blender/release/scripts/startup/bl_ui/properties_data_modifier.py
Bastien Montagne 5b83a89c81 Followup to r59434 : py UI scripts edits.
Notes:
* Made those edits by full checking of py files, so I should have spoted most needed edits, yet it remains quite probable I missed a few ones, we'll fix if/when someone notice it...
* Also made some cleanup "on the road"!
2013-08-23 20:41:21 +00:00

1144 lines
36 KiB
Python

# ##### 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 #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from bpy.app.translations import pgettext_iface as iface_
class ModifierButtonsPanel():
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "modifier"
bl_options = {'HIDE_HEADER'}
class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
bl_label = "Modifiers"
def draw(self, context):
layout = self.layout
ob = context.object
layout.operator_menu_enum("object.modifier_add", "type")
for md in ob.modifiers:
box = layout.template_modifier(md)
if box:
# match enum type to our functions, avoids a lookup table.
getattr(self, md.type)(box, ob, md)
# the mt.type enum is (ab)used for a lookup on function names
# ...to avoid lengthy if statements
# so each type must have a function here.
def ARMATURE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col.prop(md, "use_deform_preserve_volume")
col = split.column()
col.label(text="Bind To:")
col.prop(md, "use_vertex_groups", text="Vertex Groups")
col.prop(md, "use_bone_envelopes", text="Bone Envelopes")
layout.separator()
row = layout.row()
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = row.row()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group")
layout.prop(md, "use_multi_modifier")
def ARRAY(self, layout, ob, md):
layout.prop(md, "fit_type")
if md.fit_type == 'FIXED_COUNT':
layout.prop(md, "count")
elif md.fit_type == 'FIT_LENGTH':
layout.prop(md, "fit_length")
elif md.fit_type == 'FIT_CURVE':
layout.prop(md, "curve")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "use_constant_offset")
sub = col.column()
sub.active = md.use_constant_offset
sub.prop(md, "constant_offset_displace", text="")
col.separator()
col.prop(md, "use_merge_vertices", text="Merge")
sub = col.column()
sub.active = md.use_merge_vertices
sub.prop(md, "use_merge_vertices_cap", text="First Last")
sub.prop(md, "merge_threshold", text="Distance")
col = split.column()
col.prop(md, "use_relative_offset")
sub = col.column()
sub.active = md.use_relative_offset
sub.prop(md, "relative_offset_displace", text="")
col.separator()
col.prop(md, "use_object_offset")
sub = col.column()
sub.active = md.use_object_offset
sub.prop(md, "offset_object", text="")
layout.separator()
layout.prop(md, "start_cap")
layout.prop(md, "end_cap")
def BEVEL(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "width")
col.prop(md, "segments")
col = split.column()
col.prop(md, "use_only_vertices")
col.prop(md, "use_clamp_overlap")
layout.label(text="Limit Method:")
layout.row().prop(md, "limit_method", expand=True)
if md.limit_method == 'ANGLE':
layout.prop(md, "angle_limit")
elif md.limit_method == 'VGROUP':
layout.label(text="Vertex Group:")
layout.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
# elif md.limit_method == 'WEIGHT':
# layout.row().prop(md, "edge_weight_method", expand=True)
def BOOLEAN(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Operation:")
col.prop(md, "operation", text="")
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
def BUILD(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "frame_start")
col.prop(md, "frame_duration")
col = split.column()
col.prop(md, "use_random_order")
sub = col.column()
sub.active = md.use_random_order
sub.prop(md, "seed")
def MESH_CACHE(self, layout, ob, md):
layout.prop(md, "cache_format")
layout.prop(md, "filepath")
layout.label(text="Evaluation:")
layout.prop(md, "factor", slider=True)
layout.prop(md, "deform_mode")
layout.prop(md, "interpolation")
layout.label(text="Time Mapping:")
row = layout.row()
row.prop(md, "time_mode", expand=True)
row = layout.row()
row.prop(md, "play_mode", expand=True)
if md.play_mode == 'SCENE':
layout.prop(md, "frame_start")
layout.prop(md, "frame_scale")
else:
time_mode = md.time_mode
if time_mode == 'FRAME':
layout.prop(md, "eval_frame")
elif time_mode == 'TIME':
layout.prop(md, "eval_time")
elif time_mode == 'FACTOR':
layout.prop(md, "eval_factor")
layout.label(text="Axis Mapping:")
split = layout.split(percentage=0.5, align=True)
split.alert = (md.forward_axis[-1] == md.up_axis[-1])
split.label("Forward/Up Axis:")
split.prop(md, "forward_axis", text="")
split.prop(md, "up_axis", text="")
split = layout.split(percentage=0.5)
split.label(text="Flip Axis:")
row = split.row()
row.prop(md, "flip_axis")
def CAST(self, layout, ob, md):
split = layout.split(percentage=0.25)
split.label(text="Cast Type:")
split.prop(md, "cast_type", text="")
split = layout.split(percentage=0.25)
col = split.column()
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "radius")
col.prop(md, "size")
col.prop(md, "use_radius_as_size")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="Control Object:")
col.prop(md, "object", text="")
if md.object:
col.prop(md, "use_transform")
def CLOTH(self, layout, ob, md):
layout.label(text="Settings can be found inside the Physics context")
def COLLISION(self, layout, ob, md):
layout.label(text="Settings can be found inside the Physics context")
def CURVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.label(text="Deformation Axis:")
layout.row().prop(md, "deform_axis", expand=True)
def DECIMATE(self, layout, ob, md):
row = layout.row()
row.prop(md, "decimate_type", expand=True)
decimate_type = md.decimate_type
if decimate_type == 'COLLAPSE':
layout.prop(md, "ratio")
row = layout.row()
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
row.prop(md, "invert_vertex_group")
layout.prop(md, "use_collapse_triangulate")
elif decimate_type == 'UNSUBDIV':
layout.prop(md, "iterations")
else: # decimate_type == 'DISSOLVE':
layout.prop(md, "angle_limit")
layout.prop(md, "use_dissolve_boundaries")
layout.label("Delimit:")
row = layout.row()
row.prop(md, "delimit")
layout.label(text=iface_("Face Count: %d") % md.face_count, translate=False)
def DISPLACE(self, layout, ob, md):
has_texture = (md.texture is not None)
split = layout.split()
col = split.column()
col.label(text="Texture:")
col.template_ID(md, "texture", new="texture.new")
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="Direction:")
col.prop(md, "direction", text="")
colsub = col.column()
colsub.active = has_texture
colsub.label(text="Texture Coordinates:")
colsub.prop(md, "texture_coords", text="")
if md.texture_coords == 'OBJECT':
row = layout.row()
row.active = has_texture
row.prop(md, "texture_coords_object", text="Object")
elif md.texture_coords == 'UV' and ob.type == 'MESH':
row = layout.row()
row.active = has_texture
row.prop_search(md, "uv_layer", ob.data, "uv_textures")
layout.separator()
row = layout.row()
row.prop(md, "mid_level")
row.prop(md, "strength")
def DYNAMIC_PAINT(self, layout, ob, md):
layout.label(text="Settings can be found inside the Physics context")
def EDGE_SPLIT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "use_edge_angle", text="Edge Angle")
sub = col.column()
sub.active = md.use_edge_angle
sub.prop(md, "split_angle")
split.prop(md, "use_edge_sharp", text="Sharp Edges")
def EXPLODE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "protect")
col.label(text="Particle UV")
col.prop_search(md, "particle_uv", ob.data, "uv_textures", text="")
col = split.column()
col.prop(md, "use_edge_cut")
col.prop(md, "show_unborn")
col.prop(md, "show_alive")
col.prop(md, "show_dead")
col.prop(md, "use_size")
layout.operator("object.explode_refresh", text="Refresh")
def FLUID_SIMULATION(self, layout, ob, md):
layout.label(text="Settings can be found inside the Physics context")
def HOOK(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
if md.object and md.object.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "subtarget", md.object.data, "bones", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "falloff")
col.prop(md, "force", slider=True)
col = split.column()
col.operator("object.hook_reset", text="Reset")
col.operator("object.hook_recenter", text="Recenter")
if ob.mode == 'EDIT':
layout.separator()
row = layout.row()
row.operator("object.hook_select", text="Select")
row.operator("object.hook_assign", text="Assign")
def LAPLACIANSMOOTH(self, layout, ob, md):
layout.prop(md, "iterations")
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.label(text="Lambda:")
col.prop(md, "lambda_factor", text="Factor")
col.prop(md, "lambda_border", text="Border")
col.separator()
col.prop(md, "use_volume_preserve")
col.prop(md, "use_normalized")
layout.label(text="Vertex Group:")
layout.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
def LATTICE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Object:")
col.prop(md, "object", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
layout.prop(md, "strength", slider=True)
def MASK(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Mode:")
col.prop(md, "mode", text="")
col = split.column()
if md.mode == 'ARMATURE':
col.label(text="Armature:")
col.prop(md, "armature", text="")
elif md.mode == 'VERTEX_GROUP':
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group")
def MESH_DEFORM(self, layout, ob, md):
split = layout.split()
col = split.column()
sub = col.column()
sub.label(text="Object:")
sub.prop(md, "object", text="")
sub.active = not md.is_bound
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group")
layout.separator()
if md.is_bound:
layout.operator("object.meshdeform_bind", text="Unbind")
else:
layout.operator("object.meshdeform_bind", text="Bind")
row = layout.row()
row.prop(md, "precision")
row.prop(md, "use_dynamic_bind")
def MIRROR(self, layout, ob, md):
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.label(text="Options:")
col.prop(md, "use_mirror_merge", text="Merge")
col.prop(md, "use_clip", text="Clipping")
col.prop(md, "use_mirror_vertex_groups", text="Vertex Groups")
col = split.column()
col.label(text="Textures:")
col.prop(md, "use_mirror_u", text="U")
col.prop(md, "use_mirror_v", text="V")
col = layout.column()
if md.use_mirror_merge is True:
col.prop(md, "merge_threshold")
col.label(text="Mirror Object:")
col.prop(md, "mirror_object", text="")
def MULTIRES(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
split = layout.split()
col = split.column()
col.prop(md, "levels", text="Preview")
col.prop(md, "sculpt_levels", text="Sculpt")
col.prop(md, "render_levels", text="Render")
col = split.column()
col.enabled = ob.mode != 'EDIT'
col.operator("object.multires_subdivide", text="Subdivide")
col.operator("object.multires_higher_levels_delete", text="Delete Higher")
col.operator("object.multires_reshape", text="Reshape")
col.operator("object.multires_base_apply", text="Apply Base")
col.prop(md, "use_subsurf_uv")
col.prop(md, "show_only_control_edges")
layout.separator()
col = layout.column()
row = col.row()
if md.is_external:
row.operator("object.multires_external_pack", text="Pack External")
row.label()
row = col.row()
row.prop(md, "filepath", text="")
else:
row.operator("object.multires_external_save", text="Save External...")
row.label()
def OCEAN(self, layout, ob, md):
if not bpy.app.build_options.mod_oceansim:
layout.label("Built without OceanSim modifier")
return
layout.prop(md, "geometry_mode")
if md.geometry_mode == 'GENERATE':
row = layout.row()
row.prop(md, "repeat_x")
row.prop(md, "repeat_y")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "time")
col.prop(md, "depth")
col.prop(md, "random_seed")
col = split.column()
col.prop(md, "resolution")
col.prop(md, "size")
col.prop(md, "spatial_size")
layout.label("Waves:")
split = layout.split()
col = split.column()
col.prop(md, "choppiness")
col.prop(md, "wave_scale", text="Scale")
col.prop(md, "wave_scale_min")
col.prop(md, "wind_velocity")
col = split.column()
col.prop(md, "wave_alignment", text="Alignment")
sub = col.column()
sub.active = md.wave_alignment > 0
sub.prop(md, "wave_direction", text="Direction")
sub.prop(md, "damping")
layout.separator()
layout.prop(md, "use_normals")
split = layout.split()
col = split.column()
col.prop(md, "use_foam")
sub = col.row()
sub.active = md.use_foam
sub.prop(md, "foam_coverage", text="Coverage")
col = split.column()
col.active = md.use_foam
col.label("Foam Data Layer Name:")
col.prop(md, "foam_layer_name", text="")
layout.separator()
if md.is_cached:
layout.operator("object.ocean_bake", text="Free Bake").free = True
else:
layout.operator("object.ocean_bake").free = False
split = layout.split()
split.enabled = not md.is_cached
col = split.column(align=True)
col.prop(md, "frame_start", text="Start")
col.prop(md, "frame_end", text="End")
col = split.column(align=True)
col.label(text="Cache path:")
col.prop(md, "filepath", text="")
split = layout.split()
split.enabled = not md.is_cached
col = split.column()
col.active = md.use_foam
col.prop(md, "bake_foam_fade")
col = split.column()
def PARTICLE_INSTANCE(self, layout, ob, md):
layout.prop(md, "object")
layout.prop(md, "particle_system_index", text="Particle System")
split = layout.split()
col = split.column()
col.label(text="Create From:")
col.prop(md, "use_normal")
col.prop(md, "use_children")
col.prop(md, "use_size")
col = split.column()
col.label(text="Show Particles When:")
col.prop(md, "show_alive")
col.prop(md, "show_unborn")
col.prop(md, "show_dead")
layout.separator()
layout.prop(md, "use_path", text="Create Along Paths")
split = layout.split()
split.active = md.use_path
col = split.column()
col.row().prop(md, "axis", expand=True)
col.prop(md, "use_preserve_shape")
col = split.column()
col.prop(md, "position", slider=True)
col.prop(md, "random_position", text="Random", slider=True)
def PARTICLE_SYSTEM(self, layout, ob, md):
layout.label(text="Settings can be found inside the Particle context")
def SCREW(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "axis")
col.prop(md, "object", text="AxisOb")
col.prop(md, "angle")
col.prop(md, "steps")
col.prop(md, "render_steps")
col.prop(md, "use_smooth_shade")
col = split.column()
row = col.row()
row.active = (md.object is None or md.use_object_screw_offset is False)
row.prop(md, "screw_offset")
row = col.row()
row.active = (md.object is not None)
row.prop(md, "use_object_screw_offset")
col.prop(md, "use_normal_calculate")
col.prop(md, "use_normal_flip")
col.prop(md, "iterations")
def SHRINKWRAP(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Target:")
col.prop(md, "target", text="")
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.prop(md, "offset")
col.prop(md, "subsurf_levels")
col = split.column()
col.label(text="Mode:")
col.prop(md, "wrap_method", text="")
if md.wrap_method == 'PROJECT':
col.prop(md, "project_limit", text="Limit")
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_project_x")
col.prop(md, "use_project_y")
col.prop(md, "use_project_z")
col = split.column()
col.label(text="Direction:")
col.prop(md, "use_negative_direction")
col.prop(md, "use_positive_direction")
col = split.column()
col.label(text="Cull Faces:")
col.prop(md, "cull_face", expand=True)
layout.prop(md, "auxiliary_target")
elif md.wrap_method == 'NEAREST_SURFACEPOINT':
layout.prop(md, "use_keep_above_surface")
def SIMPLE_DEFORM(self, layout, ob, md):
layout.row().prop(md, "deform_method", expand=True)
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
split = layout.split()
col = split.column()
col.label(text="Origin:")
col.prop(md, "origin", text="")
if md.deform_method in {'TAPER', 'STRETCH', 'TWIST'}:
col.label(text="Lock:")
col.prop(md, "lock_x")
col.prop(md, "lock_y")
col = split.column()
col.label(text="Deform:")
if md.deform_method in {'TAPER', 'STRETCH'}:
col.prop(md, "factor")
else:
col.prop(md, "angle")
col.prop(md, "limits", slider=True)
def SMOKE(self, layout, ob, md):
layout.label(text="Settings can be found inside the Physics context")
def SMOOTH(self, layout, ob, md):
split = layout.split(percentage=0.25)
col = split.column()
col.label(text="Axis:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_z")
col = split.column()
col.prop(md, "factor")
col.prop(md, "iterations")
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
def SOFT_BODY(self, layout, ob, md):
layout.label(text="Settings can be found inside the Physics context")
def SOLIDIFY(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "thickness")
col.prop(md, "thickness_clamp")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col.label(text="Crease:")
col.prop(md, "edge_crease_inner", text="Inner")
col.prop(md, "edge_crease_outer", text="Outer")
col.prop(md, "edge_crease_rim", text="Rim")
col.label(text="Material Index Offset:")
col = split.column()
col.prop(md, "offset")
col.prop(md, "use_flip_normals")
sub = col.column()
sub.active = bool(md.vertex_group)
sub.prop(md, "invert_vertex_group", text="Invert")
sub.prop(md, "thickness_vertex_group", text="Factor")
col.prop(md, "use_even_offset")
col.prop(md, "use_quality_normals")
col.prop(md, "use_rim")
sub = col.column()
row = sub.split(align=True, percentage=0.4)
row.prop(md, "material_offset", text="")
row = row.row(align=True)
row.active = md.use_rim
row.prop(md, "material_offset_rim", text="Rim")
def SUBSURF(self, layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
split = layout.split()
col = split.column()
col.label(text="Subdivisions:")
col.prop(md, "levels", text="View")
col.prop(md, "render_levels", text="Render")
col = split.column()
col.label(text="Options:")
col.prop(md, "use_subsurf_uv")
col.prop(md, "show_only_control_edges")
def SURFACE(self, layout, ob, md):
layout.label(text="Settings can be found inside the Physics context")
def UV_PROJECT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Image:")
col.prop(md, "image", text="")
col = split.column()
col.label(text="UV Map:")
col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
split = layout.split()
col = split.column()
col.prop(md, "use_image_override")
col.prop(md, "projector_count", text="Projectors")
for proj in md.projectors:
col.prop(proj, "object", text="")
col = split.column()
sub = col.column(align=True)
sub.prop(md, "aspect_x", text="Aspect X")
sub.prop(md, "aspect_y", text="Aspect Y")
sub = col.column(align=True)
sub.prop(md, "scale_x", text="Scale X")
sub.prop(md, "scale_y", text="Scale Y")
def WARP(self, layout, ob, md):
use_falloff = (md.falloff_type != 'NONE')
split = layout.split()
col = split.column()
col.label(text="From:")
col.prop(md, "object_from", text="")
col.prop(md, "use_volume_preserve")
col = split.column()
col.label(text="To:")
col.prop(md, "object_to", text="")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = layout.column()
row = col.row(align=True)
row.prop(md, "strength")
if use_falloff:
row.prop(md, "falloff_radius")
col.prop(md, "falloff_type")
if use_falloff:
if md.falloff_type == 'CURVE':
col.template_curve_mapping(md, "falloff_curve")
# 2 new columns
split = layout.split()
col = split.column()
col.label(text="Texture:")
col.template_ID(md, "texture", new="texture.new")
col = split.column()
col.label(text="Texture Coordinates:")
col.prop(md, "texture_coords", text="")
if md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object", text="Object")
elif md.texture_coords == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "uv_layer", ob.data, "uv_textures")
def WAVE(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Motion:")
col.prop(md, "use_x")
col.prop(md, "use_y")
col.prop(md, "use_cyclic")
col = split.column()
col.prop(md, "use_normal")
sub = col.column()
sub.active = md.use_normal
sub.prop(md, "use_normal_x", text="X")
sub.prop(md, "use_normal_y", text="Y")
sub.prop(md, "use_normal_z", text="Z")
split = layout.split()
col = split.column()
col.label(text="Time:")
sub = col.column(align=True)
sub.prop(md, "time_offset", text="Offset")
sub.prop(md, "lifetime", text="Life")
col.prop(md, "damping_time", text="Damping")
col = split.column()
col.label(text="Position:")
sub = col.column(align=True)
sub.prop(md, "start_position_x", text="X")
sub.prop(md, "start_position_y", text="Y")
col.prop(md, "falloff_radius", text="Falloff")
layout.separator()
layout.prop(md, "start_position_object")
layout.prop_search(md, "vertex_group", ob, "vertex_groups")
split = layout.split(percentage=0.33)
col = split.column()
col.label(text="Texture")
col = split.column()
col.template_ID(md, "texture", new="texture.new")
layout.prop(md, "texture_coords")
if md.texture_coords == 'MAP_UV' and ob.type == 'MESH':
layout.prop_search(md, "uv_layer", ob.data, "uv_textures")
elif md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object")
layout.separator()
split = layout.split()
col = split.column()
col.prop(md, "speed", slider=True)
col.prop(md, "height", slider=True)
col = split.column()
col.prop(md, "width", slider=True)
col.prop(md, "narrowness", slider=True)
def REMESH(self, layout, ob, md):
layout.prop(md, "mode")
row = layout.row()
row.prop(md, "octree_depth")
row.prop(md, "scale")
if md.mode == 'SHARP':
layout.prop(md, "sharpness")
layout.prop(md, "use_smooth_shade")
layout.prop(md, "use_remove_disconnected")
row = layout.row()
row.active = md.use_remove_disconnected
row.prop(md, "threshold")
@staticmethod
def vertex_weight_mask(layout, ob, md):
layout.label(text="Influence/Mask Options:")
split = layout.split(percentage=0.4)
split.label(text="Global Influence:")
split.prop(md, "mask_constant", text="")
if not md.mask_texture:
split = layout.split(percentage=0.4)
split.label(text="Vertex Group Mask:")
split.prop_search(md, "mask_vertex_group", ob, "vertex_groups", text="")
if not md.mask_vertex_group:
split = layout.split(percentage=0.4)
split.label(text="Texture Mask:")
split.template_ID(md, "mask_texture", new="texture.new")
if md.mask_texture:
split = layout.split()
col = split.column()
col.label(text="Texture Coordinates:")
col.prop(md, "mask_tex_mapping", text="")
col = split.column()
col.label(text="Use Channel:")
col.prop(md, "mask_tex_use_channel", text="")
if md.mask_tex_mapping == 'OBJECT':
layout.prop(md, "mask_tex_map_object", text="Object")
elif md.mask_tex_mapping == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "mask_tex_uv_layer", ob.data, "uv_textures")
def VERTEX_WEIGHT_EDIT(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col.label(text="Default Weight:")
col.prop(md, "default_weight", text="")
col = split.column()
col.prop(md, "use_add")
sub = col.column()
sub.active = md.use_add
sub.prop(md, "add_threshold")
col = col.column()
col.prop(md, "use_remove")
sub = col.column()
sub.active = md.use_remove
sub.prop(md, "remove_threshold")
layout.separator()
layout.prop(md, "falloff_type")
if md.falloff_type == 'CURVE':
layout.template_curve_mapping(md, "map_curve")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def VERTEX_WEIGHT_MIX(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group A:")
col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="")
col.label(text="Default Weight A:")
col.prop(md, "default_weight_a", text="")
col.label(text="Mix Mode:")
col.prop(md, "mix_mode", text="")
col = split.column()
col.label(text="Vertex Group B:")
col.prop_search(md, "vertex_group_b", ob, "vertex_groups", text="")
col.label(text="Default Weight B:")
col.prop(md, "default_weight_b", text="")
col.label(text="Mix Set:")
col.prop(md, "mix_set", text="")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def VERTEX_WEIGHT_PROXIMITY(self, layout, ob, md):
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="Target Object:")
col.prop(md, "target", text="")
split = layout.split()
col = split.column()
col.label(text="Distance:")
col.prop(md, "proximity_mode", text="")
if md.proximity_mode == 'GEOMETRY':
col.row().prop(md, "proximity_geometry")
col = split.column()
col.label()
col.prop(md, "min_dist")
col.prop(md, "max_dist")
layout.separator()
layout.prop(md, "falloff_type")
# Common mask options
layout.separator()
self.vertex_weight_mask(layout, ob, md)
def SKIN(self, layout, ob, md):
layout.operator("object.skin_armature_create", text="Create Armature")
layout.separator()
col = layout.column(align=True)
col.prop(md, "branch_smoothing")
col.prop(md, "use_smooth_shade")
split = layout.split()
col = split.column()
col.label(text="Selected Vertices:")
sub = col.column(align=True)
sub.operator("object.skin_loose_mark_clear", text="Mark Loose").action = 'MARK'
sub.operator("object.skin_loose_mark_clear", text="Clear Loose").action = 'CLEAR'
sub = col.column()
sub.operator("object.skin_root_mark", text="Mark Root")
sub.operator("object.skin_radii_equalize", text="Equalize Radii")
col = split.column()
col.label(text="Symmetry Axes:")
col.prop(md, "use_x_symmetry")
col.prop(md, "use_y_symmetry")
col.prop(md, "use_z_symmetry")
def TRIANGULATE(self, layout, ob, md):
layout.prop(md, "use_beauty")
def UV_WARP(self, layout, ob, md):
split = layout.split()
col = split.column()
col.prop(md, "center")
col = split.column()
col.label(text="UV Axis:")
col.prop(md, "axis_u", text="")
col.prop(md, "axis_v", text="")
split = layout.split()
col = split.column()
col.label(text="From:")
col.prop(md, "object_from", text="")
col = split.column()
col.label(text="To:")
col.prop(md, "object_to", text="")
split = layout.split()
col = split.column()
obj = md.object_from
if obj and obj.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "bone_from", obj.data, "bones", text="")
col = split.column()
obj = md.object_to
if obj and obj.type == 'ARMATURE':
col.label(text="Bone:")
col.prop_search(md, "bone_to", obj.data, "bones", text="")
split = layout.split()
col = split.column()
col.label(text="Vertex Group:")
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column()
col.label(text="UV Map:")
col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
if __name__ == "__main__": # only for live edit.
bpy.utils.register_module(__name__)