forked from bartvdbraak/blender
Another attempt to reduce the confusion between Object and Bone constraints
* The wording on the "Add Constraint" dropdown has been changed so that there is no ambiguitiy about which tab is currently selected. That is, it now mentions whether these are object or bone constraints, so that users don't need to try and look up at the header to check. * Show the warning about Ob vs Bone constraints when in armature editmode too.
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@ -853,12 +853,12 @@ class OBJECT_PT_constraints(ConstraintButtonsPanel, Panel):
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ob = context.object
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if ob.mode == 'POSE':
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if ob.type == 'ARMATURE' and ob.mode in ('EDIT', 'POSE'):
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box = layout.box()
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box.alert = True
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box.label(icon='INFO', text="See Bone Constraints tab to Add Constraints to active bone")
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else:
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layout.operator_menu_enum("object.constraint_add", "type")
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layout.operator_menu_enum("object.constraint_add", "type", text="Add Object Constraint")
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for con in ob.constraints:
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self.draw_constraint(context, con)
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@ -876,7 +876,7 @@ class BONE_PT_constraints(ConstraintButtonsPanel, Panel):
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def draw(self, context):
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layout = self.layout
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layout.operator_menu_enum("pose.constraint_add", "type")
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layout.operator_menu_enum("pose.constraint_add", "type", text="Add Bone Constraint")
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for con in context.pose_bone.constraints:
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self.draw_constraint(context, con)
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