forked from bartvdbraak/blender
229 lines
5.4 KiB
Python
229 lines
5.4 KiB
Python
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import bpy
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class BoneButtonsPanel(bpy.types.Panel):
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__space_type__ = 'PROPERTIES'
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__region_type__ = 'WINDOW'
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__context__ = "bone"
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def poll(self, context):
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return (context.bone or context.edit_bone)
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class BONE_PT_context_bone(BoneButtonsPanel):
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__show_header__ = False
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def draw(self, context):
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layout = self.layout
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bone = context.bone
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if not bone:
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bone = context.edit_bone
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row = layout.row()
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row.itemL(text="", icon='ICON_BONE_DATA')
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row.itemR(bone, "name", text="")
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class BONE_PT_transform(BoneButtonsPanel):
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__label__ = "Transform"
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def draw(self, context):
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layout = self.layout
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ob = context.object
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bone = context.bone
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if not bone:
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bone = context.edit_bone
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row = layout.row()
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row.column().itemR(bone, "head")
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row.column().itemR(bone, "tail")
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col = row.column()
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sub = col.column(align=True)
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sub.itemL(text="Roll:")
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sub.itemR(bone, "roll", text="")
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sub.itemL()
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sub.itemR(bone, "locked")
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else:
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pchan = ob.pose.pose_channels[context.bone.name]
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row = layout.row()
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col = row.column()
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col.itemR(pchan, "location")
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col.active = not (bone.parent and bone.connected)
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col = row.column()
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if pchan.rotation_mode == 'QUATERNION':
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col.itemR(pchan, "rotation_quaternion", text="Rotation")
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elif pchan.rotation_mode == 'AXIS_ANGLE':
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#col.itemL(text="Rotation")
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#col.itemR(pchan, "rotation_angle", text="Angle")
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#col.itemR(pchan, "rotation_axis", text="Axis")
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col.itemR(pchan, "rotation_axis_angle", text="Rotation")
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else:
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col.itemR(pchan, "rotation_euler", text="Rotation")
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row.column().itemR(pchan, "scale")
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layout.itemR(pchan, "rotation_mode")
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class BONE_PT_transform_locks(BoneButtonsPanel):
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__label__ = "Transform Locks"
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__default_closed__ = True
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def poll(self, context):
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return context.bone
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def draw(self, context):
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layout = self.layout
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ob = context.object
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bone = context.bone
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pchan = ob.pose.pose_channels[context.bone.name]
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row = layout.row()
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col = row.column()
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col.itemR(pchan, "lock_location")
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col.active = not (bone.parent and bone.connected)
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col = row.column()
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if pchan.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
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col.itemR(pchan, "lock_rotations_4d", text="Lock Rotation")
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if pchan.lock_rotations_4d:
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col.itemR(pchan, "lock_rotation_w", text="W")
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col.itemR(pchan, "lock_rotation", text="")
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else:
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col.itemR(pchan, "lock_rotation", text="Rotation")
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row.column().itemR(pchan, "lock_scale")
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class BONE_PT_relations(BoneButtonsPanel):
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__label__ = "Relations"
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def draw(self, context):
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layout = self.layout
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ob = context.object
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bone = context.bone
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arm = context.armature
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if not bone:
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bone = context.edit_bone
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pchan = None
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else:
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pchan = ob.pose.pose_channels[context.bone.name]
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split = layout.split()
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col = split.column()
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col.itemL(text="Layers:")
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col.itemR(bone, "layer", text="")
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col.itemS()
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if ob and pchan:
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col.itemL(text="Bone Group:")
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col.item_pointerR(pchan, "bone_group", ob.pose, "bone_groups", text="")
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col = split.column()
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col.itemL(text="Parent:")
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if context.bone:
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col.itemR(bone, "parent", text="")
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else:
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col.item_pointerR(bone, "parent", arm, "edit_bones", text="")
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sub = col.column()
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sub.active = bone.parent != None
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sub.itemR(bone, "connected")
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sub.itemR(bone, "hinge", text="Inherit Rotation")
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sub.itemR(bone, "inherit_scale", text="Inherit Scale")
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class BONE_PT_display(BoneButtonsPanel):
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__label__ = "Display"
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def poll(self, context):
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return context.bone
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def draw(self, context):
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layout = self.layout
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ob = context.object
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bone = context.bone
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arm = context.armature
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if not bone:
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bone = context.edit_bone
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pchan = None
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else:
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pchan = ob.pose.pose_channels[context.bone.name]
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if ob and pchan:
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split = layout.split()
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col = split.column()
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col.itemR(bone, "draw_wire", text="Wireframe")
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col.itemR(bone, "hidden", text="Hide")
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col = split.column()
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col.itemL(text="Custom Shape:")
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col.itemR(pchan, "custom_shape", text="")
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class BONE_PT_deform(BoneButtonsPanel):
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__label__ = "Deform"
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__default_closed__ = True
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def draw_header(self, context):
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bone = context.bone
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if not bone:
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bone = context.edit_bone
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self.layout.itemR(bone, "deform", text="")
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def draw(self, context):
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layout = self.layout
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bone = context.bone
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if not bone:
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bone = context.edit_bone
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layout.active = bone.deform
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split = layout.split()
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col = split.column()
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col.itemL(text="Envelope:")
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sub = col.column(align=True)
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sub.itemR(bone, "envelope_distance", text="Distance")
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sub.itemR(bone, "envelope_weight", text="Weight")
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col.itemR(bone, "multiply_vertexgroup_with_envelope", text="Multiply")
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sub = col.column(align=True)
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sub.itemL(text="Radius:")
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sub.itemR(bone, "head_radius", text="Head")
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sub.itemR(bone, "tail_radius", text="Tail")
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col = split.column()
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col.itemL(text="Curved Bones:")
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sub = col.column(align=True)
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sub.itemR(bone, "bbone_segments", text="Segments")
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sub.itemR(bone, "bbone_in", text="Ease In")
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sub.itemR(bone, "bbone_out", text="Ease Out")
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col.itemL(text="Offset:")
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col.itemR(bone, "cyclic_offset")
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bpy.types.register(BONE_PT_context_bone)
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bpy.types.register(BONE_PT_transform)
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bpy.types.register(BONE_PT_transform_locks)
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bpy.types.register(BONE_PT_relations)
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bpy.types.register(BONE_PT_display)
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bpy.types.register(BONE_PT_deform)
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