# ##### 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 ##### # import bpy from bpy.types import Panel, Menu from rna_prop_ui import PropertyPanel class ArmatureButtonsPanel(): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "data" @classmethod def poll(cls, context): return context.armature class DATA_PT_context_arm(ArmatureButtonsPanel, Panel): bl_label = "" bl_options = {'HIDE_HEADER'} def draw(self, context): layout = self.layout ob = context.object arm = context.armature space = context.space_data if ob: layout.template_ID(ob, "data") elif arm: layout.template_ID(space, "pin_id") class DATA_PT_skeleton(ArmatureButtonsPanel, Panel): bl_label = "Skeleton" def draw(self, context): layout = self.layout arm = context.armature layout.prop(arm, "pose_position", expand=True) col = layout.column() col.label(text="Layers:") col.prop(arm, "layers", text="") col.label(text="Protected Layers:") col.prop(arm, "layers_protected", text="") if context.scene.render.engine == 'BLENDER_GAME': col = layout.column() col.label(text="Deform:") col.prop(arm, "deform_method", expand=True) class DATA_PT_display(ArmatureButtonsPanel, Panel): bl_label = "Display" def draw(self, context): layout = self.layout ob = context.object arm = context.armature layout.prop(arm, "draw_type", expand=True) split = layout.split() col = split.column() col.prop(arm, "show_names", text="Names") col.prop(arm, "show_axes", text="Axes") col.prop(arm, "show_bone_custom_shapes", text="Shapes") col = split.column() col.prop(arm, "show_group_colors", text="Colors") if ob: col.prop(ob, "show_x_ray", text="X-Ray") col.prop(arm, "use_deform_delay", text="Delay Refresh") class DATA_PT_bone_group_specials(Menu): bl_label = "Bone Group Specials" def draw(self, context): layout = self.layout layout.operator("pose.group_sort", icon='SORTALPHA') class DATA_PT_bone_groups(ArmatureButtonsPanel, Panel): bl_label = "Bone Groups" @classmethod def poll(cls, context): return (context.object and context.object.type == 'ARMATURE' and context.object.pose) def draw(self, context): layout = self.layout ob = context.object pose = ob.pose group = pose.bone_groups.active row = layout.row() rows = 1 if group: rows = 4 row.template_list("UI_UL_list", "bone_groups", pose, "bone_groups", pose.bone_groups, "active_index", rows=rows) col = row.column(align=True) col.active = (ob.proxy is None) col.operator("pose.group_add", icon='ZOOMIN', text="") col.operator("pose.group_remove", icon='ZOOMOUT', text="") col.menu("DATA_PT_bone_group_specials", icon='DOWNARROW_HLT', text="") if group: col.separator() col.operator("pose.group_move", icon='TRIA_UP', text="").direction = 'UP' col.operator("pose.group_move", icon='TRIA_DOWN', text="").direction = 'DOWN' split = layout.split() split.active = (ob.proxy is None) col = split.column() col.prop(group, "color_set") if group.color_set: col = split.column() sub = col.row(align=True) sub.prop(group.colors, "normal", text="") sub.prop(group.colors, "select", text="") sub.prop(group.colors, "active", text="") row = layout.row() row.active = (ob.proxy is None) sub = row.row(align=True) sub.operator("pose.group_assign", text="Assign") sub.operator("pose.group_unassign", text="Remove") # row.operator("pose.bone_group_remove_from", text="Remove") sub = row.row(align=True) sub.operator("pose.group_select", text="Select") sub.operator("pose.group_deselect", text="Deselect") class DATA_PT_pose_library(ArmatureButtonsPanel, Panel): bl_label = "Pose Library" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): return (context.object and context.object.type == 'ARMATURE' and context.object.pose) def draw(self, context): layout = self.layout ob = context.object poselib = ob.pose_library layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink") if poselib: # list of poses in pose library row = layout.row() row.template_list("UI_UL_list", "pose_markers", poselib, "pose_markers", poselib.pose_markers, "active_index", rows=3) # column of operators for active pose # - goes beside list col = row.column(align=True) col.active = (poselib.library is None) # invoke should still be used for 'add', as it is needed to allow # add/replace options to be used properly col.operator("poselib.pose_add", icon='ZOOMIN', text="") col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so that menu doesn't need showing pose_marker_active = poselib.pose_markers.active if pose_marker_active is not None: col.operator("poselib.pose_remove", icon='ZOOMOUT', text="") col.operator("poselib.apply_pose", icon='ZOOM_SELECTED', text="").pose_index = poselib.pose_markers.active_index col.operator("poselib.action_sanitize", icon='HELP', text="") # XXX: put in menu? # TODO: this panel will soon be deprecated too class DATA_PT_ghost(ArmatureButtonsPanel, Panel): bl_label = "Ghost" def draw(self, context): layout = self.layout arm = context.armature layout.prop(arm, "ghost_type", expand=True) split = layout.split() col = split.column(align=True) if arm.ghost_type == 'RANGE': col.prop(arm, "ghost_frame_start", text="Start") col.prop(arm, "ghost_frame_end", text="End") col.prop(arm, "ghost_size", text="Step") elif arm.ghost_type == 'CURRENT_FRAME': col.prop(arm, "ghost_step", text="Range") col.prop(arm, "ghost_size", text="Step") col = split.column() col.label(text="Display:") col.prop(arm, "show_only_ghost_selected", text="Selected Only") class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, Panel): bl_label = "Inverse Kinematics" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = context.object return (ob and ob.pose) def draw(self, context): layout = self.layout ob = context.object itasc = ob.pose.ik_param layout.prop(ob.pose, "ik_solver") if itasc: layout.prop(itasc, "mode", expand=True) simulation = (itasc.mode == 'SIMULATION') if simulation: layout.label(text="Reiteration:") layout.prop(itasc, "reiteration_method", expand=True) row = layout.row() row.active = not simulation or itasc.reiteration_method != 'NEVER' row.prop(itasc, "precision") row.prop(itasc, "iterations") if simulation: layout.prop(itasc, "use_auto_step") row = layout.row() if itasc.use_auto_step: row.prop(itasc, "step_min", text="Min") row.prop(itasc, "step_max", text="Max") else: row.prop(itasc, "step_count") layout.prop(itasc, "solver") if simulation: layout.prop(itasc, "feedback") layout.prop(itasc, "velocity_max") if itasc.solver == 'DLS': row = layout.row() row.prop(itasc, "damping_max", text="Damp", slider=True) row.prop(itasc, "damping_epsilon", text="Eps", slider=True) from bl_ui.properties_animviz import (MotionPathButtonsPanel, OnionSkinButtonsPanel, ) class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel): #bl_label = "Bones Motion Paths" bl_context = "data" @classmethod def poll(cls, context): # XXX: include pose-mode check? return (context.object) and (context.armature) def draw(self, context): # layout = self.layout ob = context.object avs = ob.pose.animation_visualization pchan = context.active_pose_bone mpath = pchan.motion_path if pchan else None self.draw_settings(context, avs, mpath, bones=True) class DATA_PT_onion_skinning(OnionSkinButtonsPanel): # , Panel): # inherit from panel when ready #bl_label = "Bones Onion Skinning" bl_context = "data" @classmethod def poll(cls, context): # XXX: include pose-mode check? return (context.object) and (context.armature) def draw(self, context): ob = context.object self.draw_settings(context, ob.pose.animation_visualization, bones=True) class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel): COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'} _context_path = "object.data" _property_type = bpy.types.Armature if __name__ == "__main__": # only for live edit. bpy.utils.register_module(__name__)