blender/release/scripts/startup/bl_ui/space_view3d_toolbar.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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Menu, Panel, UIList
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 (
GreasePencilDrawingToolsPanel,
GreasePencilStrokeEditPanel
)
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from bl_ui.properties_paint_common import (
UnifiedPaintPanel,
brush_texture_settings,
brush_texpaint_common,
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brush_mask_texture_settings,
)
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class View3DPanel():
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
Grease Pencil Todos: "Sketching Sessions" Due to popular request and usability considerations, this commit reintroduces functionality similar to 2.4's "Draw Mode" for Grease Pencil. In the toolbar under the Draw/Line/Eraser buttons, you can find the "Use Sketching Sessions" toggle, which enables this feature. This is a per-scene setting, and defaults to off, so that the current 2.5 behaviour is still the default (i.e. the Grease Pencil operator will only do a single stroke at a time). With this option enabled, drawing with Grease Pencil will enter a semi-modal state where you can draw multiple strokes without needing to keep holding the DKEY throughout (though you'll still need to do so to start the strokes, unless you use some toolbar buttons), while still being able to manipulate the viewport. Header help-text prints show the appropriate keybindings (i.e. press ESCKEY or ENTER to end the sketching session). Notes: - To aid maintainability of the 3D-View toolbar code, I've taken the liberty to factor out the groups of widgets which commonly occur in most of the toolbars into separate functions (namely "Repeat" and "Grease Pencil"). Perhaps it might make it slightly harder to newbies to the toolbar code to grasp, though the physics panels are far worse ;) - I've reshuffled some code in the Grease Pencil code to separate out the various states of operation again more clearly, though some more work is still needed there (TODO) - There can now be only one Grease Pencil operator running at a time - Redoing Grease Pencil operations where sketching sessions was enabled still needs work. Namely, a way of delimiting the set of points recorded into strokes is still needed (TODO) - Ultimately, it should be possible to switch tools midway through a session. Currently sessions are limited to only being able to be used with a single drawing mode (TODO) - After ending a drawing session, the titlebar contols may not work on Windows without manually making the main window lose focus and then regain (i.e. click on some other window in toolbar, then come back). This may be related to (bug #25480)
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# **************** standard tool clusters ******************
# Keyframing tools
def draw_keyframing_tools(context, layout):
col = layout.column(align=True)
col.label(text="Keyframes:")
row = col.row(align=True)
row.operator("anim.keyframe_insert_menu", text="Insert")
row.operator("anim.keyframe_delete_v3d", text="Remove")
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# ********** default tools for object-mode ****************
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class VIEW3D_PT_tools_transform(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "objectmode"
bl_label = "Transform"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
col = layout.column(align=True)
col.operator("transform.mirror", text="Mirror")
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class VIEW3D_PT_tools_object(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "objectmode"
bl_label = "Edit"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.operator("object.duplicate_move", text="Duplicate")
col.operator("object.duplicate_move_linked", text="Duplicate Linked")
col.operator("object.delete")
obj = context.active_object
if obj:
obj_type = obj.type
if obj_type in {'MESH', 'CURVE', 'SURFACE', 'ARMATURE'}:
col = layout.column(align=True)
col.operator("object.join")
if obj_type in {'MESH', 'CURVE', 'SURFACE', 'ARMATURE', 'FONT', 'LATTICE'}:
col = layout.column(align=True)
col.operator_menu_enum("object.origin_set", "type", text="Set Origin")
if obj_type in {'MESH', 'CURVE', 'SURFACE'}:
col = layout.column(align=True)
col.label(text="Shading:")
row = col.row(align=True)
row.operator("object.shade_smooth", text="Smooth")
row.operator("object.shade_flat", text="Flat")
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class VIEW3D_PT_tools_add_object(View3DPanel, Panel):
bl_category = "Create"
bl_context = "objectmode"
bl_label = "Add Primitive"
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@staticmethod
def draw_add_mesh(layout, label=False):
if label:
layout.label(text="Primitives:")
layout.operator("mesh.primitive_plane_add", text="Plane", icon='MESH_PLANE')
layout.operator("mesh.primitive_cube_add", text="Cube", icon='MESH_CUBE')
layout.operator("mesh.primitive_circle_add", text="Circle", icon='MESH_CIRCLE')
layout.operator("mesh.primitive_uv_sphere_add", text="UV Sphere", icon='MESH_UVSPHERE')
layout.operator("mesh.primitive_ico_sphere_add", text="Ico Sphere", icon='MESH_ICOSPHERE')
layout.operator("mesh.primitive_cylinder_add", text="Cylinder", icon='MESH_CYLINDER')
layout.operator("mesh.primitive_cone_add", text="Cone", icon='MESH_CONE')
layout.operator("mesh.primitive_torus_add", text="Torus", icon='MESH_TORUS')
if label:
layout.label(text="Special:")
else:
layout.separator()
layout.operator("mesh.primitive_grid_add", text="Grid", icon='MESH_GRID')
layout.operator("mesh.primitive_monkey_add", text="Monkey", icon='MESH_MONKEY')
@staticmethod
def draw_add_curve(layout, label=False):
if label:
layout.label(text="Bezier:")
layout.operator("curve.primitive_bezier_curve_add", text="Bezier", icon='CURVE_BEZCURVE')
layout.operator("curve.primitive_bezier_circle_add", text="Circle", icon='CURVE_BEZCIRCLE')
if label:
layout.label(text="Nurbs:")
else:
layout.separator()
layout.operator("curve.primitive_nurbs_curve_add", text="Nurbs Curve", icon='CURVE_NCURVE')
layout.operator("curve.primitive_nurbs_circle_add", text="Nurbs Circle", icon='CURVE_NCIRCLE')
layout.operator("curve.primitive_nurbs_path_add", text="Path", icon='CURVE_PATH')
@staticmethod
def draw_add_surface(layout):
layout.operator("surface.primitive_nurbs_surface_curve_add", text="Nurbs Curve", icon='SURFACE_NCURVE')
layout.operator("surface.primitive_nurbs_surface_circle_add", text="Nurbs Circle", icon='SURFACE_NCIRCLE')
layout.operator("surface.primitive_nurbs_surface_surface_add", text="Nurbs Surface", icon='SURFACE_NSURFACE')
layout.operator("surface.primitive_nurbs_surface_cylinder_add", text="Nurbs Cylinder", icon='SURFACE_NCYLINDER')
layout.operator("surface.primitive_nurbs_surface_sphere_add", text="Nurbs Sphere", icon='SURFACE_NSPHERE')
layout.operator("surface.primitive_nurbs_surface_torus_add", text="Nurbs Torus", icon='SURFACE_NTORUS')
@staticmethod
def draw_add_mball(layout):
layout.operator_enum("object.metaball_add", "type")
@staticmethod
def draw_add_lamp(layout):
layout.operator_enum("object.lamp_add", "type")
@staticmethod
def draw_add_other(layout):
layout.operator("object.text_add", text="Text", icon='OUTLINER_OB_FONT')
layout.operator("object.armature_add", text="Armature", icon='OUTLINER_OB_ARMATURE')
layout.operator("object.add", text="Lattice", icon='OUTLINER_OB_LATTICE').type = 'LATTICE'
layout.operator("object.empty_add", text="Empty", icon='OUTLINER_OB_EMPTY').type = 'PLAIN_AXES'
layout.operator("object.speaker_add", text="Speaker", icon='OUTLINER_OB_SPEAKER')
layout.operator("object.camera_add", text="Camera", icon='OUTLINER_OB_CAMERA')
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def draw(self, context):
layout = self.layout
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col = layout.column(align=True)
col.label(text="Mesh:")
self.draw_add_mesh(col)
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col = layout.column(align=True)
col.label(text="Curve:")
self.draw_add_curve(col)
# not used here:
# draw_add_surface
# draw_add_mball
col = layout.column(align=True)
col.label(text="Lamp:")
self.draw_add_lamp(col)
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col = layout.column(align=True)
col.label(text="Other:")
self.draw_add_other(col)
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class VIEW3D_PT_tools_relations(View3DPanel, Panel):
bl_category = "Relations"
bl_context = "objectmode"
bl_label = "Relations"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Group:")
col.operator("group.create", text="New Group")
col.operator("group.objects_add_active", text="Add to Active")
col.operator("group.objects_remove", text="Remove from Group")
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col.separator()
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col.label(text="Parent:")
row = col.row(align=True)
row.operator("object.parent_set", text="Set")
row.operator("object.parent_clear", text="Clear")
col.separator()
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col.label(text="Object Data:")
col.operator("object.make_links_data")
col.operator("object.make_single_user")
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col.separator()
col.label(text="Linked Objects:")
col.operator("object.make_local")
col.operator("object.proxy_make")
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class VIEW3D_PT_tools_animation(View3DPanel, Panel):
bl_category = "Animation"
bl_context = "objectmode"
bl_label = "Animation"
def draw(self, context):
layout = self.layout
draw_keyframing_tools(context, layout)
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col = layout.column(align=True)
col.label(text="Motion Paths:")
row = col.row(align=True)
row.operator("object.paths_calculate", text="Calculate")
row.operator("object.paths_clear", text="Clear")
col.separator()
col.label(text="Action:")
col.operator("nla.bake", text="Bake Action")
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class VIEW3D_PT_tools_rigid_body(View3DPanel, Panel):
bl_category = "Physics"
bl_context = "objectmode"
bl_label = "Rigid Body Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Add/Remove:")
row = col.row(align=True)
row.operator("rigidbody.objects_add", text="Add Active").type = 'ACTIVE'
row.operator("rigidbody.objects_add", text="Add Passive").type = 'PASSIVE'
row = col.row(align=True)
row.operator("rigidbody.objects_remove", text="Remove")
col = layout.column(align=True)
col.label(text="Object Tools:")
col.operator("rigidbody.shape_change", text="Change Shape")
col.operator("rigidbody.mass_calculate", text="Calculate Mass")
col.operator("rigidbody.object_settings_copy", text="Copy from Active")
col.operator("object.visual_transform_apply", text="Apply Transformation")
col.operator("rigidbody.bake_to_keyframes", text="Bake To Keyframes")
col.label(text="Constraints:")
col.operator("rigidbody.connect", text="Connect")
# ********** default tools for editmode_mesh ****************
class VIEW3D_PT_tools_transform_mesh(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "mesh_edit"
bl_label = "Transform"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
col.operator("transform.shrink_fatten", text="Shrink/Fatten")
col.operator("transform.push_pull", text="Push/Pull")
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class VIEW3D_PT_tools_meshedit(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "mesh_edit"
bl_label = "Mesh Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Deform:")
row = col.row(align=True)
row.operator("transform.edge_slide", text="Slide Edge")
row.operator("transform.vert_slide", text="Vertex")
col.operator("mesh.noise")
col.operator("mesh.vertices_smooth")
col.operator("object.vertex_random")
col = layout.column(align=True)
col.label(text="Add:")
col.menu("VIEW3D_MT_edit_mesh_extrude")
col.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Region")
col.operator("view3d.edit_mesh_extrude_individual_move", text="Extrude Individual")
col.operator("mesh.edge_face_add")
col.operator("mesh.subdivide")
col.operator("mesh.loopcut_slide")
col.operator("mesh.duplicate_move", text="Duplicate")
row = col.row(align=True)
row.operator("mesh.spin")
row.operator("mesh.screw")
row = col.row(align=True)
props = row.operator("mesh.knife_tool", text="Knife")
props.use_occlude_geometry = True
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props.only_selected = False
props = row.operator("mesh.knife_tool", text="Select")
props.use_occlude_geometry = False
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props.only_selected = True
col.operator("mesh.knife_project")
col.operator("mesh.bisect")
col = layout.column(align=True)
col.label(text="Remove:")
col.menu("VIEW3D_MT_edit_mesh_delete")
col.operator_menu_enum("mesh.merge", "type")
col.operator("mesh.remove_doubles")
class VIEW3D_PT_tools_meshweight(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "mesh_edit"
bl_label = "Weight Tools"
bl_options = {'DEFAULT_CLOSED'}
# Used for Weight-Paint mode and Edit-Mode
@staticmethod
def draw_generic(layout):
col = layout.column()
col.operator("object.vertex_group_normalize_all", text="Normalize All")
col.operator("object.vertex_group_normalize", text="Normalize")
col.operator("object.vertex_group_mirror", text="Mirror")
col.operator("object.vertex_group_invert", text="Invert")
col.operator("object.vertex_group_clean", text="Clean")
col.operator("object.vertex_group_quantize", text="Quantize")
col.operator("object.vertex_group_levels", text="Levels")
col.operator("object.vertex_group_blend", text="Blend")
col.operator("object.vertex_group_limit_total", text="Limit Total")
col.operator("object.vertex_group_fix", text="Fix Deforms")
def draw(self, context):
layout = self.layout
self.draw_generic(layout)
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class VIEW3D_PT_tools_add_mesh_edit(View3DPanel, Panel):
bl_category = "Create"
bl_context = "mesh_edit"
bl_label = "Add Meshes"
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def draw(self, context):
layout = self.layout
col = layout.column(align=True)
VIEW3D_PT_tools_add_object.draw_add_mesh(col, label=True)
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class VIEW3D_PT_tools_shading(View3DPanel, Panel):
bl_category = "Shading / UVs"
bl_context = "mesh_edit"
bl_label = "Shading"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Faces:")
row = col.row(align=True)
row.operator("mesh.faces_shade_smooth", text="Smooth")
row.operator("mesh.faces_shade_flat", text="Flat")
col.label(text="Edges:")
row = col.row(align=True)
row.operator("mesh.mark_sharp", text="Smooth").clear = True
row.operator("mesh.mark_sharp", text="Sharp")
col.label(text="Vertices:")
row = col.row(align=True)
op = row.operator("mesh.mark_sharp", text="Smooth")
op.use_verts = True
op.clear = True
row.operator("mesh.mark_sharp", text="Sharp").use_verts = True
col = layout.column(align=True)
col.label(text="Normals:")
col.operator("mesh.normals_make_consistent", text="Recalculate")
col.operator("mesh.flip_normals", text="Flip Direction")
class VIEW3D_PT_tools_uvs(View3DPanel, Panel):
bl_category = "Shading / UVs"
bl_context = "mesh_edit"
bl_label = "UVs"
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def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="UV Mapping:")
col.menu("VIEW3D_MT_uv_map", text="Unwrap")
col.operator("mesh.mark_seam").clear = False
col.operator("mesh.mark_seam", text="Clear Seam").clear = True
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class VIEW3D_PT_tools_meshedit_options(View3DPanel, Panel):
bl_category = "Options"
bl_context = "mesh_edit"
bl_label = "Mesh Options"
@classmethod
def poll(cls, context):
return context.active_object
def draw(self, context):
layout = self.layout
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ob = context.active_object
tool_settings = context.tool_settings
mesh = ob.data
col = layout.column(align=True)
col.prop(mesh, "use_mirror_x")
row = col.row(align=True)
row.active = ob.data.use_mirror_x
row.prop(mesh, "use_mirror_topology")
col = layout.column(align=True)
col.label("Edge Select Mode:")
col.prop(tool_settings, "edge_path_mode", text="")
col.prop(tool_settings, "edge_path_live_unwrap")
col.label("Double Threshold:")
col.prop(tool_settings, "double_threshold", text="")
if mesh.show_weight:
col.label("Show Zero Weights:")
col.row().prop(tool_settings, "vertex_group_user", expand=True)
# ********** default tools for editmode_curve ****************
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class VIEW3D_PT_tools_transform_curve(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "curve_edit"
bl_label = "Transform"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
col = layout.column(align=True)
col.operator("transform.tilt", text="Tilt")
col.operator("transform.transform", text="Shrink/Fatten").mode = 'CURVE_SHRINKFATTEN'
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class VIEW3D_PT_tools_curveedit(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "curve_edit"
bl_label = "Curve Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Curve:")
col.operator("curve.duplicate_move", text="Duplicate")
col.operator("curve.delete")
col.operator("curve.cyclic_toggle")
col.operator("curve.switch_direction")
col.operator("curve.spline_type_set")
col.operator("curve.radius_set")
col = layout.column(align=True)
col.label(text="Handles:")
row = col.row(align=True)
row.operator("curve.handle_type_set", text="Auto").type = 'AUTOMATIC'
row.operator("curve.handle_type_set", text="Vector").type = 'VECTOR'
row = col.row(align=True)
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row.operator("curve.handle_type_set", text="Align").type = 'ALIGNED'
row.operator("curve.handle_type_set", text="Free").type = 'FREE_ALIGN'
col = layout.column(align=True)
col.operator("curve.normals_make_consistent")
col = layout.column(align=True)
col.label(text="Modeling:")
col.operator("curve.extrude_move", text="Extrude")
col.operator("curve.subdivide")
col.operator("curve.smooth")
col.operator("object.vertex_random")
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class VIEW3D_PT_tools_add_curve_edit(View3DPanel, Panel):
bl_category = "Create"
bl_context = "curve_edit"
bl_label = "Add Curves"
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def draw(self, context):
layout = self.layout
col = layout.column(align=True)
VIEW3D_PT_tools_add_object.draw_add_curve(col, label=True)
# ********** default tools for editmode_surface ****************
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class VIEW3D_PT_tools_transform_surface(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "surface_edit"
bl_label = "Transform"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
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class VIEW3D_PT_tools_surfaceedit(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "surface_edit"
bl_label = "Surface Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Curve:")
col.operator("curve.duplicate_move", text="Duplicate")
col.operator("curve.delete")
col.operator("curve.cyclic_toggle")
col.operator("curve.switch_direction")
col = layout.column(align=True)
col.label(text="Modeling:")
col.operator("curve.extrude", text="Extrude")
col.operator("curve.subdivide")
col = layout.column(align=True)
col.label(text="Deform:")
col.operator("object.vertex_random")
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class VIEW3D_PT_tools_add_surface_edit(View3DPanel, Panel):
bl_category = "Create"
bl_context = "surface_edit"
bl_label = "Add Surfaces"
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def draw(self, context):
layout = self.layout
col = layout.column(align=True)
VIEW3D_PT_tools_add_object.draw_add_surface(col)
# ********** default tools for editmode_text ****************
class VIEW3D_PT_tools_textedit(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "text_edit"
bl_label = "Text Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Set Case:")
col.operator("font.case_set", text="To Upper").case = 'UPPER'
col.operator("font.case_set", text="To Lower").case = 'LOWER'
col = layout.column(align=True)
col.label(text="Style:")
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'
# ********** default tools for editmode_armature ****************
class VIEW3D_PT_tools_armatureedit_transform(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "armature_edit"
bl_label = "Transform"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
class VIEW3D_PT_tools_armatureedit(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "armature_edit"
bl_label = "Armature Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
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")
col = layout.column(align=True)
col.label(text="Modeling:")
col.operator("armature.extrude_move")
col.operator("armature.subdivide", text="Subdivide")
col = layout.column(align=True)
col.label(text="Deform:")
col.operator("object.vertex_random")
class VIEW3D_PT_tools_armatureedit_options(View3DPanel, Panel):
bl_category = "Options"
bl_context = "armature_edit"
bl_label = "Armature Options"
def draw(self, context):
arm = context.active_object.data
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self.layout.prop(arm, "use_mirror_x")
# ********** default tools for editmode_mball ****************
class VIEW3D_PT_tools_mballedit(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "mball_edit"
bl_label = "Meta Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Transform:")
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
col = layout.column(align=True)
col.label(text="Deform:")
col.operator("object.vertex_random")
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class VIEW3D_PT_tools_add_mball_edit(View3DPanel, Panel):
bl_category = "Create"
bl_context = "mball_edit"
bl_label = "Add Metaball"
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def draw(self, context):
layout = self.layout
col = layout.column(align=True)
VIEW3D_PT_tools_add_object.draw_add_mball(col)
# ********** default tools for editmode_lattice ****************
class VIEW3D_PT_tools_latticeedit(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "lattice_edit"
bl_label = "Lattice Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Transform:")
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
col = layout.column(align=True)
col.operator("lattice.make_regular")
col = layout.column(align=True)
col.label(text="Deform:")
col.operator("object.vertex_random")
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# ********** default tools for pose-mode ****************
class VIEW3D_PT_tools_posemode(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "posemode"
bl_label = "Pose Tools"
def draw(self, context):
layout = self.layout
col = layout.column(align=True)
col.label(text="Transform:")
col.operator("transform.translate")
col.operator("transform.rotate")
col.operator("transform.resize", text="Scale")
col = layout.column(align=True)
col.label(text="In-Between:")
row = col.row(align=True)
row.operator("pose.push", text="Push")
row.operator("pose.relax", text="Relax")
col.operator("pose.breakdown", text="Breakdowner")
col = layout.column(align=True)
col.label(text="Pose:")
row = col.row(align=True)
row.operator("pose.copy", text="Copy")
row.operator("pose.paste", text="Paste")
col = layout.column(align=True)
col.operator("poselib.pose_add", text="Add To Library")
draw_keyframing_tools(context, layout)
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col = layout.column(align=True)
col.label(text="Motion Paths:")
row = col.row(align=True)
row.operator("pose.paths_calculate", text="Calculate")
row.operator("pose.paths_clear", text="Clear")
class VIEW3D_PT_tools_posemode_options(View3DPanel, Panel):
bl_category = "Options"
bl_context = "posemode"
bl_label = "Pose Options"
def draw(self, context):
arm = context.active_object.data
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self.layout.prop(arm, "use_auto_ik")
# ********** default tools for paint modes ****************
class View3DPaintPanel(UnifiedPaintPanel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
class VIEW3D_PT_imapaint_tools_missing(Panel, View3DPaintPanel):
bl_category = "Tools"
bl_label = "Missing Data"
@classmethod
def poll(cls, context):
toolsettings = context.tool_settings.image_paint
return context.image_paint_object and not toolsettings.detect_data()
def draw(self, context):
layout = self.layout
toolsettings = context.tool_settings.image_paint
col = layout.column()
col.label("Missing Data", icon='ERROR')
if toolsettings.missing_uvs:
col.separator()
col.label("Missing UVs", icon='INFO')
col.label("Unwrap the mesh in edit mode or generate a simple UV layer")
col.operator("paint.add_simple_uvs")
if toolsettings.mode == 'MATERIAL':
if toolsettings.missing_materials:
col.separator()
col.label("Missing Materials", icon='INFO')
col.label("Add a material and paint slot below")
col.operator_menu_enum("paint.add_texture_paint_slot", "type", text="Add Paint Slot")
elif toolsettings.missing_texture:
ob = context.active_object
mat = ob.active_material
col.separator()
if mat:
col.label("Missing Texture Slots", icon='INFO')
col.label("Add a paint slot below")
col.operator_menu_enum("paint.add_texture_paint_slot", "type", text="Add Paint Slot")
else:
col.label("Missing Materials", icon='INFO')
col.label("Add a material and paint slot below")
col.operator_menu_enum("paint.add_texture_paint_slot", "type", text="Add Paint Slot")
elif toolsettings.mode == 'IMAGE':
if toolsettings.missing_texture:
col.separator()
col.label("Missing Canvas", icon='INFO')
col.label("Add or assign a canvas image below")
col.label("Canvas Image")
col.template_ID(toolsettings, "canvas")
col.operator("image.new", text="New").gen_context = 'PAINT_CANVAS'
if toolsettings.missing_stencil:
col.separator()
col.label("Missing Stencil", icon='INFO')
col.label("Add or assign a stencil image below")
col.label("Stencil Image")
col.template_ID(toolsettings, "stencil_image")
col.operator("image.new", text="New").gen_context = 'PAINT_STENCIL'
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class VIEW3D_PT_tools_brush(Panel, View3DPaintPanel):
bl_category = "Tools"
bl_label = "Brush"
@classmethod
def poll(cls, context):
return cls.paint_settings(context)
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
settings = self.paint_settings(context)
brush = settings.brush
if not context.particle_edit_object:
col = layout.split().column()
col.template_ID_preview(settings, "brush", new="brush.add", rows=3, cols=8)
# Particle Mode #
if context.particle_edit_object:
tool = settings.tool
layout.column().prop(settings, "tool", expand=True)
if tool != 'NONE':
col = layout.column()
col.prop(brush, "size", slider=True)
if tool != 'ADD':
col.prop(brush, "strength", slider=True)
if tool == 'ADD':
col.prop(brush, "count")
col = layout.column()
col.prop(settings, "use_default_interpolate")
sub = col.column(align=True)
sub.active = settings.use_default_interpolate
sub.prop(brush, "steps", slider=True)
sub.prop(settings, "default_key_count", slider=True)
elif tool == 'LENGTH':
layout.prop(brush, "length_mode", expand=True)
elif tool == 'PUFF':
layout.prop(brush, "puff_mode", expand=True)
layout.prop(brush, "use_puff_volume")
# Sculpt Mode #
elif context.sculpt_object and brush:
capabilities = brush.sculpt_capabilities
col = layout.column()
col.separator()
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row = col.row(align=True)
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ups = toolsettings.unified_paint_settings
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if ((ups.use_unified_size and ups.use_locked_size) or
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((not ups.use_unified_size) and brush.use_locked_size)):
self.prop_unified_size(row, context, brush, "use_locked_size", icon='LOCKED')
self.prop_unified_size(row, context, brush, "unprojected_radius", slider=True, text="Radius")
else:
self.prop_unified_size(row, context, brush, "use_locked_size", icon='UNLOCKED')
self.prop_unified_size(row, context, brush, "size", slider=True, text="Radius")
self.prop_unified_size(row, context, brush, "use_pressure_size")
# strength, use_strength_pressure, and use_strength_attenuation
col.separator()
row = col.row(align=True)
if capabilities.has_space_attenuation:
row.prop(brush, "use_space_attenuation", toggle=True, icon_only=True)
self.prop_unified_strength(row, context, brush, "strength", text="Strength")
if capabilities.has_strength_pressure:
self.prop_unified_strength(row, context, brush, "use_pressure_strength")
# auto_smooth_factor and use_inverse_smooth_pressure
if capabilities.has_auto_smooth:
col.separator()
row = col.row(align=True)
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row.prop(brush, "auto_smooth_factor", slider=True)
row.prop(brush, "use_inverse_smooth_pressure", toggle=True, text="")
# normal_weight
if capabilities.has_normal_weight:
col.separator()
row = col.row(align=True)
row.prop(brush, "normal_weight", slider=True)
# crease_pinch_factor
if capabilities.has_pinch_factor:
col.separator()
row = col.row(align=True)
row.prop(brush, "crease_pinch_factor", slider=True, text="Pinch")
# use_original_normal and sculpt_plane
if capabilities.has_sculpt_plane:
col.separator()
row = col.row(align=True)
row.prop(brush, "use_original_normal", toggle=True, icon_only=True)
row.prop(brush, "sculpt_plane", text="")
if brush.sculpt_tool == 'MASK':
col.prop(brush, "mask_tool", text="")
# plane_offset, use_offset_pressure, use_plane_trim, plane_trim
if capabilities.has_plane_offset:
row = col.row(align=True)
row.prop(brush, "plane_offset", slider=True)
row.prop(brush, "use_offset_pressure", text="")
col.separator()
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row = col.row()
row.prop(brush, "use_plane_trim", text="Trim")
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row = col.row()
row.active = brush.use_plane_trim
row.prop(brush, "plane_trim", slider=True, text="Distance")
# height
if capabilities.has_height:
row = col.row()
row.prop(brush, "height", slider=True, text="Height")
# use_frontface
col.separator()
row = col.row()
row.prop(brush, "use_frontface", text="Front Faces Only")
# direction
col.separator()
col.row().prop(brush, "direction", expand=True)
# use_accumulate
if capabilities.has_accumulate:
col.separator()
col.prop(brush, "use_accumulate")
# use_persistent, set_persistent_base
if capabilities.has_persistence:
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
break
if do_persistent:
col.prop(brush, "use_persistent")
col.operator("sculpt.set_persistent_base")
# Texture Paint Mode #
elif context.image_paint_object and brush:
brush_texpaint_common(self, context, layout, brush, settings, True)
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# Weight Paint Mode #
elif context.weight_paint_object and brush:
col = layout.column()
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
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row = col.row(align=True)
self.prop_unified_weight(row, context, brush, "weight", slider=True, text="Weight")
row = col.row(align=True)
self.prop_unified_size(row, context, brush, "size", slider=True, text="Radius")
self.prop_unified_size(row, context, brush, "use_pressure_size")
row = col.row(align=True)
self.prop_unified_strength(row, context, brush, "strength", text="Strength")
self.prop_unified_strength(row, context, brush, "use_pressure_strength")
col.prop(brush, "vertex_tool", text="Blend")
col = layout.column()
col.prop(toolsettings, "use_auto_normalize", text="Auto Normalize")
col.prop(toolsettings, "use_multipaint", text="Multi-Paint")
# Vertex Paint Mode #
elif context.vertex_paint_object and brush:
col = layout.column()
self.prop_unified_color_picker(col, context, brush, "color", value_slider=True)
if settings.palette:
col.template_palette(settings, "palette", color=True)
self.prop_unified_color(col, context, brush, "color", text="")
col.separator()
row = col.row(align=True)
self.prop_unified_size(row, context, brush, "size", slider=True, text="Radius")
self.prop_unified_size(row, context, brush, "use_pressure_size")
row = col.row(align=True)
self.prop_unified_strength(row, context, brush, "strength", text="Strength")
self.prop_unified_strength(row, context, brush, "use_pressure_strength")
# XXX - TODO
# row = col.row(align=True)
# row.prop(brush, "jitter", slider=True)
# row.prop(brush, "use_pressure_jitter", toggle=True, text="")
col.separator()
col.prop(brush, "vertex_tool", text="Blend")
col.separator()
col.template_ID(settings, "palette", new="palette.new")
class TEXTURE_UL_texpaintslots(UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
mat = data
if self.layout_type in {'DEFAULT', 'COMPACT'}:
layout.prop(item, "name", text="", emboss=False, icon_value=icon)
if (not mat.use_nodes) and context.scene.render.engine in {'BLENDER_RENDER', 'BLENDER_GAME'}:
mtex_index = mat.texture_paint_slots[index].index
layout.prop(mat, "use_textures", text="", index=mtex_index)
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="")
class VIEW3D_MT_tools_projectpaint_uvlayer(Menu):
bl_label = "Clone Layer"
def draw(self, context):
layout = self.layout
for i, tex in enumerate(context.active_object.data.uv_textures):
props = layout.operator("wm.context_set_int", text=tex.name, translate=False)
props.data_path = "active_object.data.uv_textures.active_index"
props.value = i
class VIEW3D_PT_slots_projectpaint(View3DPanel, Panel):
bl_context = "imagepaint"
bl_label = "Slots"
bl_category = "Slots"
@classmethod
def poll(cls, context):
brush = context.tool_settings.image_paint.brush
ob = context.active_object
return (brush is not None and ob is not None)
def draw(self, context):
layout = self.layout
settings = context.tool_settings.image_paint
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# brush = settings.brush
ob = context.active_object
col = layout.column()
col.label("Painting Mode")
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col.prop(settings, "mode", text="")
col.separator()
if settings.mode == 'MATERIAL':
if len(ob.material_slots) > 1:
col.label("Materials")
col.template_list("MATERIAL_UL_matslots", "layers",
ob, "material_slots",
ob, "active_material_index", rows=2)
mat = ob.active_material
if mat:
col.label("Available Paint Slots")
col.template_list("TEXTURE_UL_texpaintslots", "",
mat, "texture_paint_images",
mat, "paint_active_slot", rows=2)
if (not mat.use_nodes) and context.scene.render.engine in {'BLENDER_RENDER', 'BLENDER_GAME'}:
row = col.row(align=True)
row.operator_menu_enum("paint.add_texture_paint_slot", "type")
row.operator("paint.delete_texture_paint_slot", text="", icon='X')
if mat.texture_paint_slots:
slot = mat.texture_paint_slots[mat.paint_active_slot]
col.prop(mat.texture_slots[slot.index], "blend_type")
col.separator()
col.label("UV Map")
col.prop_search(slot, "uv_layer", ob.data, "uv_textures", text="")
elif settings.mode == 'IMAGE':
mesh = ob.data
uv_text = mesh.uv_textures.active.name if mesh.uv_textures.active else ""
col.label("Canvas Image")
col.template_ID(settings, "canvas")
col.operator("image.new", text="New").gen_context = 'PAINT_CANVAS'
col.label("UV Map")
col.menu("VIEW3D_MT_tools_projectpaint_uvlayer", text=uv_text, translate=False)
col.separator()
col.operator("image.save_dirty", text="Save All Images")
class VIEW3D_PT_stencil_projectpaint(View3DPanel, Panel):
bl_context = "imagepaint"
bl_label = "Mask"
bl_category = "Slots"
@classmethod
def poll(cls, context):
brush = context.tool_settings.image_paint.brush
ob = context.active_object
return (brush is not None and ob is not None)
def draw_header(self, context):
ipaint = context.tool_settings.image_paint
self.layout.prop(ipaint, "use_stencil_layer", text="")
def draw(self, context):
layout = self.layout
toolsettings = context.tool_settings
ipaint = toolsettings.image_paint
ob = context.active_object
mesh = ob.data
col = layout.column()
col.active = ipaint.use_stencil_layer
stencil_text = mesh.uv_texture_stencil.name if mesh.uv_texture_stencil else ""
col.label("UV Map")
col.menu("VIEW3D_MT_tools_projectpaint_stencil", text=stencil_text, translate=False)
col.label("Stencil Image")
col.template_ID(ipaint, "stencil_image")
col.operator("image.new", text="New").gen_context = 'PAINT_STENCIL'
col.label("Visualization")
row = col.row(align=True)
row.prop(ipaint, "stencil_color", text="")
row.prop(ipaint, "invert_stencil", text="", icon='IMAGE_ALPHA')
class VIEW3D_PT_tools_brush_overlay(Panel, View3DPaintPanel):
bl_category = "Options"
bl_label = "Overlay"
@classmethod
def poll(cls, context):
settings = cls.paint_settings(context)
return (settings and
settings.brush and
(context.sculpt_object or
context.vertex_paint_object or
context.weight_paint_object or
context.image_paint_object))
def draw(self, context):
layout = self.layout
settings = self.paint_settings(context)
brush = settings.brush
tex_slot = brush.texture_slot
tex_slot_mask = brush.mask_texture_slot
col = layout.column()
col.label(text="Curve:")
row = col.row(align=True)
if brush.use_cursor_overlay:
row.prop(brush, "use_cursor_overlay", toggle=True, text="", icon='RESTRICT_VIEW_OFF')
else:
row.prop(brush, "use_cursor_overlay", toggle=True, text="", icon='RESTRICT_VIEW_ON')
sub = row.row(align=True)
sub.prop(brush, "cursor_overlay_alpha", text="Alpha")
sub.prop(brush, "use_cursor_overlay_override", toggle=True, text="", icon='BRUSH_DATA')
col.active = brush.brush_capabilities.has_overlay
if context.image_paint_object or context.sculpt_object or context.vertex_paint_object:
col.label(text="Texture:")
row = col.row(align=True)
if tex_slot.map_mode != 'STENCIL':
if brush.use_primary_overlay:
row.prop(brush, "use_primary_overlay", toggle=True, text="", icon='RESTRICT_VIEW_OFF')
else:
row.prop(brush, "use_primary_overlay", toggle=True, text="", icon='RESTRICT_VIEW_ON')
sub = row.row(align=True)
sub.prop(brush, "texture_overlay_alpha", text="Alpha")
sub.prop(brush, "use_primary_overlay_override", toggle=True, text="", icon='BRUSH_DATA')
if context.image_paint_object:
col.label(text="Mask Texture:")
row = col.row(align=True)
if tex_slot_mask.map_mode != 'STENCIL':
if brush.use_secondary_overlay:
row.prop(brush, "use_secondary_overlay", toggle=True, text="", icon='RESTRICT_VIEW_OFF')
else:
row.prop(brush, "use_secondary_overlay", toggle=True, text="", icon='RESTRICT_VIEW_ON')
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sub = row.row(align=True)
sub.prop(brush, "mask_overlay_alpha", text="Alpha")
sub.prop(brush, "use_secondary_overlay_override", toggle=True, text="", icon='BRUSH_DATA')
class VIEW3D_PT_tools_brush_texture(Panel, View3DPaintPanel):
bl_category = "Tools"
bl_label = "Texture"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
settings = cls.paint_settings(context)
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return (settings and settings.brush and
(context.sculpt_object or context.image_paint_object or context.vertex_paint_object))
def draw(self, context):
layout = self.layout
settings = self.paint_settings(context)
brush = settings.brush
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col = layout.column()
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col.template_ID_preview(brush, "texture", new="texture.new", rows=3, cols=8)
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brush_texture_settings(col, brush, context.sculpt_object)
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class VIEW3D_PT_tools_mask_texture(Panel, View3DPaintPanel):
bl_category = "Tools"
bl_context = "imagepaint"
bl_label = "Texture Mask"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
settings = cls.paint_settings(context)
return (settings and settings.brush and context.image_paint_object)
def draw(self, context):
layout = self.layout
brush = context.tool_settings.image_paint.brush
col = layout.column()
col.template_ID_preview(brush, "mask_texture", new="texture.new", rows=3, cols=8)
brush_mask_texture_settings(col, brush)
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class VIEW3D_PT_tools_brush_stroke(Panel, View3DPaintPanel):
bl_category = "Tools"
bl_label = "Stroke"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
settings = cls.paint_settings(context)
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return (settings and
settings.brush and
(context.sculpt_object or
context.vertex_paint_object or
context.weight_paint_object or
context.image_paint_object))
def draw(self, context):
layout = self.layout
settings = self.paint_settings(context)
brush = settings.brush
col = layout.column()
col.label(text="Stroke Method:")
col.prop(brush, "stroke_method", text="")
if brush.use_anchor:
col.separator()
col.prop(brush, "use_edge_to_edge", "Edge To Edge")
if brush.use_airbrush:
col.separator()
col.prop(brush, "rate", text="Rate", slider=True)
if brush.use_space:
col.separator()
row = col.row(align=True)
row.prop(brush, "spacing", text="Spacing")
row.prop(brush, "use_pressure_spacing", toggle=True, text="")
if brush.use_line or brush.use_curve:
col.separator()
row = col.row(align=True)
row.prop(brush, "spacing", text="Spacing")
if brush.use_curve:
col.separator()
col.template_ID(brush, "paint_curve", new="paintcurve.new")
col.operator("paintcurve.draw")
if context.sculpt_object:
if brush.sculpt_capabilities.has_jitter:
col.separator()
row = col.row(align=True)
row.prop(brush, "use_relative_jitter", icon_only=True)
if brush.use_relative_jitter:
row.prop(brush, "jitter", slider=True)
else:
row.prop(brush, "jitter_absolute")
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row.prop(brush, "use_pressure_jitter", toggle=True, text="")
if brush.sculpt_capabilities.has_smooth_stroke:
col = layout.column()
col.separator()
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)
else:
col.separator()
row = col.row(align=True)
row.prop(brush, "use_relative_jitter", icon_only=True)
if brush.use_relative_jitter:
row.prop(brush, "jitter", slider=True)
else:
row.prop(brush, "jitter_absolute")
row.prop(brush, "use_pressure_jitter", toggle=True, text="")
col = layout.column()
col.separator()
if brush.brush_capabilities.has_smooth_stroke:
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)
layout.prop(settings, "input_samples")
class VIEW3D_PT_tools_brush_curve(Panel, View3DPaintPanel):
bl_category = "Tools"
bl_label = "Curve"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
settings = cls.paint_settings(context)
return (settings and settings.brush and settings.brush.curve)
def draw(self, context):
layout = self.layout
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settings = self.paint_settings(context)
brush = settings.brush
layout.template_curve_mapping(brush, "curve", brush=True)
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col = layout.column(align=True)
row = col.row(align=True)
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'
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class VIEW3D_PT_sculpt_dyntopo(Panel, View3DPaintPanel):
bl_category = "Tools"
bl_label = "Dyntopo"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.sculpt_object and context.tool_settings.sculpt)
def draw(self, context):
layout = self.layout
toolsettings = context.tool_settings
sculpt = toolsettings.sculpt
settings = self.paint_settings(context)
brush = settings.brush
if context.sculpt_object.use_dynamic_topology_sculpting:
layout.operator("sculpt.dynamic_topology_toggle", icon='X', text="Disable Dyntopo")
else:
layout.operator("sculpt.dynamic_topology_toggle", icon='SCULPT_DYNTOPO', text="Enable Dyntopo")
col = layout.column()
col.active = context.sculpt_object.use_dynamic_topology_sculpting
sub = col.column(align=True)
sub.active = (brush and brush.sculpt_tool != 'MASK')
if (sculpt.detail_type_method == 'CONSTANT'):
row = sub.row(align=True)
row.prop(sculpt, "constant_detail")
row.operator("sculpt.sample_detail_size", text="", icon='EYEDROPPER')
else:
sub.prop(sculpt, "detail_size")
sub.prop(sculpt, "detail_refine_method", text="")
sub.prop(sculpt, "detail_type_method", text="")
col.separator()
col.prop(sculpt, "use_smooth_shading")
col.operator("sculpt.optimize")
if (sculpt.detail_type_method == 'CONSTANT'):
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col.operator("sculpt.detail_flood_fill")
col.separator()
col.prop(sculpt, "symmetrize_direction")
col.operator("sculpt.symmetrize")
class VIEW3D_PT_sculpt_options(Panel, View3DPaintPanel):
bl_category = "Options"
bl_label = "Options"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.sculpt_object and context.tool_settings.sculpt)
def draw(self, context):
layout = self.layout
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# scene = context.scene
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toolsettings = context.tool_settings
sculpt = toolsettings.sculpt
capabilities = sculpt.brush.sculpt_capabilities
col = layout.column(align=True)
col.active = capabilities.has_gravity
col.label(text="Gravity:")
col.prop(sculpt, "gravity", slider=True, text="Factor")
col.prop(sculpt, "gravity_object")
col.separator()
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layout.prop(sculpt, "use_threaded", text="Threaded Sculpt")
layout.prop(sculpt, "show_low_resolution")
layout.prop(sculpt, "use_deform_only")
layout.prop(sculpt, "show_diffuse_color")
self.unified_paint_settings(layout, context)
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class VIEW3D_PT_sculpt_symmetry(Panel, View3DPaintPanel):
bl_category = "Tools"
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bl_label = "Symmetry / Lock"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.sculpt_object and context.tool_settings.sculpt)
def draw(self, context):
layout = self.layout
sculpt = context.tool_settings.sculpt
col = layout.column(align=True)
col.label(text="Mirror:")
row = col.row(align=True)
row.prop(sculpt, "use_symmetry_x", text="X", toggle=True)
row.prop(sculpt, "use_symmetry_y", text="Y", toggle=True)
row.prop(sculpt, "use_symmetry_z", text="Z", toggle=True)
layout.column().prop(sculpt, "radial_symmetry", text="Radial")
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layout.prop(sculpt, "use_symmetry_feather", text="Feather")
layout.label(text="Lock:")
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row = layout.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)
2010-09-07 15:17:42 +00:00
2014-02-12 21:51:33 +00:00
class VIEW3D_PT_tools_brush_appearance(Panel, View3DPaintPanel):
bl_category = "Options"
bl_label = "Appearance"
@classmethod
def poll(cls, context):
settings = cls.paint_settings(context)
return settings
def draw(self, context):
layout = self.layout
settings = self.paint_settings(context)
brush = settings.brush
if brush is None: # unlikely but can happen
layout.label(text="Brush Unset")
return
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col = layout.column()
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col.prop(settings, "show_brush")
sub = col.column()
sub.active = settings.show_brush
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
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if context.sculpt_object and context.tool_settings.sculpt:
if brush.sculpt_capabilities.has_secondary_color:
sub.row().prop(brush, "cursor_color_add", text="Add")
sub.row().prop(brush, "cursor_color_subtract", text="Subtract")
else:
sub.prop(brush, "cursor_color_add", text="")
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-22 18:56:46 +00:00
else:
sub.prop(brush, "cursor_color_add", text="")
col.separator()
col = col.column(align=True)
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col.prop(brush, "use_custom_icon")
sub = col.column()
sub.active = brush.use_custom_icon
sub.prop(brush, "icon_filepath", text="")
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# ********** default tools for weight-paint ****************
class VIEW3D_PT_tools_weightpaint(View3DPanel, Panel):
bl_category = "Tools"
bl_context = "weightpaint"
bl_label = "Weight Tools"
def draw(self, context):
layout = self.layout
VIEW3D_PT_tools_meshweight.draw_generic(layout)
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col = layout.column()
col.operator("paint.weight_gradient")
col.operator("object.vertex_group_transfer_weight", text="Transfer Weights")
class VIEW3D_PT_tools_weightpaint_options(Panel, View3DPaintPanel):
bl_category = "Options"
bl_context = "weightpaint"
bl_label = "Options"
def draw(self, context):
layout = self.layout
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
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tool_settings = context.tool_settings
wpaint = tool_settings.weight_paint
col = layout.column()
row = col.row()
row.prop(wpaint, "use_normal")
col = layout.column()
row = col.row()
row.prop(wpaint, "use_spray")
row.prop(wpaint, "use_group_restrict")
obj = context.weight_paint_object
if obj.type == 'MESH':
mesh = obj.data
col.prop(mesh, "use_mirror_x")
row = col.row()
row.active = mesh.use_mirror_x
row.prop(mesh, "use_mirror_topology")
col.label("Show Zero Weights:")
sub = col.row()
sub.active = (not tool_settings.use_multipaint)
sub.prop(tool_settings, "vertex_group_user", expand=True)
self.unified_paint_settings(col, context)
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-22 18:56:46 +00:00
2011-10-17 06:58:07 +00:00
# ********** default tools for vertex-paint ****************
class VIEW3D_PT_tools_vertexpaint(Panel, View3DPaintPanel):
bl_category = "Options"
bl_context = "vertexpaint"
bl_label = "Options"
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
vpaint = toolsettings.vertex_paint
col = layout.column()
row = col.row()
# col.prop(vpaint, "mode", text="")
row.prop(vpaint, "use_normal")
col.prop(vpaint, "use_spray")
self.unified_paint_settings(col, context)
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-22 18:56:46 +00:00
# Commented out because the Apply button isn't an operator yet, making these settings useless
#~ col.label(text="Gamma:")
#~ col.prop(vpaint, "gamma", text="")
#~ col.label(text="Multiply:")
#~ col.prop(vpaint, "mul", text="")
2011-10-17 06:58:07 +00:00
# ********** default tools for texture-paint ****************
class VIEW3D_PT_tools_imagepaint_external(Panel, View3DPaintPanel):
bl_category = "Tools"
bl_context = "imagepaint"
bl_label = "External"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
toolsettings = context.tool_settings
ipaint = toolsettings.image_paint
col = layout.column()
row = col.split(align=True, percentage=0.55)
row.operator("image.project_edit", text="Quick Edit")
row.operator("image.project_apply", text="Apply")
col.row().prop(ipaint, "screen_grab_size", text="")
col.operator("paint.project_image", text="Apply Camera Image")
class VIEW3D_PT_tools_projectpaint(View3DPaintPanel, Panel):
bl_category = "Options"
bl_context = "imagepaint"
bl_label = "Project Paint"
@classmethod
def poll(cls, context):
brush = context.tool_settings.image_paint.brush
return (brush is not None)
def draw(self, context):
layout = self.layout
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toolsettings = context.tool_settings
ipaint = toolsettings.image_paint
col = layout.column()
col.prop(ipaint, "use_occlude")
col.prop(ipaint, "use_backface_culling")
row = layout.row()
row.prop(ipaint, "use_normal_falloff")
sub = row.row()
sub.active = (ipaint.use_normal_falloff)
sub.prop(ipaint, "normal_angle", text="")
layout.prop(ipaint, "seam_bleed")
self.unified_paint_settings(layout, context)
class VIEW3D_PT_imagepaint_options(View3DPaintPanel):
bl_category = "Options"
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-22 18:56:46 +00:00
bl_label = "Options"
@classmethod
def poll(cls, context):
return (context.image_paint_object and context.tool_settings.image_paint)
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-22 18:56:46 +00:00
def draw(self, context):
layout = self.layout
2011-04-04 22:42:43 +00:00
== Sculpt/Paint Fixes == * Fix: unify strength and size did work consistently with other paint modes * Fix: If [ and ] keys were used to resize a brush it was not possible to increase the size of the brush if it went under 10 pixels * Fix: Made interpretation of brush size consistent across all modes, Texture/Image paint interpreted brush size as the diameter while all the other modes interpret it as radius * Fix: The default spacing for vertex paint brushes was 3%, should be 10% * Fix: due to fixes to unified strength, re-enabled 'Unify Size' by default * Fix: Unified size and strength were stored in UserPrefs, moved this to ToolSettings * Fix: The setting of pressure sensitivity was not unified when strength or size were unified. Now the appropriate pressure sensitivity setting is also unified across all brushes when corresponding unification option is selected * Fix: When using [ and ] to resize the brush it didn't immediately redraw * Fix: fkey resizing/"re-strength-ing" was not working consistently accross all paint modes due to only sculpt mode having full support for unified size and strength, now it works properly. * Fix: other paint modes did expose the ability to have a custom brush colors, so I added the small bit of code to allow it. Note: I made all of the other paint mode brushes white. Note2: Actually, probably want to make the paint modes use the selected color for painting instead of a constant brush color. * I had removed OPTYPE_REGISTER from some Sculpt/Paint operators but in this commit I add them back. I'm not completely sure what this option does so I don't want to disturb it for now.
2010-07-22 18:56:46 +00:00
col = layout.column()
self.unified_paint_settings(col, context)
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class VIEW3D_MT_tools_projectpaint_stencil(Menu):
bl_label = "Mask Layer"
def draw(self, context):
layout = self.layout
for i, tex in enumerate(context.active_object.data.uv_textures):
props = layout.operator("wm.context_set_int", text=tex.name, translate=False)
props.data_path = "active_object.data.uv_texture_stencil_index"
props.value = i
class VIEW3D_PT_tools_particlemode(View3DPanel, Panel):
"""Default tools for particle mode"""
bl_context = "particlemode"
bl_label = "Options"
bl_category = "Tools"
def draw(self, context):
layout = self.layout
pe = context.tool_settings.particle_edit
ob = pe.object
layout.prop(pe, "type", text="")
ptcache = None
if pe.type == 'PARTICLES':
if ob.particle_systems:
if len(ob.particle_systems) > 1:
layout.template_list("UI_UL_list", "particle_systems", ob, "particle_systems",
This commit frees list ui items from their dependencies to Panel, and hence from all the limitations this implied (mostly, the "only one list per panel" one). It introduces a new (py-extendable and registrable) RNA type, UIList (roughly similar to Panel one), which currently contains only "standard" list's scroll pos and size (but may be expended to include e.g. some filtering data, etc.). This now makes lists completely independent from Panels! This UIList has a draw_item callback which allows to customize items' drawing from python, that all addons can now use. Incidentally, this also greatly simplifies the C code of this widget, as we do not code any "special case" here anymore! To make all this work, other changes were also necessary: * Now all buttons (uiBut struct) have a 'custom_data' void pointer, used currently to store the uiList struct associated with a given uiLayoutListBox. * DynamicPaintSurface now exposes a new bool, use_color_preview (readonly), saying whether that surface has some 3D view preview data or not. * UILayout class has now four new (static) functions, to get the actual icon of any RNA object (important e.g. with materials or textures), and to get an enum item's UI name, description and icon. * UILayout's label() func now takes an optional 'icon_value' integer parameter, which if not zero will override the 'icon' one (mandatory to use "custom" icons as generated for material/texture/... previews). Note: not sure whether we should add that one to all UILayout's prop funcs? Note: will update addons using template list asap.
2012-12-28 09:20:16 +00:00
ob.particle_systems, "active_index", rows=2, maxrows=3)
ptcache = ob.particle_systems.active.point_cache
else:
for md in ob.modifiers:
if md.type == pe.type:
ptcache = md.point_cache
2010-08-18 08:26:18 +00:00
if ptcache and len(ptcache.point_caches) > 1:
layout.template_list("UI_UL_list", "particles_point_caches", ptcache, "point_caches",
ptcache.point_caches, "active_index", rows=2, maxrows=3)
2010-08-18 08:26:18 +00:00
if not pe.is_editable:
layout.label(text="Point cache must be baked")
layout.label(text="in memory to enable editing!")
col = layout.column(align=True)
2010-08-18 08:26:18 +00:00
if pe.is_hair:
col.active = pe.is_editable
col.prop(pe, "use_emitter_deflect", text="Deflect emitter")
sub = col.row(align=True)
sub.active = pe.use_emitter_deflect
sub.prop(pe, "emitter_distance", text="Distance")
col = layout.column(align=True)
2010-08-18 08:26:18 +00:00
col.active = pe.is_editable
col.label(text="Keep:")
col.prop(pe, "use_preserve_length", text="Lengths")
col.prop(pe, "use_preserve_root", text="Root")
2010-08-18 08:26:18 +00:00
if not pe.is_hair:
col.label(text="Correct:")
col.prop(pe, "use_auto_velocity", text="Velocity")
col.prop(ob.data, "use_mirror_x")
col = layout.column(align=True)
2010-08-18 08:26:18 +00:00
col.active = pe.is_editable
col.label(text="Draw:")
col.prop(pe, "draw_step", text="Path Steps")
2010-08-18 08:26:18 +00:00
if pe.is_hair:
col.prop(pe, "show_particles", text="Children")
else:
if pe.type == 'PARTICLES':
col.prop(pe, "show_particles", text="Particles")
col.prop(pe, "use_fade_time")
sub = col.row(align=True)
sub.active = pe.use_fade_time
sub.prop(pe, "fade_frames", slider=True)
2014-02-12 21:51:33 +00:00
Grease Pencil - Storyboarding Features (merge from GPencil_EditStrokes branch) This merge-commit brings in a number of new features and workflow/UI improvements for working with Grease Pencil. While these were originally targetted at improving the workflow for creating 3D storyboards in Blender using the Grease Pencil, many of these changes should also prove useful in other workflows too. The main highlights here are: 1) It is now possible to edit Grease Pencil strokes - Use D Tab, or toggle the "Enable Editing" toggles in the Toolbar/Properties regions to enter "Stroke Edit Mode". In this mode, many common editing tools will operate on Grease Pencil stroke points instead. - Tools implemented include Select, Select All/Border/Circle/Linked/More/Less, Grab, Rotate, Scale, Bend, Shear, To Sphere, Mirror, Duplicate, Delete. - Proportional Editing works when using the transform tools 2) Grease Pencil stroke settings can now be animated NOTE: Currently drivers don't work, but if time allows, this may still be added before the release. 3) Strokes can be drawn with "filled" interiors, using a separate set of colour/opacity settings to the ones used for the lines themselves. This makes use of OpenGL filled polys, which has the limitation of only being able to fill convex shapes. Some artifacts may be visible on concave shapes (e.g. pacman's mouth will be overdrawn) 4) "Volumetric Strokes" - An alternative drawing technique for stroke drawing has been added which draws strokes as a series of screen-aligned discs. While this was originally a partial experimental technique at getting better quality 3D lines, the effects possible using this technique were interesting enough to warrant making this a dedicated feature. Best results when partial opacity and large stroke widths are used. 5) Improved Onion Skinning Support - Different colours can be selected for the before/after ghosts. To do so, enable the "colour wheel" toggle beside the Onion Skinning toggle, and set the colours accordingly. - Different numbers of ghosts can be shown before/after the current frame 6) Grease Pencil datablocks are now attached to the scene by default instead of the active object. - For a long time, the object-attachment has proved to be quite problematic for users to keep track of. Now that this is done at scene level, it is easier for most users to use. - An exception for old files (and for any addons which may benefit from object attachment instead), is that if the active object has a Grease Pencil datablock, that will be used instead. - It is not currently possible to choose object-attachment from the UI, but it is simple to do this from the console instead, by doing: context.active_object.grease_pencil = bpy.data.grease_pencil["blah"] 7) Various UI Cleanups - The layers UI has been cleaned up to use a list instead of the nested-panels design. Apart from saving space, this is also much nicer to look at now. - The UI code is now all defined in Python. To support this, it has been necessary to add some new context properties to make it easier to access these settings. e.g. "gpencil_data" for the datablock "active_gpencil_layer" and "active_gpencil_frame" for active data, "editable_gpencil_strokes" for the strokes that can be edited - The "stroke placement/alignment" settings (previously "Drawing Settings" at the bottom of the Grease Pencil panel in the Properties Region) is now located in the toolbar. These were more toolsettings than properties for how GPencil got drawn. - "Use Sketching Sessions" has been renamed "Continuous Drawing", as per a suggestion for an earlier discussion on developer.blender.org - By default, the painting operator will wait for a mouse button to be pressed before it starts creating the stroke. This is to make it easier to include this operator in various toolbars/menus/etc. To get it immediately starting (as when you hold down DKEy to draw), set "wait_for_input" to False. - GPencil Layers can be rearranged in the "Grease Pencil" mode of the Action Editor - Toolbar panels have been added to all the other editors which support these. 8) Pie menus for quick-access to tools A set of experimental pie menus has been included for quick access to many tools and settings. It is not necessary to use these to get things done, but they have been designed to help make certain common tasks easier. - Ctrl-D = The main pie menu. Reveals tools in a context sensitive and spatially stable manner. - D Q = "Quick Settings" pie. This allows quick access to the active layer's settings. Notably, colours, thickness, and turning onion skinning on/off.
2014-11-30 12:52:06 +00:00
# Grease Pencil drawing tools
class VIEW3D_PT_tools_grease_pencil_draw(GreasePencilDrawingToolsPanel, Panel):
bl_space_type = 'VIEW_3D'
# Grease Pencil stroke editing tools
class VIEW3D_PT_tools_grease_pencil_edit(GreasePencilStrokeEditPanel, Panel):
bl_space_type = 'VIEW_3D'
# Note: moved here so that it's always in last position in 'Tools' panels!
class VIEW3D_PT_tools_history(View3DPanel, Panel):
bl_category = "Tools"
# No bl_context, we are always available!
bl_label = "History"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
layout = self.layout
obj = context.object
col = layout.column(align=True)
row = col.row(align=True)
row.operator("ed.undo")
row.operator("ed.redo")
if obj is None or obj.mode not in {'SCULPT'}:
# Sculpt mode does not generate an undo menu it seems...
col.operator("ed.undo_history")
col = layout.column(align=True)
col.label(text="Repeat:")
col.operator("screen.repeat_last")
col.operator("screen.repeat_history", text="History...")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)