forked from bartvdbraak/blender
Clean up of tooltips in py operators and better operator name for
randomize transform
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51cc200fa3
commit
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@ -583,7 +583,7 @@ def metarig_template():
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class AddHuman(bpy.types.Operator):
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class AddHuman(bpy.types.Operator):
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'''Add an advanced human metarig base.'''
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'''Add an advanced human metarig base'''
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bl_idname = "object.armature_human_advanced_add"
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bl_idname = "object.armature_human_advanced_add"
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bl_label = "Add Humanoid (advanced metarig)"
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bl_label = "Add Humanoid (advanced metarig)"
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bl_register = True
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bl_register = True
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@ -75,7 +75,7 @@ from bpy.props import *
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class AddTorus(bpy.types.Operator):
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class AddTorus(bpy.types.Operator):
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'''Add a torus mesh.'''
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'''Add a torus mesh'''
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bl_idname = "mesh.primitive_torus_add"
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bl_idname = "mesh.primitive_torus_add"
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bl_label = "Add Torus"
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bl_label = "Add Torus"
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bl_register = True
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bl_register = True
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@ -23,7 +23,7 @@ from bpy.props import *
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class SelectPattern(bpy.types.Operator):
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class SelectPattern(bpy.types.Operator):
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'''Select object matching a naming pattern.'''
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'''Select object matching a naming pattern'''
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bl_idname = "object.select_pattern"
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bl_idname = "object.select_pattern"
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bl_label = "Select Pattern"
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bl_label = "Select Pattern"
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bl_register = True
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bl_register = True
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@ -76,7 +76,7 @@ class SelectPattern(bpy.types.Operator):
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class SelectCamera(bpy.types.Operator):
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class SelectCamera(bpy.types.Operator):
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'''Select object matching a naming pattern.'''
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'''Select object matching a naming pattern'''
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bl_idname = "object.select_camera"
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bl_idname = "object.select_camera"
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bl_label = "Select Camera"
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bl_label = "Select Camera"
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bl_register = True
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bl_register = True
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@ -161,7 +161,7 @@ class SubdivisionSet(bpy.types.Operator):
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class ShapeTransfer(bpy.types.Operator):
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class ShapeTransfer(bpy.types.Operator):
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'''Copy another selected objects active shape to this one by applying the relative offsets.'''
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'''Copy another selected objects active shape to this one by applying the relative offsets'''
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bl_idname = "object.shape_key_transfer"
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bl_idname = "object.shape_key_transfer"
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bl_label = "Transfer Shape Key"
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bl_label = "Transfer Shape Key"
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@ -80,9 +80,9 @@ from bpy.props import *
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class RandomizeLocRotSize(bpy.types.Operator):
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class RandomizeLocRotSize(bpy.types.Operator):
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'''Randomize objects loc/rot/scale.'''
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'''Randomize objects loc/rot/scale'''
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bl_idname = "object.randomize_locrotsize"
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bl_idname = "object.randomize_transform"
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bl_label = "Randomize Loc Rot Size"
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bl_label = "Randomize Transform"
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bl_register = True
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bl_register = True
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bl_undo = True
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bl_undo = True
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@ -141,6 +141,6 @@ bpy.types.register(RandomizeLocRotSize)
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def menu_func(self, context):
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def menu_func(self, context):
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if context.mode == 'OBJECT':
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if context.mode == 'OBJECT':
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self.layout.operator(RandomizeLocRotSize.bl_idname,
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self.layout.operator(RandomizeLocRotSize.bl_idname,
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text="Randomize Loc Rot Size")
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text="Randomize Transform")
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bpy.types.VIEW3D_MT_transform.append(menu_func)
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bpy.types.VIEW3D_MT_transform.append(menu_func)
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@ -23,7 +23,7 @@ from bpy.props import *
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class ExportUVLayout(bpy.types.Operator):
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class ExportUVLayout(bpy.types.Operator):
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'''Export the Mesh as SVG.'''
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'''Export the Mesh as SVG'''
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bl_idname = "uv.export_layout"
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bl_idname = "uv.export_layout"
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bl_label = "Export UV Layout"
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bl_label = "Export UV Layout"
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@ -34,8 +34,8 @@ class ExportUVLayout(bpy.types.Operator):
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check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
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check_existing = BoolProperty(name="Check Existing", description="Check and warn on overwriting existing files", default=True, options={'HIDDEN'})
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export_all = BoolProperty(name="All UV's", description="Export all UVs in this mesh (not just the visible ones)", default=False)
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export_all = BoolProperty(name="All UV's", description="Export all UVs in this mesh (not just the visible ones)", default=False)
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mode = EnumProperty(items=(
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mode = EnumProperty(items=(
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('SVG', "Scalable Vector Graphic (.svg)", "Export the UV layout to a vector SVG file."),
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('SVG', "Scalable Vector Graphic (.svg)", "Export the UV layout to a vector SVG file"),
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('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file.")),
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('EPS', "Encapsulate PostScript (.eps)", "Export the UV layout to a vector EPS file")),
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name="Format",
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name="Format",
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description="File format to export the UV layout to",
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description="File format to export the UV layout to",
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default='SVG')
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default='SVG')
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@ -47,7 +47,7 @@ def extend(obj, operator, EXTEND_MODE):
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'''
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'''
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Takes 2 faces,
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Takes 2 faces,
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Projects its extends its UV coords onto the face next to it.
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Projects its extends its UV coords onto the face next to it.
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Both faces must share an edge.
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Both faces must share an edge
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'''
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'''
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def face_edge_vs(vi):
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def face_edge_vs(vi):
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@ -239,14 +239,14 @@ def main(context, operator):
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class FollowActiveQuads(bpy.types.Operator):
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class FollowActiveQuads(bpy.types.Operator):
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'''Follow UVs from active quads along continuous face loops.'''
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'''Follow UVs from active quads along continuous face loops'''
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bl_idname = "uv.follow_active_quads"
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bl_idname = "uv.follow_active_quads"
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bl_label = "Follow Active Quads"
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bl_label = "Follow Active Quads"
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bl_register = True
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bl_register = True
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bl_undo = True
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bl_undo = True
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mode = bpy.props.EnumProperty(items=(("EVEN", "Even", "Space all UVs evently"), ("LENGTH", "Length", "Average space UVs edge length of each loop.")),
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mode = bpy.props.EnumProperty(items=(("EVEN", "Even", "Space all UVs evently"), ("LENGTH", "Length", "Average space UVs edge length of each loop")),
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name="Edge Length Mode",
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name="Edge Length Mode",
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description="Method to space UV edge loops",
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description="Method to space UV edge loops",
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default="LENGTH")
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default="LENGTH")
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@ -161,7 +161,7 @@ class VertexPaintDirt(bpy.types.Operator):
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obj = context.object
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obj = context.object
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if not obj or obj.type != 'MESH':
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if not obj or obj.type != 'MESH':
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print('Error, no active mesh object, aborting.')
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print('Error, no active mesh object, aborting')
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return('CANCELLED',)
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return('CANCELLED',)
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mesh = obj.data
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mesh = obj.data
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