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authorJoshua Leung <aligorith@gmail.com>2016-05-17 18:19:06 +0300
committerJoshua Leung <aligorith@gmail.com>2016-05-17 18:19:06 +0300
commit49aeee5a3dfa9fc0ae29e99f7c5c0cc0124e560e (patch)
tree49ace019e0509cd188f24d11c8f799ab676f6bbd /release/scripts/startup/bl_ui/properties_data_bone.py
parent29a17d54da1f4b85a59487e032165bb44dc1b065 (diff)
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
Diffstat (limited to 'release/scripts/startup/bl_ui/properties_data_bone.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_data_bone.py102
1 files changed, 84 insertions, 18 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_bone.py b/release/scripts/startup/bl_ui/properties_data_bone.py
index 690c22c1440..99c0d7f37c1 100644
--- a/release/scripts/startup/bl_ui/properties_data_bone.py
+++ b/release/scripts/startup/bl_ui/properties_data_bone.py
@@ -146,6 +146,81 @@ class BONE_PT_transform_locks(BoneButtonsPanel, Panel):
sub.prop(pchan, "lock_rotation_w", text="W")
+class BONE_PT_curved(BoneButtonsPanel, Panel):
+ bl_label = "Bendy Bones"
+ #bl_options = {'DEFAULT_CLOSED'}
+
+ def draw(self, context):
+ ob = context.object
+ bone = context.bone
+ arm = context.armature
+ pchan = None
+
+ if ob and bone:
+ pchan = ob.pose.bones[bone.name]
+ bbone = pchan
+ elif bone is None:
+ bone = context.edit_bone
+ bbone = bone
+ else:
+ bbone = bone
+
+ layout = self.layout
+ layout.prop(bone, "bbone_segments", text="Segments")
+
+ col = layout.column()
+ col.active = bone.bbone_segments > 1
+
+ row = col.row()
+ sub = row.column(align=True)
+ sub.label(text="Curve XY Offsets:")
+ sub.prop(bbone, "bbone_curveinx", text="In X")
+ sub.prop(bbone, "bbone_curveiny", text="In Y")
+ sub.prop(bbone, "bbone_curveoutx", text="Out X")
+ sub.prop(bbone, "bbone_curveouty", text="Out Y")
+
+ sub = row.column(align=True)
+ sub.label("Roll:")
+ sub.prop(bbone, "bbone_rollin", text="In")
+ sub.prop(bbone, "bbone_rollout", text="Out")
+ sub.prop(bone, "use_endroll_as_inroll")
+
+ row = col.row()
+ sub = row.column(align=True)
+ sub.label(text="Scale:")
+ sub.prop(bbone, "bbone_scalein", text="Scale In")
+ sub.prop(bbone, "bbone_scaleout", text="Scale Out")
+
+ sub = row.column(align=True)
+ sub.label("Easing:")
+ if pchan:
+ # XXX: have these also be an overlay?
+ sub.prop(bbone.bone, "bbone_in", text="Ease In")
+ sub.prop(bbone.bone, "bbone_out", text="Ease Out")
+ else:
+ sub.prop(bone, "bbone_in", text="Ease In")
+ sub.prop(bone, "bbone_out", text="Ease Out")
+
+ if pchan:
+ layout.separator()
+
+ col = layout.column()
+ col.prop(pchan, "use_bbone_custom_handles")
+
+ row = col.row()
+ row.active = pchan.use_bbone_custom_handles
+
+ sub = row.column(align=True)
+ sub.label(text="In:")
+ sub.prop_search(pchan, "bbone_custom_handle_start", ob.pose, "bones", text="")
+ sub.prop(pchan, "use_bbone_relative_start_handle", text="Relative")
+
+ sub = row.column(align=True)
+ sub.label(text="Out:")
+ sub.prop_search(pchan, "bbone_custom_handle_end", ob.pose, "bones", text="")
+ sub.prop(pchan, "use_bbone_relative_end_handle", text="Relative")
+
+
class BONE_PT_relations(BoneButtonsPanel, Panel):
bl_label = "Relations"
@@ -193,6 +268,7 @@ class BONE_PT_relations(BoneButtonsPanel, Panel):
sub.prop(bone, "use_local_location")
+
class BONE_PT_display(BoneButtonsPanel, Panel):
bl_label = "Display"
@@ -348,28 +424,18 @@ class BONE_PT_deform(BoneButtonsPanel, Panel):
layout.active = bone.use_deform
- split = layout.split()
+ row = layout.row()
- col = split.column()
+ col = row.column(align=True)
col.label(text="Envelope:")
-
- sub = col.column(align=True)
- sub.prop(bone, "envelope_distance", text="Distance")
- sub.prop(bone, "envelope_weight", text="Weight")
+ col.prop(bone, "envelope_distance", text="Distance")
+ col.prop(bone, "envelope_weight", text="Weight")
col.prop(bone, "use_envelope_multiply", text="Multiply")
- sub = col.column(align=True)
- sub.label(text="Radius:")
- sub.prop(bone, "head_radius", text="Head")
- sub.prop(bone, "tail_radius", text="Tail")
-
- col = split.column()
- col.label(text="Curved Bones:")
-
- sub = col.column(align=True)
- sub.prop(bone, "bbone_segments", text="Segments")
- sub.prop(bone, "bbone_in", text="Ease In")
- sub.prop(bone, "bbone_out", text="Ease Out")
+ col = row.column(align=True)
+ col.label(text="Envelope Radius:")
+ col.prop(bone, "head_radius", text="Head")
+ col.prop(bone, "tail_radius", text="Tail")
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, Panel):