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authorCampbell Barton <ideasman42@gmail.com>2011-05-01 19:16:59 +0400
committerCampbell Barton <ideasman42@gmail.com>2011-05-01 19:16:59 +0400
commit6b0d932c0d27dbce5e62e2a422e388e02f341a52 (patch)
tree1a71001adbb6098de00437f346357c66efe8cccf /release
parent5440b57432b43207e42817fe4dcce1716151ef3c (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.py42
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()