blender/release/scripts/startup/bl_ui/space_view3d.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
from bl_ui.properties_paint_common import UnifiedPaintPanel
from bpy.app.translations import contexts as i18n_contexts
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class VIEW3D_HT_header(Header):
bl_space_type = 'VIEW_3D'
def draw(self, context):
layout = self.layout
view = context.space_data
# mode_string = context.mode
obj = context.active_object
toolsettings = context.tool_settings
row = layout.row(align=True)
row.template_header()
sub = row.row(align=True)
VIEW3D_MT_editor_menus.draw_collapsible(context, layout)
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# Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode...
row = layout
layout.template_header_3D()
if obj:
mode = obj.mode
# Particle edit
if mode == 'PARTICLE_EDIT':
row.prop(toolsettings.particle_edit, "select_mode", text="", expand=True)
# Occlude geometry
if ((view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'} and (mode == 'PARTICLE_EDIT' or (mode == 'EDIT' and obj.type == 'MESH'))) or
(mode == 'WEIGHT_PAINT')):
row.prop(view, "use_occlude_geometry", text="")
# Proportional editing
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 context.gpencil_data and context.gpencil_data.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)
elif mode in {'EDIT', 'PARTICLE_EDIT'}:
row = layout.row(align=True)
row.prop(toolsettings, "proportional_edit", icon_only=True)
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if toolsettings.proportional_edit != 'DISABLED':
row.prop(toolsettings, "proportional_edit_falloff", icon_only=True)
elif mode == 'OBJECT':
row = layout.row(align=True)
row.prop(toolsettings, "use_proportional_edit_objects", icon_only=True)
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if toolsettings.use_proportional_edit_objects:
row.prop(toolsettings, "proportional_edit_falloff", icon_only=True)
else:
# Proportional editing
if context.gpencil_data and context.gpencil_data.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)
# Snap
if not obj or mode not in {'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT'}:
snap_element = toolsettings.snap_element
row = layout.row(align=True)
row.prop(toolsettings, "use_snap", text="")
row.prop(toolsettings, "snap_element", icon_only=True)
if snap_element != 'INCREMENT':
row.prop(toolsettings, "snap_target", text="")
if obj:
if mode in {'OBJECT', 'POSE'} and snap_element != 'VOLUME':
row.prop(toolsettings, "use_snap_align_rotation", text="")
elif mode == 'EDIT':
row.prop(toolsettings, "use_snap_self", text="")
if snap_element == 'VOLUME':
row.prop(toolsettings, "use_snap_peel_object", text="")
elif snap_element == 'FACE':
row.prop(toolsettings, "use_snap_project", text="")
# AutoMerge editing
if obj:
if (mode == 'EDIT' and obj.type == 'MESH'):
layout.prop(toolsettings, "use_mesh_automerge", text="", icon='AUTOMERGE_ON')
# OpenGL render
row = layout.row(align=True)
row.operator("render.opengl", text="", icon='RENDER_STILL')
row.operator("render.opengl", text="", icon='RENDER_ANIMATION').animation = True
# Pose
if obj and mode == 'POSE':
row = layout.row(align=True)
row.operator("pose.copy", text="", icon='COPYDOWN')
row.operator("pose.paste", text="", icon='PASTEDOWN')
row.operator("pose.paste", text="", icon='PASTEFLIPDOWN').flipped = 1
class VIEW3D_MT_editor_menus(Menu):
bl_space_type = 'VIEW3D_MT_editor_menus'
bl_label = ""
def draw(self, context):
self.draw_menus(self.layout, context)
@staticmethod
def draw_menus(layout, context):
obj = context.active_object
mode_string = context.mode
edit_object = context.edit_object
layout.menu("VIEW3D_MT_view")
# Select Menu
if mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}:
mesh = obj.data
if mesh.use_paint_mask:
layout.menu("VIEW3D_MT_select_paint_mask")
elif mesh.use_paint_mask_vertex and mode_string == 'PAINT_WEIGHT':
layout.menu("VIEW3D_MT_select_paint_mask_vertex")
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elif mode_string != 'SCULPT':
layout.menu("VIEW3D_MT_select_%s" % mode_string.lower())
if mode_string == 'OBJECT':
layout.menu("INFO_MT_add", text="Add")
elif mode_string == 'EDIT_MESH':
layout.menu("INFO_MT_mesh_add", text="Add")
elif mode_string == 'EDIT_CURVE':
layout.menu("INFO_MT_curve_add", text="Add")
elif mode_string == 'EDIT_SURFACE':
layout.menu("INFO_MT_surface_add", text="Add")
elif mode_string == 'EDIT_METABALL':
layout.menu("INFO_MT_metaball_add", text="Add")
elif mode_string == 'EDIT_ARMATURE':
layout.menu("INFO_MT_edit_armature_add", text="Add")
if edit_object:
layout.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower())
elif obj:
if mode_string not in {'PAINT_TEXTURE'}:
layout.menu("VIEW3D_MT_%s" % mode_string.lower())
if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}:
layout.menu("VIEW3D_MT_brush")
if mode_string == 'SCULPT':
layout.menu("VIEW3D_MT_hide_mask")
else:
layout.menu("VIEW3D_MT_object")
# ********** Menu **********
# ********** Utilities **********
class ShowHideMenu():
bl_label = "Show/Hide"
_operator_name = ""
def draw(self, context):
layout = self.layout
layout.operator("%s.reveal" % self._operator_name, text="Show Hidden")
layout.operator("%s.hide" % self._operator_name, text="Hide Selected").unselected = False
layout.operator("%s.hide" % self._operator_name, text="Hide Unselected").unselected = True
# Standard transforms which apply to all cases
# NOTE: this doesn't seem to be able to be used directly
class VIEW3D_MT_transform_base(Menu):
bl_label = "Transform"
# TODO: get rid of the custom text strings?
def draw(self, context):
layout = self.layout
layout.operator("transform.translate", text="Grab/Move")
# TODO: sub-menu for grab per axis
layout.operator("transform.rotate", text="Rotate")
# TODO: sub-menu for rot per axis
layout.operator("transform.resize", text="Scale")
# TODO: sub-menu for scale per axis
layout.separator()
layout.operator("transform.tosphere", text="To Sphere")
layout.operator("transform.shear", text="Shear")
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layout.operator("transform.bend", text="Bend")
layout.operator("transform.push_pull", text="Push/Pull")
layout.operator("object.vertex_warp", text="Warp")
layout.operator("object.vertex_random", text="Randomize")
# Generic transform menu - geometry types
class VIEW3D_MT_transform(VIEW3D_MT_transform_base):
def draw(self, context):
# base menu
VIEW3D_MT_transform_base.draw(self, context)
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# generic...
layout = self.layout
layout.operator("transform.shrink_fatten", text="Shrink Fatten")
layout.separator()
layout.operator("transform.translate", text="Move Texture Space").texture_space = True
layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
# Object-specific extensions to Transform menu
class VIEW3D_MT_transform_object(VIEW3D_MT_transform_base):
def draw(self, context):
layout = self.layout
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# base menu
VIEW3D_MT_transform_base.draw(self, context)
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# object-specific option follow...
layout.separator()
layout.operator("transform.translate", text="Move Texture Space").texture_space = True
layout.operator("transform.resize", text="Scale Texture Space").texture_space = True
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layout.separator()
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layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("transform.transform", text="Align to Transform Orientation").mode = 'ALIGN' # XXX see alignmenu() in edit.c of b2.4x to get this working
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("object.origin_set", text="Geometry to Origin").type = 'GEOMETRY_ORIGIN'
layout.operator("object.origin_set", text="Origin to Geometry").type = 'ORIGIN_GEOMETRY'
layout.operator("object.origin_set", text="Origin to 3D Cursor").type = 'ORIGIN_CURSOR'
layout.operator("object.origin_set", text="Origin to Center of Mass").type = 'ORIGIN_CENTER_OF_MASS'
layout.separator()
layout.operator("object.randomize_transform")
layout.operator("object.align")
layout.separator()
layout.operator("object.anim_transforms_to_deltas")
# Armature EditMode extensions to Transform menu
class VIEW3D_MT_transform_armature(VIEW3D_MT_transform_base):
def draw(self, context):
layout = self.layout
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# base menu
VIEW3D_MT_transform_base.draw(self, context)
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# armature specific extensions follow...
layout.separator()
obj = context.object
if obj.type == 'ARMATURE' and obj.mode in {'EDIT', 'POSE'}:
if obj.data.draw_type == 'BBONE':
layout.operator("transform.transform", text="Scale BBone").mode = 'BONE_SIZE'
elif obj.data.draw_type == 'ENVELOPE':
layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONE_SIZE'
layout.operator("transform.transform", text="Scale Radius").mode = 'BONE_ENVELOPE'
if context.edit_object and context.edit_object.type == 'ARMATURE':
layout.operator("armature.align")
class VIEW3D_MT_mirror(Menu):
bl_label = "Mirror"
def draw(self, context):
layout = self.layout
layout.operator("transform.mirror", text="Interactive Mirror")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("transform.mirror", text="X Global")
props.constraint_axis = (True, False, False)
props.constraint_orientation = 'GLOBAL'
props = layout.operator("transform.mirror", text="Y Global")
props.constraint_axis = (False, True, False)
props.constraint_orientation = 'GLOBAL'
props = layout.operator("transform.mirror", text="Z Global")
props.constraint_axis = (False, False, True)
props.constraint_orientation = 'GLOBAL'
if context.edit_object:
layout.separator()
props = layout.operator("transform.mirror", text="X Local")
props.constraint_axis = (True, False, False)
props.constraint_orientation = 'LOCAL'
props = layout.operator("transform.mirror", text="Y Local")
props.constraint_axis = (False, True, False)
props.constraint_orientation = 'LOCAL'
props = layout.operator("transform.mirror", text="Z Local")
props.constraint_axis = (False, False, True)
props.constraint_orientation = 'LOCAL'
layout.operator("object.vertex_group_mirror")
class VIEW3D_MT_snap(Menu):
bl_label = "Snap"
def draw(self, context):
layout = self.layout
layout.operator("view3d.snap_selected_to_grid", text="Selection to Grid")
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor").use_offset = False
layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor (Offset)").use_offset = True
layout.separator()
layout.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected")
layout.operator("view3d.snap_cursor_to_center", text="Cursor to Center")
layout.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid")
layout.operator("view3d.snap_cursor_to_active", text="Cursor to Active")
class VIEW3D_MT_uv_map(Menu):
bl_label = "UV Mapping"
def draw(self, context):
layout = self.layout
layout.operator("uv.unwrap")
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("uv.smart_project")
layout.operator("uv.lightmap_pack")
layout.operator("uv.follow_active_quads")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("uv.cube_project")
layout.operator("uv.cylinder_project")
layout.operator("uv.sphere_project")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("uv.project_from_view").scale_to_bounds = False
layout.operator("uv.project_from_view", text="Project from View (Bounds)").scale_to_bounds = True
layout.separator()
layout.operator("uv.reset")
# ********** View menus **********
class VIEW3D_MT_view(Menu):
bl_label = "View"
def draw(self, context):
layout = self.layout
layout.operator("view3d.properties", icon='MENU_PANEL')
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layout.operator("view3d.toolshelf", icon='MENU_PANEL')
layout.separator()
layout.operator("view3d.viewnumpad", text="Camera").type = 'CAMERA'
layout.operator("view3d.viewnumpad", text="Top").type = 'TOP'
layout.operator("view3d.viewnumpad", text="Bottom").type = 'BOTTOM'
layout.operator("view3d.viewnumpad", text="Front").type = 'FRONT'
layout.operator("view3d.viewnumpad", text="Back").type = 'BACK'
layout.operator("view3d.viewnumpad", text="Right").type = 'RIGHT'
layout.operator("view3d.viewnumpad", text="Left").type = 'LEFT'
layout.menu("VIEW3D_MT_view_cameras", text="Cameras")
layout.separator()
layout.operator("view3d.view_persportho")
layout.separator()
layout.menu("VIEW3D_MT_view_navigation")
layout.menu("VIEW3D_MT_view_align")
layout.separator()
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("view3d.clip_border", text="Clipping Border...")
layout.operator("view3d.zoom_border", text="Zoom Border...")
layout.operator("view3d.render_border", text="Render Border...")
layout.separator()
layout.operator("view3d.layers", text="Show All Layers").nr = 0
layout.separator()
layout.operator("view3d.localview", text="View Global/Local")
layout.operator("view3d.view_selected")
layout.operator("view3d.view_all")
layout.separator()
layout.operator("screen.animation_play", text="Playback Animation")
layout.separator()
layout.operator("screen.area_dupli")
layout.operator("screen.region_quadview")
layout.operator("screen.screen_full_area", text="Toggle Maximize Area")
layout.operator("screen.screen_full_area").use_hide_panels = True
class VIEW3D_MT_view_navigation(Menu):
bl_label = "Navigation"
def draw(self, context):
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from math import pi
layout = self.layout
layout.operator_enum("view3d.view_orbit", "type")
layout.separator()
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layout.operator("view3d.view_roll", text="Roll Left").angle = pi / -12.0
layout.operator("view3d.view_roll", text="Roll Right").angle = pi / 12.0
layout.separator()
layout.operator_enum("view3d.view_pan", "type")
layout.separator()
layout.operator("view3d.zoom", text="Zoom In").delta = 1
layout.operator("view3d.zoom", text="Zoom Out").delta = -1
layout.operator("view3d.zoom_camera_1_to_1", text="Zoom Camera 1:1")
layout.separator()
layout.operator("view3d.fly")
View Navigation: Walk and Fly modes This is a addtion to the dynamic fly mode. It behaves as the first person navigation system available in most 3d world games nowadays. You can alternate between the old mode (Fly) and the new mode (Walk) in User Preferences > Inputs Manual: ------- http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View#View_Navigation http://wiki.blender.org/index.php/Doc:2.6/Manual/3D_interaction/Navigating/3D_View/Navigation_Modes Shortcuts: ---------- WASD (hold) - Move forward/backward and straft left/right QE (hold) - Move up and down Tab - Alternate between Walk and Fly modes Shift (hold) - Speed up movement Alt (hold) - Slow down movement Space or MMB - Teleport V - Jump +/- or mouse wheel - speed increase/decrease speed for this Blender session User Preferences Options: ------------------------- Navigation Mode - fly/walk navigation systems (fly is the old, walk is the new, next options are for walk mode only) Gravity - alternate between free navigation and walk with gravity modes Mouse Sensitivity - sensitivity factor to mouse influence to look around Teleport Duration - how long the teleport lasts Camera Height - camera height to use in gravity mode Jump Height - maximum jump speed in m/s Move Speed - base move speed in m/s Boost Factor - multiplication factor when running or going slow (1/boost) Development Notes: ------------------ * The initial code was based on view3d_fly.c. * The NDoF code was not touched, so it most likely is not working. Pending Issues: --------------- * Draw in the UI the shortcut options, and current values (e.g., Mode: Fly/Walk) (we need a proper API for that) * OSX seems to present issues if we re-center the mouse every time. We implemented a workaround for that, but a real fix would be welcome. Code reviewed and with collaborations from Campbell Barton - @campbellbarton Differential Revision: http://developer.blender.org/D30
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layout.operator("view3d.walk")
class VIEW3D_MT_view_align(Menu):
bl_label = "Align View"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_view_align_selected")
layout.separator()
layout.operator("view3d.view_all", text="Center Cursor and View All").center = True
layout.operator("view3d.camera_to_view", text="Align Active Camera to View")
layout.operator("view3d.camera_to_view_selected", text="Align Active Camera to Selected")
layout.operator("view3d.view_selected")
layout.operator("view3d.view_center_cursor")
layout.separator()
layout.operator("view3d.view_lock_to_active")
layout.operator("view3d.view_lock_clear")
class VIEW3D_MT_view_align_selected(Menu):
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bl_label = "Align View to Active"
def draw(self, context):
layout = self.layout
props = layout.operator("view3d.viewnumpad", text="Top")
props.align_active = True
props.type = 'TOP'
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props = layout.operator("view3d.viewnumpad", text="Bottom")
props.align_active = True
props.type = 'BOTTOM'
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props = layout.operator("view3d.viewnumpad", text="Front")
props.align_active = True
props.type = 'FRONT'
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props = layout.operator("view3d.viewnumpad", text="Back")
props.align_active = True
props.type = 'BACK'
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props = layout.operator("view3d.viewnumpad", text="Right")
props.align_active = True
props.type = 'RIGHT'
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props = layout.operator("view3d.viewnumpad", text="Left")
props.align_active = True
props.type = 'LEFT'
class VIEW3D_MT_view_cameras(Menu):
bl_label = "Cameras"
def draw(self, context):
layout = self.layout
layout.operator("view3d.object_as_camera")
layout.operator("view3d.viewnumpad", text="Active Camera").type = 'CAMERA'
# ********** Select menus, suffix from context.mode **********
class VIEW3D_MT_select_object(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("object.select_all").action = 'TOGGLE'
layout.operator("object.select_all", text="Inverse").action = 'INVERT'
layout.operator("object.select_random", text="Random")
layout.operator("object.select_mirror", text="Mirror")
layout.operator("object.select_by_layer", text="Select All by Layer")
layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...")
layout.operator("object.select_camera", text="Select Camera")
layout.separator()
layout.operator_menu_enum("object.select_grouped", "type", text="Grouped")
layout.operator_menu_enum("object.select_linked", "type", text="Linked")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_pose(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("pose.select_all").action = 'TOGGLE'
layout.operator("pose.select_all", text="Inverse").action = 'INVERT'
layout.operator("pose.select_mirror", text="Flip Active")
layout.operator("pose.select_constraint_target", text="Constraint Target")
layout.operator("pose.select_linked", text="Linked")
layout.separator()
layout.operator("pose.select_hierarchy", text="Parent").direction = 'PARENT'
layout.operator("pose.select_hierarchy", text="Child").direction = 'CHILD'
layout.separator()
props = layout.operator("pose.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("pose.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
layout.separator()
layout.operator_menu_enum("pose.select_grouped", "type", text="Grouped")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_particle(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.separator()
layout.operator("particle.select_all").action = 'TOGGLE'
layout.operator("particle.select_linked")
layout.operator("particle.select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_random")
layout.separator()
layout.operator("particle.select_roots", text="Roots")
layout.operator("particle.select_tips", text="Tips")
class VIEW3D_MT_edit_mesh_select_similar(Menu):
bl_label = "Select Similar"
def draw(self, context):
layout = self.layout
layout.operator_enum("mesh.select_similar", "type")
layout.separator()
layout.operator("mesh.select_similar_region", text="Face Regions")
class VIEW3D_MT_select_edit_mesh(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
# primitive
layout.operator("mesh.select_all").action = 'TOGGLE'
layout.operator("mesh.select_all", text="Inverse").action = 'INVERT'
layout.separator()
# numeric
layout.operator("mesh.select_random", text="Random")
layout.operator("mesh.select_nth")
layout.separator()
# geometric
layout.operator("mesh.edges_select_sharp", text="Sharp Edges")
layout.operator("mesh.faces_select_linked_flat", text="Linked Flat Faces")
layout.separator()
# topology
layout.operator("mesh.select_loose", text="Loose Geometry")
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if context.scene.tool_settings.mesh_select_mode[2] is False:
layout.operator("mesh.select_non_manifold", text="Non Manifold")
layout.operator("mesh.select_interior_faces", text="Interior Faces")
layout.operator("mesh.select_face_by_sides")
layout.separator()
# other ...
layout.menu("VIEW3D_MT_edit_mesh_select_similar")
layout.operator("mesh.select_ungrouped", text="Ungrouped Verts")
layout.separator()
layout.operator("mesh.select_more", text="More")
layout.operator("mesh.select_less", text="Less")
layout.separator()
layout.operator("mesh.select_mirror", text="Mirror")
layout.operator("mesh.select_axis", text="Side of Active")
layout.operator("mesh.select_linked", text="Linked")
layout.operator("mesh.shortest_path_select", text="Shortest Path")
layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False
layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True
layout.separator()
layout.operator("mesh.loop_to_region")
layout.operator("mesh.region_to_loop")
class VIEW3D_MT_select_edit_curve(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("curve.select_all").action = 'TOGGLE'
layout.operator("curve.select_all", text="Inverse").action = 'INVERT'
layout.operator("curve.select_random")
layout.operator("curve.select_nth")
layout.operator("curve.select_linked", text="Select Linked")
layout.separator()
layout.operator("curve.de_select_first")
layout.operator("curve.de_select_last")
layout.operator("curve.select_next")
layout.operator("curve.select_previous")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_surface(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("curve.select_all").action = 'TOGGLE'
layout.operator("curve.select_all", text="Inverse").action = 'INVERT'
layout.operator("curve.select_random")
layout.operator("curve.select_nth")
layout.operator("curve.select_linked", text="Select Linked")
layout.separator()
layout.operator("curve.select_row")
layout.separator()
layout.operator("curve.select_more")
layout.operator("curve.select_less")
class VIEW3D_MT_select_edit_text(Menu):
# intentional name mis-match
# select menu for 3d-text doesn't make sense
bl_label = "Edit"
def draw(self, context):
layout = self.layout
layout.operator("font.text_copy", text="Copy")
layout.operator("font.text_cut", text="Cut")
layout.operator("font.text_paste", text="Paste")
layout.separator()
layout.operator("font.text_paste_from_file")
layout.operator("font.text_paste_from_clipboard")
layout.separator()
layout.operator("font.select_all")
class VIEW3D_MT_select_edit_metaball(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("mball.select_all").action = 'TOGGLE'
layout.operator("mball.select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("mball.select_random_metaelems")
layout.separator()
layout.operator_menu_enum("mball.select_similar", "type", text="Similar")
class VIEW3D_MT_select_edit_lattice(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("lattice.select_mirror")
layout.operator("lattice.select_random")
layout.operator("lattice.select_all").action = 'TOGGLE'
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layout.operator("lattice.select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("lattice.select_ungrouped", text="Ungrouped Verts")
class VIEW3D_MT_select_edit_armature(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("armature.select_all").action = 'TOGGLE'
layout.operator("armature.select_all", text="Inverse").action = 'INVERT'
layout.operator("armature.select_mirror", text="Mirror").extend = False
layout.separator()
layout.operator("armature.select_more", text="More")
layout.operator("armature.select_less", text="Less")
layout.separator()
layout.operator("armature.select_hierarchy", text="Parent").direction = 'PARENT'
layout.operator("armature.select_hierarchy", text="Child").direction = 'CHILD'
layout.separator()
props = layout.operator("armature.select_hierarchy", text="Extend Parent")
props.extend = True
props.direction = 'PARENT'
props = layout.operator("armature.select_hierarchy", text="Extend Child")
props.extend = True
props.direction = 'CHILD'
layout.operator_menu_enum("armature.select_similar", "type", text="Similar")
layout.operator("object.select_pattern", text="Select Pattern...")
class VIEW3D_MT_select_paint_mask(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("paint.face_select_all").action = 'TOGGLE'
layout.operator("paint.face_select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("paint.face_select_linked", text="Linked")
class VIEW3D_MT_select_paint_mask_vertex(Menu):
bl_label = "Select"
def draw(self, context):
layout = self.layout
layout.operator("view3d.select_border")
layout.operator("view3d.select_circle")
layout.separator()
layout.operator("paint.vert_select_all").action = 'TOGGLE'
layout.operator("paint.vert_select_all", text="Inverse").action = 'INVERT'
layout.separator()
layout.operator("paint.vert_select_ungrouped", text="Ungrouped Verts")
# ********** Add menu **********
# XXX: INFO_MT_ names used to keep backwards compatibility (Addons etc that hook into the menu)
class INFO_MT_mesh_add(Menu):
bl_idname = "INFO_MT_mesh_add"
bl_label = "Mesh"
def draw(self, context):
from .space_view3d_toolbar import VIEW3D_PT_tools_add_object
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
VIEW3D_PT_tools_add_object.draw_add_mesh(layout)
class INFO_MT_curve_add(Menu):
bl_idname = "INFO_MT_curve_add"
bl_label = "Curve"
def draw(self, context):
from .space_view3d_toolbar import VIEW3D_PT_tools_add_object
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
VIEW3D_PT_tools_add_object.draw_add_curve(layout)
class INFO_MT_surface_add(Menu):
bl_idname = "INFO_MT_surface_add"
bl_label = "Surface"
def draw(self, context):
from .space_view3d_toolbar import VIEW3D_PT_tools_add_object
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
VIEW3D_PT_tools_add_object.draw_add_surface(layout)
class INFO_MT_metaball_add(Menu):
bl_idname = "INFO_MT_metaball_add"
bl_label = "Metaball"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator_enum("object.metaball_add", "type")
class INFO_MT_edit_curve_add(Menu):
bl_idname = "INFO_MT_edit_curve_add"
bl_label = "Add"
def draw(self, context):
is_surf = context.active_object.type == 'SURFACE'
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
if is_surf:
INFO_MT_surface_add.draw(self, context)
else:
INFO_MT_curve_add.draw(self, context)
class INFO_MT_edit_armature_add(Menu):
bl_idname = "INFO_MT_edit_armature_add"
bl_label = "Armature"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.bone_primitive_add", text="Single Bone", icon='BONE_DATA')
class INFO_MT_armature_add(Menu):
bl_idname = "INFO_MT_armature_add"
bl_label = "Armature"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("object.armature_add", text="Single Bone", icon='BONE_DATA')
class INFO_MT_add(Menu):
bl_label = "Add"
def draw(self, context):
layout = self.layout
# note, don't use 'EXEC_SCREEN' or operators wont get the 'v3d' context.
# Note: was EXEC_AREA, but this context does not have the 'rv3d', which prevents
# "align_view" to work on first call (see [#32719]).
layout.operator_context = 'EXEC_REGION_WIN'
#layout.operator_menu_enum("object.mesh_add", "type", text="Mesh", icon='OUTLINER_OB_MESH')
layout.menu("INFO_MT_mesh_add", icon='OUTLINER_OB_MESH')
#layout.operator_menu_enum("object.curve_add", "type", text="Curve", icon='OUTLINER_OB_CURVE')
layout.menu("INFO_MT_curve_add", icon='OUTLINER_OB_CURVE')
#layout.operator_menu_enum("object.surface_add", "type", text="Surface", icon='OUTLINER_OB_SURFACE')
layout.menu("INFO_MT_surface_add", icon='OUTLINER_OB_SURFACE')
layout.menu("INFO_MT_metaball_add", text="Metaball", icon='OUTLINER_OB_META')
layout.operator("object.text_add", text="Text", icon='OUTLINER_OB_FONT')
layout.separator()
layout.menu("INFO_MT_armature_add", icon='OUTLINER_OB_ARMATURE')
layout.operator("object.add", text="Lattice", icon='OUTLINER_OB_LATTICE').type = 'LATTICE'
layout.operator_menu_enum("object.empty_add", "type", text="Empty", icon='OUTLINER_OB_EMPTY')
layout.separator()
layout.operator("object.speaker_add", text="Speaker", icon='OUTLINER_OB_SPEAKER')
layout.separator()
layout.operator("object.camera_add", text="Camera", icon='OUTLINER_OB_CAMERA')
layout.operator_menu_enum("object.lamp_add", "type", text="Lamp", icon='OUTLINER_OB_LAMP')
layout.separator()
layout.operator_menu_enum("object.effector_add", "type", text="Force Field", icon='OUTLINER_OB_EMPTY')
layout.separator()
if len(bpy.data.groups) > 10:
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("object.group_instance_add", text="Group Instance...", icon='OUTLINER_OB_EMPTY')
else:
layout.operator_menu_enum("object.group_instance_add", "group", text="Group Instance", icon='OUTLINER_OB_EMPTY')
# ********** Object menu **********
2011-01-01 07:20:34 +00:00
class VIEW3D_MT_object(Menu):
bl_context = "objectmode"
bl_label = "Object"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform_object")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_object_clear")
layout.menu("VIEW3D_MT_object_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
layout.separator()
layout.operator("object.duplicate_move")
layout.operator("object.duplicate_move_linked")
layout.operator("object.delete", text="Delete...")
layout.operator("object.proxy_make", text="Make Proxy...")
layout.menu("VIEW3D_MT_make_links", text="Make Links...")
layout.operator("object.make_dupli_face")
layout.operator_menu_enum("object.make_local", "type", text="Make Local...")
layout.menu("VIEW3D_MT_make_single_user")
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_object_track")
layout.menu("VIEW3D_MT_object_group")
layout.menu("VIEW3D_MT_object_constraints")
layout.separator()
layout.menu("VIEW3D_MT_object_quick_effects")
layout.separator()
layout.menu("VIEW3D_MT_object_game")
layout.separator()
layout.operator("object.join")
layout.separator()
layout.operator("object.move_to_layer", text="Move to Layer...")
layout.menu("VIEW3D_MT_object_showhide")
layout.operator_menu_enum("object.convert", "target")
class VIEW3D_MT_object_animation(Menu):
bl_label = "Animation"
def draw(self, context):
layout = self.layout
layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...")
layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframes...")
layout.operator("anim.keyframe_clear_v3d", text="Clear Keyframes...")
layout.operator("anim.keying_set_active_set", text="Change Keying Set...")
layout.separator()
layout.operator("nla.bake", text="Bake Action...")
class VIEW3D_MT_object_clear(Menu):
bl_label = "Clear"
def draw(self, context):
layout = self.layout
layout.operator("object.location_clear", text="Location")
layout.operator("object.rotation_clear", text="Rotation")
layout.operator("object.scale_clear", text="Scale")
2012-01-17 17:57:20 +00:00
layout.operator("object.origin_clear", text="Origin")
class VIEW3D_MT_object_specials(Menu):
bl_label = "Specials"
@classmethod
def poll(cls, context):
# add more special types
return context.object
def draw(self, context):
layout = self.layout
scene = context.scene
obj = context.object
if obj.type == 'CAMERA':
layout.operator_context = 'INVOKE_REGION_WIN'
if obj.data.type == 'PERSP':
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Angle")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.lens"
props.input_scale = 0.1
if obj.data.lens_unit == 'MILLIMETERS':
props.header_text = "Camera Lens Angle: %.1fmm"
else:
props.header_text = "Camera Lens Angle: %.1f\u00B0"
else:
props = layout.operator("wm.context_modal_mouse", text="Camera Lens Scale")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.ortho_scale"
props.input_scale = 0.01
props.header_text = "Camera Lens Scale: %.3f"
if not obj.data.dof_object:
#layout.label(text="Test Has DOF obj");
props = layout.operator("wm.context_modal_mouse", text="DOF Distance")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.dof_distance"
props.input_scale = 0.02
props.header_text = "DOF Distance: %.3f"
if obj.type in {'CURVE', 'FONT'}:
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Extrude Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.extrude"
props.input_scale = 0.01
props.header_text = "Extrude Size: %.3f"
props = layout.operator("wm.context_modal_mouse", text="Width Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.offset"
props.input_scale = 0.01
props.header_text = "Width Size: %.3f"
if obj.type == 'EMPTY':
layout.operator_context = 'INVOKE_REGION_WIN'
props = layout.operator("wm.context_modal_mouse", text="Empty Draw Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "empty_draw_size"
props.input_scale = 0.01
props.header_text = "Empty Draw Size: %.3f"
if obj.type == 'LAMP':
lamp = obj.data
layout.operator_context = 'INVOKE_REGION_WIN'
if scene.render.use_shading_nodes:
try:
value = lamp.node_tree.nodes["Emission"].inputs["Strength"].default_value
except AttributeError:
value = None
if value is not None:
props = layout.operator("wm.context_modal_mouse", text="Strength")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.node_tree.nodes[\"Emission\"].inputs[\"Strength\"].default_value"
props.header_text = "Lamp Strength: %.3f"
props.input_scale = 0.1
del value
if lamp.type == 'AREA':
props = layout.operator("wm.context_modal_mouse", text="Size X")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.size"
props.header_text = "Lamp Size X: %.3f"
if lamp.shape == 'RECTANGLE':
props = layout.operator("wm.context_modal_mouse", text="Size Y")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.size_y"
props.header_text = "Lamp Size Y: %.3f"
2013-06-27 03:05:19 +00:00
elif lamp.type in {'SPOT', 'POINT', 'SUN'}:
props = layout.operator("wm.context_modal_mouse", text="Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_soft_size"
props.header_text = "Lamp Size: %.3f"
else:
props = layout.operator("wm.context_modal_mouse", text="Energy")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.energy"
props.header_text = "Lamp Energy: %.3f"
if lamp.type in {'SPOT', 'AREA', 'POINT'}:
props = layout.operator("wm.context_modal_mouse", text="Falloff Distance")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.distance"
props.input_scale = 0.1
props.header_text = "Lamp Falloff Distance: %.1f"
if lamp.type == 'SPOT':
layout.separator()
props = layout.operator("wm.context_modal_mouse", text="Spot Size")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_size"
props.input_scale = 0.01
props.header_text = "Spot Size: %.2f"
props = layout.operator("wm.context_modal_mouse", text="Spot Blend")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.spot_blend"
props.input_scale = -0.01
props.header_text = "Spot Blend: %.2f"
if not scene.render.use_shading_nodes:
props = layout.operator("wm.context_modal_mouse", text="Clip Start")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_buffer_clip_start"
props.input_scale = 0.05
props.header_text = "Clip Start: %.2f"
props = layout.operator("wm.context_modal_mouse", text="Clip End")
props.data_path_iter = "selected_editable_objects"
props.data_path_item = "data.shadow_buffer_clip_end"
props.input_scale = 0.05
props.header_text = "Clip End: %.2f"
layout.separator()
props = layout.operator("object.isolate_type_render")
props = layout.operator("object.hide_render_clear_all")
2010-09-07 15:17:42 +00:00
class VIEW3D_MT_object_apply(Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
props = layout.operator("object.transform_apply", text="Location", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = True, False, False
props = layout.operator("object.transform_apply", text="Rotation", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, True, False
props = layout.operator("object.transform_apply", text="Scale", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, False, True
props = layout.operator("object.transform_apply", text="Rotation & Scale", text_ctxt=i18n_contexts.default)
props.location, props.rotation, props.scale = False, True, True
layout.separator()
layout.operator("object.visual_transform_apply", text="Visual Transform", text_ctxt=i18n_contexts.default)
layout.operator("object.duplicates_make_real")
class VIEW3D_MT_object_parent(Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator_enum("object.parent_set", "type")
layout.separator()
layout.operator_enum("object.parent_clear", "type")
class VIEW3D_MT_object_track(Menu):
bl_label = "Track"
def draw(self, context):
layout = self.layout
layout.operator_enum("object.track_set", "type")
layout.separator()
layout.operator_enum("object.track_clear", "type")
class VIEW3D_MT_object_group(Menu):
bl_label = "Group"
def draw(self, context):
layout = self.layout
layout.operator("group.create")
# layout.operator_menu_enum("group.objects_remove", "group") # BUGGY
layout.operator("group.objects_remove")
layout.operator("group.objects_remove_all")
layout.separator()
layout.operator("group.objects_add_active")
layout.operator("group.objects_remove_active")
class VIEW3D_MT_object_constraints(Menu):
bl_label = "Constraints"
def draw(self, context):
layout = self.layout
layout.operator("object.constraint_add_with_targets")
layout.operator("object.constraints_copy")
layout.operator("object.constraints_clear")
class VIEW3D_MT_object_quick_effects(Menu):
bl_label = "Quick Effects"
def draw(self, context):
layout = self.layout
layout.operator("object.quick_fur")
layout.operator("object.quick_explode")
layout.operator("object.quick_smoke")
layout.operator("object.quick_fluid")
class VIEW3D_MT_object_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("object.hide_view_clear", text="Show Hidden")
layout.operator("object.hide_view_set", text="Hide Selected").unselected = False
layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True
class VIEW3D_MT_make_single_user(Menu):
bl_label = "Make Single User"
def draw(self, context):
layout = self.layout
props = layout.operator("object.make_single_user", text="Object")
props.object = True
props.obdata = props.material = props.texture = props.animation = False
props = layout.operator("object.make_single_user", text="Object & Data")
props.object = props.obdata = True
props.material = props.texture = props.animation = False
props = layout.operator("object.make_single_user", text="Object & Data & Materials+Tex")
props.object = props.obdata = props.material = props.texture = True
props.animation = False
props = layout.operator("object.make_single_user", text="Materials+Tex")
props.material = props.texture = True
props.object = props.obdata = props.animation = False
props = layout.operator("object.make_single_user", text="Object Animation")
props.animation = True
props.object = props.obdata = props.material = props.texture = False
class VIEW3D_MT_make_links(Menu):
bl_label = "Make Links"
def draw(self, context):
layout = self.layout
operator_context_default = layout.operator_context
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if len(bpy.data.scenes) > 10:
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("object.make_links_scene", text="Objects to Scene...", icon='OUTLINER_OB_EMPTY')
else:
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator_menu_enum("object.make_links_scene", "scene", text="Objects to Scene...")
layout.operator_context = operator_context_default
layout.operator_enum("object.make_links_data", "type") # inline
layout.operator("object.join_uvs") # stupid place to add this!
class VIEW3D_MT_object_game(Menu):
bl_label = "Game"
def draw(self, context):
layout = self.layout
layout.operator("object.logic_bricks_copy", text="Copy Logic Bricks")
layout.operator("object.game_physics_copy", text="Copy Physics Properties")
layout.separator()
layout.operator("object.game_property_copy", text="Replace Properties").operation = 'REPLACE'
layout.operator("object.game_property_copy", text="Merge Properties").operation = 'MERGE'
layout.operator_menu_enum("object.game_property_copy", "property", text="Copy Properties...")
layout.separator()
layout.operator("object.game_property_clear")
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# ********** Brush menu **********
class VIEW3D_MT_brush(Menu):
bl_label = "Brush"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
ups = context.tool_settings.unified_paint_settings
layout.prop(ups, "use_unified_size", text="Unified Size")
layout.prop(ups, "use_unified_strength", text="Unified Strength")
if context.image_paint_object or context.vertex_paint_object:
layout.prop(ups, "use_unified_color", text="Unified Color")
layout.separator()
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# brush paint modes
layout.menu("VIEW3D_MT_brush_paint_modes")
# brush tool
if context.sculpt_object:
layout.operator("brush.reset")
layout.prop_menu_enum(brush, "sculpt_tool")
elif context.image_paint_object:
layout.prop_menu_enum(brush, "image_tool")
elif context.vertex_paint_object or context.weight_paint_object:
layout.prop_menu_enum(brush, "vertex_tool")
# skip if no active brush
if not brush:
return
# TODO: still missing a lot of brush options here
# sculpt options
if context.sculpt_object:
sculpt_tool = brush.sculpt_tool
layout.separator()
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layout.operator_menu_enum("brush.curve_preset", "shape", text="Curve Preset")
layout.separator()
if sculpt_tool != 'GRAB':
layout.prop_menu_enum(brush, "stroke_method")
if sculpt_tool in {'DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'}:
layout.prop_menu_enum(brush, "direction")
if sculpt_tool == 'LAYER':
layout.prop(brush, "use_persistent")
layout.operator("sculpt.set_persistent_base")
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class VIEW3D_MT_brush_paint_modes(Menu):
bl_label = "Enabled Modes"
def draw(self, context):
layout = self.layout
settings = UnifiedPaintPanel.paint_settings(context)
brush = settings.brush
layout.prop(brush, "use_paint_sculpt", text="Sculpt")
layout.prop(brush, "use_paint_vertex", text="Vertex Paint")
layout.prop(brush, "use_paint_weight", text="Weight Paint")
layout.prop(brush, "use_paint_image", text="Texture Paint")
# ********** Vertex paint menu **********
class VIEW3D_MT_paint_vertex(Menu):
bl_label = "Paint"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.separator()
layout.operator("paint.vertex_color_set")
layout.operator("paint.vertex_color_smooth")
layout.operator("paint.vertex_color_dirt")
class VIEW3D_MT_hook(Menu):
bl_label = "Hooks"
def draw(self, context):
layout = self.layout
layout.operator_context = 'EXEC_AREA'
layout.operator("object.hook_add_newob")
layout.operator("object.hook_add_selob").use_bone = False
layout.operator("object.hook_add_selob", text="Hook to Selected Object Bone").use_bone = True
if [mod.type == 'HOOK' for mod in context.active_object.modifiers]:
layout.separator()
layout.operator_menu_enum("object.hook_assign", "modifier")
layout.operator_menu_enum("object.hook_remove", "modifier")
layout.separator()
layout.operator_menu_enum("object.hook_select", "modifier")
layout.operator_menu_enum("object.hook_reset", "modifier")
layout.operator_menu_enum("object.hook_recenter", "modifier")
class VIEW3D_MT_vertex_group(Menu):
bl_label = "Vertex Groups"
def draw(self, context):
layout = self.layout
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layout.operator_context = 'EXEC_AREA'
layout.operator("object.vertex_group_assign_new")
ob = context.active_object
if ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex):
if ob.vertex_groups.active:
layout.separator()
layout.operator("object.vertex_group_assign", text="Assign to Active Group")
layout.operator("object.vertex_group_remove_from", text="Remove from Active Group").use_all_groups = False
layout.operator("object.vertex_group_remove_from", text="Remove from All").use_all_groups = True
layout.separator()
if ob.vertex_groups.active:
layout.operator_menu_enum("object.vertex_group_set_active", "group", text="Set Active Group")
layout.operator("object.vertex_group_remove", text="Remove Active Group").all = False
layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True
# ********** Weight paint menu **********
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class VIEW3D_MT_paint_weight(Menu):
bl_label = "Weights"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.operator("paint.weight_from_bones", text="Assign Automatic From Bones").type = 'AUTOMATIC'
layout.operator("paint.weight_from_bones", text="Assign From Bone Envelopes").type = 'ENVELOPES'
layout.separator()
layout.operator("object.vertex_group_normalize_all", text="Normalize All")
layout.operator("object.vertex_group_normalize", text="Normalize")
layout.operator("object.vertex_group_mirror", text="Mirror")
layout.operator("object.vertex_group_invert", text="Invert")
layout.operator("object.vertex_group_clean", text="Clean")
layout.operator("object.vertex_group_quantize", text="Quantize")
layout.operator("object.vertex_group_levels", text="Levels")
layout.operator("object.vertex_group_blend", text="Blend")
layout.operator("object.vertex_group_transfer_weight", text="Transfer Weights")
layout.operator("object.vertex_group_limit_total", text="Limit Total")
layout.operator("object.vertex_group_fix", text="Fix Deforms")
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layout.separator()
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layout.operator("paint.weight_set")
# ********** Sculpt menu **********
class VIEW3D_MT_sculpt(Menu):
bl_label = "Sculpt"
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
sculpt = toolsettings.sculpt
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.separator()
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layout.prop(sculpt, "use_symmetry_x")
layout.prop(sculpt, "use_symmetry_y")
layout.prop(sculpt, "use_symmetry_z")
layout.separator()
layout.prop(sculpt, "lock_x")
layout.prop(sculpt, "lock_y")
layout.prop(sculpt, "lock_z")
layout.separator()
layout.prop(sculpt, "use_threaded", text="Threaded Sculpt")
layout.prop(sculpt, "show_low_resolution")
layout.prop(sculpt, "show_brush")
layout.prop(sculpt, "use_deform_only")
layout.prop(sculpt, "show_diffuse_color")
class VIEW3D_MT_hide_mask(Menu):
bl_label = "Hide/Mask"
def draw(self, context):
layout = self.layout
props = layout.operator("paint.hide_show", text="Show All")
props.action = 'SHOW'
props.area = 'ALL'
props = layout.operator("paint.hide_show", text="Hide Bounding Box")
props.action = 'HIDE'
props.area = 'INSIDE'
props = layout.operator("paint.hide_show", text="Show Bounding Box")
props.action = 'SHOW'
props.area = 'INSIDE'
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props = layout.operator("paint.hide_show", text="Hide Masked")
props.area = 'MASKED'
props.action = 'HIDE'
layout.separator()
props = layout.operator("paint.mask_flood_fill", text="Invert Mask")
props.mode = 'INVERT'
props = layout.operator("paint.mask_flood_fill", text="Fill Mask")
props.mode = 'VALUE'
props.value = 1
props = layout.operator("paint.mask_flood_fill", text="Clear Mask")
props.mode = 'VALUE'
props.value = 0
props = layout.operator("view3d.select_border", text="Box Mask")
props = layout.operator("paint.mask_lasso_gesture", text="Lasso Mask")
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# ********** Particle menu **********
class VIEW3D_MT_particle(Menu):
bl_label = "Particle"
def draw(self, context):
layout = self.layout
particle_edit = context.tool_settings.particle_edit
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.operator("particle.mirror")
layout.separator()
layout.operator("particle.remove_doubles")
layout.operator("particle.delete")
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.rekey")
layout.operator("particle.weight_set")
layout.separator()
layout.menu("VIEW3D_MT_particle_showhide")
class VIEW3D_MT_particle_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
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particle_edit = context.tool_settings.particle_edit
layout.operator("particle.rekey")
layout.operator("particle.delete")
layout.operator("particle.remove_doubles")
if particle_edit.select_mode == 'POINT':
layout.operator("particle.subdivide")
layout.operator("particle.weight_set")
layout.separator()
layout.operator("particle.mirror")
if particle_edit.select_mode == 'POINT':
layout.separator()
layout.operator("particle.select_roots")
layout.operator("particle.select_tips")
layout.separator()
layout.operator("particle.select_random")
layout.separator()
layout.operator("particle.select_more")
layout.operator("particle.select_less")
layout.separator()
layout.operator("particle.select_all").action = 'TOGGLE'
layout.operator("particle.select_linked")
layout.operator("particle.select_all", text="Inverse").action = 'INVERT'
class VIEW3D_MT_particle_showhide(ShowHideMenu, Menu):
_operator_name = "particle"
# ********** Pose Menu **********
class VIEW3D_MT_pose(Menu):
bl_label = "Pose"
def draw(self, context):
layout = self.layout
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform_armature")
layout.menu("VIEW3D_MT_pose_transform")
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layout.menu("VIEW3D_MT_pose_apply")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_object_animation")
layout.separator()
layout.menu("VIEW3D_MT_pose_slide")
layout.menu("VIEW3D_MT_pose_propagate")
layout.separator()
layout.operator("pose.copy")
layout.operator("pose.paste")
layout.operator("pose.paste", text="Paste X-Flipped Pose").flipped = True
layout.separator()
layout.menu("VIEW3D_MT_pose_library")
layout.menu("VIEW3D_MT_pose_motion")
layout.menu("VIEW3D_MT_pose_group")
layout.separator()
layout.menu("VIEW3D_MT_object_parent")
layout.menu("VIEW3D_MT_pose_ik")
layout.menu("VIEW3D_MT_pose_constraints")
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("pose.autoside_names", text="AutoName Left/Right").axis = 'XAXIS'
layout.operator("pose.autoside_names", text="AutoName Front/Back").axis = 'YAXIS'
layout.operator("pose.autoside_names", text="AutoName Top/Bottom").axis = 'ZAXIS'
layout.operator("pose.flip_names")
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layout.operator("pose.quaternions_flip")
layout.separator()
layout.operator_context = 'INVOKE_AREA'
layout.operator("armature.armature_layers", text="Change Armature Layers...")
layout.operator("pose.bone_layers", text="Change Bone Layers...")
layout.separator()
layout.menu("VIEW3D_MT_pose_showhide")
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
class VIEW3D_MT_pose_transform(Menu):
bl_label = "Clear Transform"
def draw(self, context):
layout = self.layout
layout.operator("pose.transforms_clear", text="All")
layout.separator()
layout.operator("pose.loc_clear", text="Location")
layout.operator("pose.rot_clear", text="Rotation")
layout.operator("pose.scale_clear", text="Scale")
layout.separator()
layout.operator("pose.user_transforms_clear", text="Reset unkeyed")
class VIEW3D_MT_pose_slide(Menu):
bl_label = "In-Betweens"
def draw(self, context):
layout = self.layout
layout.operator("pose.push")
layout.operator("pose.relax")
layout.operator("pose.breakdown")
class VIEW3D_MT_pose_propagate(Menu):
bl_label = "Propagate"
def draw(self, context):
layout = self.layout
layout.operator("pose.propagate").mode = 'WHILE_HELD'
layout.separator()
layout.operator("pose.propagate", text="To Next Keyframe").mode = 'NEXT_KEY'
layout.operator("pose.propagate", text="To Last Keyframe (Make Cyclic)").mode = 'LAST_KEY'
layout.separator()
layout.operator("pose.propagate", text="On Selected Markers").mode = 'SELECTED_MARKERS'
class VIEW3D_MT_pose_library(Menu):
bl_label = "Pose Library"
def draw(self, context):
layout = self.layout
layout.operator("poselib.browse_interactive", text="Browse Poses...")
layout.separator()
layout.operator("poselib.pose_add", text="Add Pose...")
layout.operator("poselib.pose_rename", text="Rename Pose...")
layout.operator("poselib.pose_remove", text="Remove Pose...")
class VIEW3D_MT_pose_motion(Menu):
bl_label = "Motion Paths"
def draw(self, context):
layout = self.layout
layout.operator("pose.paths_calculate", text="Calculate")
layout.operator("pose.paths_clear", text="Clear")
class VIEW3D_MT_pose_group(Menu):
bl_label = "Bone Groups"
def draw(self, context):
layout = self.layout
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pose = context.active_object.pose
layout.operator_context = 'EXEC_AREA'
layout.operator("pose.group_assign", text="Assign to New Group").type = 0
if pose.bone_groups:
active_group = pose.bone_groups.active_index + 1
layout.operator("pose.group_assign", text="Assign to Group").type = active_group
layout.separator()
#layout.operator_context = 'INVOKE_AREA'
layout.operator("pose.group_unassign")
layout.operator("pose.group_remove")
class VIEW3D_MT_pose_ik(Menu):
bl_label = "Inverse Kinematics"
def draw(self, context):
layout = self.layout
layout.operator("pose.ik_add")
layout.operator("pose.ik_clear")
class VIEW3D_MT_pose_constraints(Menu):
bl_label = "Constraints"
def draw(self, context):
layout = self.layout
layout.operator("pose.constraint_add_with_targets", text="Add (With Targets)...")
layout.operator("pose.constraints_copy")
layout.operator("pose.constraints_clear")
class VIEW3D_MT_pose_showhide(ShowHideMenu, Menu):
_operator_name = "pose"
class VIEW3D_MT_pose_apply(Menu):
bl_label = "Apply"
def draw(self, context):
layout = self.layout
layout.operator("pose.armature_apply")
layout.operator("pose.visual_transform_apply")
class VIEW3D_MT_pose_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator("paint.weight_from_bones", text="Assign Automatic from Bones").type = 'AUTOMATIC'
layout.operator("paint.weight_from_bones", text="Assign from Bone Envelopes").type = 'ENVELOPES'
layout.separator()
layout.operator("pose.select_constraint_target")
layout.operator("pose.flip_names")
layout.operator("pose.paths_calculate")
layout.operator("pose.paths_clear")
layout.operator("pose.user_transforms_clear")
layout.operator("pose.user_transforms_clear", text="Clear User Transforms (All)").only_selected = False
layout.operator("pose.relax")
layout.separator()
layout.operator_menu_enum("pose.autoside_names", "axis")
class BoneOptions:
def draw(self, context):
layout = self.layout
options = [
"show_wire",
"use_deform",
"use_envelope_multiply",
"use_inherit_rotation",
"use_inherit_scale",
]
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if context.mode == 'EDIT_ARMATURE':
bone_props = bpy.types.EditBone.bl_rna.properties
data_path_iter = "selected_bones"
opt_suffix = ""
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options.append("lock")
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else: # pose-mode
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bone_props = bpy.types.Bone.bl_rna.properties
data_path_iter = "selected_pose_bones"
opt_suffix = "bone."
for opt in options:
props = layout.operator("wm.context_collection_boolean_set", text=bone_props[opt].name,
text_ctxt=i18n_contexts.default)
props.data_path_iter = data_path_iter
props.data_path_item = opt_suffix + opt
props.type = self.type
class VIEW3D_MT_bone_options_toggle(Menu, BoneOptions):
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bl_label = "Toggle Bone Options"
type = 'TOGGLE'
class VIEW3D_MT_bone_options_enable(Menu, BoneOptions):
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bl_label = "Enable Bone Options"
type = 'ENABLE'
class VIEW3D_MT_bone_options_disable(Menu, BoneOptions):
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bl_label = "Disable Bone Options"
type = 'DISABLE'
# ********** Edit Menus, suffix from ob.type **********
class VIEW3D_MT_edit_mesh(Menu):
bl_label = "Mesh"
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.menu("VIEW3D_MT_uv_map", text="UV Unwrap...")
layout.separator()
layout.operator("mesh.duplicate_move")
layout.menu("VIEW3D_MT_edit_mesh_extrude")
layout.menu("VIEW3D_MT_edit_mesh_delete")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_vertices")
layout.menu("VIEW3D_MT_edit_mesh_edges")
layout.menu("VIEW3D_MT_edit_mesh_faces")
layout.menu("VIEW3D_MT_edit_mesh_normals")
layout.menu("VIEW3D_MT_edit_mesh_clean")
layout.separator()
layout.operator("mesh.symmetrize")
layout.operator("mesh.symmetry_snap")
layout.operator("mesh.bisect")
layout.operator_menu_enum("mesh.sort_elements", "type", text="Sort Elements...")
layout.separator()
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layout.prop(toolsettings, "use_mesh_automerge")
layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_mesh_showhide")
class VIEW3D_MT_edit_mesh_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.subdivide", text="Subdivide").smoothness = 0.0
layout.operator("mesh.subdivide", text="Subdivide Smooth").smoothness = 1.0
layout.separator()
layout.operator("mesh.merge", text="Merge...")
layout.operator("mesh.remove_doubles")
layout.separator()
layout.operator("mesh.hide", text="Hide").unselected = False
layout.operator("mesh.reveal", text="Reveal")
layout.operator("mesh.select_all", text="Select Inverse").action = 'INVERT'
layout.separator()
layout.operator("mesh.flip_normals")
layout.operator("mesh.vertices_smooth", text="Smooth")
layout.operator("mesh.vertices_smooth_laplacian", text="Laplacian Smooth")
layout.separator()
layout.operator("mesh.inset")
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layout.operator("mesh.bevel", text="Bevel")
layout.operator("mesh.bridge_edge_loops")
layout.separator()
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.separator()
layout.operator("mesh.blend_from_shape")
layout.operator("mesh.shape_propagate_to_all")
layout.operator("mesh.shortest_path_select")
layout.operator("mesh.sort_elements")
layout.operator("mesh.symmetrize")
layout.operator("mesh.symmetry_snap")
class VIEW3D_MT_edit_mesh_select_mode(Menu):
bl_label = "Mesh Select Mode"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.select_mode", text="Vertex", icon='VERTEXSEL').type = 'VERT'
layout.operator("mesh.select_mode", text="Edge", icon='EDGESEL').type = 'EDGE'
layout.operator("mesh.select_mode", text="Face", icon='FACESEL').type = 'FACE'
class VIEW3D_MT_edit_mesh_extrude(Menu):
bl_label = "Extrude"
_extrude_funcs = {
'VERT': lambda layout:
layout.operator("mesh.extrude_vertices_move", text="Vertices Only"),
'EDGE': lambda layout:
layout.operator("mesh.extrude_edges_move", text="Edges Only"),
'FACE': lambda layout:
layout.operator("mesh.extrude_faces_move", text="Individual Faces"),
'REGION': lambda layout:
layout.operator("view3d.edit_mesh_extrude_move_normal", text="Region"),
'REGION_VERT_NORMAL': lambda layout:
layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Region (Vertex Normals)"),
}
@staticmethod
def extrude_options(context):
mesh = context.object.data
select_mode = context.tool_settings.mesh_select_mode
menu = []
if mesh.total_face_sel:
menu += ['REGION', 'REGION_VERT_NORMAL', 'FACE']
if mesh.total_edge_sel and (select_mode[0] or select_mode[1]):
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menu += ['EDGE']
if mesh.total_vert_sel and select_mode[0]:
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menu += ['VERT']
# should never get here
return menu
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
for menu_id in self.extrude_options(context):
self._extrude_funcs[menu_id](layout)
class VIEW3D_MT_edit_mesh_vertices(Menu):
bl_label = "Vertices"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.merge")
layout.operator("mesh.rip_move")
layout.operator("mesh.rip_move_fill")
layout.operator("mesh.rip_edge_move")
layout.operator("mesh.split")
layout.operator_menu_enum("mesh.separate", "type")
layout.operator("mesh.vert_connect", text="Connect")
layout.operator("transform.vert_slide", text="Slide")
layout.separator()
op = layout.operator("mesh.mark_sharp", text="Shade Smooth")
op.use_verts = True
op.clear = True
layout.operator("mesh.mark_sharp", text="Shade Sharp").use_verts = True
layout.separator()
layout.operator("mesh.bevel").vertex_only = True
layout.operator("mesh.convex_hull")
layout.operator("mesh.vertices_smooth")
layout.operator("mesh.remove_doubles")
layout.operator("mesh.blend_from_shape")
layout.operator("object.vertex_group_blend")
layout.operator("mesh.shape_propagate_to_all")
layout.separator()
layout.menu("VIEW3D_MT_vertex_group")
layout.menu("VIEW3D_MT_hook")
class VIEW3D_MT_edit_mesh_edges(Menu):
bl_label = "Edges"
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
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layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.edge_face_add")
layout.operator("mesh.subdivide")
layout.operator("mesh.unsubdivide")
layout.separator()
layout.operator("transform.edge_crease")
layout.operator("transform.edge_bevelweight")
layout.separator()
layout.operator("mesh.mark_seam").clear = False
layout.operator("mesh.mark_seam", text="Clear Seam").clear = True
layout.separator()
layout.operator("mesh.mark_sharp")
layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True
layout.separator()
if with_freestyle:
layout.operator("mesh.mark_freestyle_edge").clear = False
layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True
layout.separator()
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").use_ccw = True
layout.separator()
layout.operator("mesh.bevel").vertex_only = False
layout.operator("mesh.edge_split")
layout.operator("mesh.bridge_edge_loops")
layout.separator()
layout.operator("transform.edge_slide")
layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False
layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True
layout.operator("mesh.loop_to_region")
layout.operator("mesh.region_to_loop")
class VIEW3D_MT_edit_mesh_faces(Menu):
bl_label = "Faces"
bl_idname = "VIEW3D_MT_edit_mesh_faces"
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
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layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("mesh.flip_normals")
layout.operator("mesh.edge_face_add")
layout.operator("mesh.fill")
layout.operator("mesh.fill_grid")
layout.operator("mesh.beautify_fill")
layout.operator("mesh.inset")
layout.operator("mesh.bevel").vertex_only = False
layout.operator("mesh.solidify")
layout.operator("mesh.intersect")
layout.operator("mesh.wireframe")
layout.separator()
if with_freestyle:
layout.operator("mesh.mark_freestyle_face").clear = False
layout.operator("mesh.mark_freestyle_face", text="Clear Freestyle Face").clear = True
layout.separator()
layout.operator("mesh.poke")
layout.operator("mesh.quads_convert_to_tris")
layout.operator("mesh.tris_convert_to_quads")
layout.operator("mesh.face_split_by_edges")
layout.separator()
layout.operator("mesh.faces_shade_smooth")
layout.operator("mesh.faces_shade_flat")
layout.operator("mesh.normals_make_consistent", text="Recalculate Normals")
layout.separator()
layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False
layout.separator()
layout.operator("mesh.uvs_rotate")
layout.operator("mesh.uvs_reverse")
layout.operator("mesh.colors_rotate")
layout.operator("mesh.colors_reverse")
class VIEW3D_MT_edit_mesh_normals(Menu):
bl_label = "Normals"
def draw(self, context):
layout = self.layout
layout.operator("mesh.normals_make_consistent", text="Recalculate Outside").inside = False
layout.operator("mesh.normals_make_consistent", text="Recalculate Inside").inside = True
layout.separator()
layout.operator("mesh.flip_normals")
class VIEW3D_MT_edit_mesh_clean(Menu):
bl_label = "Clean up"
def draw(self, context):
layout = self.layout
layout.operator("mesh.delete_loose")
layout.separator()
layout.operator("mesh.dissolve_degenerate")
layout.operator("mesh.dissolve_limited")
layout.operator("mesh.vert_connect_nonplanar")
layout.operator("mesh.fill_holes")
class VIEW3D_MT_edit_mesh_delete(Menu):
bl_label = "Delete"
def draw(self, context):
layout = self.layout
layout.operator_enum("mesh.delete", "type")
layout.separator()
layout.operator("mesh.dissolve_verts")
layout.operator("mesh.dissolve_edges")
layout.operator("mesh.dissolve_faces")
layout.separator()
layout.operator("mesh.dissolve_limited")
layout.separator()
layout.operator("mesh.edge_collapse")
layout.operator("mesh.delete_edgeloop", text="Edge Loops")
class VIEW3D_MT_edit_mesh_showhide(ShowHideMenu, Menu):
_operator_name = "mesh"
# Edit Curve
# draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface
def draw_curve(self, context):
layout = self.layout
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toolsettings = context.tool_settings
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("curve.extrude_move")
layout.operator("curve.duplicate_move")
layout.operator("curve.split")
layout.operator("curve.separate")
layout.operator("curve.make_segment")
layout.operator("curve.cyclic_toggle")
layout.operator("curve.delete", text="Delete...")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_ctrlpoints")
layout.menu("VIEW3D_MT_edit_curve_segments")
layout.separator()
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layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_curve_showhide")
class VIEW3D_MT_edit_curve(Menu):
bl_label = "Curve"
draw = draw_curve
class VIEW3D_MT_edit_curve_ctrlpoints(Menu):
bl_label = "Control Points"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
if edit_object.type == 'CURVE':
layout.operator("transform.tilt")
layout.operator("curve.tilt_clear")
layout.operator("curve.separate")
layout.separator()
layout.operator_menu_enum("curve.handle_type_set", "type")
layout.operator("curve.normals_make_consistent")
layout.separator()
layout.menu("VIEW3D_MT_hook")
class VIEW3D_MT_edit_curve_segments(Menu):
bl_label = "Segments"
def draw(self, context):
layout = self.layout
layout.operator("curve.subdivide")
layout.operator("curve.switch_direction")
class VIEW3D_MT_edit_curve_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator("curve.subdivide")
layout.operator("curve.switch_direction")
layout.operator("curve.spline_weight_set")
layout.operator("curve.radius_set")
layout.operator("curve.smooth")
layout.operator("curve.smooth_weight")
layout.operator("curve.smooth_radius")
layout.operator("curve.smooth_tilt")
class VIEW3D_MT_edit_curve_showhide(ShowHideMenu, Menu):
_operator_name = "curve"
class VIEW3D_MT_edit_surface(Menu):
bl_label = "Surface"
draw = draw_curve
class VIEW3D_MT_edit_font(Menu):
bl_label = "Text"
def draw(self, context):
layout = self.layout
layout.menu("VIEW3D_MT_edit_text_chars")
layout.separator()
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layout.operator("font.style_toggle", text="Toggle Bold").style = 'BOLD'
layout.operator("font.style_toggle", text="Toggle Italic").style = 'ITALIC'
layout.operator("font.style_toggle", text="Toggle Underline").style = 'UNDERLINE'
layout.operator("font.style_toggle", text="Toggle Small Caps").style = 'SMALL_CAPS'
layout.separator()
layout.operator("font.insert_lorem")
class VIEW3D_MT_edit_text_chars(Menu):
bl_label = "Special Characters"
def draw(self, context):
layout = self.layout
layout.operator("font.text_insert", text="Copyright").text = "\u00A9"
layout.operator("font.text_insert", text="Registered Trademark").text = "\u00AE"
layout.separator()
layout.operator("font.text_insert", text="Degree Sign").text = "\u00B0"
layout.operator("font.text_insert", text="Multiplication Sign").text = "\u00D7"
layout.operator("font.text_insert", text="Circle").text = "\u008A"
layout.operator("font.text_insert", text="Superscript 1").text = "\u00B9"
layout.operator("font.text_insert", text="Superscript 2").text = "\u00B2"
layout.operator("font.text_insert", text="Superscript 3").text = "\u00B3"
layout.operator("font.text_insert", text="Double >>").text = "\u00BB"
layout.operator("font.text_insert", text="Double <<").text = "\u00AB"
layout.operator("font.text_insert", text="Promillage").text = "\u2030"
layout.separator()
layout.operator("font.text_insert", text="Dutch Florin").text = "\u00A4"
layout.operator("font.text_insert", text="British Pound").text = "\u00A3"
layout.operator("font.text_insert", text="Japanese Yen").text = "\u00A5"
layout.separator()
layout.operator("font.text_insert", text="German S").text = "\u00DF"
layout.operator("font.text_insert", text="Spanish Question Mark").text = "\u00BF"
layout.operator("font.text_insert", text="Spanish Exclamation Mark").text = "\u00A1"
class VIEW3D_MT_edit_meta(Menu):
bl_label = "Metaball"
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
layout.operator("ed.undo")
layout.operator("ed.redo")
layout.operator("ed.undo_history")
layout.separator()
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.separator()
layout.operator("mball.delete_metaelems", text="Delete...")
layout.operator("mball.duplicate_metaelems")
layout.separator()
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layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
layout.separator()
layout.menu("VIEW3D_MT_edit_meta_showhide")
class VIEW3D_MT_edit_meta_showhide(Menu):
bl_label = "Show/Hide"
def draw(self, context):
layout = self.layout
layout.operator("mball.reveal_metaelems", text="Show Hidden")
layout.operator("mball.hide_metaelems", text="Hide Selected").unselected = False
layout.operator("mball.hide_metaelems", text="Hide Unselected").unselected = True
class VIEW3D_MT_edit_lattice(Menu):
bl_label = "Lattice"
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
layout.menu("VIEW3D_MT_transform")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
Lattice Editing: Distortion-Free "Flip" Operator This operator (Ctrl-F) allows you to flip the lattice coordinates without inverting the normals of meshes deformed by the lattice (or the lattice's deformation space for that matter). Unlike the traditional mirror tool, this tool is aware of the fact that the vertex order for lattice control points matters, and that simply mirroring the coordinates will only cause the lattice to have an inverted deform along a particular axis (i.e. it will be scaling by a negative scaling factor along that axis). The problems (as I discovered the other day) with having such an inverted deformation space are that: - the normals of meshes/objects inside that will be incorrect/flipped (and will disappear in GLSL shading mode for instance) - transforming objects deformed by the lattices will become really tricky and counter-intuitive (e.g. rotate in opposite direction by asymmetric amounts to get desired result) - it is not always immediately obvious that problems have occurred Specific use cases this operator is meant to solve: 1) You've created a lattice-based deformer for one cartoonish eye. Now you want to make the second eye, but want to save some time crafting that basic shape again but mirrored. 2) You've got an even more finely crafted setup for stretchy-rigs, and now need to apply it to other parts of the rig. Notes: * I've implemented a separate operator for this vs extending/patching mirror transform tool as it's easier to implement this way, but also because there are still some cases where the old mirroring seems valid (i.e. you explicitly want these sort of distortion effects). * Currently this doesn't take selections into account, as it doesn't seem useful to do so.
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layout.operator_menu_enum("lattice.flip", "axis")
layout.separator()
layout.operator("lattice.make_regular")
layout.separator()
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layout.prop_menu_enum(toolsettings, "proportional_edit")
layout.prop_menu_enum(toolsettings, "proportional_edit_falloff")
class VIEW3D_MT_edit_armature(Menu):
bl_label = "Armature"
def draw(self, context):
layout = self.layout
edit_object = context.edit_object
arm = edit_object.data
layout.menu("VIEW3D_MT_transform_armature")
layout.menu("VIEW3D_MT_mirror")
layout.menu("VIEW3D_MT_snap")
layout.menu("VIEW3D_MT_edit_armature_roll")
layout.separator()
layout.operator("armature.extrude_move")
if arm.use_mirror_x:
layout.operator("armature.extrude_forked")
layout.operator("armature.duplicate_move")
layout.operator("armature.merge")
layout.operator("armature.fill")
layout.operator("armature.delete")
layout.operator("armature.split")
layout.operator("armature.separate")
layout.separator()
layout.operator("armature.subdivide", text="Subdivide")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.separator()
layout.operator_context = 'EXEC_AREA'
layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS'
layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS'
layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS'
layout.operator("armature.flip_names")
layout.separator()
layout.operator_context = 'INVOKE_DEFAULT'
layout.operator("armature.armature_layers")
layout.operator("armature.bone_layers")
layout.separator()
layout.menu("VIEW3D_MT_edit_armature_parent")
layout.separator()
layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings")
class VIEW3D_MT_armature_specials(Menu):
bl_label = "Specials"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("armature.subdivide", text="Subdivide")
layout.operator("armature.switch_direction", text="Switch Direction")
layout.separator()
layout.operator_context = 'EXEC_REGION_WIN'
layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS'
layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS'
layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS'
layout.operator("armature.flip_names", text="Flip Names")
class VIEW3D_MT_edit_armature_parent(Menu):
bl_label = "Parent"
def draw(self, context):
layout = self.layout
layout.operator("armature.parent_set", text="Make")
layout.operator("armature.parent_clear", text="Clear")
class VIEW3D_MT_edit_armature_roll(Menu):
bl_label = "Bone Roll"
def draw(self, context):
layout = self.layout
layout.operator_menu_enum("armature.calculate_roll", "type")
layout.separator()
layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL'
# ********** 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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class VIEW3D_PT_grease_pencil(GreasePencilDataPanel, Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
# NOTE: this is just a wrapper around the generic GP Panel
class VIEW3D_PT_view3d_properties(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "View"
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
col = layout.column()
col.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews)
col.prop(view, "lens")
col.label(text="Lock to Object:")
col.prop(view, "lock_object", text="")
lock_object = view.lock_object
if lock_object:
if lock_object.type == 'ARMATURE':
col.prop_search(view, "lock_bone", lock_object.data,
"edit_bones" if lock_object.mode == 'EDIT'
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else "bones",
text="")
else:
col.prop(view, "lock_cursor", text="Lock to Cursor")
col = layout.column()
col.prop(view, "lock_camera")
col = layout.column(align=True)
col.label(text="Clip:")
col.prop(view, "clip_start", text="Start")
col.prop(view, "clip_end", text="End")
subcol = col.column(align=True)
subcol.enabled = not view.lock_camera_and_layers
subcol.label(text="Local Camera:")
subcol.prop(view, "camera", text="")
col = layout.column(align=True)
col.prop(view, "use_render_border")
col.active = view.region_3d.view_perspective != 'CAMERA'
class VIEW3D_PT_view3d_cursor(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "3D Cursor"
@classmethod
def poll(cls, context):
view = context.space_data
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return (view is not None)
def draw(self, context):
layout = self.layout
view = context.space_data
layout.column().prop(view, "cursor_location", text="Location")
class VIEW3D_PT_view3d_name(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Item"
@classmethod
def poll(cls, context):
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return (context.space_data and context.active_object)
def draw(self, context):
layout = self.layout
ob = context.active_object
row = layout.row()
row.label(text="", icon='OBJECT_DATA')
row.prop(ob, "name", text="")
if ob.type == 'ARMATURE' and ob.mode in {'EDIT', 'POSE'}:
bone = context.active_bone
if bone:
row = layout.row()
row.label(text="", icon='BONE_DATA')
row.prop(bone, "name", text="")
class VIEW3D_PT_view3d_display(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Display"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
scene = context.scene
col = layout.column()
col.prop(view, "show_only_render")
col.prop(view, "show_world")
col = layout.column()
display_all = not view.show_only_render
col.active = display_all
col.prop(view, "show_outline_selected")
col.prop(view, "show_all_objects_origin")
col.prop(view, "show_relationship_lines")
col = layout.column()
col.active = display_all
split = col.split(percentage=0.55)
split.prop(view, "show_floor", text="Grid Floor")
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row = split.row(align=True)
row.prop(view, "show_axis_x", text="X", toggle=True)
row.prop(view, "show_axis_y", text="Y", toggle=True)
row.prop(view, "show_axis_z", text="Z", toggle=True)
2010-04-04 14:52:15 +00:00
sub = col.column(align=True)
sub.active = (display_all and view.show_floor)
sub.prop(view, "grid_lines", text="Lines")
sub.prop(view, "grid_scale", text="Scale")
subsub = sub.column(align=True)
subsub.active = scene.unit_settings.system == 'NONE'
subsub.prop(view, "grid_subdivisions", text="Subdivisions")
layout.separator()
layout.operator("screen.region_quadview", text="Toggle Quad View")
if view.region_quadviews:
region = view.region_quadviews[2]
col = layout.column()
col.prop(region, "lock_rotation")
row = col.row()
row.enabled = region.lock_rotation
row.prop(region, "show_sync_view")
row = col.row()
row.enabled = region.lock_rotation and region.show_sync_view
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row.prop(region, "use_box_clip")
2010-01-31 14:46:28 +00:00
class VIEW3D_PT_view3d_shading(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Shading"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
scene = context.scene
gs = scene.game_settings
obj = context.object
col = layout.column()
if not scene.render.use_shading_nodes:
col.prop(gs, "material_mode", text="")
if view.viewport_shade == 'SOLID':
col.prop(view, "show_textured_solid")
col.prop(view, "use_matcap")
if view.use_matcap:
col.template_icon_view(view, "matcap_icon")
elif view.viewport_shade == 'TEXTURED':
if scene.render.use_shading_nodes or gs.material_mode != 'GLSL':
col.prop(view, "show_textured_shadeless")
col.prop(view, "show_backface_culling")
if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}:
col.prop(view, "show_occlude_wire")
class VIEW3D_PT_view3d_motion_tracking(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Motion Tracking"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw_header(self, context):
view = context.space_data
2011-11-20 00:32:39 +00:00
self.layout.prop(view, "show_reconstruction", text="")
def draw(self, context):
layout = self.layout
view = context.space_data
col = layout.column()
col.active = view.show_reconstruction
col.prop(view, "show_camera_path", text="Camera Path")
col.prop(view, "show_bundle_names", text="3D Marker Names")
col.label(text="Track Type and Size:")
row = col.row(align=True)
row.prop(view, "tracks_draw_type", text="")
row.prop(view, "tracks_draw_size", text="")
class VIEW3D_PT_view3d_meshdisplay(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Mesh Display"
@classmethod
def poll(cls, context):
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# The active object check is needed because of local-mode
2009-11-04 16:26:08 +00:00
return (context.active_object and (context.mode == 'EDIT_MESH'))
def draw(self, context):
layout = self.layout
with_freestyle = bpy.app.build_options.freestyle
mesh = context.active_object.data
scene = context.scene
split = layout.split()
2013-03-11 02:19:58 +00:00
col = split.column()
col.label(text="Overlays:")
col.prop(mesh, "show_faces", text="Faces")
col.prop(mesh, "show_edges", text="Edges")
col.prop(mesh, "show_edge_crease", text="Creases")
if with_freestyle:
col.prop(mesh, "show_edge_seams", text="Seams")
2013-03-11 02:19:58 +00:00
layout.prop(mesh, "show_weight")
col = split.column()
col.label()
if not with_freestyle:
col.prop(mesh, "show_edge_seams", text="Seams")
col.prop(mesh, "show_edge_sharp", text="Sharp", text_ctxt=i18n_contexts.plural)
col.prop(mesh, "show_edge_bevel_weight", text="Bevel")
if with_freestyle:
col.prop(mesh, "show_freestyle_edge_marks", text="Edge Marks")
col.prop(mesh, "show_freestyle_face_marks", text="Face Marks")
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col = layout.column()
col.separator()
col.label(text="Normals:")
row = col.row(align=True)
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row.prop(mesh, "show_normal_vertex", text="", icon='VERTEXSEL')
row.prop(mesh, "show_normal_loop", text="", icon='LOOPSEL')
row.prop(mesh, "show_normal_face", text="", icon='FACESEL')
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sub = row.row(align=True)
sub.active = mesh.show_normal_vertex or mesh.show_normal_face or mesh.show_normal_loop
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sub.prop(scene.tool_settings, "normal_size", text="Size")
col.separator()
split = layout.split()
col = split.column()
col.label(text="Edge Info:")
col.prop(mesh, "show_extra_edge_length", text="Length")
col.prop(mesh, "show_extra_edge_angle", text="Angle")
col = split.column()
col.label(text="Face Info:")
col.prop(mesh, "show_extra_face_area", text="Area")
col.prop(mesh, "show_extra_face_angle", text="Angle")
if bpy.app.debug:
layout.prop(mesh, "show_extra_indices")
class VIEW3D_PT_view3d_meshstatvis(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Mesh Analysis"
@classmethod
def poll(cls, context):
# The active object check is needed because of local-mode
return (context.active_object and (context.mode == 'EDIT_MESH'))
def draw_header(self, context):
mesh = context.active_object.data
self.layout.prop(mesh, "show_statvis", text="")
def draw(self, context):
layout = self.layout
mesh = context.active_object.data
statvis = context.tool_settings.statvis
layout.active = mesh.show_statvis
layout.prop(statvis, "type")
statvis_type = statvis.type
if statvis_type == 'OVERHANG':
row = layout.row(align=True)
row.prop(statvis, "overhang_min", text="")
row.prop(statvis, "overhang_max", text="")
layout.prop(statvis, "overhang_axis", expand=True)
elif statvis_type == 'THICKNESS':
row = layout.row(align=True)
row.prop(statvis, "thickness_min", text="")
row.prop(statvis, "thickness_max", text="")
layout.prop(statvis, "thickness_samples")
elif statvis_type == 'INTERSECT':
pass
elif statvis_type == 'DISTORT':
row = layout.row(align=True)
row.prop(statvis, "distort_min", text="")
row.prop(statvis, "distort_max", text="")
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elif statvis_type == 'SHARP':
row = layout.row(align=True)
row.prop(statvis, "sharp_min", text="")
row.prop(statvis, "sharp_max", text="")
class VIEW3D_PT_view3d_curvedisplay(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Curve Display"
@classmethod
def poll(cls, context):
editmesh = context.mode == 'EDIT_CURVE'
return (editmesh)
def draw(self, context):
layout = self.layout
curve = context.active_object.data
col = layout.column()
row = col.row()
row.prop(curve, "show_handles", text="Handles")
row.prop(curve, "show_normal_face", text="Normals")
col.prop(context.scene.tool_settings, "normal_size", text="Normal Size")
class VIEW3D_PT_background_image(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Background Images"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
view = context.space_data
2011-11-20 00:32:39 +00:00
self.layout.prop(view, "show_background_images", text="")
def draw(self, context):
layout = self.layout
view = context.space_data
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col = layout.column()
col.operator("view3d.background_image_add", text="Add Image")
for i, bg in enumerate(view.background_images):
layout.active = view.show_background_images
box = layout.box()
row = box.row(align=True)
row.prop(bg, "show_expanded", text="", emboss=False)
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
if bg.source == 'IMAGE' and bg.image:
row.prop(bg.image, "name", text="", emboss=False)
elif bg.source == 'MOVIE_CLIP' and bg.clip:
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
row.prop(bg.clip, "name", text="", emboss=False)
else:
row.label(text="Not Set")
if bg.show_background_image:
row.prop(bg, "show_background_image", text="", emboss=False, icon='RESTRICT_VIEW_OFF')
else:
row.prop(bg, "show_background_image", text="", emboss=False, icon='RESTRICT_VIEW_ON')
row.operator("view3d.background_image_remove", text="", emboss=False, icon='X').index = i
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box.prop(bg, "view_axis", text="Axis")
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if bg.show_expanded:
row = box.row()
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
row.prop(bg, "source", expand=True)
has_bg = False
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
if bg.source == 'IMAGE':
row = box.row()
row.template_ID(bg, "image", open="image.open")
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if bg.image is not None:
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
box.template_image(bg, "image", bg.image_user, compact=True)
has_bg = True
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
elif bg.source == 'MOVIE_CLIP':
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box.prop(bg, "use_camera_clip")
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
column = box.column()
column.active = not bg.use_camera_clip
column.template_ID(bg, "clip", open="clip.open")
if bg.clip:
column.template_movieclip(bg, "clip", compact=True)
if bg.use_camera_clip or bg.clip:
has_bg = True
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
column = box.column()
column.active = has_bg
Camera tracking integration =========================== Commiting camera tracking integration gsoc project into trunk. This commit includes: - Bundled version of libmv library (with some changes against official repo, re-sync with libmv repo a bit later) - New datatype ID called MovieClip which is optimized to work with movie clips (both of movie files and image sequences) and doing camera/motion tracking operations. - New editor called Clip Editor which is currently used for motion/tracking stuff only, but which can be easily extended to work with masks too. This editor supports: * Loading movie files/image sequences * Build proxies with different size for loaded movie clip, also supports building undistorted proxies to increase speed of playback in undistorted mode. * Manual lens distortion mode calibration using grid and grease pencil * Supervised 2D tracking using two different algorithms KLT and SAD. * Basic algorithm for feature detection * Camera motion solving. scene orientation - New constraints to "link" scene objects with solved motions from clip: * Follow Track (make object follow 2D motion of track with given name or parent object to reconstructed 3D position of track) * Camera Solver to make camera moving in the same way as reconstructed camera This commit NOT includes changes from tomato branch: - New nodes (they'll be commited as separated patch) - Automatic image offset guessing for image input node and image editor (need to do more tests and gather more feedback) - Code cleanup in libmv-capi. It's not so critical cleanup, just increasing readability and understanadability of code. Better to make this chaneg when Keir will finish his current patch. More details about this project can be found on this page: http://wiki.blender.org/index.php/User:Nazg-gul/GSoC-2011 Further development of small features would be done in trunk, bigger/experimental features would first be implemented in tomato branch.
2011-11-07 12:55:18 +00:00
column.prop(bg.clip_user, "proxy_render_size", text="")
column.prop(bg.clip_user, "use_render_undistorted")
if has_bg:
col = box.column()
col.prop(bg, "opacity", slider=True)
col.row().prop(bg, "draw_depth", expand=True)
if bg.view_axis in {'CAMERA', 'ALL'}:
col.row().prop(bg, "frame_method", expand=True)
row = col.row(align=True)
row.prop(bg, "offset_x", text="X")
row.prop(bg, "offset_y", text="Y")
2010-01-31 14:46:28 +00:00
if bg.view_axis != 'CAMERA':
col.prop(bg, "size")
2010-01-31 14:46:28 +00:00
class VIEW3D_PT_transform_orientations(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Transform Orientations"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
view = context.space_data
return (view)
def draw(self, context):
layout = self.layout
view = context.space_data
2011-11-20 00:32:39 +00:00
orientation = view.current_orientation
row = layout.row(align=True)
row.prop(view, "transform_orientation", text="")
row.operator("transform.create_orientation", text="", icon='ZOOMIN')
if orientation:
row = layout.row(align=True)
row.prop(orientation, "name", text="")
row.operator("transform.delete_orientation", text="", icon='X')
class VIEW3D_PT_etch_a_ton(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Skeleton Sketching"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
scene = context.space_data
ob = context.active_object
return scene and ob and ob.type == 'ARMATURE' and ob.mode == 'EDIT'
def draw_header(self, context):
layout = self.layout
toolsettings = context.scene.tool_settings
2010-08-18 03:24:52 +00:00
layout.prop(toolsettings, "use_bone_sketching", text="")
def draw(self, context):
layout = self.layout
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toolsettings = context.scene.tool_settings
col = layout.column()
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col.prop(toolsettings, "use_etch_quick")
col.prop(toolsettings, "use_etch_overdraw")
col.separator()
col.prop(toolsettings, "etch_convert_mode")
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if toolsettings.etch_convert_mode == 'LENGTH':
col.prop(toolsettings, "etch_length_limit")
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elif toolsettings.etch_convert_mode == 'ADAPTIVE':
col.prop(toolsettings, "etch_adaptive_limit")
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elif toolsettings.etch_convert_mode == 'FIXED':
col.prop(toolsettings, "etch_subdivision_number")
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elif toolsettings.etch_convert_mode == 'RETARGET':
col.prop(toolsettings, "etch_template")
col.prop(toolsettings, "etch_roll_mode")
col.separator()
colsub = col.column(align=True)
colsub.prop(toolsettings, "use_etch_autoname")
sub = colsub.column(align=True)
sub.enabled = not toolsettings.use_etch_autoname
sub.prop(toolsettings, "etch_number")
sub.prop(toolsettings, "etch_side")
col.separator()
col.operator("sketch.convert", text="Convert to Bones")
col.operator("sketch.delete", text="Delete Strokes")
class VIEW3D_PT_context_properties(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_label = "Properties"
bl_options = {'DEFAULT_CLOSED'}
def _active_context_member(context):
obj = context.object
if obj:
mode = obj.mode
if mode == 'POSE':
return "active_pose_bone"
elif mode == 'EDIT' and obj.type == 'ARMATURE':
return "active_bone"
else:
return "object"
return ""
@classmethod
def poll(cls, context):
import rna_prop_ui
member = cls._active_context_member(context)
if member:
context_member, member = rna_prop_ui.rna_idprop_context_value(context, member, object)
return context_member and rna_prop_ui.rna_idprop_has_properties(context_member)
return False
def draw(self, context):
import rna_prop_ui
member = VIEW3D_PT_context_properties._active_context_member(context)
if member:
# Draw with no edit button
rna_prop_ui.draw(self.layout, context, member, object, False)
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()