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author | Campbell Barton <ideasman42@gmail.com> | 2011-05-01 19:16:59 +0400 |
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committer | Campbell Barton <ideasman42@gmail.com> | 2011-05-01 19:16:59 +0400 |
commit | 6b0d932c0d27dbce5e62e2a422e388e02f341a52 (patch) | |
tree | 1a71001adbb6098de00437f346357c66efe8cccf /release | |
parent | 5440b57432b43207e42817fe4dcce1716151ef3c (diff) |
warp modifier, added in the render branch for durian.
simple modifier, almost like a hook, except it can deform with 2 object source -> target, has option to preserve rotation and use different falloff types.
Diffstat (limited to 'release')
-rw-r--r-- | release/scripts/startup/bl_ui/properties_data_modifier.py | 42 |
1 files changed, 42 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_modifier.py b/release/scripts/startup/bl_ui/properties_data_modifier.py index e640654ea69..817ad1d3a76 100644 --- a/release/scripts/startup/bl_ui/properties_data_modifier.py +++ b/release/scripts/startup/bl_ui/properties_data_modifier.py @@ -635,6 +635,48 @@ class DATA_PT_modifiers(ModifierButtonsPanel, bpy.types.Panel): 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.prop(md, "texture", text="") + + col = split.column() + col.label(text="Texture Coordinates:") + col.prop(md, "texture_coords", text="") + + if md.texture_coords == 'OBJECT': + layout.prop(md, "texture_coordinate_object", text="Object") + elif md.texture_coords == 'UV' and ob.type == 'MESH': + layout.prop_object(md, "uv_layer", ob.data, "uv_textures") + def WAVE(self, layout, ob, md): split = layout.split() |