minor changes to bone UI script.

This commit is contained in:
Campbell Barton 2010-12-04 06:21:08 +00:00
parent fe67fc6459
commit 627e56b614

@ -56,21 +56,8 @@ class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel):
ob = context.object
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.column().prop(bone, "head")
row.column().prop(bone, "tail")
col = row.column()
sub = col.column(align=True)
sub.label(text="Roll:")
sub.prop(bone, "roll", text="")
sub.label()
sub.prop(bone, "lock")
else:
pchan = ob.pose.bones[context.bone.name]
if bone:
pchan = ob.pose.bones[bone.name]
row = layout.row()
col = row.column()
@ -92,6 +79,19 @@ class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel):
layout.prop(pchan, "rotation_mode")
else:
bone = context.edit_bone
row = layout.row()
row.column().prop(bone, "head")
row.column().prop(bone, "tail")
col = row.column()
sub = col.column(align=True)
sub.label(text="Roll:")
sub.prop(bone, "roll", text="")
sub.label()
sub.prop(bone, "lock")
class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel):
bl_label = "Transform Locks"
@ -106,7 +106,7 @@ class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel):
ob = context.object
bone = context.bone
pchan = ob.pose.bones[context.bone.name]
pchan = ob.pose.bones[bone.name]
row = layout.row()
col = row.column()
@ -135,11 +135,11 @@ class BONE_PT_relations(BoneButtonsPanel, bpy.types.Panel):
bone = context.bone
arm = context.armature
if not bone:
if bone:
pchan = ob.pose.bones[bone.name]
else:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.bones[context.bone.name]
split = layout.split()
@ -178,31 +178,33 @@ class BONE_PT_display(BoneButtonsPanel, bpy.types.Panel):
return context.bone
def draw(self, context):
# note. this works ok in editmode but isnt
# all that useful so disabling for now.
layout = self.layout
ob = context.object
bone = context.bone
if not bone:
if bone:
pchan = ob.pose.bones[bone.name]
else:
bone = context.edit_bone
pchan = None
else:
pchan = ob.pose.bones[context.bone.name]
if ob and pchan:
if bone:
split = layout.split()
col = split.column()
col.prop(bone, "show_wire", text="Wireframe")
col.prop(bone, "hide", text="Hide")
col = split.column()
if pchan:
col = split.column()
col.label(text="Custom Shape:")
col.prop(pchan, "custom_shape", text="")
if pchan.custom_shape:
col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
col.label(text="Custom Shape:")
col.prop(pchan, "custom_shape", text="")
if pchan.custom_shape:
col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel):
@ -216,9 +218,9 @@ class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel):
def draw(self, context):
layout = self.layout
ob = context.object
bone = context.bone
pchan = ob.pose.bones[bone.name]
pchan = context.active_pose_bone
# incase pose bone context is pinned don't use 'context.object'
ob = pchan.id_data
row = layout.row()
row.prop(ob.pose, "ik_solver")