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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.
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#
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# 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.
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#
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# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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narrowui = bpy . context . user_preferences . view . properties_width_check
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class View3DPanel ( bpy . types . Panel ) :
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bl_space_type = ' VIEW_3D '
bl_region_type = ' TOOLS '
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# ********** default tools for objectmode ****************
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class VIEW3D_PT_tools_objectmode ( View3DPanel ) :
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bl_context = " objectmode "
bl_label = " Object Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Transform: " )
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col . operator ( " transform.translate " )
col . operator ( " transform.rotate " )
col . operator ( " transform.resize " , text = " Scale " )
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col = layout . column ( align = True )
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col . operator ( " object.origin_set " , text = " Origin " )
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col = layout . column ( align = True )
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col . label ( text = " Object: " )
col . operator ( " object.duplicate_move " )
col . operator ( " object.delete " )
col . operator ( " object.join " )
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active_object = context . active_object
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if active_object and active_object . type == ' MESH ' :
col = layout . column ( align = True )
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col . label ( text = " Shading: " )
col . operator ( " object.shade_smooth " , text = " Smooth " )
col . operator ( " object.shade_flat " , text = " Flat " )
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col = layout . column ( align = True )
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col . label ( text = " Keyframes: " )
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col . operator ( " anim.keyframe_insert_menu " , text = " Insert " )
col . operator ( " anim.keyframe_delete_v3d " , text = " Remove " )
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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col = layout . column ( align = True )
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col . label ( text = " Grease Pencil: " )
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row = col . row ( )
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row . operator ( " gpencil.draw " , text = " Draw " ) . mode = ' DRAW '
row . operator ( " gpencil.draw " , text = " Line " ) . mode = ' DRAW_STRAIGHT '
row . operator ( " gpencil.draw " , text = " Erase " ) . mode = ' ERASER '
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# ********** default tools for editmode_mesh ****************
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class VIEW3D_PT_tools_meshedit ( View3DPanel ) :
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bl_context = " mesh_edit "
bl_label = " Mesh Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Transform: " )
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col . operator ( " transform.translate " )
col . operator ( " transform.rotate " )
col . operator ( " transform.resize " , text = " Scale " )
col . operator ( " transform.shrink_fatten " , text = " Along Normal " )
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col = layout . column ( align = True )
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col . label ( text = " Deform: " )
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col . operator ( " transform.edge_slide " )
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col . operator ( " mesh.rip_move " )
col . operator ( " mesh.vertices_smooth " )
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col = layout . column ( align = True )
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col . label ( text = " Add: " )
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col . operator ( " view3d.edit_mesh_extrude_move_normal " , text = " Extrude Region " )
col . operator ( " view3d.edit_mesh_extrude_individual_move " , text = " Extrude Individual " )
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col . operator ( " mesh.subdivide " )
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col . operator ( " mesh.loopcut_slide " )
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col . operator ( " mesh.duplicate_move " , text = " Duplicate " )
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col . operator ( " mesh.spin " )
col . operator ( " mesh.screw " )
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col = layout . column ( align = True )
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col . label ( text = " Remove: " )
col . operator ( " mesh.delete " )
col . operator ( " mesh.merge " )
col . operator ( " mesh.remove_doubles " )
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col = layout . column ( align = True )
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col . label ( text = " Normals: " )
col . operator ( " mesh.normals_make_consistent " , text = " Recalculate " )
col . operator ( " mesh.flip_normals " , text = " Flip Direction " )
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col = layout . column ( align = True )
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col . label ( text = " UV Mapping: " )
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col . operator ( " wm.call_menu " , text = " Unwrap " ) . name = " VIEW3D_MT_uv_map "
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col . operator ( " mesh.mark_seam " )
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col . operator ( " mesh.mark_seam " , text = " Clear Seam " ) . clear = True
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col = layout . column ( align = True )
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col . label ( text = " Shading: " )
col . operator ( " mesh.faces_shade_smooth " , text = " Smooth " )
col . operator ( " mesh.faces_shade_flat " , text = " Flat " )
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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col = layout . column ( align = True )
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col . label ( text = " Grease Pencil: " )
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row = col . row ( )
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row . operator ( " gpencil.draw " , text = " Draw " ) . mode = ' DRAW '
row . operator ( " gpencil.draw " , text = " Line " ) . mode = ' DRAW_STRAIGHT '
row . operator ( " gpencil.draw " , text = " Erase " ) . mode = ' ERASER '
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class VIEW3D_PT_tools_meshedit_options ( View3DPanel ) :
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bl_context = " mesh_edit "
bl_label = " Mesh Options "
def draw ( self , context ) :
layout = self . layout
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ob = context . active_object
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if ob :
mesh = context . active_object . data
col = layout . column ( align = True )
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col . prop ( mesh , " use_mirror_x " )
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col . prop ( mesh , " use_mirror_topology " )
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col . prop ( context . tool_settings , " edge_path_mode " )
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# ********** default tools for editmode_curve ****************
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class VIEW3D_PT_tools_curveedit ( View3DPanel ) :
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bl_context = " curve_edit "
bl_label = " Curve Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Transform: " )
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col . operator ( " transform.translate " )
col . operator ( " transform.rotate " )
col . operator ( " transform.resize " , text = " Scale " )
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col = layout . column ( align = True )
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col . operator ( " transform.transform " , text = " Tilt " ) . mode = ' TILT '
col . operator ( " transform.transform " , text = " Shrink/Fatten " ) . mode = ' CURVE_SHRINKFATTEN '
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col = layout . column ( align = True )
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col . label ( text = " Curve: " )
col . operator ( " curve.duplicate " )
col . operator ( " curve.delete " )
col . operator ( " curve.cyclic_toggle " )
col . operator ( " curve.switch_direction " )
col . operator ( " curve.spline_type_set " )
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col = layout . column ( align = True )
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col . label ( text = " Handles: " )
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row = col . row ( )
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row . operator ( " curve.handle_type_set " , text = " Auto " ) . type = ' AUTOMATIC '
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row . operator ( " curve.handle_type_set " , text = " Vector " ) . type = ' VECTOR '
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row = col . row ( )
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row . operator ( " curve.handle_type_set " , text = " Align " ) . type = ' ALIGN '
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row . operator ( " curve.handle_type_set " , text = " Free " ) . type = ' FREE_ALIGN '
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col = layout . column ( align = True )
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col . label ( text = " Modeling: " )
col . operator ( " curve.extrude " )
col . operator ( " curve.subdivide " )
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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col = layout . column ( align = True )
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col . label ( text = " Grease Pencil: " )
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row = col . row ( )
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row . operator ( " gpencil.draw " , text = " Draw " ) . mode = ' DRAW '
row . operator ( " gpencil.draw " , text = " Line " ) . mode = ' DRAW_STRAIGHT '
row . operator ( " gpencil.draw " , text = " Erase " ) . mode = ' ERASER '
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# ********** default tools for editmode_surface ****************
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class VIEW3D_PT_tools_surfaceedit ( View3DPanel ) :
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bl_context = " surface_edit "
bl_label = " Surface Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Transform: " )
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col . operator ( " transform.translate " )
col . operator ( " transform.rotate " )
col . operator ( " transform.resize " , text = " Scale " )
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col = layout . column ( align = True )
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col . label ( text = " Curve: " )
col . operator ( " curve.duplicate " )
col . operator ( " curve.delete " )
col . operator ( " curve.cyclic_toggle " )
col . operator ( " curve.switch_direction " )
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col = layout . column ( align = True )
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col . label ( text = " Modeling: " )
col . operator ( " curve.extrude " )
col . operator ( " curve.subdivide " )
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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col = layout . column ( align = True )
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col . label ( text = " Grease Pencil: " )
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row = col . row ( )
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row . operator ( " gpencil.draw " , text = " Draw " ) . mode = ' DRAW '
row . operator ( " gpencil.draw " , text = " Line " ) . mode = ' DRAW_STRAIGHT '
row . operator ( " gpencil.draw " , text = " Erase " ) . mode = ' ERASER '
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# ********** default tools for editmode_text ****************
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class VIEW3D_PT_tools_textedit ( View3DPanel ) :
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bl_context = " text_edit "
bl_label = " Text Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Text Edit: " )
col . operator ( " font.text_copy " , text = " Copy " )
col . operator ( " font.text_cut " , text = " Cut " )
col . operator ( " font.text_paste " , text = " Paste " )
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col = layout . column ( align = True )
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col . label ( text = " Set Case: " )
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col . operator ( " font.case_set " , text = " To Upper " ) . case = ' UPPER '
col . operator ( " font.case_set " , text = " To Lower " ) . case = ' LOWER '
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col = layout . column ( align = True )
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col . label ( text = " Style: " )
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col . operator ( " font.style_toggle " , text = " Bold " ) . style = ' BOLD '
col . operator ( " font.style_toggle " , text = " Italic " ) . style = ' ITALIC '
col . operator ( " font.style_toggle " , text = " Underline " ) . style = ' UNDERLINE '
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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# ********** default tools for editmode_armature ****************
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class VIEW3D_PT_tools_armatureedit ( View3DPanel ) :
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bl_context = " armature_edit "
bl_label = " Armature Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Transform: " )
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col . operator ( " transform.translate " )
col . operator ( " transform.rotate " )
col . operator ( " transform.resize " , text = " Scale " )
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col = layout . column ( align = True )
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col . label ( text = " Bones: " )
col . operator ( " armature.bone_primitive_add " , text = " Add " )
col . operator ( " armature.duplicate_move " , text = " Duplicate " )
col . operator ( " armature.delete " , text = " Delete " )
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col = layout . column ( align = True )
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col . label ( text = " Modeling: " )
col . operator ( " armature.extrude_move " )
col . operator ( " armature.subdivide_multi " , text = " Subdivide " )
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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col = layout . column ( align = True )
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col . label ( text = " Grease Pencil: " )
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row = col . row ( )
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row . operator ( " gpencil.draw " , text = " Draw " ) . mode = ' DRAW '
row . operator ( " gpencil.draw " , text = " Line " ) . mode = ' DRAW_STRAIGHT '
row . operator ( " gpencil.draw " , text = " Erase " ) . mode = ' ERASER '
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class VIEW3D_PT_tools_armatureedit_options ( View3DPanel ) :
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bl_context = " armature_edit "
bl_label = " Armature Options "
def draw ( self , context ) :
layout = self . layout
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arm = context . active_object . data
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col = layout . column ( align = True )
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col . prop ( arm , " x_axis_mirror " )
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# ********** default tools for editmode_mball ****************
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class VIEW3D_PT_tools_mballedit ( View3DPanel ) :
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bl_context = " mball_edit "
bl_label = " Meta Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Transform: " )
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col . operator ( " transform.translate " )
col . operator ( " transform.rotate " )
col . operator ( " transform.resize " , text = " Scale " )
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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col = layout . column ( align = True )
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col . label ( text = " Grease Pencil: " )
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row = col . row ( )
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row . operator ( " gpencil.draw " , text = " Draw " ) . mode = ' DRAW '
row . operator ( " gpencil.draw " , text = " Line " ) . mode = ' DRAW_STRAIGHT '
row . operator ( " gpencil.draw " , text = " Erase " ) . mode = ' ERASER '
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# ********** default tools for editmode_lattice ****************
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class VIEW3D_PT_tools_latticeedit ( View3DPanel ) :
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bl_context = " lattice_edit "
bl_label = " Lattice Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Transform: " )
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col . operator ( " transform.translate " )
col . operator ( " transform.rotate " )
col . operator ( " transform.resize " , text = " Scale " )
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col = layout . column ( align = True )
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col . operator ( " lattice.make_regular " )
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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col = layout . column ( align = True )
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col . label ( text = " Grease Pencil: " )
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row = col . row ( )
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row . operator ( " gpencil.draw " , text = " Draw " ) . mode = ' DRAW '
row . operator ( " gpencil.draw " , text = " Line " ) . mode = ' DRAW_STRAIGHT '
row . operator ( " gpencil.draw " , text = " Erase " ) . mode = ' ERASER '
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# ********** default tools for posemode ****************
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class VIEW3D_PT_tools_posemode ( View3DPanel ) :
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bl_context = " posemode "
bl_label = " Pose Tools "
def draw ( self , context ) :
layout = self . layout
col = layout . column ( align = True )
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col . label ( text = " Transform: " )
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col . operator ( " transform.translate " )
col . operator ( " transform.rotate " )
col . operator ( " transform.resize " , text = " Scale " )
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col = layout . column ( align = True )
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col . label ( text = " In-Between: " )
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row = col . row ( )
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row . operator ( " pose.push " , text = " Push " )
row . operator ( " pose.relax " , text = " Relax " )
col . operator ( " pose.breakdown " , text = " Breakdowner " )
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col = layout . column ( align = True )
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col . label ( text = " Pose: " )
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row = col . row ( )
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row . operator ( " pose.copy " , text = " Copy " )
row . operator ( " pose.paste " , text = " Paste " )
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col = layout . column ( align = True )
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col . operator ( " poselib.pose_add " , text = " Add To Library " )
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col = layout . column ( align = True )
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col . label ( text = " Keyframes: " )
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col . operator ( " anim.keyframe_insert_menu " , text = " Insert " )
col . operator ( " anim.keyframe_delete_v3d " , text = " Remove " )
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col = layout . column ( align = True )
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col . label ( text = " Repeat: " )
col . operator ( " screen.repeat_last " )
col . operator ( " screen.repeat_history " , text = " History... " )
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col = layout . column ( align = True )
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col . label ( text = " Grease Pencil: " )
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row = col . row ( )
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row . operator ( " gpencil.draw " , text = " Draw " ) . mode = ' DRAW '
row . operator ( " gpencil.draw " , text = " Line " ) . mode = ' DRAW_STRAIGHT '
row . operator ( " gpencil.draw " , text = " Erase " ) . mode = ' ERASER '
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2009-10-31 23:35:56 +00:00
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class VIEW3D_PT_tools_posemode_options ( View3DPanel ) :
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bl_context = " posemode "
bl_label = " Pose Options "
def draw ( self , context ) :
layout = self . layout
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arm = context . active_object . data
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col = layout . column ( align = True )
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col . prop ( arm , " x_axis_mirror " )
col . prop ( arm , " auto_ik " )
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# ********** default tools for paint modes ****************
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2009-07-25 22:31:02 +00:00
class PaintPanel ( bpy . types . Panel ) :
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bl_space_type = ' VIEW_3D '
bl_region_type = ' TOOLS '
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def paint_settings ( self , context ) :
ts = context . tool_settings
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if context . sculpt_object :
return ts . sculpt
elif context . vertex_paint_object :
return ts . vertex_paint
elif context . weight_paint_object :
return ts . weight_paint
elif context . texture_paint_object :
return ts . image_paint
elif context . particle_edit_object :
return ts . particle_edit
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return False
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class VIEW3D_PT_tools_brush ( PaintPanel ) :
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bl_label = " Brush "
def poll ( self , context ) :
return self . paint_settings ( context )
def draw ( self , context ) :
layout = self . layout
settings = self . paint_settings ( context )
brush = settings . brush
if not context . particle_edit_object :
col = layout . split ( ) . column ( )
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if context . sculpt_object and context . tool_settings . sculpt :
col . template_ID_preview ( settings , " brush " , new = " brush.add " , filter = " is_sculpt_brush " , rows = 3 , cols = 8 )
elif context . texture_paint_object and context . tool_settings . image_paint :
col . template_ID_preview ( settings , " brush " , new = " brush.add " , filter = " is_imapaint_brush " , rows = 3 , cols = 8 )
elif context . vertex_paint_object and context . tool_settings . vertex_paint :
col . template_ID_preview ( settings , " brush " , new = " brush.add " , filter = " is_vpaint_brush " , rows = 3 , cols = 8 )
elif context . weight_paint_object and context . tool_settings . weight_paint :
col . template_ID_preview ( settings , " brush " , new = " brush.add " , filter = " is_wpaint_brush " , rows = 3 , cols = 8 )
Change to the way brush/tool selection works, as discussed a while ago
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab,
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to
change between Brushes. The shortcut keys for changing between tools have
now been changed to change between named brushes - the G key in sculpt
mode now changes to any brush named 'Grab'.
The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for
each brush. This means that for example, you can draw with a strong textured
Clay brush, but then switch quickly to a weaker, untextured Smooth brush,
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes -
just add a keymap entry similar to the existing ones, that references your own
custom brush names.
To bring over these new default brushes to an existing B.blend setup, just
append them in from the new B.blend in svn.
2009-12-28 01:27:05 +00:00
else :
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row = col . row ( )
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if context . sculpt_object and brush :
defaultbrushes = 8
elif context . texture_paint_object and brush :
defaultbrushes = 4
else :
defaultbrushes = 7
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row . template_list ( settings , " brushes " , settings , " active_brush_index " , rows = 2 , maxrows = defaultbrushes )
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# Particle Mode #
# XXX This needs a check if psys is editable.
if context . particle_edit_object :
# XXX Select Particle System
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layout . column ( ) . prop ( settings , " tool " , expand = True )
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if settings . tool != ' NONE ' :
col = layout . column ( )
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col . prop ( brush , " size " , slider = True )
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if settings . tool != ' ADD ' :
col . prop ( brush , " strength " , slider = True )
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if settings . tool == ' ADD ' :
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col . prop ( brush , " count " )
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col = layout . column ( )
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col . prop ( settings , " add_interpolate " )
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sub = col . column ( align = True )
sub . active = settings . add_interpolate
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sub . prop ( brush , " steps " , slider = True )
sub . prop ( settings , " add_keys " , slider = True )
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elif settings . tool == ' LENGTH ' :
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layout . prop ( brush , " length_mode " , expand = True )
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elif settings . tool == ' PUFF ' :
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layout . prop ( brush , " puff_mode " , expand = True )
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layout . prop ( brush , " use_puff_volume " )
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# Sculpt Mode #
elif context . sculpt_object and brush :
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edit = context . user_preferences . edit
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col = layout . column ( )
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col . separator ( )
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row = col . row ( align = True )
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if edit . sculpt_paint_use_unified_size :
if edit . sculpt_paint_unified_lock_brush_size :
row . prop ( edit , " sculpt_paint_unified_lock_brush_size " , toggle = True , text = " " , icon = ' LOCKED ' )
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row . prop ( edit , " sculpt_paint_unified_unprojected_radius " , text = " Radius " , slider = True )
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else :
row . prop ( edit , " sculpt_paint_unified_lock_brush_size " , toggle = True , text = " " , icon = ' UNLOCKED ' )
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row . prop ( edit , " sculpt_paint_unified_size " , text = " Radius " , slider = True )
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else :
if brush . lock_brush_size :
row . prop ( brush , " lock_brush_size " , toggle = True , text = " " , icon = ' LOCKED ' )
row . prop ( brush , " unprojected_radius " , text = " Radius " , slider = True )
else :
row . prop ( brush , " lock_brush_size " , toggle = True , text = " " , icon = ' UNLOCKED ' )
row . prop ( brush , " size " , text = " Radius " , slider = True )
row . prop ( brush , " use_size_pressure " , toggle = True , text = " " )
if brush . sculpt_tool not in ( ' SNAKE_HOOK ' , ' GRAB ' , ' ROTATE ' ) :
col . separator ( )
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row = col . row ( align = True )
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if brush . use_space and brush . sculpt_tool not in ( ' SMOOTH ' ) :
if brush . use_space_atten :
row . prop ( brush , " use_space_atten " , toggle = True , text = " " , icon = ' LOCKED ' )
else :
row . prop ( brush , " use_space_atten " , toggle = True , text = " " , icon = ' UNLOCKED ' )
if edit . sculpt_paint_use_unified_strength :
row . prop ( edit , " sculpt_paint_unified_strength " , text = " Unified Strength " , slider = True )
else :
row . prop ( brush , " strength " , text = " Strength " , slider = True )
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row . prop ( brush , " use_strength_pressure " , text = " " )
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if brush . sculpt_tool not in ( ' SMOOTH ' ) :
col . separator ( )
row = col . row ( align = True )
row . prop ( brush , " autosmooth_factor " , slider = True )
row . prop ( brush , " use_inverse_smooth_pressure " , toggle = True , text = " " )
if brush . sculpt_tool in ( ' GRAB ' , ' SNAKE_HOOK ' ) :
col . separator ( )
row = col . row ( align = True )
row . prop ( brush , " normal_weight " , slider = True )
if brush . sculpt_tool in ( ' CREASE ' , ' BLOB ' ) :
col . separator ( )
row = col . row ( align = True )
row . prop ( brush , " crease_pinch_factor " , slider = True , text = " Pinch " )
if brush . sculpt_tool not in ( ' PINCH ' , ' INFLATE ' , ' SMOOTH ' ) :
row = col . row ( align = True )
col . separator ( )
if brush . use_original_normal :
row . prop ( brush , " use_original_normal " , toggle = True , text = " " , icon = ' LOCKED ' )
else :
row . prop ( brush , " use_original_normal " , toggle = True , text = " " , icon = ' UNLOCKED ' )
row . prop ( brush , " sculpt_plane " , text = " " )
#if brush.sculpt_tool in ('CLAY', 'CLAY_TUBES', 'FLATTEN', 'FILL', 'SCRAPE'):
if brush . sculpt_tool in ( ' CLAY ' , ' FLATTEN ' , ' FILL ' , ' SCRAPE ' ) :
row = col . row ( align = True )
row . prop ( brush , " plane_offset " , slider = True )
row . prop ( brush , " use_offset_pressure " , text = " " )
col . separator ( )
row = col . row ( )
row . prop ( brush , " use_plane_trim " , text = " Trim " )
row = col . row ( )
row . active = brush . use_plane_trim
row . prop ( brush , " plane_trim " , slider = True , text = " Distance " )
col . separator ( )
row = col . row ( )
row . prop ( brush , " use_frontface " , text = " Front Faces Only " )
#if brush.sculpt_tool in ('DRAW', 'CREASE', 'BLOB', 'LAYER', 'CLAY', 'CLAY_TUBES'):
if brush . sculpt_tool in ( ' DRAW ' , ' CREASE ' , ' BLOB ' , ' LAYER ' , ' CLAY ' ) :
col . separator ( )
col . row ( ) . prop ( brush , " direction " , expand = True )
elif brush . sculpt_tool in ( ' FLATTEN ' ) :
col . separator ( )
col . row ( ) . prop ( brush , " flatten_contrast " , expand = True )
elif brush . sculpt_tool in ( ' FILL ' ) :
col . separator ( )
col . row ( ) . prop ( brush , " fill_deepen " , expand = True )
elif brush . sculpt_tool in ( ' SCRAPE ' ) :
col . separator ( )
col . row ( ) . prop ( brush , " scrape_peaks " , expand = True )
elif brush . sculpt_tool in ( ' INFLATE ' ) :
col . separator ( )
col . row ( ) . prop ( brush , " inflate_deflate " , expand = True )
elif brush . sculpt_tool in ( ' PINCH ' ) :
col . separator ( )
col . row ( ) . prop ( brush , " pinch_magnify " , expand = True )
#if brush.sculpt_tool in ('DRAW', 'CREASE', 'BLOB', 'INFLATE', 'LAYER', 'CLAY', 'CLAY_TUBES'):
if brush . sculpt_tool in ( ' DRAW ' , ' CREASE ' , ' BLOB ' , ' INFLATE ' , ' LAYER ' , ' CLAY ' ) :
col . separator ( )
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col . prop ( brush , " use_accumulate " )
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2010-03-22 11:59:36 +00:00
2010-07-14 14:11:03 +00:00
if brush . sculpt_tool == ' LAYER ' :
col . separator ( )
ob = context . sculpt_object
do_persistent = True
# not supported yet for this case
for md in ob . modifiers :
if md . type == ' MULTIRES ' :
do_persistent = False
if do_persistent :
col . prop ( brush , " use_persistent " )
col . operator ( " sculpt.set_persistent_base " )
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# Texture Paint Mode #
elif context . texture_paint_object and brush :
col = layout . column ( )
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col . template_color_wheel ( brush , " color " , value_slider = True )
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col . prop ( brush , " color " , text = " " )
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row = col . row ( align = True )
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row . prop ( brush , " size " , slider = True )
row . prop ( brush , " use_size_pressure " , toggle = True , text = " " )
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row = col . row ( align = True )
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row . prop ( brush , " strength " , slider = True )
row . prop ( brush , " use_strength_pressure " , toggle = True , text = " " )
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row = col . row ( align = True )
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row . prop ( brush , " jitter " , slider = True )
row . prop ( brush , " use_jitter_pressure " , toggle = True , text = " " )
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2009-11-23 00:27:30 +00:00
col . prop ( brush , " blend " , text = " Blend " )
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2010-03-16 18:05:53 +00:00
col = layout . column ( )
col . active = ( brush . blend not in ( ' ERASE_ALPHA ' , ' ADD_ALPHA ' ) )
col . prop ( brush , " use_alpha " )
2010-04-04 14:52:15 +00:00
2010-03-16 18:05:53 +00:00
2009-10-31 19:31:45 +00:00
# Weight Paint Mode #
elif context . weight_paint_object and brush :
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layout . prop ( context . tool_settings , " vertex_group_weight " , text = " Weight " , slider = True )
layout . prop ( context . tool_settings , " auto_normalize " , text = " Auto Normalize " )
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col = layout . column ( )
row = col . row ( align = True )
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row . prop ( brush , " size " , slider = True )
row . prop ( brush , " use_size_pressure " , toggle = True , text = " " )
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row = col . row ( align = True )
2009-11-23 00:27:30 +00:00
row . prop ( brush , " strength " , slider = True )
row . prop ( brush , " use_strength_pressure " , toggle = True , text = " " )
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row = col . row ( align = True )
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row . prop ( brush , " jitter " , slider = True )
row . prop ( brush , " use_jitter_pressure " , toggle = True , text = " " )
2009-10-31 19:31:45 +00:00
# Vertex Paint Mode #
elif context . vertex_paint_object and brush :
col = layout . column ( )
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col . template_color_wheel ( brush , " color " , value_slider = True )
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col . prop ( brush , " color " , text = " " )
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row = col . row ( align = True )
2009-11-23 00:27:30 +00:00
row . prop ( brush , " size " , slider = True )
row . prop ( brush , " use_size_pressure " , toggle = True , text = " " )
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row = col . row ( align = True )
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row . prop ( brush , " strength " , slider = True )
row . prop ( brush , " use_strength_pressure " , toggle = True , text = " " )
2009-10-31 19:31:45 +00:00
2009-11-14 13:35:44 +00:00
# XXX - TODO
#row = col.row(align=True)
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#row.prop(brush, "jitter", slider=True)
#row.prop(brush, "use_jitter_pressure", toggle=True, text="")
2009-07-25 22:31:02 +00:00
2010-01-03 08:37:18 +00:00
class VIEW3D_PT_tools_brush_texture ( PaintPanel ) :
bl_label = " Texture "
bl_default_closed = True
def poll ( self , context ) :
settings = self . paint_settings ( context )
return ( settings and settings . brush and ( context . sculpt_object or
context . texture_paint_object ) )
def draw ( self , context ) :
layout = self . layout
settings = self . paint_settings ( context )
brush = settings . brush
tex_slot = brush . texture_slot
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2010-01-03 08:37:18 +00:00
col = layout . column ( )
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2010-07-14 14:11:03 +00:00
col . template_ID_preview ( brush , " texture " , new = " texture.new " , rows = 3 , cols = 8 )
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2010-04-06 05:52:52 +00:00
if context . sculpt_object :
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#XXX duplicated from properties_texture.py
wide_ui = context . region . width > narrowui
col . separator ( )
col . label ( text = " Brush Mapping: " )
row = col . row ( align = True )
row . prop ( tex_slot , " map_mode " , expand = True )
col . separator ( )
col = layout . column ( )
col . active = tex_slot . map_mode in ( ' FIXED ' )
col . label ( text = " Angle: " )
col = layout . column ( )
if not brush . use_anchor and brush . sculpt_tool not in ( ' GRAB ' , ' SNAKE_HOOK ' , ' THUMB ' , ' ROTATE ' ) and tex_slot . map_mode in ( ' FIXED ' ) :
col . prop ( brush , " texture_angle_source " , text = " " )
else :
col . prop ( brush , " texture_angle_source_no_random " , text = " " )
#row = col.row(align=True)
#row.label(text="Angle:")
#row.active = tex_slot.map_mode in ('FIXED', 'TILED')
#row = col.row(align=True)
#col = row.column()
#col.active = tex_slot.map_mode in ('FIXED')
#col.prop(brush, "use_rake", toggle=True, icon='PARTICLEMODE', text="")
col = layout . column ( )
col . prop ( tex_slot , " angle " , text = " " )
col . active = tex_slot . map_mode in ( ' FIXED ' , ' TILED ' )
#col = layout.column()
#col.prop(brush, "use_random_rotation")
#col.active = (not brush.use_rake) and (not brush.use_anchor) and brush.sculpt_tool not in ('GRAB', 'SNAKE_HOOK', 'THUMB', 'ROTATE') and tex_slot.map_mode in ('FIXED')
split = layout . split ( )
col = split . column ( )
col . prop ( tex_slot , " offset " )
if wide_ui :
col = split . column ( )
else :
col . separator ( )
col . prop ( tex_slot , " size " )
col = layout . column ( )
row = col . row ( align = True )
row . label ( text = " Sample Bias: " )
row = col . row ( align = True )
row . prop ( brush , " texture_sample_bias " , slider = True , text = " " )
row = col . row ( align = True )
row . label ( text = " Overlay: " )
row . active = tex_slot . map_mode in ( ' FIXED ' , ' TILED ' )
row = col . row ( align = True )
col = row . column ( )
if brush . use_texture_overlay :
col . prop ( brush , " use_texture_overlay " , toggle = True , text = " " , icon = ' MUTE_IPO_OFF ' )
else :
col . prop ( brush , " use_texture_overlay " , toggle = True , text = " " , icon = ' MUTE_IPO_ON ' )
col . active = tex_slot . map_mode in ( ' FIXED ' , ' TILED ' )
col = row . column ( )
col . prop ( brush , " texture_overlay_alpha " , text = " Alpha " )
col . active = tex_slot . map_mode in ( ' FIXED ' , ' TILED ' ) and brush . use_texture_overlay
2010-01-31 14:46:28 +00:00
Change to the way brush/tool selection works, as discussed a while ago
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab,
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to
change between Brushes. The shortcut keys for changing between tools have
now been changed to change between named brushes - the G key in sculpt
mode now changes to any brush named 'Grab'.
The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for
each brush. This means that for example, you can draw with a strong textured
Clay brush, but then switch quickly to a weaker, untextured Smooth brush,
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes -
just add a keymap entry similar to the existing ones, that references your own
custom brush names.
To bring over these new default brushes to an existing B.blend setup, just
append them in from the new B.blend in svn.
2009-12-28 01:27:05 +00:00
class VIEW3D_PT_tools_brush_tool ( PaintPanel ) :
bl_label = " Tool "
bl_default_closed = True
def poll ( self , context ) :
settings = self . paint_settings ( context )
2010-01-20 08:30:40 +00:00
return ( settings and settings . brush and
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( context . sculpt_object or context . texture_paint_object or
2010-01-20 08:30:40 +00:00
context . vertex_paint_object or context . weight_paint_object ) )
Change to the way brush/tool selection works, as discussed a while ago
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab,
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to
change between Brushes. The shortcut keys for changing between tools have
now been changed to change between named brushes - the G key in sculpt
mode now changes to any brush named 'Grab'.
The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for
each brush. This means that for example, you can draw with a strong textured
Clay brush, but then switch quickly to a weaker, untextured Smooth brush,
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes -
just add a keymap entry similar to the existing ones, that references your own
custom brush names.
To bring over these new default brushes to an existing B.blend setup, just
append them in from the new B.blend in svn.
2009-12-28 01:27:05 +00:00
def draw ( self , context ) :
layout = self . layout
settings = self . paint_settings ( context )
brush = settings . brush
texture_paint = context . texture_paint_object
sculpt = context . sculpt_object
col = layout . column ( align = True )
2009-12-29 00:04:57 +00:00
Change to the way brush/tool selection works, as discussed a while ago
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab,
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to
change between Brushes. The shortcut keys for changing between tools have
now been changed to change between named brushes - the G key in sculpt
mode now changes to any brush named 'Grab'.
The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for
each brush. This means that for example, you can draw with a strong textured
Clay brush, but then switch quickly to a weaker, untextured Smooth brush,
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes -
just add a keymap entry similar to the existing ones, that references your own
custom brush names.
To bring over these new default brushes to an existing B.blend setup, just
append them in from the new B.blend in svn.
2009-12-28 01:27:05 +00:00
if context . sculpt_object :
2010-07-14 14:11:03 +00:00
col . prop ( brush , " sculpt_tool " , expand = False , text = " " )
Change to the way brush/tool selection works, as discussed a while ago
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab,
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to
change between Brushes. The shortcut keys for changing between tools have
now been changed to change between named brushes - the G key in sculpt
mode now changes to any brush named 'Grab'.
The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for
each brush. This means that for example, you can draw with a strong textured
Clay brush, but then switch quickly to a weaker, untextured Smooth brush,
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes -
just add a keymap entry similar to the existing ones, that references your own
custom brush names.
To bring over these new default brushes to an existing B.blend setup, just
append them in from the new B.blend in svn.
2009-12-28 01:27:05 +00:00
elif context . texture_paint_object :
2010-07-14 14:11:03 +00:00
col . prop ( brush , " imagepaint_tool " , expand = False , text = " " )
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elif context . vertex_paint_object or context . weight_paint_object :
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col . prop ( brush , " vertexpaint_tool " , expand = False , text = " " )
Change to the way brush/tool selection works, as discussed a while ago
Now, there are preset brushes made for each tool type (eg. for sculpt mode, Grab,
Draw, Inflate, etc), and the recommended method for changing sculpt tools is to
change between Brushes. The shortcut keys for changing between tools have
now been changed to change between named brushes - the G key in sculpt
mode now changes to any brush named 'Grab'.
The advantages of this are:
* Changing between brushes remembers the strength/size/texture etc settings for
each brush. This means that for example, you can draw with a strong textured
Clay brush, but then switch quickly to a weaker, untextured Smooth brush,
without having to re-do your settings each time.
* You can now add your own custom shortcut keys to your own custom brushes -
just add a keymap entry similar to the existing ones, that references your own
custom brush names.
To bring over these new default brushes to an existing B.blend setup, just
append them in from the new B.blend in svn.
2009-12-28 01:27:05 +00:00
2009-10-31 23:35:56 +00:00
2009-08-18 01:19:00 +00:00
class VIEW3D_PT_tools_brush_stroke ( PaintPanel ) :
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bl_label = " Stroke "
bl_default_closed = True
def poll ( self , context ) :
settings = self . paint_settings ( context )
return ( settings and settings . brush and ( context . sculpt_object or
context . vertex_paint_object or
context . weight_paint_object or
context . texture_paint_object ) )
def draw ( self , context ) :
layout = self . layout
settings = self . paint_settings ( context )
brush = settings . brush
texture_paint = context . texture_paint_object
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col = layout . column ( )
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if context . sculpt_object :
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col . label ( text = " Stroke Method: " )
col . prop ( brush , " stroke_method " , text = " " )
if brush . use_anchor :
col . separator ( )
row = col . row ( )
row . prop ( brush , " edge_to_edge " , " Edge To Edge " )
if brush . use_airbrush :
col . separator ( )
row = col . row ( )
row . prop ( brush , " rate " , text = " Rate " , slider = True )
if brush . use_space :
col . separator ( )
row = col . row ( )
row . active = brush . use_space
row . prop ( brush , " spacing " , text = " Spacing " )
if brush . sculpt_tool not in ( ' GRAB ' , ' THUMB ' , ' SNAKE_HOOK ' , ' ROTATE ' ) and ( not brush . use_anchor ) and ( not brush . restore_mesh ) :
col = layout . column ( )
col . separator ( )
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2010-07-14 14:11:03 +00:00
col . prop ( brush , " use_smooth_stroke " )
sub = col . column ( )
sub . active = brush . use_smooth_stroke
sub . prop ( brush , " smooth_stroke_radius " , text = " Radius " , slider = True )
sub . prop ( brush , " smooth_stroke_factor " , text = " Factor " , slider = True )
col . separator ( )
row = col . row ( align = True )
row . prop ( brush , " jitter " , slider = True )
row . prop ( brush , " use_jitter_pressure " , toggle = True , text = " " )
else :
row = col . row ( )
row . prop ( brush , " use_airbrush " )
row = col . row ( )
row . active = brush . use_airbrush and ( not brush . use_space ) and ( not brush . use_anchor )
row . prop ( brush , " rate " , slider = True )
col . separator ( )
if not texture_paint :
row = col . row ( )
row . prop ( brush , " use_smooth_stroke " )
col = layout . column ( )
col . active = brush . use_smooth_stroke
col . prop ( brush , " smooth_stroke_radius " , text = " Radius " , slider = True )
col . prop ( brush , " smooth_stroke_factor " , text = " Factor " , slider = True )
col . separator ( )
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col = layout . column ( )
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col . active = ( not brush . use_anchor ) and ( brush . sculpt_tool not in ( ' GRAB ' , ' THUMB ' , ' ROTATE ' , ' SNAKE_HOOK ' ) )
2009-10-31 19:31:45 +00:00
2010-07-14 14:11:03 +00:00
row = col . row ( )
row . prop ( brush , " use_space " )
row = col . row ( )
row . active = brush . use_space
row . prop ( brush , " spacing " , text = " Spacing " )
#col.prop(brush, "use_space_atten", text="Adaptive Strength")
#col.prop(brush, "use_adaptive_space", text="Adaptive Spacing")
#col.separator()
#if texture_paint:
# row.prop(brush, "use_spacing_pressure", toggle=True, text="")
2009-08-21 00:46:36 +00:00
2009-10-31 23:35:56 +00:00
2009-07-25 22:31:02 +00:00
class VIEW3D_PT_tools_brush_curve ( PaintPanel ) :
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bl_label = " Curve "
bl_default_closed = True
def poll ( self , context ) :
settings = self . paint_settings ( context )
return ( settings and settings . brush and settings . brush . curve )
def draw ( self , context ) :
layout = self . layout
settings = self . paint_settings ( context )
brush = settings . brush
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layout . template_curve_mapping ( brush , " curve " , brush = True )
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row = layout . row ( align = True )
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row . operator ( " brush.curve_preset " , icon = " SMOOTHCURVE " , text = " " ) . shape = ' SMOOTH '
row . operator ( " brush.curve_preset " , icon = " SPHERECURVE " , text = " " ) . shape = ' ROUND '
row . operator ( " brush.curve_preset " , icon = " ROOTCURVE " , text = " " ) . shape = ' ROOT '
row . operator ( " brush.curve_preset " , icon = " SHARPCURVE " , text = " " ) . shape = ' SHARP '
row . operator ( " brush.curve_preset " , icon = " LINCURVE " , text = " " ) . shape = ' LINE '
row . operator ( " brush.curve_preset " , icon = " NOCURVE " , text = " " ) . shape = ' MAX '
row . operator ( " brush.curve_preset " , icon = " RNDCURVE " , text = " " ) . shape = ' MID9 '
2009-10-31 23:35:56 +00:00
2009-07-25 22:31:02 +00:00
class VIEW3D_PT_sculpt_options ( PaintPanel ) :
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bl_label = " Options "
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bl_default_closed = True
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def poll ( self , context ) :
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return ( context . sculpt_object and context . tool_settings . sculpt )
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def draw ( self , context ) :
layout = self . layout
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wide_ui = context . region . width > narrowui
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sculpt = context . tool_settings . sculpt
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settings = self . paint_settings ( context )
brush = settings . brush
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2010-07-14 14:11:03 +00:00
split = layout . split ( )
col = split . column ( )
edit = context . user_preferences . edit
col . label ( text = " Unified Settings: " )
col . prop ( edit , " sculpt_paint_use_unified_size " , text = " Size " )
col . prop ( edit , " sculpt_paint_use_unified_strength " , text = " Strength " )
if wide_ui :
col = split . column ( )
else :
col . separator ( )
col . label ( text = " Lock: " )
row = col . row ( align = True )
row . prop ( sculpt , " lock_x " , text = " X " , toggle = True )
row . prop ( sculpt , " lock_y " , text = " Y " , toggle = True )
row . prop ( sculpt , " lock_z " , text = " Z " , toggle = True )
2009-10-31 19:31:45 +00:00
2010-07-14 14:11:03 +00:00
class VIEW3D_PT_sculpt_symmetry ( PaintPanel ) :
bl_label = " Symmetry "
bl_default_closed = True
def poll ( self , context ) :
return ( context . sculpt_object and context . tool_settings . sculpt )
def draw ( self , context ) :
wide_ui = context . region . width > narrowui
layout = self . layout
sculpt = context . tool_settings . sculpt
settings = self . paint_settings ( context )
brush = settings . brush
split = layout . split ( )
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col = split . column ( )
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col . label ( text = " Mirror: " )
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col . prop ( sculpt , " symmetry_x " , text = " X " )
col . prop ( sculpt , " symmetry_y " , text = " Y " )
col . prop ( sculpt , " symmetry_z " , text = " Z " )
2009-10-31 19:31:45 +00:00
2010-07-14 14:11:03 +00:00
if wide_ui :
col = split . column ( )
else :
col . separator ( )
col . prop ( sculpt , " radial_symm " , text = " Radial " )
col = layout . column ( )
col . separator ( )
col . prop ( sculpt , " use_symmetry_feather " , text = " Feather " )
class VIEW3D_PT_tools_brush_appearance ( PaintPanel ) :
bl_label = " Appearance "
bl_default_closed = True
def poll ( self , context ) :
return ( context . sculpt_object and context . tool_settings . sculpt ) or ( context . vertex_paint_object and context . tool_settings . vertex_paint ) or ( context . weight_paint_object and context . tool_settings . weight_paint ) or ( context . texture_paint_object and context . tool_settings . image_paint )
def draw ( self , context ) :
layout = self . layout
sculpt = context . tool_settings . sculpt
settings = self . paint_settings ( context )
brush = settings . brush
col = layout . column ( ) ;
if context . sculpt_object and context . tool_settings . sculpt :
2010-07-19 07:26:41 +00:00
#if brush.sculpt_tool in ('DRAW', 'INFLATE', 'CLAY', 'CLAY_TUBES', 'PINCH', 'CREASE', 'BLOB', 'FLATTEN', 'FILL', 'SCRAPE'):
if brush . sculpt_tool in ( ' DRAW ' , ' INFLATE ' , ' CLAY ' , ' PINCH ' , ' CREASE ' , ' BLOB ' , ' FLATTEN ' , ' FILL ' , ' SCRAPE ' ) :
2010-07-14 14:11:03 +00:00
col . prop ( brush , " add_col " , text = " Add Color " )
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col . prop ( brush , " sub_col " , text = " Subtract Color " )
2010-07-14 14:11:03 +00:00
else :
col . prop ( brush , " add_col " , text = " Color " )
col . separator ( )
col = layout . column ( )
col . label ( text = " Icon: " )
2010-07-20 02:18:10 +00:00
row = col . row ( align = True )
row . template_ID ( brush , " image_icon " )
row = col . row ( align = True )
row . prop ( brush , " image_icon_path " , text = " " )
2009-07-24 21:01:41 +00:00
2009-07-02 11:24:27 +00:00
# ********** default tools for weightpaint ****************
2009-10-31 23:35:56 +00:00
2009-08-15 19:40:09 +00:00
class VIEW3D_PT_tools_weightpaint ( View3DPanel ) :
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bl_context = " weightpaint "
bl_label = " Weight Tools "
def draw ( self , context ) :
layout = self . layout
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2009-10-31 19:31:45 +00:00
col = layout . column ( )
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col . operator ( " object.vertex_group_normalize_all " , text = " Normalize All " )
col . operator ( " object.vertex_group_normalize " , text = " Normalize " )
col . operator ( " object.vertex_group_invert " , text = " Invert " )
col . operator ( " object.vertex_group_clean " , text = " Clean " )
col . operator ( " object.vertex_group_levels " , text = " Levels " )
2009-10-20 13:59:26 +00:00
2009-10-31 23:35:56 +00:00
2009-10-20 13:59:26 +00:00
class VIEW3D_PT_tools_weightpaint_options ( View3DPanel ) :
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bl_context = " weightpaint "
bl_label = " Options "
def draw ( self , context ) :
layout = self . layout
wpaint = context . tool_settings . weight_paint
col = layout . column ( )
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col . prop ( wpaint , " all_faces " )
col . prop ( wpaint , " normals " )
col . prop ( wpaint , " spray " )
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obj = context . weight_paint_object
if obj . type == ' MESH ' :
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mesh = obj . data
col . prop ( mesh , " use_mirror_x " )
col . prop ( mesh , " use_mirror_topology " )
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# Commented out because the Apply button isn't an operator yet, making these settings useless
2009-11-23 00:27:30 +00:00
# col.label(text="Gamma:")
# col.prop(wpaint, "gamma", text="")
# col.label(text="Multiply:")
# col.prop(wpaint, "mul", text="")
2009-07-02 11:24:27 +00:00
2009-08-02 16:44:32 +00:00
# Also missing now:
# Soft, Vgroup, X-Mirror and "Clear" Operator.
2009-07-02 11:24:27 +00:00
# ********** default tools for vertexpaint ****************
2009-10-31 23:35:56 +00:00
2009-08-15 19:40:09 +00:00
class VIEW3D_PT_tools_vertexpaint ( View3DPanel ) :
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bl_context = " vertexpaint "
bl_label = " Options "
def draw ( self , context ) :
layout = self . layout
vpaint = context . tool_settings . vertex_paint
col = layout . column ( )
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#col.prop(vpaint, "mode", text="")
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col . prop ( vpaint , " all_faces " )
col . prop ( vpaint , " normals " )
col . prop ( vpaint , " spray " )
2009-11-20 01:39:27 +00:00
2009-07-24 11:14:59 +00:00
# Commented out because the Apply button isn't an operator yet, making these settings useless
2009-11-23 00:27:30 +00:00
# col.label(text="Gamma:")
# col.prop(vpaint, "gamma", text="")
# col.label(text="Multiply:")
# col.prop(vpaint, "mul", text="")
2009-07-24 21:01:41 +00:00
2009-08-29 15:20:36 +00:00
# ********** default tools for texturepaint ****************
2009-07-02 11:24:27 +00:00
2009-10-31 23:35:56 +00:00
2009-09-08 03:29:28 +00:00
class VIEW3D_PT_tools_projectpaint ( View3DPanel ) :
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bl_context = " texturepaint "
bl_label = " Project Paint "
def poll ( self , context ) :
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return context . tool_settings . image_paint . brush . imagepaint_tool != ' SMEAR '
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def draw_header ( self , context ) :
ipaint = context . tool_settings . image_paint
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self . layout . prop ( ipaint , " use_projection " , text = " " )
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def draw ( self , context ) :
layout = self . layout
ipaint = context . tool_settings . image_paint
settings = context . tool_settings . image_paint
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use_projection = ipaint . use_projection
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col = layout . column ( )
sub = col . column ( )
sub . active = use_projection
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sub . prop ( ipaint , " use_occlude " )
sub . prop ( ipaint , " use_backface_cull " )
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split = layout . split ( )
col = split . column ( )
col . active = ( use_projection )
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col . prop ( ipaint , " use_normal_falloff " )
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col = split . column ( )
col . active = ( ipaint . use_normal_falloff and use_projection )
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col . prop ( ipaint , " normal_angle " , text = " " )
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col = layout . column ( align = False )
row = col . row ( )
row . active = ( use_projection )
row . prop ( ipaint , " use_stencil_layer " , text = " Stencil " )
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2009-12-22 10:48:13 +00:00
row2 = row . row ( align = False )
row2 . active = ( use_projection and ipaint . use_stencil_layer )
row2 . menu ( " VIEW3D_MT_tools_projectpaint_stencil " , text = context . active_object . data . uv_texture_stencil . name )
row2 . prop ( ipaint , " invert_stencil " , text = " " , icon = ' IMAGE_ALPHA ' )
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col = layout . column ( )
sub = col . column ( )
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row = sub . row ( )
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row . active = ( settings . brush . imagepaint_tool == ' CLONE ' )
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2010-02-09 19:22:57 +00:00
row . prop ( ipaint , " use_clone_layer " , text = " Layer " )
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row . menu ( " VIEW3D_MT_tools_projectpaint_clone " , text = context . active_object . data . uv_texture_clone . name )
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sub = col . column ( )
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sub . prop ( ipaint , " seam_bleed " )
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col . label ( text = " External Editing " )
row = col . split ( align = True , percentage = 0.55 )
row . operator ( " image.project_edit " , text = " Quick Edit " )
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row . operator ( " image.project_apply " , text = " Apply " )
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row = col . row ( align = True )
row . prop ( ipaint , " screen_grab_size " , text = " " )
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2010-03-05 18:19:32 +00:00
sub = col . column ( )
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sub . operator ( " paint.project_image " , text = " Apply Camera Image " )
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2010-03-16 17:45:01 +00:00
sub . operator ( " image.save_dirty " , text = " Save All Edited " )
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2009-12-22 10:48:13 +00:00
2010-02-14 11:21:21 +00:00
class VIEW3D_MT_tools_projectpaint_clone ( bpy . types . Menu ) :
bl_label = " Clone Layer "
def draw ( self , context ) :
layout = self . layout
for i , tex in enumerate ( context . active_object . data . uv_textures ) :
prop = layout . operator ( " wm.context_set_int " , text = tex . name )
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prop . data_path = " active_object.data.uv_texture_clone_index "
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prop . value = i
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2010-02-14 11:21:21 +00:00
class VIEW3D_MT_tools_projectpaint_stencil ( bpy . types . Menu ) :
bl_label = " Mask Layer "
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2010-02-14 11:21:21 +00:00
def draw ( self , context ) :
layout = self . layout
for i , tex in enumerate ( context . active_object . data . uv_textures ) :
prop = layout . operator ( " wm.context_set_int " , text = tex . name )
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prop . data_path = " active_object.data.uv_texture_stencil_index "
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prop . value = i
2009-12-22 10:48:13 +00:00
2009-07-25 22:31:02 +00:00
2009-08-15 19:40:09 +00:00
class VIEW3D_PT_tools_particlemode ( View3DPanel ) :
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''' default tools for particle mode '''
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bl_context = " particlemode "
bl_label = " Options "
def draw ( self , context ) :
layout = self . layout
pe = context . tool_settings . particle_edit
ob = pe . object
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layout . prop ( pe , " type " , text = " " )
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2009-11-06 12:27:28 +00:00
ptcache = None
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if pe . type == ' PARTICLES ' :
if ob . particle_systems :
if len ( ob . particle_systems ) > 1 :
layout . template_list ( ob , " particle_systems " , ob , " active_particle_system_index " , type = ' ICONS ' )
ptcache = ob . particle_systems [ ob . active_particle_system_index ] . point_cache
else :
for md in ob . modifiers :
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if md . type == pe . type :
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ptcache = md . point_cache
if ptcache and len ( ptcache . point_cache_list ) > 1 :
layout . template_list ( ptcache , " point_cache_list " , ptcache , " active_point_cache_index " , type = ' ICONS ' )
if not pe . editable :
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layout . label ( text = " Point cache must be baked " )
layout . label ( text = " to enable editing! " )
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col = layout . column ( align = True )
if pe . hair :
col . active = pe . editable
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col . prop ( pe , " emitter_deflect " , text = " Deflect emitter " )
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sub = col . row ( )
sub . active = pe . emitter_deflect
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sub . prop ( pe , " emitter_distance " , text = " Distance " )
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col = layout . column ( align = True )
col . active = pe . editable
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col . label ( text = " Keep: " )
col . prop ( pe , " keep_lengths " , text = " Lenghts " )
col . prop ( pe , " keep_root " , text = " Root " )
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if not pe . hair :
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col . label ( text = " Correct: " )
col . prop ( pe , " auto_velocity " , text = " Velocity " )
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col . prop ( ob . data , " use_mirror_x " )
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col = layout . column ( align = True )
col . active = pe . editable
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col . label ( text = " Draw: " )
col . prop ( pe , " draw_step " , text = " Path Steps " )
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if pe . hair :
col . prop ( pe , " draw_particles " , text = " Children " )
else :
if pe . type == ' PARTICLES ' :
col . prop ( pe , " draw_particles " , text = " Particles " )
col . prop ( pe , " fade_time " )
sub = col . row ( )
sub . active = pe . fade_time
sub . prop ( pe , " fade_frames " , slider = True )
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classes = [
VIEW3D_PT_tools_weightpaint ,
VIEW3D_PT_tools_objectmode ,
VIEW3D_PT_tools_meshedit ,
VIEW3D_PT_tools_meshedit_options ,
VIEW3D_PT_tools_curveedit ,
VIEW3D_PT_tools_surfaceedit ,
VIEW3D_PT_tools_textedit ,
VIEW3D_PT_tools_armatureedit ,
VIEW3D_PT_tools_armatureedit_options ,
VIEW3D_PT_tools_mballedit ,
VIEW3D_PT_tools_latticeedit ,
VIEW3D_PT_tools_posemode ,
VIEW3D_PT_tools_posemode_options ,
VIEW3D_PT_tools_brush ,
VIEW3D_PT_tools_brush_texture ,
VIEW3D_PT_tools_brush_stroke ,
VIEW3D_PT_tools_brush_curve ,
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VIEW3D_PT_tools_brush_appearance ,
VIEW3D_PT_tools_brush_tool ,
VIEW3D_PT_sculpt_symmetry ,
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VIEW3D_PT_sculpt_options ,
VIEW3D_PT_tools_vertexpaint ,
VIEW3D_PT_tools_weightpaint_options ,
VIEW3D_PT_tools_projectpaint ,
VIEW3D_MT_tools_projectpaint_clone ,
VIEW3D_MT_tools_projectpaint_stencil ,
VIEW3D_PT_tools_particlemode ]
def register ( ) :
register = bpy . types . register
for cls in classes :
register ( cls )
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def unregister ( ) :
unregister = bpy . types . unregister
for cls in classes :
unregister ( cls )
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if __name__ == " __main__ " :
register ( )