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Diffstat (limited to 'release/scripts/startup/bl_ui/properties_data_bone.py')
-rw-r--r--release/scripts/startup/bl_ui/properties_data_bone.py373
1 files changed, 373 insertions, 0 deletions
diff --git a/release/scripts/startup/bl_ui/properties_data_bone.py b/release/scripts/startup/bl_ui/properties_data_bone.py
new file mode 100644
index 00000000000..9fc055e9343
--- /dev/null
+++ b/release/scripts/startup/bl_ui/properties_data_bone.py
@@ -0,0 +1,373 @@
+# ##### 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 rna_prop_ui import PropertyPanel
+
+
+class BoneButtonsPanel():
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "bone"
+
+ @classmethod
+ def poll(cls, context):
+ return (context.bone or context.edit_bone)
+
+
+class BONE_PT_context_bone(BoneButtonsPanel, bpy.types.Panel):
+ bl_label = ""
+ bl_options = {'HIDE_HEADER'}
+
+ def draw(self, context):
+ layout = self.layout
+
+ bone = context.bone
+ if not bone:
+ bone = context.edit_bone
+
+ row = layout.row()
+ row.label(text="", icon='BONE_DATA')
+ row.prop(bone, "name", text="")
+
+
+class BONE_PT_transform(BoneButtonsPanel, bpy.types.Panel):
+ bl_label = "Transform"
+
+ @classmethod
+ def poll(cls, context):
+ if context.edit_bone:
+ return True
+
+ ob = context.object
+ return ob and ob.mode == 'POSE' and context.bone
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.object
+ bone = context.bone
+
+ if bone and ob:
+ pchan = ob.pose.bones[bone.name]
+
+ row = layout.row()
+ col = row.column()
+ col.prop(pchan, "location")
+ col.active = not (bone.parent and bone.use_connect)
+
+ col = row.column()
+ if pchan.rotation_mode == 'QUATERNION':
+ col.prop(pchan, "rotation_quaternion", text="Rotation")
+ elif pchan.rotation_mode == 'AXIS_ANGLE':
+ #col.label(text="Rotation")
+ #col.prop(pchan, "rotation_angle", text="Angle")
+ #col.prop(pchan, "rotation_axis", text="Axis")
+ col.prop(pchan, "rotation_axis_angle", text="Rotation")
+ else:
+ col.prop(pchan, "rotation_euler", text="Rotation")
+
+ row.column().prop(pchan, "scale")
+
+ layout.prop(pchan, "rotation_mode")
+
+ elif context.edit_bone:
+ bone = context.edit_bone
+ row = layout.row()
+ row.column().prop(bone, "head")
+ row.column().prop(bone, "tail")
+
+ col = row.column()
+ sub = col.column(align=True)
+ sub.label(text="Roll:")
+ sub.prop(bone, "roll", text="")
+ sub.label()
+ sub.prop(bone, "lock")
+
+
+class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel):
+ bl_label = "Transform Locks"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ ob = context.object
+ return ob and ob.mode == 'POSE' and context.bone
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.object
+ bone = context.bone
+ pchan = ob.pose.bones[bone.name]
+
+ row = layout.row()
+ col = row.column()
+ col.prop(pchan, "lock_location")
+ col.active = not (bone.parent and bone.use_connect)
+
+ col = row.column()
+ if pchan.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}:
+ col.prop(pchan, "lock_rotations_4d", text="Lock Rotation")
+ if pchan.lock_rotations_4d:
+ col.prop(pchan, "lock_rotation_w", text="W")
+ col.prop(pchan, "lock_rotation", text="")
+ else:
+ col.prop(pchan, "lock_rotation", text="Rotation")
+
+ row.column().prop(pchan, "lock_scale")
+
+
+class BONE_PT_relations(BoneButtonsPanel, bpy.types.Panel):
+ bl_label = "Relations"
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.object
+ bone = context.bone
+ arm = context.armature
+ pchan = None
+
+ if ob and bone:
+ pchan = ob.pose.bones[bone.name]
+ elif bone is None:
+ bone = context.edit_bone
+
+ split = layout.split()
+
+ col = split.column()
+ col.label(text="Layers:")
+ col.prop(bone, "layers", text="")
+
+ col.separator()
+
+ if ob and pchan:
+ col.label(text="Bone Group:")
+ col.prop_search(pchan, "bone_group", ob.pose, "bone_groups", text="")
+
+ col = split.column()
+ col.label(text="Parent:")
+ if context.bone:
+ col.prop(bone, "parent", text="")
+ else:
+ col.prop_search(bone, "parent", arm, "edit_bones", text="")
+
+ sub = col.column()
+ sub.active = (bone.parent is not None)
+ sub.prop(bone, "use_connect")
+ sub.prop(bone, "use_inherit_rotation", text="Inherit Rotation")
+ sub.prop(bone, "use_inherit_scale", text="Inherit Scale")
+ sub = col.column()
+ sub.active = (not bone.parent or not bone.use_connect)
+ sub.prop(bone, "use_local_location", text="Local Location")
+
+
+class BONE_PT_display(BoneButtonsPanel, bpy.types.Panel):
+ bl_label = "Display"
+
+ @classmethod
+ def poll(cls, context):
+ return context.bone
+
+ def draw(self, context):
+ # note. this works ok in editmode but isnt
+ # all that useful so disabling for now.
+ layout = self.layout
+
+ ob = context.object
+ bone = context.bone
+ pchan = None
+
+ if ob and bone:
+ pchan = ob.pose.bones[bone.name]
+ elif bone is None:
+ bone = context.edit_bone
+
+ if bone:
+ split = layout.split()
+
+ col = split.column()
+ col.prop(bone, "show_wire", text="Wireframe")
+ col.prop(bone, "hide", text="Hide")
+
+ if pchan:
+ col = split.column()
+
+ col.label(text="Custom Shape:")
+ col.prop(pchan, "custom_shape", text="")
+ if pchan.custom_shape:
+ col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
+
+
+class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.Panel):
+ bl_label = "Inverse Kinematics"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ @classmethod
+ def poll(cls, context):
+ ob = context.object
+ return ob and ob.mode == 'POSE' and context.bone
+
+ def draw(self, context):
+ layout = self.layout
+
+ ob = context.object
+ bone = context.bone
+ pchan = ob.pose.bones[bone.name]
+
+ row = layout.row()
+ row.prop(ob.pose, "ik_solver")
+
+ split = layout.split(percentage=0.25)
+ split.prop(pchan, "lock_ik_x", icon='LOCKED' if pchan.lock_ik_x else 'UNLOCKED', text="X")
+ split.active = pchan.is_in_ik_chain
+ row = split.row()
+ row.prop(pchan, "ik_stiffness_x", text="Stiffness", slider=True)
+ row.active = pchan.lock_ik_x == False and pchan.is_in_ik_chain
+
+ split = layout.split(percentage=0.25)
+ sub = split.row()
+
+ sub.prop(pchan, "use_ik_limit_x", text="Limit")
+ sub.active = pchan.lock_ik_x == False and pchan.is_in_ik_chain
+ sub = split.row(align=True)
+ sub.prop(pchan, "ik_min_x", text="")
+ sub.prop(pchan, "ik_max_x", text="")
+ sub.active = pchan.lock_ik_x == False and pchan.use_ik_limit_x and pchan.is_in_ik_chain
+
+ split = layout.split(percentage=0.25)
+ split.prop(pchan, "lock_ik_y", icon='LOCKED' if pchan.lock_ik_y else 'UNLOCKED', text="Y")
+ split.active = pchan.is_in_ik_chain
+ row = split.row()
+ row.prop(pchan, "ik_stiffness_y", text="Stiffness", slider=True)
+ row.active = pchan.lock_ik_y == False and pchan.is_in_ik_chain
+
+ split = layout.split(percentage=0.25)
+ sub = split.row()
+
+ sub.prop(pchan, "use_ik_limit_y", text="Limit")
+ sub.active = pchan.lock_ik_y == False and pchan.is_in_ik_chain
+
+ sub = split.row(align=True)
+ sub.prop(pchan, "ik_min_y", text="")
+ sub.prop(pchan, "ik_max_y", text="")
+ sub.active = pchan.lock_ik_y == False and pchan.use_ik_limit_y and pchan.is_in_ik_chain
+
+ split = layout.split(percentage=0.25)
+ split.prop(pchan, "lock_ik_z", icon='LOCKED' if pchan.lock_ik_z else 'UNLOCKED', text="Z")
+ split.active = pchan.is_in_ik_chain
+ sub = split.row()
+ sub.prop(pchan, "ik_stiffness_z", text="Stiffness", slider=True)
+ sub.active = pchan.lock_ik_z == False and pchan.is_in_ik_chain
+
+ split = layout.split(percentage=0.25)
+ sub = split.row()
+
+ sub.prop(pchan, "use_ik_limit_z", text="Limit")
+ sub.active = pchan.lock_ik_z == False and pchan.is_in_ik_chain
+ sub = split.row(align=True)
+ sub.prop(pchan, "ik_min_z", text="")
+ sub.prop(pchan, "ik_max_z", text="")
+ sub.active = pchan.lock_ik_z == False and pchan.use_ik_limit_z and pchan.is_in_ik_chain
+
+ split = layout.split(percentage=0.25)
+ split.label(text="Stretch:")
+ sub = split.row()
+ sub.prop(pchan, "ik_stretch", text="", slider=True)
+ sub.active = pchan.is_in_ik_chain
+
+ if ob.pose.ik_solver == 'ITASC':
+ split = layout.split()
+ col = split.column()
+ col.prop(pchan, "use_ik_rotation_control", text="Control Rotation")
+ col.active = pchan.is_in_ik_chain
+ col = split.column()
+ col.prop(pchan, "ik_rotation_weight", text="Weight", slider=True)
+ col.active = pchan.is_in_ik_chain
+ # not supported yet
+ #row = layout.row()
+ #row.prop(pchan, "use_ik_linear_control", text="Joint Size")
+ #row.prop(pchan, "ik_linear_weight", text="Weight", slider=True)
+
+
+class BONE_PT_deform(BoneButtonsPanel, bpy.types.Panel):
+ bl_label = "Deform"
+ bl_options = {'DEFAULT_CLOSED'}
+
+ def draw_header(self, context):
+ bone = context.bone
+
+ if not bone:
+ bone = context.edit_bone
+
+ self.layout.prop(bone, "use_deform", text="")
+
+ def draw(self, context):
+ layout = self.layout
+
+ bone = context.bone
+
+ if not bone:
+ bone = context.edit_bone
+
+ layout.active = bone.use_deform
+
+ split = layout.split()
+
+ col = split.column()
+ 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, "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.label(text="Offset:")
+ col.prop(bone, "use_cyclic_offset")
+
+
+class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, bpy.types.Panel):
+ COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
+ _property_type = bpy.types.Bone, bpy.types.EditBone, bpy.types.PoseBone
+
+ @property
+ def _context_path(self):
+ obj = bpy.context.object
+ if obj and obj.mode == 'POSE':
+ return "active_pose_bone"
+ else:
+ return "active_bone"
+
+if __name__ == "__main__": # only for live edit.
+ bpy.utils.register_module(__name__)