# ##### 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, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy from bpy.types import Header, Menu, Panel from bl_ui.properties_paint_common import UnifiedPaintPanel from bpy.app.translations import contexts as i18n_contexts class VIEW3D_HT_header(Header): bl_space_type = 'VIEW_3D' def draw(self, context): layout = self.layout view = context.space_data # mode_string = context.mode obj = context.active_object toolsettings = context.tool_settings row = layout.row(align=True) row.template_header() sub = row.row(align=True) VIEW3D_MT_editor_menus.draw_collapsible(context, layout) # Contains buttons like Mode, Pivot, Manipulator, Layer, Mesh Select Mode... row = layout layout.template_header_3D() if obj: mode = obj.mode # Particle edit if mode == 'PARTICLE_EDIT': row.prop(toolsettings.particle_edit, "select_mode", text="", expand=True) # Occlude geometry if ((view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'} and (mode == 'PARTICLE_EDIT' or (mode == 'EDIT' and obj.type == 'MESH'))) or (mode == 'WEIGHT_PAINT')): row.prop(view, "use_occlude_geometry", text="") # Proportional editing if mode in {'EDIT', 'PARTICLE_EDIT'}: row = layout.row(align=True) row.prop(toolsettings, "proportional_edit", icon_only=True) if toolsettings.proportional_edit != 'DISABLED': row.prop(toolsettings, "proportional_edit_falloff", icon_only=True) elif mode == 'OBJECT': row = layout.row(align=True) row.prop(toolsettings, "use_proportional_edit_objects", icon_only=True) if toolsettings.use_proportional_edit_objects: row.prop(toolsettings, "proportional_edit_falloff", icon_only=True) # Snap if not obj or mode not in {'SCULPT', 'VERTEX_PAINT', 'WEIGHT_PAINT', 'TEXTURE_PAINT'}: snap_element = toolsettings.snap_element row = layout.row(align=True) row.prop(toolsettings, "use_snap", text="") row.prop(toolsettings, "snap_element", icon_only=True) if snap_element != 'INCREMENT': row.prop(toolsettings, "snap_target", text="") if obj: if mode in {'OBJECT', 'POSE'} and snap_element != 'VOLUME': row.prop(toolsettings, "use_snap_align_rotation", text="") elif mode == 'EDIT': row.prop(toolsettings, "use_snap_self", text="") if snap_element == 'VOLUME': row.prop(toolsettings, "use_snap_peel_object", text="") elif snap_element == 'FACE': row.prop(toolsettings, "use_snap_project", text="") # AutoMerge editing if obj: if (mode == 'EDIT' and obj.type == 'MESH'): layout.prop(toolsettings, "use_mesh_automerge", text="", icon='AUTOMERGE_ON') # OpenGL render row = layout.row(align=True) row.operator("render.opengl", text="", icon='RENDER_STILL') row.operator("render.opengl", text="", icon='RENDER_ANIMATION').animation = True # Pose if obj and mode == 'POSE': row = layout.row(align=True) row.operator("pose.copy", text="", icon='COPYDOWN') row.operator("pose.paste", text="", icon='PASTEDOWN') row.operator("pose.paste", text="", icon='PASTEFLIPDOWN').flipped = 1 class VIEW3D_MT_editor_menus(Menu): bl_space_type = 'VIEW3D_MT_editor_menus' bl_label = "" def draw(self, context): self.draw_menus(self.layout, context) @staticmethod def draw_menus(layout, context): obj = context.active_object mode_string = context.mode edit_object = context.edit_object layout.menu("VIEW3D_MT_view") # Select Menu if mode_string in {'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'}: mesh = obj.data if mesh.use_paint_mask: layout.menu("VIEW3D_MT_select_paint_mask") elif mesh.use_paint_mask_vertex and mode_string == 'PAINT_WEIGHT': layout.menu("VIEW3D_MT_select_paint_mask_vertex") elif mode_string != 'SCULPT': layout.menu("VIEW3D_MT_select_%s" % mode_string.lower()) if mode_string == 'OBJECT': layout.menu("INFO_MT_add", text="Add") elif mode_string == 'EDIT_MESH': layout.menu("INFO_MT_mesh_add", text="Add") elif mode_string == 'EDIT_CURVE': layout.menu("INFO_MT_curve_add", text="Add") elif mode_string == 'EDIT_SURFACE': layout.menu("INFO_MT_surface_add", text="Add") elif mode_string == 'EDIT_METABALL': layout.menu("INFO_MT_metaball_add", text="Add") elif mode_string == 'EDIT_ARMATURE': layout.menu("INFO_MT_edit_armature_add", text="Add") if edit_object: layout.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower()) elif obj: if mode_string not in {'PAINT_TEXTURE'}: layout.menu("VIEW3D_MT_%s" % mode_string.lower()) if mode_string in {'SCULPT', 'PAINT_VERTEX', 'PAINT_WEIGHT', 'PAINT_TEXTURE'}: layout.menu("VIEW3D_MT_brush") if mode_string == 'SCULPT': layout.menu("VIEW3D_MT_hide_mask") else: layout.menu("VIEW3D_MT_object") # ********** Menu ********** # ********** Utilities ********** class ShowHideMenu(): bl_label = "Show/Hide" _operator_name = "" def draw(self, context): layout = self.layout layout.operator("%s.reveal" % self._operator_name, text="Show Hidden") layout.operator("%s.hide" % self._operator_name, text="Hide Selected").unselected = False layout.operator("%s.hide" % self._operator_name, text="Hide Unselected").unselected = True # Standard transforms which apply to all cases # NOTE: this doesn't seem to be able to be used directly class VIEW3D_MT_transform_base(Menu): bl_label = "Transform" # TODO: get rid of the custom text strings? def draw(self, context): layout = self.layout layout.operator("transform.translate", text="Grab/Move") # TODO: sub-menu for grab per axis layout.operator("transform.rotate", text="Rotate") # TODO: sub-menu for rot per axis layout.operator("transform.resize", text="Scale") # TODO: sub-menu for scale per axis layout.separator() layout.operator("transform.tosphere", text="To Sphere") layout.operator("transform.shear", text="Shear") layout.operator("transform.bend", text="Bend") layout.operator("transform.push_pull", text="Push/Pull") layout.operator("object.vertex_warp", text="Warp") layout.operator("object.vertex_random", text="Randomize") # Generic transform menu - geometry types class VIEW3D_MT_transform(VIEW3D_MT_transform_base): def draw(self, context): # base menu VIEW3D_MT_transform_base.draw(self, context) # generic... layout = self.layout layout.operator("transform.shrink_fatten", text="Shrink Fatten") layout.separator() layout.operator("transform.translate", text="Move Texture Space").texture_space = True layout.operator("transform.resize", text="Scale Texture Space").texture_space = True # Object-specific extensions to Transform menu class VIEW3D_MT_transform_object(VIEW3D_MT_transform_base): def draw(self, context): layout = self.layout # base menu VIEW3D_MT_transform_base.draw(self, context) # object-specific option follow... layout.separator() layout.operator("transform.translate", text="Move Texture Space").texture_space = True layout.operator("transform.resize", text="Scale Texture Space").texture_space = True layout.separator() layout.operator_context = 'EXEC_REGION_WIN' layout.operator("transform.transform", text="Align to Transform Orientation").mode = 'ALIGN' # XXX see alignmenu() in edit.c of b2.4x to get this working layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("object.origin_set", text="Geometry to Origin").type = 'GEOMETRY_ORIGIN' layout.operator("object.origin_set", text="Origin to Geometry").type = 'ORIGIN_GEOMETRY' layout.operator("object.origin_set", text="Origin to 3D Cursor").type = 'ORIGIN_CURSOR' layout.operator("object.origin_set", text="Origin to Center of Mass").type = 'ORIGIN_CENTER_OF_MASS' layout.separator() layout.operator("object.randomize_transform") layout.operator("object.align") layout.separator() layout.operator("object.anim_transforms_to_deltas") # Armature EditMode extensions to Transform menu class VIEW3D_MT_transform_armature(VIEW3D_MT_transform_base): def draw(self, context): layout = self.layout # base menu VIEW3D_MT_transform_base.draw(self, context) # armature specific extensions follow... layout.separator() obj = context.object if obj.type == 'ARMATURE' and obj.mode in {'EDIT', 'POSE'}: if obj.data.draw_type == 'BBONE': layout.operator("transform.transform", text="Scale BBone").mode = 'BONE_SIZE' elif obj.data.draw_type == 'ENVELOPE': layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONE_SIZE' layout.operator("transform.transform", text="Scale Radius").mode = 'BONE_ENVELOPE' if context.edit_object and context.edit_object.type == 'ARMATURE': layout.operator("armature.align") class VIEW3D_MT_mirror(Menu): bl_label = "Mirror" def draw(self, context): layout = self.layout layout.operator("transform.mirror", text="Interactive Mirror") layout.separator() layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("transform.mirror", text="X Global") props.constraint_axis = (True, False, False) props.constraint_orientation = 'GLOBAL' props = layout.operator("transform.mirror", text="Y Global") props.constraint_axis = (False, True, False) props.constraint_orientation = 'GLOBAL' props = layout.operator("transform.mirror", text="Z Global") props.constraint_axis = (False, False, True) props.constraint_orientation = 'GLOBAL' if context.edit_object: layout.separator() props = layout.operator("transform.mirror", text="X Local") props.constraint_axis = (True, False, False) props.constraint_orientation = 'LOCAL' props = layout.operator("transform.mirror", text="Y Local") props.constraint_axis = (False, True, False) props.constraint_orientation = 'LOCAL' props = layout.operator("transform.mirror", text="Z Local") props.constraint_axis = (False, False, True) props.constraint_orientation = 'LOCAL' layout.operator("object.vertex_group_mirror") class VIEW3D_MT_snap(Menu): bl_label = "Snap" def draw(self, context): layout = self.layout layout.operator("view3d.snap_selected_to_grid", text="Selection to Grid") layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor").use_offset = False layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor (Offset)").use_offset = True layout.separator() layout.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected") layout.operator("view3d.snap_cursor_to_center", text="Cursor to Center") layout.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid") layout.operator("view3d.snap_cursor_to_active", text="Cursor to Active") class VIEW3D_MT_uv_map(Menu): bl_label = "UV Mapping" def draw(self, context): layout = self.layout layout.operator("uv.unwrap") layout.operator_context = 'INVOKE_DEFAULT' layout.operator("uv.smart_project") layout.operator("uv.lightmap_pack") layout.operator("uv.follow_active_quads") layout.separator() layout.operator_context = 'EXEC_REGION_WIN' layout.operator("uv.cube_project") layout.operator("uv.cylinder_project") layout.operator("uv.sphere_project") layout.separator() layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("uv.project_from_view").scale_to_bounds = False layout.operator("uv.project_from_view", text="Project from View (Bounds)").scale_to_bounds = True layout.separator() layout.operator("uv.reset") # ********** View menus ********** class VIEW3D_MT_view(Menu): bl_label = "View" def draw(self, context): layout = self.layout layout.operator("view3d.properties", icon='MENU_PANEL') layout.operator("view3d.toolshelf", icon='MENU_PANEL') layout.separator() layout.operator("view3d.viewnumpad", text="Camera").type = 'CAMERA' layout.operator("view3d.viewnumpad", text="Top").type = 'TOP' layout.operator("view3d.viewnumpad", text="Bottom").type = 'BOTTOM' layout.operator("view3d.viewnumpad", text="Front").type = 'FRONT' layout.operator("view3d.viewnumpad", text="Back").type = 'BACK' layout.operator("view3d.viewnumpad", text="Right").type = 'RIGHT' layout.operator("view3d.viewnumpad", text="Left").type = 'LEFT' layout.menu("VIEW3D_MT_view_cameras", text="Cameras") layout.separator() layout.operator("view3d.view_persportho") layout.separator() layout.menu("VIEW3D_MT_view_navigation") layout.menu("VIEW3D_MT_view_align") layout.separator() layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("view3d.clip_border", text="Clipping Border...") layout.operator("view3d.zoom_border", text="Zoom Border...") layout.operator("view3d.render_border", text="Render Border...") layout.separator() layout.operator("view3d.layers", text="Show All Layers").nr = 0 layout.separator() layout.operator("view3d.localview", text="View Global/Local") layout.operator("view3d.view_selected") layout.operator("view3d.view_all") layout.separator() layout.operator("screen.animation_play", text="Playback Animation") layout.separator() layout.operator("screen.area_dupli") layout.operator("screen.region_quadview") layout.operator("screen.screen_full_area") class VIEW3D_MT_view_navigation(Menu): bl_label = "Navigation" def draw(self, context): from math import pi layout = self.layout layout.operator_enum("view3d.view_orbit", "type") layout.separator() layout.operator("view3d.view_roll", text="Roll Left").angle = pi / -12.0 layout.operator("view3d.view_roll", text="Roll Right").angle = pi / 12.0 layout.separator() layout.operator_enum("view3d.view_pan", "type") layout.separator() layout.operator("view3d.zoom", text="Zoom In").delta = 1 layout.operator("view3d.zoom", text="Zoom Out").delta = -1 layout.operator("view3d.zoom_camera_1_to_1", text="Zoom Camera 1:1") layout.separator() layout.operator("view3d.fly") layout.operator("view3d.walk") class VIEW3D_MT_view_align(Menu): bl_label = "Align View" def draw(self, context): layout = self.layout layout.menu("VIEW3D_MT_view_align_selected") layout.separator() layout.operator("view3d.view_all", text="Center Cursor and View All").center = True layout.operator("view3d.camera_to_view", text="Align Active Camera to View") layout.operator("view3d.camera_to_view_selected", text="Align Active Camera to Selected") layout.operator("view3d.view_selected") layout.operator("view3d.view_center_cursor") layout.separator() layout.operator("view3d.view_lock_to_active") layout.operator("view3d.view_lock_clear") class VIEW3D_MT_view_align_selected(Menu): bl_label = "Align View to Active" def draw(self, context): layout = self.layout props = layout.operator("view3d.viewnumpad", text="Top") props.align_active = True props.type = 'TOP' props = layout.operator("view3d.viewnumpad", text="Bottom") props.align_active = True props.type = 'BOTTOM' props = layout.operator("view3d.viewnumpad", text="Front") props.align_active = True props.type = 'FRONT' props = layout.operator("view3d.viewnumpad", text="Back") props.align_active = True props.type = 'BACK' props = layout.operator("view3d.viewnumpad", text="Right") props.align_active = True props.type = 'RIGHT' props = layout.operator("view3d.viewnumpad", text="Left") props.align_active = True props.type = 'LEFT' class VIEW3D_MT_view_cameras(Menu): bl_label = "Cameras" def draw(self, context): layout = self.layout layout.operator("view3d.object_as_camera") layout.operator("view3d.viewnumpad", text="Active Camera").type = 'CAMERA' # ********** Select menus, suffix from context.mode ********** class VIEW3D_MT_select_object(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("object.select_all").action = 'TOGGLE' layout.operator("object.select_all", text="Inverse").action = 'INVERT' layout.operator("object.select_random", text="Random") layout.operator("object.select_mirror", text="Mirror") layout.operator("object.select_by_layer", text="Select All by Layer") layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...") layout.operator("object.select_camera", text="Select Camera") layout.separator() layout.operator_menu_enum("object.select_grouped", "type", text="Grouped") layout.operator_menu_enum("object.select_linked", "type", text="Linked") layout.operator("object.select_pattern", text="Select Pattern...") class VIEW3D_MT_select_pose(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("pose.select_all").action = 'TOGGLE' layout.operator("pose.select_all", text="Inverse").action = 'INVERT' layout.operator("pose.select_mirror", text="Flip Active") layout.operator("pose.select_constraint_target", text="Constraint Target") layout.operator("pose.select_linked", text="Linked") layout.separator() layout.operator("pose.select_hierarchy", text="Parent").direction = 'PARENT' layout.operator("pose.select_hierarchy", text="Child").direction = 'CHILD' layout.separator() props = layout.operator("pose.select_hierarchy", text="Extend Parent") props.extend = True props.direction = 'PARENT' props = layout.operator("pose.select_hierarchy", text="Extend Child") props.extend = True props.direction = 'CHILD' layout.separator() layout.operator_menu_enum("pose.select_grouped", "type", text="Grouped") layout.operator("object.select_pattern", text="Select Pattern...") class VIEW3D_MT_select_particle(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("particle.select_all").action = 'TOGGLE' layout.operator("particle.select_linked") layout.operator("particle.select_all", text="Inverse").action = 'INVERT' layout.separator() layout.operator("particle.select_more") layout.operator("particle.select_less") layout.separator() layout.operator("particle.select_roots", text="Roots") layout.operator("particle.select_tips", text="Tips") class VIEW3D_MT_select_edit_mesh(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() # primitive layout.operator("mesh.select_all").action = 'TOGGLE' layout.operator("mesh.select_all", text="Inverse").action = 'INVERT' layout.separator() # numeric layout.operator("mesh.select_random", text="Random") layout.operator("mesh.select_nth") layout.separator() # geometric layout.operator("mesh.edges_select_sharp", text="Sharp Edges") layout.operator("mesh.faces_select_linked_flat", text="Linked Flat Faces") layout.separator() # topology layout.operator("mesh.select_loose", text="Loose Geometry") if context.scene.tool_settings.mesh_select_mode[2] is False: layout.operator("mesh.select_non_manifold", text="Non Manifold") layout.operator("mesh.select_interior_faces", text="Interior Faces") layout.operator("mesh.select_face_by_sides") layout.separator() # other ... layout.operator_menu_enum("mesh.select_similar", "type", text="Similar") layout.operator("mesh.select_ungrouped", text="Ungrouped Verts") layout.separator() layout.operator("mesh.select_more", text="More") layout.operator("mesh.select_less", text="Less") layout.separator() layout.operator("mesh.select_mirror", text="Mirror") layout.operator("mesh.select_axis", text="Side of Active") layout.operator("mesh.select_linked", text="Linked") layout.operator("mesh.shortest_path_select", text="Shortest Path") layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True layout.separator() layout.operator("mesh.loop_to_region") layout.operator("mesh.region_to_loop") class VIEW3D_MT_select_edit_curve(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("curve.select_all").action = 'TOGGLE' layout.operator("curve.select_all", text="Inverse").action = 'INVERT' layout.operator("curve.select_random") layout.operator("curve.select_nth") layout.operator("curve.select_linked", text="Select Linked") layout.separator() layout.operator("curve.de_select_first") layout.operator("curve.de_select_last") layout.operator("curve.select_next") layout.operator("curve.select_previous") layout.separator() layout.operator("curve.select_more") layout.operator("curve.select_less") class VIEW3D_MT_select_edit_surface(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("curve.select_all").action = 'TOGGLE' layout.operator("curve.select_all", text="Inverse").action = 'INVERT' layout.operator("curve.select_random") layout.operator("curve.select_nth") layout.operator("curve.select_linked", text="Select Linked") layout.separator() layout.operator("curve.select_row") layout.separator() layout.operator("curve.select_more") layout.operator("curve.select_less") class VIEW3D_MT_select_edit_text(Menu): # intentional name mis-match # select menu for 3d-text doesn't make sense bl_label = "Edit" def draw(self, context): layout = self.layout layout.operator("font.text_copy", text="Copy") layout.operator("font.text_cut", text="Cut") layout.operator("font.text_paste", text="Paste") layout.separator() layout.operator("font.text_paste_from_file") layout.operator("font.text_paste_from_clipboard") layout.separator() layout.operator("font.select_all") class VIEW3D_MT_select_edit_metaball(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("mball.select_all").action = 'TOGGLE' layout.operator("mball.select_all", text="Inverse").action = 'INVERT' layout.separator() layout.operator("mball.select_random_metaelems") layout.separator() layout.operator_menu_enum("mball.select_similar", "type", text="Similar") class VIEW3D_MT_select_edit_lattice(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("lattice.select_mirror") layout.operator("lattice.select_random") layout.operator("lattice.select_all").action = 'TOGGLE' layout.operator("lattice.select_all", text="Inverse").action = 'INVERT' layout.separator() layout.operator("lattice.select_ungrouped", text="Ungrouped Verts") class VIEW3D_MT_select_edit_armature(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("armature.select_all").action = 'TOGGLE' layout.operator("armature.select_all", text="Inverse").action = 'INVERT' layout.operator("armature.select_mirror", text="Mirror").extend = False layout.separator() layout.operator("armature.select_more", text="More") layout.operator("armature.select_less", text="Less") layout.separator() layout.operator("armature.select_hierarchy", text="Parent").direction = 'PARENT' layout.operator("armature.select_hierarchy", text="Child").direction = 'CHILD' layout.separator() props = layout.operator("armature.select_hierarchy", text="Extend Parent") props.extend = True props.direction = 'PARENT' props = layout.operator("armature.select_hierarchy", text="Extend Child") props.extend = True props.direction = 'CHILD' layout.operator_menu_enum("armature.select_similar", "type", text="Similar") layout.operator("object.select_pattern", text="Select Pattern...") class VIEW3D_MT_select_paint_mask(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("paint.face_select_all").action = 'TOGGLE' layout.operator("paint.face_select_all", text="Inverse").action = 'INVERT' layout.separator() layout.operator("paint.face_select_linked", text="Linked") class VIEW3D_MT_select_paint_mask_vertex(Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("paint.vert_select_all").action = 'TOGGLE' layout.operator("paint.vert_select_all", text="Inverse").action = 'INVERT' layout.separator() layout.operator("paint.vert_select_ungrouped", text="Ungrouped Verts") # ********** Add menu ********** # XXX: INFO_MT_ names used to keep backwards compatibility (Addons etc that hook into the menu) class INFO_MT_mesh_add(Menu): bl_idname = "INFO_MT_mesh_add" bl_label = "Mesh" def draw(self, context): from .space_view3d_toolbar import VIEW3D_PT_tools_add_object layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' VIEW3D_PT_tools_add_object.draw_add_mesh(layout) class INFO_MT_curve_add(Menu): bl_idname = "INFO_MT_curve_add" bl_label = "Curve" def draw(self, context): from .space_view3d_toolbar import VIEW3D_PT_tools_add_object layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' VIEW3D_PT_tools_add_object.draw_add_curve(layout) class INFO_MT_surface_add(Menu): bl_idname = "INFO_MT_surface_add" bl_label = "Surface" def draw(self, context): from .space_view3d_toolbar import VIEW3D_PT_tools_add_object layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' VIEW3D_PT_tools_add_object.draw_add_surface(layout) class INFO_MT_metaball_add(Menu): bl_idname = "INFO_MT_metaball_add" bl_label = "Metaball" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator_enum("object.metaball_add", "type") class INFO_MT_edit_curve_add(Menu): bl_idname = "INFO_MT_edit_curve_add" bl_label = "Add" def draw(self, context): is_surf = context.active_object.type == 'SURFACE' layout = self.layout layout.operator_context = 'EXEC_REGION_WIN' if is_surf: INFO_MT_surface_add.draw(self, context) else: INFO_MT_curve_add.draw(self, context) class INFO_MT_edit_armature_add(Menu): bl_idname = "INFO_MT_edit_armature_add" bl_label = "Armature" def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_REGION_WIN' layout.operator("armature.bone_primitive_add", text="Single Bone", icon='BONE_DATA') class INFO_MT_armature_add(Menu): bl_idname = "INFO_MT_armature_add" bl_label = "Armature" def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_REGION_WIN' layout.operator("object.armature_add", text="Single Bone", icon='BONE_DATA') class INFO_MT_add(Menu): bl_label = "Add" def draw(self, context): layout = self.layout # note, don't use 'EXEC_SCREEN' or operators wont get the 'v3d' context. # Note: was EXEC_AREA, but this context does not have the 'rv3d', which prevents # "align_view" to work on first call (see [#32719]). layout.operator_context = 'EXEC_REGION_WIN' #layout.operator_menu_enum("object.mesh_add", "type", text="Mesh", icon='OUTLINER_OB_MESH') layout.menu("INFO_MT_mesh_add", icon='OUTLINER_OB_MESH') #layout.operator_menu_enum("object.curve_add", "type", text="Curve", icon='OUTLINER_OB_CURVE') layout.menu("INFO_MT_curve_add", icon='OUTLINER_OB_CURVE') #layout.operator_menu_enum("object.surface_add", "type", text="Surface", icon='OUTLINER_OB_SURFACE') layout.menu("INFO_MT_surface_add", icon='OUTLINER_OB_SURFACE') layout.menu("INFO_MT_metaball_add", text="Metaball", icon='OUTLINER_OB_META') layout.operator("object.text_add", text="Text", icon='OUTLINER_OB_FONT') layout.separator() layout.menu("INFO_MT_armature_add", icon='OUTLINER_OB_ARMATURE') layout.operator("object.add", text="Lattice", icon='OUTLINER_OB_LATTICE').type = 'LATTICE' layout.operator_menu_enum("object.empty_add", "type", text="Empty", icon='OUTLINER_OB_EMPTY') layout.separator() layout.operator("object.speaker_add", text="Speaker", icon='OUTLINER_OB_SPEAKER') layout.separator() layout.operator("object.camera_add", text="Camera", icon='OUTLINER_OB_CAMERA') layout.operator_menu_enum("object.lamp_add", "type", text="Lamp", icon='OUTLINER_OB_LAMP') layout.separator() layout.operator_menu_enum("object.effector_add", "type", text="Force Field", icon='OUTLINER_OB_EMPTY') layout.separator() if len(bpy.data.groups) > 10: layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("object.group_instance_add", text="Group Instance...", icon='OUTLINER_OB_EMPTY') else: layout.operator_menu_enum("object.group_instance_add", "group", text="Group Instance", icon='OUTLINER_OB_EMPTY') # ********** Object menu ********** class VIEW3D_MT_object(Menu): bl_context = "objectmode" bl_label = "Object" def draw(self, context): layout = self.layout layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.menu("VIEW3D_MT_transform_object") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_object_clear") layout.menu("VIEW3D_MT_object_apply") layout.menu("VIEW3D_MT_snap") layout.separator() layout.menu("VIEW3D_MT_object_animation") layout.separator() layout.operator("object.duplicate_move") layout.operator("object.duplicate_move_linked") layout.operator("object.delete", text="Delete...") layout.operator("object.proxy_make", text="Make Proxy...") layout.menu("VIEW3D_MT_make_links", text="Make Links...") layout.operator("object.make_dupli_face") layout.operator_menu_enum("object.make_local", "type", text="Make Local...") layout.menu("VIEW3D_MT_make_single_user") layout.separator() layout.menu("VIEW3D_MT_object_parent") layout.menu("VIEW3D_MT_object_track") layout.menu("VIEW3D_MT_object_group") layout.menu("VIEW3D_MT_object_constraints") layout.separator() layout.menu("VIEW3D_MT_object_quick_effects") layout.separator() layout.menu("VIEW3D_MT_object_game") layout.separator() layout.operator("object.join") layout.separator() layout.operator("object.move_to_layer", text="Move to Layer...") layout.menu("VIEW3D_MT_object_showhide") layout.operator_menu_enum("object.convert", "target") class VIEW3D_MT_object_animation(Menu): bl_label = "Animation" def draw(self, context): layout = self.layout layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...") layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframes...") layout.operator("anim.keyframe_clear_v3d", text="Clear Keyframes...") layout.operator("anim.keying_set_active_set", text="Change Keying Set...") layout.separator() layout.operator("nla.bake", text="Bake Action...") class VIEW3D_MT_object_clear(Menu): bl_label = "Clear" def draw(self, context): layout = self.layout layout.operator("object.location_clear", text="Location") layout.operator("object.rotation_clear", text="Rotation") layout.operator("object.scale_clear", text="Scale") layout.operator("object.origin_clear", text="Origin") class VIEW3D_MT_object_specials(Menu): bl_label = "Specials" @classmethod def poll(cls, context): # add more special types return context.object def draw(self, context): layout = self.layout scene = context.scene obj = context.object if obj.type == 'CAMERA': layout.operator_context = 'INVOKE_REGION_WIN' if obj.data.type == 'PERSP': props = layout.operator("wm.context_modal_mouse", text="Camera Lens Angle") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.lens" props.input_scale = 0.1 if obj.data.lens_unit == 'MILLIMETERS': props.header_text = "Camera Lens Angle: %.1fmm" else: props.header_text = "Camera Lens Angle: %.1f\u00B0" else: props = layout.operator("wm.context_modal_mouse", text="Camera Lens Scale") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.ortho_scale" props.input_scale = 0.01 props.header_text = "Camera Lens Scale: %.3f" if not obj.data.dof_object: #layout.label(text="Test Has DOF obj"); props = layout.operator("wm.context_modal_mouse", text="DOF Distance") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.dof_distance" props.input_scale = 0.02 props.header_text = "DOF Distance: %.3f" if obj.type in {'CURVE', 'FONT'}: layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text="Extrude Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.extrude" props.input_scale = 0.01 props.header_text = "Extrude Size: %.3f" props = layout.operator("wm.context_modal_mouse", text="Width Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.offset" props.input_scale = 0.01 props.header_text = "Width Size: %.3f" if obj.type == 'EMPTY': layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text="Empty Draw Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "empty_draw_size" props.input_scale = 0.01 props.header_text = "Empty Draw Size: %.3f" if obj.type == 'LAMP': lamp = obj.data layout.operator_context = 'INVOKE_REGION_WIN' if scene.render.use_shading_nodes: try: value = lamp.node_tree.nodes["Emission"].inputs["Strength"].default_value except AttributeError: value = None if value is not None: props = layout.operator("wm.context_modal_mouse", text="Strength") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.node_tree.nodes[\"Emission\"].inputs[\"Strength\"].default_value" props.header_text = "Lamp Strength: %.3f" props.input_scale = 0.1 del value if lamp.type == 'AREA': props = layout.operator("wm.context_modal_mouse", text="Size X") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.size" props.header_text = "Lamp Size X: %.3f" if lamp.shape == 'RECTANGLE': props = layout.operator("wm.context_modal_mouse", text="Size Y") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.size_y" props.header_text = "Lamp Size Y: %.3f" elif lamp.type in {'SPOT', 'POINT', 'SUN'}: props = layout.operator("wm.context_modal_mouse", text="Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.shadow_soft_size" props.header_text = "Lamp Size: %.3f" else: props = layout.operator("wm.context_modal_mouse", text="Energy") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.energy" props.header_text = "Lamp Energy: %.3f" if lamp.type in {'SPOT', 'AREA', 'POINT'}: props = layout.operator("wm.context_modal_mouse", text="Falloff Distance") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.distance" props.input_scale = 0.1 props.header_text = "Lamp Falloff Distance: %.1f" if lamp.type == 'SPOT': layout.separator() props = layout.operator("wm.context_modal_mouse", text="Spot Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.spot_size" props.input_scale = 0.01 props.header_text = "Spot Size: %.2f" props = layout.operator("wm.context_modal_mouse", text="Spot Blend") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.spot_blend" props.input_scale = -0.01 props.header_text = "Spot Blend: %.2f" if not scene.render.use_shading_nodes: props = layout.operator("wm.context_modal_mouse", text="Clip Start") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.shadow_buffer_clip_start" props.input_scale = 0.05 props.header_text = "Clip Start: %.2f" props = layout.operator("wm.context_modal_mouse", text="Clip End") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.shadow_buffer_clip_end" props.input_scale = 0.05 props.header_text = "Clip End: %.2f" layout.separator() props = layout.operator("object.isolate_type_render") props = layout.operator("object.hide_render_clear_all") class VIEW3D_MT_object_apply(Menu): bl_label = "Apply" def draw(self, context): layout = self.layout props = layout.operator("object.transform_apply", text="Location", text_ctxt=i18n_contexts.default) props.location, props.rotation, props.scale = True, False, False props = layout.operator("object.transform_apply", text="Rotation", text_ctxt=i18n_contexts.default) props.location, props.rotation, props.scale = False, True, False props = layout.operator("object.transform_apply", text="Scale", text_ctxt=i18n_contexts.default) props.location, props.rotation, props.scale = False, False, True props = layout.operator("object.transform_apply", text="Rotation & Scale", text_ctxt=i18n_contexts.default) props.location, props.rotation, props.scale = False, True, True layout.separator() layout.operator("object.visual_transform_apply", text="Visual Transform", text_ctxt=i18n_contexts.default) layout.operator("object.duplicates_make_real") class VIEW3D_MT_object_parent(Menu): bl_label = "Parent" def draw(self, context): layout = self.layout layout.operator_enum("object.parent_set", "type") layout.separator() layout.operator_enum("object.parent_clear", "type") class VIEW3D_MT_object_track(Menu): bl_label = "Track" def draw(self, context): layout = self.layout layout.operator_enum("object.track_set", "type") layout.separator() layout.operator_enum("object.track_clear", "type") class VIEW3D_MT_object_group(Menu): bl_label = "Group" def draw(self, context): layout = self.layout layout.operator("group.create") # layout.operator_menu_enum("group.objects_remove", "group") # BUGGY layout.operator("group.objects_remove") layout.operator("group.objects_remove_all") layout.separator() layout.operator("group.objects_add_active") layout.operator("group.objects_remove_active") class VIEW3D_MT_object_constraints(Menu): bl_label = "Constraints" def draw(self, context): layout = self.layout layout.operator("object.constraint_add_with_targets") layout.operator("object.constraints_copy") layout.operator("object.constraints_clear") class VIEW3D_MT_object_quick_effects(Menu): bl_label = "Quick Effects" def draw(self, context): layout = self.layout layout.operator("object.quick_fur") layout.operator("object.quick_explode") layout.operator("object.quick_smoke") layout.operator("object.quick_fluid") class VIEW3D_MT_object_showhide(Menu): bl_label = "Show/Hide" def draw(self, context): layout = self.layout layout.operator("object.hide_view_clear", text="Show Hidden") layout.operator("object.hide_view_set", text="Hide Selected").unselected = False layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True class VIEW3D_MT_make_single_user(Menu): bl_label = "Make Single User" def draw(self, context): layout = self.layout props = layout.operator("object.make_single_user", text="Object") props.object = True props.obdata = props.material = props.texture = props.animation = False props = layout.operator("object.make_single_user", text="Object & Data") props.object = props.obdata = True props.material = props.texture = props.animation = False props = layout.operator("object.make_single_user", text="Object & Data & Materials+Tex") props.object = props.obdata = props.material = props.texture = True props.animation = False props = layout.operator("object.make_single_user", text="Materials+Tex") props.material = props.texture = True props.object = props.obdata = props.animation = False props = layout.operator("object.make_single_user", text="Object Animation") props.animation = True props.object = props.obdata = props.material = props.texture = False class VIEW3D_MT_make_links(Menu): bl_label = "Make Links" def draw(self, context): layout = self.layout operator_context_default = layout.operator_context if len(bpy.data.scenes) > 10: layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("object.make_links_scene", text="Objects to Scene...", icon='OUTLINER_OB_EMPTY') else: layout.operator_context = 'EXEC_REGION_WIN' layout.operator_menu_enum("object.make_links_scene", "scene", text="Objects to Scene...") layout.operator_context = operator_context_default layout.operator_enum("object.make_links_data", "type") # inline layout.operator("object.join_uvs") # stupid place to add this! class VIEW3D_MT_object_game(Menu): bl_label = "Game" def draw(self, context): layout = self.layout layout.operator("object.logic_bricks_copy", text="Copy Logic Bricks") layout.operator("object.game_physics_copy", text="Copy Physics Properties") layout.separator() layout.operator("object.game_property_copy", text="Replace Properties").operation = 'REPLACE' layout.operator("object.game_property_copy", text="Merge Properties").operation = 'MERGE' layout.operator_menu_enum("object.game_property_copy", "property", text="Copy Properties...") layout.separator() layout.operator("object.game_property_clear") # ********** Brush menu ********** class VIEW3D_MT_brush(Menu): bl_label = "Brush" def draw(self, context): layout = self.layout settings = UnifiedPaintPanel.paint_settings(context) brush = settings.brush ups = context.tool_settings.unified_paint_settings layout.prop(ups, "use_unified_size", text="Unified Size") layout.prop(ups, "use_unified_strength", text="Unified Strength") layout.separator() # brush paint modes layout.menu("VIEW3D_MT_brush_paint_modes") # brush tool if context.sculpt_object: layout.operator("brush.reset") layout.prop_menu_enum(brush, "sculpt_tool") elif context.image_paint_object: layout.prop_menu_enum(brush, "image_tool") elif context.vertex_paint_object or context.weight_paint_object: layout.prop_menu_enum(brush, "vertex_tool") # skip if no active brush if not brush: return # TODO: still missing a lot of brush options here # sculpt options if context.sculpt_object: sculpt_tool = brush.sculpt_tool layout.separator() layout.operator_menu_enum("brush.curve_preset", "shape", text="Curve Preset") layout.separator() if sculpt_tool != 'GRAB': layout.prop_menu_enum(brush, "sculpt_stroke_method") if sculpt_tool in {'DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'}: layout.prop_menu_enum(brush, "direction") if sculpt_tool == 'LAYER': layout.prop(brush, "use_persistent") layout.operator("sculpt.set_persistent_base") class VIEW3D_MT_brush_paint_modes(Menu): bl_label = "Enabled Modes" def draw(self, context): layout = self.layout settings = UnifiedPaintPanel.paint_settings(context) brush = settings.brush layout.prop(brush, "use_paint_sculpt", text="Sculpt") layout.prop(brush, "use_paint_vertex", text="Vertex Paint") layout.prop(brush, "use_paint_weight", text="Weight Paint") layout.prop(brush, "use_paint_image", text="Texture Paint") # ********** Vertex paint menu ********** class VIEW3D_MT_paint_vertex(Menu): bl_label = "Paint" def draw(self, context): layout = self.layout layout.operator("ed.undo") layout.operator("ed.redo") layout.separator() layout.operator("paint.vertex_color_set") layout.operator("paint.vertex_color_smooth") layout.operator("paint.vertex_color_dirt") class VIEW3D_MT_hook(Menu): bl_label = "Hooks" def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_AREA' layout.operator("object.hook_add_newob") layout.operator("object.hook_add_selob").use_bone = False layout.operator("object.hook_add_selob", text="Hook to Selected Object Bone").use_bone = True if [mod.type == 'HOOK' for mod in context.active_object.modifiers]: layout.separator() layout.operator_menu_enum("object.hook_assign", "modifier") layout.operator_menu_enum("object.hook_remove", "modifier") layout.separator() layout.operator_menu_enum("object.hook_select", "modifier") layout.operator_menu_enum("object.hook_reset", "modifier") layout.operator_menu_enum("object.hook_recenter", "modifier") class VIEW3D_MT_vertex_group(Menu): bl_label = "Vertex Groups" def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_AREA' layout.operator("object.vertex_group_assign_new") ob = context.active_object if ob.mode == 'EDIT' or (ob.mode == 'WEIGHT_PAINT' and ob.type == 'MESH' and ob.data.use_paint_mask_vertex): if ob.vertex_groups.active: layout.separator() layout.operator("object.vertex_group_assign", text="Assign to Active Group") layout.operator("object.vertex_group_remove_from", text="Remove from Active Group").use_all_groups = False layout.operator("object.vertex_group_remove_from", text="Remove from All").use_all_groups = True layout.separator() if ob.vertex_groups.active: layout.operator_menu_enum("object.vertex_group_set_active", "group", text="Set Active Group") layout.operator("object.vertex_group_remove", text="Remove Active Group").all = False layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True # ********** Weight paint menu ********** class VIEW3D_MT_paint_weight(Menu): bl_label = "Weights" def draw(self, context): layout = self.layout layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.operator("paint.weight_from_bones", text="Assign Automatic From Bones").type = 'AUTOMATIC' layout.operator("paint.weight_from_bones", text="Assign From Bone Envelopes").type = 'ENVELOPES' layout.separator() layout.operator("object.vertex_group_normalize_all", text="Normalize All") layout.operator("object.vertex_group_normalize", text="Normalize") layout.operator("object.vertex_group_mirror", text="Mirror") layout.operator("object.vertex_group_invert", text="Invert") layout.operator("object.vertex_group_clean", text="Clean") layout.operator("object.vertex_group_quantize", text="Quantize") layout.operator("object.vertex_group_levels", text="Levels") layout.operator("object.vertex_group_blend", text="Blend") layout.operator("object.vertex_group_transfer_weight", text="Transfer Weights") layout.operator("object.vertex_group_limit_total", text="Limit Total") layout.operator("object.vertex_group_fix", text="Fix Deforms") layout.separator() layout.operator("paint.weight_set") # ********** Sculpt menu ********** class VIEW3D_MT_sculpt(Menu): bl_label = "Sculpt" def draw(self, context): layout = self.layout toolsettings = context.tool_settings sculpt = toolsettings.sculpt layout.operator("ed.undo") layout.operator("ed.redo") layout.separator() layout.prop(sculpt, "use_symmetry_x") layout.prop(sculpt, "use_symmetry_y") layout.prop(sculpt, "use_symmetry_z") layout.separator() layout.prop(sculpt, "lock_x") layout.prop(sculpt, "lock_y") layout.prop(sculpt, "lock_z") layout.separator() layout.prop(sculpt, "use_threaded", text="Threaded Sculpt") layout.prop(sculpt, "show_low_resolution") layout.prop(sculpt, "show_brush") layout.prop(sculpt, "use_deform_only") layout.prop(sculpt, "show_diffuse_color") class VIEW3D_MT_hide_mask(Menu): bl_label = "Hide/Mask" def draw(self, context): layout = self.layout props = layout.operator("paint.hide_show", text="Show All") props.action = 'SHOW' props.area = 'ALL' props = layout.operator("paint.hide_show", text="Hide Bounding Box") props.action = 'HIDE' props.area = 'INSIDE' props = layout.operator("paint.hide_show", text="Show Bounding Box") props.action = 'SHOW' props.area = 'INSIDE' props = layout.operator("paint.hide_show", text="Hide Masked") props.area = 'MASKED' props.action = 'HIDE' layout.separator() props = layout.operator("paint.mask_flood_fill", text="Invert Mask") props.mode = 'INVERT' props = layout.operator("paint.mask_flood_fill", text="Fill Mask") props.mode = 'VALUE' props.value = 1 props = layout.operator("paint.mask_flood_fill", text="Clear Mask") props.mode = 'VALUE' props.value = 0 props = layout.operator("view3d.select_border", text="Box Mask") props = layout.operator("paint.mask_lasso_gesture", text="Lasso Mask") # ********** Particle menu ********** class VIEW3D_MT_particle(Menu): bl_label = "Particle" def draw(self, context): layout = self.layout particle_edit = context.tool_settings.particle_edit layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.operator("particle.mirror") layout.separator() layout.operator("particle.remove_doubles") layout.operator("particle.delete") if particle_edit.select_mode == 'POINT': layout.operator("particle.subdivide") layout.operator("particle.rekey") layout.operator("particle.weight_set") layout.separator() layout.menu("VIEW3D_MT_particle_showhide") class VIEW3D_MT_particle_specials(Menu): bl_label = "Specials" def draw(self, context): layout = self.layout particle_edit = context.tool_settings.particle_edit layout.operator("particle.rekey") layout.operator("particle.delete") layout.operator("particle.remove_doubles") if particle_edit.select_mode == 'POINT': layout.operator("particle.subdivide") layout.operator("particle.weight_set") layout.separator() layout.operator("particle.mirror") if particle_edit.select_mode == 'POINT': layout.separator() layout.operator("particle.select_roots") layout.operator("particle.select_tips") layout.separator() layout.operator("particle.select_more") layout.operator("particle.select_less") layout.separator() layout.operator("particle.select_all").action = 'TOGGLE' layout.operator("particle.select_linked") layout.operator("particle.select_all", text="Inverse").action = 'INVERT' class VIEW3D_MT_particle_showhide(ShowHideMenu, Menu): _operator_name = "particle" # ********** Pose Menu ********** class VIEW3D_MT_pose(Menu): bl_label = "Pose" def draw(self, context): layout = self.layout layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.menu("VIEW3D_MT_transform_armature") layout.menu("VIEW3D_MT_pose_transform") layout.menu("VIEW3D_MT_pose_apply") layout.menu("VIEW3D_MT_snap") layout.separator() layout.menu("VIEW3D_MT_object_animation") layout.separator() layout.menu("VIEW3D_MT_pose_slide") layout.menu("VIEW3D_MT_pose_propagate") layout.separator() layout.operator("pose.copy") layout.operator("pose.paste") layout.operator("pose.paste", text="Paste X-Flipped Pose").flipped = True layout.separator() layout.menu("VIEW3D_MT_pose_library") layout.menu("VIEW3D_MT_pose_motion") layout.menu("VIEW3D_MT_pose_group") layout.separator() layout.menu("VIEW3D_MT_object_parent") layout.menu("VIEW3D_MT_pose_ik") layout.menu("VIEW3D_MT_pose_constraints") layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("pose.autoside_names", text="AutoName Left/Right").axis = 'XAXIS' layout.operator("pose.autoside_names", text="AutoName Front/Back").axis = 'YAXIS' layout.operator("pose.autoside_names", text="AutoName Top/Bottom").axis = 'ZAXIS' layout.operator("pose.flip_names") layout.operator("pose.quaternions_flip") layout.separator() layout.operator_context = 'INVOKE_AREA' layout.operator("armature.armature_layers", text="Change Armature Layers...") layout.operator("pose.bone_layers", text="Change Bone Layers...") layout.separator() layout.menu("VIEW3D_MT_pose_showhide") layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings") class VIEW3D_MT_pose_transform(Menu): bl_label = "Clear Transform" def draw(self, context): layout = self.layout layout.operator("pose.transforms_clear", text="All") layout.separator() layout.operator("pose.loc_clear", text="Location") layout.operator("pose.rot_clear", text="Rotation") layout.operator("pose.scale_clear", text="Scale") layout.separator() layout.operator("pose.user_transforms_clear", text="Reset unkeyed") class VIEW3D_MT_pose_slide(Menu): bl_label = "In-Betweens" def draw(self, context): layout = self.layout layout.operator("pose.push") layout.operator("pose.relax") layout.operator("pose.breakdown") class VIEW3D_MT_pose_propagate(Menu): bl_label = "Propagate" def draw(self, context): layout = self.layout layout.operator("pose.propagate").mode = 'WHILE_HELD' layout.separator() layout.operator("pose.propagate", text="To Next Keyframe").mode = 'NEXT_KEY' layout.operator("pose.propagate", text="To Last Keyframe (Make Cyclic)").mode = 'LAST_KEY' layout.separator() layout.operator("pose.propagate", text="On Selected Markers").mode = 'SELECTED_MARKERS' class VIEW3D_MT_pose_library(Menu): bl_label = "Pose Library" def draw(self, context): layout = self.layout layout.operator("poselib.browse_interactive", text="Browse Poses...") layout.separator() layout.operator("poselib.pose_add", text="Add Pose...") layout.operator("poselib.pose_rename", text="Rename Pose...") layout.operator("poselib.pose_remove", text="Remove Pose...") class VIEW3D_MT_pose_motion(Menu): bl_label = "Motion Paths" def draw(self, context): layout = self.layout layout.operator("pose.paths_calculate", text="Calculate") layout.operator("pose.paths_clear", text="Clear") class VIEW3D_MT_pose_group(Menu): bl_label = "Bone Groups" def draw(self, context): layout = self.layout pose = context.active_object.pose layout.operator_context = 'EXEC_AREA' layout.operator("pose.group_assign", text="Assign to New Group").type = 0 if pose.bone_groups: active_group = pose.bone_groups.active_index + 1 layout.operator("pose.group_assign", text="Assign to Group").type = active_group layout.separator() #layout.operator_context = 'INVOKE_AREA' layout.operator("pose.group_unassign") layout.operator("pose.group_remove") class VIEW3D_MT_pose_ik(Menu): bl_label = "Inverse Kinematics" def draw(self, context): layout = self.layout layout.operator("pose.ik_add") layout.operator("pose.ik_clear") class VIEW3D_MT_pose_constraints(Menu): bl_label = "Constraints" def draw(self, context): layout = self.layout layout.operator("pose.constraint_add_with_targets", text="Add (With Targets)...") layout.operator("pose.constraints_copy") layout.operator("pose.constraints_clear") class VIEW3D_MT_pose_showhide(ShowHideMenu, Menu): _operator_name = "pose" class VIEW3D_MT_pose_apply(Menu): bl_label = "Apply" def draw(self, context): layout = self.layout layout.operator("pose.armature_apply") layout.operator("pose.visual_transform_apply") class VIEW3D_MT_pose_specials(Menu): bl_label = "Specials" def draw(self, context): layout = self.layout layout.operator("paint.weight_from_bones", text="Assign Automatic from Bones").type = 'AUTOMATIC' layout.operator("paint.weight_from_bones", text="Assign from Bone Envelopes").type = 'ENVELOPES' layout.separator() layout.operator("pose.select_constraint_target") layout.operator("pose.flip_names") layout.operator("pose.paths_calculate") layout.operator("pose.paths_clear") layout.operator("pose.user_transforms_clear") layout.operator("pose.user_transforms_clear", text="Clear User Transforms (All)").only_selected = False layout.operator("pose.relax") layout.separator() layout.operator_menu_enum("pose.autoside_names", "axis") class BoneOptions: def draw(self, context): layout = self.layout options = [ "show_wire", "use_deform", "use_envelope_multiply", "use_inherit_rotation", "use_inherit_scale", ] if context.mode == 'EDIT_ARMATURE': bone_props = bpy.types.EditBone.bl_rna.properties data_path_iter = "selected_bones" opt_suffix = "" options.append("lock") else: # pose-mode bone_props = bpy.types.Bone.bl_rna.properties data_path_iter = "selected_pose_bones" opt_suffix = "bone." for opt in options: props = layout.operator("wm.context_collection_boolean_set", text=bone_props[opt].name, text_ctxt=i18n_contexts.default) props.data_path_iter = data_path_iter props.data_path_item = opt_suffix + opt props.type = self.type class VIEW3D_MT_bone_options_toggle(Menu, BoneOptions): bl_label = "Toggle Bone Options" type = 'TOGGLE' class VIEW3D_MT_bone_options_enable(Menu, BoneOptions): bl_label = "Enable Bone Options" type = 'ENABLE' class VIEW3D_MT_bone_options_disable(Menu, BoneOptions): bl_label = "Disable Bone Options" type = 'DISABLE' # ********** Edit Menus, suffix from ob.type ********** class VIEW3D_MT_edit_mesh(Menu): bl_label = "Mesh" def draw(self, context): layout = self.layout toolsettings = context.tool_settings layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.menu("VIEW3D_MT_uv_map", text="UV Unwrap...") layout.separator() layout.operator("mesh.duplicate_move") layout.menu("VIEW3D_MT_edit_mesh_extrude") layout.menu("VIEW3D_MT_edit_mesh_delete") layout.separator() layout.menu("VIEW3D_MT_edit_mesh_vertices") layout.menu("VIEW3D_MT_edit_mesh_edges") layout.menu("VIEW3D_MT_edit_mesh_faces") layout.menu("VIEW3D_MT_edit_mesh_normals") layout.menu("VIEW3D_MT_edit_mesh_clean") layout.separator() layout.operator("mesh.symmetrize") layout.operator("mesh.symmetry_snap") layout.operator("mesh.bisect") layout.operator_menu_enum("mesh.sort_elements", "type", text="Sort Elements...") layout.separator() layout.prop(toolsettings, "use_mesh_automerge") layout.prop_menu_enum(toolsettings, "proportional_edit") layout.prop_menu_enum(toolsettings, "proportional_edit_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_mesh_showhide") class VIEW3D_MT_edit_mesh_specials(Menu): bl_label = "Specials" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.subdivide", text="Subdivide").smoothness = 0.0 layout.operator("mesh.subdivide", text="Subdivide Smooth").smoothness = 1.0 layout.separator() layout.operator("mesh.merge", text="Merge...") layout.operator("mesh.remove_doubles") layout.separator() layout.operator("mesh.hide", text="Hide").unselected = False layout.operator("mesh.reveal", text="Reveal") layout.operator("mesh.select_all", text="Select Inverse").action = 'INVERT' layout.separator() layout.operator("mesh.flip_normals") layout.operator("mesh.vertices_smooth", text="Smooth") layout.operator("mesh.vertices_smooth_laplacian", text="Laplacian Smooth") layout.separator() layout.operator("mesh.inset") layout.operator("mesh.bevel", text="Bevel") layout.operator("mesh.bridge_edge_loops") layout.separator() layout.operator("mesh.faces_shade_smooth") layout.operator("mesh.faces_shade_flat") layout.separator() layout.operator("mesh.blend_from_shape") layout.operator("mesh.shape_propagate_to_all") layout.operator("mesh.shortest_path_select") layout.operator("mesh.sort_elements") layout.operator("mesh.symmetrize") layout.operator("mesh.symmetry_snap") class VIEW3D_MT_edit_mesh_select_mode(Menu): bl_label = "Mesh Select Mode" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.select_mode", text="Vertex", icon='VERTEXSEL').type = 'VERT' layout.operator("mesh.select_mode", text="Edge", icon='EDGESEL').type = 'EDGE' layout.operator("mesh.select_mode", text="Face", icon='FACESEL').type = 'FACE' class VIEW3D_MT_edit_mesh_extrude(Menu): bl_label = "Extrude" _extrude_funcs = { 'VERT': lambda layout: layout.operator("mesh.extrude_vertices_move", text="Vertices Only"), 'EDGE': lambda layout: layout.operator("mesh.extrude_edges_move", text="Edges Only"), 'FACE': lambda layout: layout.operator("mesh.extrude_faces_move", text="Individual Faces"), 'REGION': lambda layout: layout.operator("view3d.edit_mesh_extrude_move_normal", text="Region"), 'REGION_VERT_NORMAL': lambda layout: layout.operator("view3d.edit_mesh_extrude_move_shrink_fatten", text="Region (Vertex Normals)"), } @staticmethod def extrude_options(context): mesh = context.object.data select_mode = context.tool_settings.mesh_select_mode menu = [] if mesh.total_face_sel: menu += ['REGION', 'REGION_VERT_NORMAL', 'FACE'] if mesh.total_edge_sel and (select_mode[0] or select_mode[1]): menu += ['EDGE'] if mesh.total_vert_sel and select_mode[0]: menu += ['VERT'] # should never get here return menu def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' for menu_id in self.extrude_options(context): self._extrude_funcs[menu_id](layout) class VIEW3D_MT_edit_mesh_vertices(Menu): bl_label = "Vertices" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.merge") layout.operator("mesh.rip_move") layout.operator("mesh.rip_move_fill") layout.operator("mesh.rip_edge_move") layout.operator("mesh.split") layout.operator_menu_enum("mesh.separate", "type") layout.operator("mesh.vert_connect", text="Connect") layout.operator("transform.vert_slide", text="Slide") layout.separator() op = layout.operator("mesh.mark_sharp", text="Shade Smooth") op.use_verts = True op.clear = True layout.operator("mesh.mark_sharp", text="Shade Sharp").use_verts = True layout.separator() layout.operator("mesh.bevel").vertex_only = True layout.operator("mesh.convex_hull") layout.operator("mesh.vertices_smooth") layout.operator("mesh.remove_doubles") layout.operator("mesh.blend_from_shape") layout.operator("object.vertex_group_blend") layout.operator("mesh.shape_propagate_to_all") layout.separator() layout.menu("VIEW3D_MT_vertex_group") layout.menu("VIEW3D_MT_hook") class VIEW3D_MT_edit_mesh_edges(Menu): bl_label = "Edges" def draw(self, context): layout = self.layout with_freestyle = bpy.app.build_options.freestyle scene = context.scene layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.edge_face_add") layout.operator("mesh.subdivide") layout.operator("mesh.unsubdivide") layout.separator() layout.operator("transform.edge_crease") layout.operator("transform.edge_bevelweight") layout.separator() layout.operator("mesh.mark_seam").clear = False layout.operator("mesh.mark_seam", text="Clear Seam").clear = True layout.separator() layout.operator("mesh.mark_sharp") layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True layout.separator() if with_freestyle: layout.operator("mesh.mark_freestyle_edge").clear = False layout.operator("mesh.mark_freestyle_edge", text="Clear Freestyle Edge").clear = True layout.separator() layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").use_ccw = True layout.separator() layout.operator("mesh.bevel").vertex_only = False layout.operator("mesh.edge_split") layout.operator("mesh.bridge_edge_loops") layout.separator() layout.operator("transform.edge_slide") layout.operator("mesh.loop_multi_select", text="Edge Loops").ring = False layout.operator("mesh.loop_multi_select", text="Edge Rings").ring = True layout.operator("mesh.loop_to_region") layout.operator("mesh.region_to_loop") class VIEW3D_MT_edit_mesh_faces(Menu): bl_label = "Faces" bl_idname = "VIEW3D_MT_edit_mesh_faces" def draw(self, context): layout = self.layout with_freestyle = bpy.app.build_options.freestyle scene = context.scene layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.flip_normals") layout.operator("mesh.edge_face_add") layout.operator("mesh.fill") layout.operator("mesh.fill_grid") layout.operator("mesh.beautify_fill") layout.operator("mesh.inset") layout.operator("mesh.bevel").vertex_only = False layout.operator("mesh.solidify") layout.operator("mesh.wireframe") layout.separator() if with_freestyle: layout.operator("mesh.mark_freestyle_face").clear = False layout.operator("mesh.mark_freestyle_face", text="Clear Freestyle Face").clear = True layout.separator() layout.operator("mesh.poke") layout.operator("mesh.quads_convert_to_tris") layout.operator("mesh.tris_convert_to_quads") layout.operator("mesh.face_split_by_edges") layout.separator() layout.operator("mesh.faces_shade_smooth") layout.operator("mesh.faces_shade_flat") layout.separator() layout.operator("mesh.edge_rotate", text="Rotate Edge CW").use_ccw = False layout.separator() layout.operator("mesh.uvs_rotate") layout.operator("mesh.uvs_reverse") layout.operator("mesh.colors_rotate") layout.operator("mesh.colors_reverse") class VIEW3D_MT_edit_mesh_normals(Menu): bl_label = "Normals" def draw(self, context): layout = self.layout layout.operator("mesh.normals_make_consistent", text="Recalculate Outside").inside = False layout.operator("mesh.normals_make_consistent", text="Recalculate Inside").inside = True layout.separator() layout.operator("mesh.flip_normals") class VIEW3D_MT_edit_mesh_clean(Menu): bl_label = "Clean up" def draw(self, context): layout = self.layout layout.operator("mesh.delete_loose") layout.separator() layout.operator("mesh.dissolve_degenerate") layout.operator("mesh.dissolve_limited") layout.operator("mesh.vert_connect_nonplanar") layout.operator("mesh.fill_holes") class VIEW3D_MT_edit_mesh_delete(Menu): bl_label = "Delete" def draw(self, context): layout = self.layout layout.operator_enum("mesh.delete", "type") layout.separator() layout.operator("mesh.dissolve_verts") layout.operator("mesh.dissolve_edges") layout.operator("mesh.dissolve_faces") layout.separator() layout.operator("mesh.dissolve_limited") layout.separator() layout.operator("mesh.edge_collapse") layout.operator("mesh.delete_edgeloop", text="Edge Loops") class VIEW3D_MT_edit_mesh_showhide(ShowHideMenu, Menu): _operator_name = "mesh" # Edit Curve # draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface def draw_curve(self, context): layout = self.layout toolsettings = context.tool_settings layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("curve.extrude_move") layout.operator("curve.duplicate_move") layout.operator("curve.split") layout.operator("curve.separate") layout.operator("curve.make_segment") layout.operator("curve.cyclic_toggle") layout.operator("curve.delete", text="Delete...") layout.separator() layout.menu("VIEW3D_MT_edit_curve_ctrlpoints") layout.menu("VIEW3D_MT_edit_curve_segments") layout.separator() layout.prop_menu_enum(toolsettings, "proportional_edit") layout.prop_menu_enum(toolsettings, "proportional_edit_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_curve_showhide") class VIEW3D_MT_edit_curve(Menu): bl_label = "Curve" draw = draw_curve class VIEW3D_MT_edit_curve_ctrlpoints(Menu): bl_label = "Control Points" def draw(self, context): layout = self.layout edit_object = context.edit_object if edit_object.type == 'CURVE': layout.operator("transform.tilt") layout.operator("curve.tilt_clear") layout.operator("curve.separate") layout.separator() layout.operator_menu_enum("curve.handle_type_set", "type") layout.operator("curve.normals_make_consistent") layout.separator() layout.menu("VIEW3D_MT_hook") class VIEW3D_MT_edit_curve_segments(Menu): bl_label = "Segments" def draw(self, context): layout = self.layout layout.operator("curve.subdivide") layout.operator("curve.switch_direction") class VIEW3D_MT_edit_curve_specials(Menu): bl_label = "Specials" def draw(self, context): layout = self.layout layout.operator("curve.subdivide") layout.operator("curve.switch_direction") layout.operator("curve.spline_weight_set") layout.operator("curve.radius_set") layout.operator("curve.smooth") layout.operator("curve.smooth_weight") layout.operator("curve.smooth_radius") layout.operator("curve.smooth_tilt") class VIEW3D_MT_edit_curve_showhide(ShowHideMenu, Menu): _operator_name = "curve" class VIEW3D_MT_edit_surface(Menu): bl_label = "Surface" draw = draw_curve class VIEW3D_MT_edit_font(Menu): bl_label = "Text" def draw(self, context): layout = self.layout layout.menu("VIEW3D_MT_edit_text_chars") layout.separator() layout.operator("font.style_toggle", text="Toggle Bold").style = 'BOLD' layout.operator("font.style_toggle", text="Toggle Italic").style = 'ITALIC' layout.operator("font.style_toggle", text="Toggle Underline").style = 'UNDERLINE' layout.operator("font.style_toggle", text="Toggle Small Caps").style = 'SMALL_CAPS' layout.separator() layout.operator("font.insert_lorem") class VIEW3D_MT_edit_text_chars(Menu): bl_label = "Special Characters" def draw(self, context): layout = self.layout layout.operator("font.text_insert", text="Copyright").text = "\u00A9" layout.operator("font.text_insert", text="Registered Trademark").text = "\u00AE" layout.separator() layout.operator("font.text_insert", text="Degree Sign").text = "\u00B0" layout.operator("font.text_insert", text="Multiplication Sign").text = "\u00D7" layout.operator("font.text_insert", text="Circle").text = "\u008A" layout.operator("font.text_insert", text="Superscript 1").text = "\u00B9" layout.operator("font.text_insert", text="Superscript 2").text = "\u00B2" layout.operator("font.text_insert", text="Superscript 3").text = "\u00B3" layout.operator("font.text_insert", text="Double >>").text = "\u00BB" layout.operator("font.text_insert", text="Double <<").text = "\u00AB" layout.operator("font.text_insert", text="Promillage").text = "\u2030" layout.separator() layout.operator("font.text_insert", text="Dutch Florin").text = "\u00A4" layout.operator("font.text_insert", text="British Pound").text = "\u00A3" layout.operator("font.text_insert", text="Japanese Yen").text = "\u00A5" layout.separator() layout.operator("font.text_insert", text="German S").text = "\u00DF" layout.operator("font.text_insert", text="Spanish Question Mark").text = "\u00BF" layout.operator("font.text_insert", text="Spanish Exclamation Mark").text = "\u00A1" class VIEW3D_MT_edit_meta(Menu): bl_label = "Metaball" def draw(self, context): layout = self.layout toolsettings = context.tool_settings layout.operator("ed.undo") layout.operator("ed.redo") layout.operator("ed.undo_history") layout.separator() layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("mball.delete_metaelems", text="Delete...") layout.operator("mball.duplicate_metaelems") layout.separator() layout.prop_menu_enum(toolsettings, "proportional_edit") layout.prop_menu_enum(toolsettings, "proportional_edit_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_meta_showhide") class VIEW3D_MT_edit_meta_showhide(Menu): bl_label = "Show/Hide" def draw(self, context): layout = self.layout layout.operator("mball.reveal_metaelems", text="Show Hidden") layout.operator("mball.hide_metaelems", text="Hide Selected").unselected = False layout.operator("mball.hide_metaelems", text="Hide Unselected").unselected = True class VIEW3D_MT_edit_lattice(Menu): bl_label = "Lattice" def draw(self, context): layout = self.layout toolsettings = context.tool_settings layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.operator_menu_enum("lattice.flip", "axis") layout.separator() layout.operator("lattice.make_regular") layout.separator() layout.prop_menu_enum(toolsettings, "proportional_edit") layout.prop_menu_enum(toolsettings, "proportional_edit_falloff") class VIEW3D_MT_edit_armature(Menu): bl_label = "Armature" def draw(self, context): layout = self.layout edit_object = context.edit_object arm = edit_object.data layout.menu("VIEW3D_MT_transform_armature") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.menu("VIEW3D_MT_edit_armature_roll") layout.separator() layout.operator("armature.extrude_move") if arm.use_mirror_x: layout.operator("armature.extrude_forked") layout.operator("armature.duplicate_move") layout.operator("armature.merge") layout.operator("armature.fill") layout.operator("armature.delete") layout.operator("armature.split") layout.operator("armature.separate") layout.separator() layout.operator("armature.subdivide", text="Subdivide") layout.operator("armature.switch_direction", text="Switch Direction") layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS' layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS' layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS' layout.operator("armature.flip_names") layout.separator() layout.operator_context = 'INVOKE_DEFAULT' layout.operator("armature.armature_layers") layout.operator("armature.bone_layers") layout.separator() layout.menu("VIEW3D_MT_edit_armature_parent") layout.separator() layout.menu("VIEW3D_MT_bone_options_toggle", text="Bone Settings") class VIEW3D_MT_armature_specials(Menu): bl_label = "Specials" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("armature.subdivide", text="Subdivide") layout.operator("armature.switch_direction", text="Switch Direction") layout.separator() layout.operator_context = 'EXEC_REGION_WIN' layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS' layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS' layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS' layout.operator("armature.flip_names", text="Flip Names") class VIEW3D_MT_edit_armature_parent(Menu): bl_label = "Parent" def draw(self, context): layout = self.layout layout.operator("armature.parent_set", text="Make") layout.operator("armature.parent_clear", text="Clear") class VIEW3D_MT_edit_armature_roll(Menu): bl_label = "Bone Roll" def draw(self, context): layout = self.layout layout.operator_menu_enum("armature.calculate_roll", "type") layout.separator() layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL' # ********** Panel ********** class VIEW3D_PT_view3d_properties(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "View" @classmethod def poll(cls, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data col = layout.column() col.active = bool(view.region_3d.view_perspective != 'CAMERA' or view.region_quadviews) col.prop(view, "lens") col.label(text="Lock to Object:") col.prop(view, "lock_object", text="") lock_object = view.lock_object if lock_object: if lock_object.type == 'ARMATURE': col.prop_search(view, "lock_bone", lock_object.data, "edit_bones" if lock_object.mode == 'EDIT' else "bones", text="") else: col.prop(view, "lock_cursor", text="Lock to Cursor") col = layout.column() col.prop(view, "lock_camera") col = layout.column(align=True) col.label(text="Clip:") col.prop(view, "clip_start", text="Start") col.prop(view, "clip_end", text="End") subcol = col.column(align=True) subcol.enabled = not view.lock_camera_and_layers subcol.label(text="Local Camera:") subcol.prop(view, "camera", text="") col = layout.column(align=True) col.prop(view, "use_render_border") col.active = view.region_3d.view_perspective != 'CAMERA' class VIEW3D_PT_view3d_cursor(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "3D Cursor" @classmethod def poll(cls, context): view = context.space_data return (view is not None) def draw(self, context): layout = self.layout view = context.space_data layout.column().prop(view, "cursor_location", text="Location") class VIEW3D_PT_view3d_name(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Item" @classmethod def poll(cls, context): return (context.space_data and context.active_object) def draw(self, context): layout = self.layout ob = context.active_object row = layout.row() row.label(text="", icon='OBJECT_DATA') row.prop(ob, "name", text="") if ob.type == 'ARMATURE' and ob.mode in {'EDIT', 'POSE'}: bone = context.active_bone if bone: row = layout.row() row.label(text="", icon='BONE_DATA') row.prop(bone, "name", text="") class VIEW3D_PT_view3d_display(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Display" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data scene = context.scene col = layout.column() col.prop(view, "show_only_render") col = layout.column() display_all = not view.show_only_render col.active = display_all col.prop(view, "show_outline_selected") col.prop(view, "show_all_objects_origin") col.prop(view, "show_relationship_lines") col = layout.column() col.active = display_all split = col.split(percentage=0.55) split.prop(view, "show_floor", text="Grid Floor") row = split.row(align=True) row.prop(view, "show_axis_x", text="X", toggle=True) row.prop(view, "show_axis_y", text="Y", toggle=True) row.prop(view, "show_axis_z", text="Z", toggle=True) sub = col.column(align=True) sub.active = (display_all and view.show_floor) sub.prop(view, "grid_lines", text="Lines") sub.prop(view, "grid_scale", text="Scale") subsub = sub.column(align=True) subsub.active = scene.unit_settings.system == 'NONE' subsub.prop(view, "grid_subdivisions", text="Subdivisions") layout.separator() layout.operator("screen.region_quadview", text="Toggle Quad View") if view.region_quadviews: region = view.region_quadviews[2] col = layout.column() col.prop(region, "lock_rotation") row = col.row() row.enabled = region.lock_rotation row.prop(region, "show_sync_view") row = col.row() row.enabled = region.lock_rotation and region.show_sync_view row.prop(region, "use_box_clip") class VIEW3D_PT_view3d_shading(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Shading" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data scene = context.scene gs = scene.game_settings obj = context.object col = layout.column() if not scene.render.use_shading_nodes: col.prop(gs, "material_mode", text="") if view.viewport_shade == 'SOLID': col.prop(view, "show_textured_solid") col.prop(view, "use_matcap") if view.use_matcap: col.template_icon_view(view, "matcap_icon") elif view.viewport_shade == 'TEXTURED': if scene.render.use_shading_nodes or gs.material_mode != 'GLSL': col.prop(view, "show_textured_shadeless") col.prop(view, "show_backface_culling") if obj and obj.mode == 'EDIT' and view.viewport_shade not in {'BOUNDBOX', 'WIREFRAME'}: col.prop(view, "show_occlude_wire") class VIEW3D_PT_view3d_motion_tracking(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Motion Tracking" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): view = context.space_data return (view) def draw_header(self, context): view = context.space_data self.layout.prop(view, "show_reconstruction", text="") def draw(self, context): layout = self.layout view = context.space_data col = layout.column() col.active = view.show_reconstruction col.prop(view, "show_camera_path", text="Camera Path") col.prop(view, "show_bundle_names", text="3D Marker Names") col.label(text="Track Type and Size:") row = col.row(align=True) row.prop(view, "tracks_draw_type", text="") row.prop(view, "tracks_draw_size", text="") class VIEW3D_PT_view3d_meshdisplay(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Mesh Display" @classmethod def poll(cls, context): # The active object check is needed because of local-mode return (context.active_object and (context.mode == 'EDIT_MESH')) def draw(self, context): layout = self.layout with_freestyle = bpy.app.build_options.freestyle mesh = context.active_object.data scene = context.scene split = layout.split() col = split.column() col.label(text="Overlays:") col.prop(mesh, "show_faces", text="Faces") col.prop(mesh, "show_edges", text="Edges") col.prop(mesh, "show_edge_crease", text="Creases") if with_freestyle: col.prop(mesh, "show_edge_seams", text="Seams") layout.prop(mesh, "show_weight") col = split.column() col.label() if not with_freestyle: col.prop(mesh, "show_edge_seams", text="Seams") col.prop(mesh, "show_edge_sharp", text="Sharp", text_ctxt=i18n_contexts.plural) col.prop(mesh, "show_edge_bevel_weight", text="Bevel") if with_freestyle: col.prop(mesh, "show_freestyle_edge_marks", text="Edge Marks") col.prop(mesh, "show_freestyle_face_marks", text="Face Marks") col = layout.column() col.separator() col.label(text="Normals:") row = col.row(align=True) row.prop(mesh, "show_normal_vertex", text="", icon='VERTEXSEL') row.prop(mesh, "show_normal_loop", text="", icon='VERTEXSEL') row.prop(mesh, "show_normal_face", text="", icon='FACESEL') sub = row.row(align=True) sub.active = mesh.show_normal_vertex or mesh.show_normal_face or mesh.show_normal_loop sub.prop(context.scene.tool_settings, "normal_size", text="Size") col.separator() split = layout.split() col = split.column() col.label(text="Edge Info:") col.prop(mesh, "show_extra_edge_length", text="Length") col.prop(mesh, "show_extra_edge_angle", text="Angle") col = split.column() col.label(text="Face Info:") col.prop(mesh, "show_extra_face_area", text="Area") col.prop(mesh, "show_extra_face_angle", text="Angle") if bpy.app.debug: layout.prop(mesh, "show_extra_indices") class VIEW3D_PT_view3d_meshstatvis(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Mesh Analysis" @classmethod def poll(cls, context): # The active object check is needed because of local-mode return (context.active_object and (context.mode == 'EDIT_MESH')) def draw_header(self, context): mesh = context.active_object.data self.layout.prop(mesh, "show_statvis", text="") def draw(self, context): layout = self.layout mesh = context.active_object.data statvis = context.tool_settings.statvis layout.active = mesh.show_statvis layout.prop(statvis, "type") statvis_type = statvis.type if statvis_type == 'OVERHANG': row = layout.row(align=True) row.prop(statvis, "overhang_min", text="") row.prop(statvis, "overhang_max", text="") layout.prop(statvis, "overhang_axis", expand=True) elif statvis_type == 'THICKNESS': row = layout.row(align=True) row.prop(statvis, "thickness_min", text="") row.prop(statvis, "thickness_max", text="") layout.prop(statvis, "thickness_samples") elif statvis_type == 'INTERSECT': pass elif statvis_type == 'DISTORT': row = layout.row(align=True) row.prop(statvis, "distort_min", text="") row.prop(statvis, "distort_max", text="") elif statvis_type == 'SHARP': row = layout.row(align=True) row.prop(statvis, "sharp_min", text="") row.prop(statvis, "sharp_max", text="") class VIEW3D_PT_view3d_curvedisplay(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Curve Display" @classmethod def poll(cls, context): editmesh = context.mode == 'EDIT_CURVE' return (editmesh) def draw(self, context): layout = self.layout curve = context.active_object.data col = layout.column() row = col.row() row.prop(curve, "show_handles", text="Handles") row.prop(curve, "show_normal_face", text="Normals") col.prop(context.scene.tool_settings, "normal_size", text="Normal Size") class VIEW3D_PT_background_image(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Background Images" bl_options = {'DEFAULT_CLOSED'} def draw_header(self, context): view = context.space_data self.layout.prop(view, "show_background_images", text="") def draw(self, context): layout = self.layout view = context.space_data col = layout.column() col.operator("view3d.background_image_add", text="Add Image") for i, bg in enumerate(view.background_images): layout.active = view.show_background_images box = layout.box() row = box.row(align=True) row.prop(bg, "show_expanded", text="", emboss=False) if bg.source == 'IMAGE' and bg.image: row.prop(bg.image, "name", text="", emboss=False) elif bg.source == 'MOVIE_CLIP' and bg.clip: row.prop(bg.clip, "name", text="", emboss=False) else: row.label(text="Not Set") if bg.show_background_image: row.prop(bg, "show_background_image", text="", emboss=False, icon='RESTRICT_VIEW_OFF') else: row.prop(bg, "show_background_image", text="", emboss=False, icon='RESTRICT_VIEW_ON') row.operator("view3d.background_image_remove", text="", emboss=False, icon='X').index = i box.prop(bg, "view_axis", text="Axis") if bg.show_expanded: row = box.row() row.prop(bg, "source", expand=True) has_bg = False if bg.source == 'IMAGE': row = box.row() row.template_ID(bg, "image", open="image.open") if bg.image is not None: box.template_image(bg, "image", bg.image_user, compact=True) has_bg = True elif bg.source == 'MOVIE_CLIP': box.prop(bg, "use_camera_clip") column = box.column() column.active = not bg.use_camera_clip column.template_ID(bg, "clip", open="clip.open") if bg.clip: column.template_movieclip(bg, "clip", compact=True) if bg.use_camera_clip or bg.clip: has_bg = True column = box.column() column.active = has_bg column.prop(bg.clip_user, "proxy_render_size", text="") column.prop(bg.clip_user, "use_render_undistorted") if has_bg: col = box.column() col.prop(bg, "opacity", slider=True) col.row().prop(bg, "draw_depth", expand=True) if bg.view_axis in {'CAMERA', 'ALL'}: col.row().prop(bg, "frame_method", expand=True) row = col.row(align=True) row.prop(bg, "offset_x", text="X") row.prop(bg, "offset_y", text="Y") if bg.view_axis != 'CAMERA': col.prop(bg, "size") class VIEW3D_PT_transform_orientations(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Transform Orientations" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data orientation = view.current_orientation row = layout.row(align=True) row.prop(view, "transform_orientation", text="") row.operator("transform.create_orientation", text="", icon='ZOOMIN') if orientation: row = layout.row(align=True) row.prop(orientation, "name", text="") row.operator("transform.delete_orientation", text="", icon='X') class VIEW3D_PT_etch_a_ton(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Skeleton Sketching" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): scene = context.space_data ob = context.active_object return scene and ob and ob.type == 'ARMATURE' and ob.mode == 'EDIT' def draw_header(self, context): layout = self.layout toolsettings = context.scene.tool_settings layout.prop(toolsettings, "use_bone_sketching", text="") def draw(self, context): layout = self.layout toolsettings = context.scene.tool_settings col = layout.column() col.prop(toolsettings, "use_etch_quick") col.prop(toolsettings, "use_etch_overdraw") col.separator() col.prop(toolsettings, "etch_convert_mode") if toolsettings.etch_convert_mode == 'LENGTH': col.prop(toolsettings, "etch_length_limit") elif toolsettings.etch_convert_mode == 'ADAPTIVE': col.prop(toolsettings, "etch_adaptive_limit") elif toolsettings.etch_convert_mode == 'FIXED': col.prop(toolsettings, "etch_subdivision_number") elif toolsettings.etch_convert_mode == 'RETARGET': col.prop(toolsettings, "etch_template") col.prop(toolsettings, "etch_roll_mode") col.separator() colsub = col.column(align=True) colsub.prop(toolsettings, "use_etch_autoname") sub = colsub.column(align=True) sub.enabled = not toolsettings.use_etch_autoname sub.prop(toolsettings, "etch_number") sub.prop(toolsettings, "etch_side") col.separator() col.operator("sketch.convert", text="Convert to Bones") col.operator("sketch.delete", text="Delete Strokes") class VIEW3D_PT_context_properties(Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Properties" bl_options = {'DEFAULT_CLOSED'} def _active_context_member(context): obj = context.object if obj: mode = obj.mode if mode == 'POSE': return "active_pose_bone" elif mode == 'EDIT' and obj.type == 'ARMATURE': return "active_bone" else: return "object" return "" @classmethod def poll(cls, context): import rna_prop_ui member = cls._active_context_member(context) if member: context_member, member = rna_prop_ui.rna_idprop_context_value(context, member, object) return context_member and rna_prop_ui.rna_idprop_has_properties(context_member) return False def draw(self, context): import rna_prop_ui member = VIEW3D_PT_context_properties._active_context_member(context) if member: # Draw with no edit button rna_prop_ui.draw(self.layout, context, member, object, False) def register(): bpy.utils.register_module(__name__) def unregister(): bpy.utils.unregister_module(__name__) if __name__ == "__main__": register()