# ##### 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy class BoneButtonsPanel(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "bone" def poll(self, context): return (context.bone or context.edit_bone) class BONE_PT_context_bone(BoneButtonsPanel): bl_label = "" bl_show_header = False def draw(self, context): layout = self.layout bone = context.bone if not bone: bone = context.edit_bone row = layout.row() row.itemL(text="", icon='ICON_BONE_DATA') row.itemR(bone, "name", text="") class BONE_PT_transform(BoneButtonsPanel): bl_label = "Transform" def draw(self, context): layout = self.layout ob = context.object bone = context.bone if not bone: bone = context.edit_bone row = layout.row() row.column().itemR(bone, "head") row.column().itemR(bone, "tail") col = row.column() sub = col.column(align=True) sub.itemL(text="Roll:") sub.itemR(bone, "roll", text="") sub.itemL() sub.itemR(bone, "locked") else: pchan = ob.pose.pose_channels[context.bone.name] row = layout.row() col = row.column() col.itemR(pchan, "location") col.active = not (bone.parent and bone.connected) col = row.column() if pchan.rotation_mode == 'QUATERNION': col.itemR(pchan, "rotation_quaternion", text="Rotation") elif pchan.rotation_mode == 'AXIS_ANGLE': #col.itemL(text="Rotation") #col.itemR(pchan, "rotation_angle", text="Angle") #col.itemR(pchan, "rotation_axis", text="Axis") col.itemR(pchan, "rotation_axis_angle", text="Rotation") else: col.itemR(pchan, "rotation_euler", text="Rotation") row.column().itemR(pchan, "scale") layout.itemR(pchan, "rotation_mode") class BONE_PT_transform_locks(BoneButtonsPanel): bl_label = "Transform Locks" bl_default_closed = True def poll(self, context): return context.bone def draw(self, context): layout = self.layout ob = context.object bone = context.bone pchan = ob.pose.pose_channels[context.bone.name] row = layout.row() col = row.column() col.itemR(pchan, "lock_location") col.active = not (bone.parent and bone.connected) col = row.column() if pchan.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'): col.itemR(pchan, "lock_rotations_4d", text="Lock Rotation") if pchan.lock_rotations_4d: col.itemR(pchan, "lock_rotation_w", text="W") col.itemR(pchan, "lock_rotation", text="") else: col.itemR(pchan, "lock_rotation", text="Rotation") row.column().itemR(pchan, "lock_scale") class BONE_PT_relations(BoneButtonsPanel): bl_label = "Relations" def draw(self, context): layout = self.layout ob = context.object bone = context.bone arm = context.armature if not bone: bone = context.edit_bone pchan = None else: pchan = ob.pose.pose_channels[context.bone.name] split = layout.split() col = split.column() col.itemL(text="Layers:") col.itemR(bone, "layer", text="") col.itemS() if ob and pchan: col.itemL(text="Bone Group:") col.item_pointerR(pchan, "bone_group", ob.pose, "bone_groups", text="") col = split.column() col.itemL(text="Parent:") if context.bone: col.itemR(bone, "parent", text="") else: col.item_pointerR(bone, "parent", arm, "edit_bones", text="") sub = col.column() sub.active = bone.parent != None sub.itemR(bone, "connected") sub.itemR(bone, "hinge", text="Inherit Rotation") sub.itemR(bone, "inherit_scale", text="Inherit Scale") class BONE_PT_display(BoneButtonsPanel): bl_label = "Display" def poll(self, context): return context.bone def draw(self, context): layout = self.layout ob = context.object bone = context.bone arm = context.armature if not bone: bone = context.edit_bone pchan = None else: pchan = ob.pose.pose_channels[context.bone.name] if ob and pchan: split = layout.split() col = split.column() col.itemR(bone, "draw_wire", text="Wireframe") col.itemR(bone, "hidden", text="Hide") col = split.column() col.itemL(text="Custom Shape:") col.itemR(pchan, "custom_shape", text="") class BONE_PT_deform(BoneButtonsPanel): bl_label = "Deform" bl_default_closed = True def draw_header(self, context): bone = context.bone if not bone: bone = context.edit_bone self.layout.itemR(bone, "deform", text="") def draw(self, context): layout = self.layout bone = context.bone if not bone: bone = context.edit_bone layout.active = bone.deform split = layout.split() col = split.column() col.itemL(text="Envelope:") sub = col.column(align=True) sub.itemR(bone, "envelope_distance", text="Distance") sub.itemR(bone, "envelope_weight", text="Weight") col.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply") sub = col.column(align=True) sub.itemL(text="Radius:") sub.itemR(bone, "head_radius", text="Head") sub.itemR(bone, "tail_radius", text="Tail") col = split.column() col.itemL(text="Curved Bones:") sub = col.column(align=True) sub.itemR(bone, "bbone_segments", text="Segments") sub.itemR(bone, "bbone_in", text="Ease In") sub.itemR(bone, "bbone_out", text="Ease Out") col.itemL(text="Offset:") col.itemR(bone, "cyclic_offset") bpy.types.register(BONE_PT_context_bone) bpy.types.register(BONE_PT_transform) bpy.types.register(BONE_PT_transform_locks) bpy.types.register(BONE_PT_relations) bpy.types.register(BONE_PT_display) bpy.types.register(BONE_PT_deform)