.split(percentage=0.65)
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col = split.column()
col.prop(strip, "use_reverse_frames", text="Backwards")
col.prop(strip, "use_deinterlace")
2012-06-19 22:17:19 +00:00
col = split.column()
col.label(text="Flip:")
col.prop(strip, "use_flip_x", text="X")
col.prop(strip, "use_flip_y", text="Y")
col = layout.column()
col.label(text="Colors:")
col.prop(strip, "color_saturation", text="Saturation")
col.prop(strip, "color_multiply", text="Multiply")
col.prop(strip, "use_float")
class SEQUENCER_PT_proxy(SequencerButtonsPanel, Panel):
bl_label = "Proxy / Timecode"
@classmethod
def poll(cls, context):
if not cls.has_sequencer(context):
return False
strip = act_strip(context)
if not strip:
return False
return strip.type in {'MOVIE', 'IMAGE', 'SCENE', 'META', 'MULTICAM'}
def draw_header(self, context):
strip = act_strip(context)
self.layout.prop(strip, "use_proxy", text="")
def draw(self, context):
layout = self.layout
strip = act_strip(context)
flow = layout.column_flow()
flow.prop(strip, "use_proxy_custom_directory")
flow.prop(strip, "use_proxy_custom_file")
if strip.proxy:
if strip.use_proxy_custom_directory and not strip.use_proxy_custom_file:
flow.prop(strip.proxy, "directory")
if strip.use_proxy_custom_file:
flow.prop(strip.proxy, "filepath")
row = layout.row()
row.prop(strip.proxy, "build_25")
row.prop(strip.proxy, "build_50")
row.prop(strip.proxy, "build_75")
row.prop(strip.proxy, "build_100")
col = layout.column()
col.label(text="Build JPEG quality")
col.prop(strip.proxy, "quality")
2012-07-04 21:41:05 +00:00
if strip.type == 'MOVIE':
col = layout.column()
col.label(text="Use timecode index:")
col.prop(strip.proxy, "timecode")
class SEQUENCER_PT_preview(SequencerButtonsPanel_Output, Panel):
bl_label = "Scene Preview/Render"
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
def draw(self, context):
layout = self.layout
2012-07-29 12:07:06 +00:00
render = context.scene.render
col = layout.column()
col.prop(render, "use_sequencer_gl_preview", text="Open GL Preview")
col = layout.column()
#col.active = render.use_sequencer_gl_preview
col.prop(render, "sequencer_gl_preview", text="")
row = col.row()
row.active = render.sequencer_gl_preview == 'SOLID'
row.prop(render, "use_sequencer_gl_textured_solid")
class SEQUENCER_PT_view(SequencerButtonsPanel_Output, Panel):
bl_label = "View Settings"
def draw(self, context):
layout = self.layout
st = context.space_data
col = layout.column()
if st.display_mode == 'IMAGE':
col.prop(st, "draw_overexposed")
col.prop(st, "show_safe_margin")
elif st.display_mode == 'WAVEFORM':
col.prop(st, "show_separate_color")
col.prop(st, "proxy_render_size")
class SEQUENCER_PT_modifiers(SequencerButtonsPanel, Panel):
bl_label = "Modifiers"
def draw(self, context):
layout = self.layout
strip = act_strip(context)
sequencer = context.scene.sequence_editor
Color Management, Stage 2: Switch color pipeline to use OpenColorIO Replace old color pipeline which was supporting linear/sRGB color spaces only with OpenColorIO-based pipeline. This introduces two configurable color spaces: - Input color space for images and movie clips. This space is used to convert images/movies from color space in which file is saved to Blender's linear space (for float images, byte images are not internally converted, only input space is stored for such images and used later). This setting could be found in image/clip data block settings. - Display color space which defines space in which particular display is working. This settings could be found in scene's Color Management panel. When render result is being displayed on the screen, apart from converting image to display space, some additional conversions could happen. This conversions are: - View, which defines tone curve applying before display transformation. These are different ways to view the image on the same display device. For example it could be used to emulate film view on sRGB display. - Exposure affects on image exposure before tone map is applied. - Gamma is post-display gamma correction, could be used to match particular display gamma. - RGB curves are user-defined curves which are applying before display transformation, could be used for different purposes. All this settings by default are only applying on render result and does not affect on other images. If some particular image needs to be affected by this transformation, "View as Render" setting of image data block should be set to truth. Movie clips are always affected by all display transformations. This commit also introduces configurable color space in which sequencer is working. This setting could be found in scene's Color Management panel and it should be used if such stuff as grading needs to be done in color space different from sRGB (i.e. when Film view on sRGB display is use, using VD16 space as sequencer's internal space would make grading working in space which is close to the space using for display). Some technical notes: - Image buffer's float buffer is now always in linear space, even if it was created from 16bit byte images. - Space of byte buffer is stored in image buffer's rect_colorspace property. - Profile of image buffer was removed since it's not longer meaningful. - OpenGL and GLSL is supposed to always work in sRGB space. It is possible to support other spaces, but it's quite large project which isn't so much important. - Legacy Color Management option disabled is emulated by using None display. It could have some regressions, but there's no clear way to avoid them. - If OpenColorIO is disabled on build time, it should make blender behaving in the same way as previous release with color management enabled. More details could be found at this page (more details would be added soon): http://wiki.blender.org/index.php/Dev:Ref/Release_Notes/2.64/Color_Management -- Thanks to Xavier Thomas, Lukas Toene for initial work on OpenColorIO integration and to Brecht van Lommel for some further development and code/ usecase review!
2012-09-15 10:05:07 +00:00
layout.prop(strip, "use_linear_modifiers")
layout.operator_menu_enum("sequencer.strip_modifier_add", "type")
for mod in strip.modifiers:
box = layout.box()
row = box.row()
row.prop(mod, "show_expanded", text="", emboss=False)
row.prop(mod, "name", text="")
row.prop(mod, "mute", text="")
sub = row.row(align=True)
props = sub.operator("sequencer.strip_modifier_move", text="", icon='TRIA_UP')
props.name = mod.name
props.direction = 'UP'
props = sub.operator("sequencer.strip_modifier_move", text="", icon='TRIA_DOWN')
props.name = mod.name
props.direction = 'DOWN'
row.operator("sequencer.strip_modifier_remove", text="", icon='X', emboss=False).name = mod.name
if mod.show_expanded:
row = box.row()
row.prop(mod, "input_mask_type", expand=True)
if mod.input_mask_type == 'STRIP':
sequences_object = sequencer
2014-02-18 13:05:31 +00:00
if sequencer.meta_stack:
sequences_object = sequencer.meta_stack[-1]
box.prop_search(mod, "input_mask_strip", sequences_object, "sequences", text="Mask")
else:
box.prop(mod, "input_mask_id")
if mod.type == 'COLOR_BALANCE':
box.prop(mod, "color_multiply")
draw_color_balance(box, mod.color_balance)
elif mod.type == 'CURVES':
box.template_curve_mapping(mod, "curve_mapping", type='COLOR')
elif mod.type == 'HUE_CORRECT':
box.template_curve_mapping(mod, "curve_mapping", type='HUE')
elif mod.type == 'BRIGHT_CONTRAST':
col = box.column()
col.prop(mod, "bright")
col.prop(mod, "contrast")
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-11-30 12:52:06 +00:00
class SEQUENCER_PT_grease_pencil(GreasePencilDataPanel, SequencerButtonsPanel_Output, Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
# NOTE: this is just a wrapper around the generic GP Panel
# But, it should only show up when there are images in the preview region
class SEQUENCER_PT_grease_pencil_tools(GreasePencilToolsPanel, SequencerButtonsPanel_Output, Panel):
bl_space_type = 'SEQUENCE_EDITOR'
bl_region_type = 'UI'
# NOTE: this is just a wrapper around the generic GP tools panel
# It contains access to some essential tools usually found only in
# toolbar, which doesn't exist here...
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)