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blender/release/scripts/startup/bl_ui/properties_data_bone.py

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# ##### 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,
2010-02-12 13:34:04 +00:00
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
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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, 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, Panel):
bl_label = "Transform"
@classmethod
def poll(cls, context):
if context.edit_bone:
return True
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ob = context.object
return ob and ob.mode == 'POSE' and context.bone
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
col = layout.column()
if bone and ob:
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pchan = ob.pose.bones[bone.name]
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col.active = not (bone.parent and bone.use_connect)
sub = col.row(align=True)
sub.prop(pchan, "location")
sub.prop(pchan, "lock_location", text="")
col = layout.column()
if pchan.rotation_mode == 'QUATERNION':
sub = col.row(align=True)
sub.prop(pchan, "rotation_quaternion", text="Rotation")
subsub = sub.column(align=True)
subsub.prop(pchan, "lock_rotation_w", text="")
subsub.prop(pchan, "lock_rotation", text="")
elif pchan.rotation_mode == 'AXIS_ANGLE':
# col.label(text="Rotation")
#col.prop(pchan, "rotation_angle", text="Angle")
#col.prop(pchan, "rotation_axis", text="Axis")
sub = col.row(align=True)
sub.prop(pchan, "rotation_axis_angle", text="Rotation")
subsub = sub.column(align=True)
subsub.prop(pchan, "lock_rotation_w", text="")
subsub.prop(pchan, "lock_rotation", text="")
else:
sub = col.row(align=True)
sub.prop(pchan, "rotation_euler", text="Rotation")
sub.prop(pchan, "lock_rotation", text="")
col = layout.column()
sub = col.row(align=True)
sub.prop(pchan, "scale")
sub.prop(pchan, "lock_scale", text="")
col = layout.column()
col.prop(pchan, "rotation_mode")
elif context.edit_bone:
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bone = context.edit_bone
col = layout.column()
col.prop(bone, "head")
col.prop(bone, "tail")
col = layout.column()
col.prop(bone, "roll")
col.prop(bone, "lock")
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col = layout.column()
col.prop(bone, "tail_radius")
col.prop(bone, "envelope_distance")
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)
2016-05-18 03:19:06 +12:00
class BONE_PT_curved(BoneButtonsPanel, Panel):
bl_label = "Bendy Bones"
bl_options = {'DEFAULT_CLOSED'}
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)
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def draw(self, context):
ob = context.object
bone = context.bone
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# arm = context.armature
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)
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pchan = None
edit = False
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)
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if ob and bone:
pchan = ob.pose.bones[bone.name]
bbone = pchan
elif bone is None:
bone = context.edit_bone
bbone = bone
edit = True
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)
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else:
bbone = bone
layout = self.layout
layout.use_property_split = True
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)
2016-05-18 03:19:06 +12:00
layout.prop(bone, "bbone_segments", text="Segments")
topcol = layout.column()
topcol.active = bone.bbone_segments > 1
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)
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col = topcol.column(align=True)
col.prop(bbone, "bbone_curveinx", text="Curve In X")
col.prop(bbone, "bbone_curveiny", text="In Y")
col = topcol.column(align=True)
col.prop(bbone, "bbone_curveoutx", text="Curve Out X")
col.prop(bbone, "bbone_curveouty", text="Out Y")
col = topcol.column(align=True)
col.prop(bbone, "bbone_rollin", text="Roll In")
col.prop(bbone, "bbone_rollout", text="Out")
col.prop(bone, "use_endroll_as_inroll")
col = topcol.column(align=True)
col.prop(bbone, "bbone_scalein", text="Scale In")
col.prop(bbone, "bbone_scaleout", text="Out")
col = topcol.column(align=True)
col.prop(bbone, "bbone_easein", text="Ease In")
col.prop(bbone, "bbone_easeout", text="Out")
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)
2016-05-18 03:19:06 +12:00
col = topcol.column(align=True)
col.prop(bone, "bbone_handle_type_start", text="Start Handle")
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)
2016-05-18 03:19:06 +12:00
col = col.column(align=True)
col.active = (bone.bbone_handle_type_start != "AUTO")
if edit:
col.prop_search(bone, "bbone_custom_handle_start", ob.data, "edit_bones", text="Custom")
else:
# read-only
col.prop(bbone, "bbone_custom_handle_start", text="Custom")
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)
2016-05-18 03:19:06 +12:00
col = topcol.column(align=True)
col.prop(bone, "bbone_handle_type_end", text="End Handle")
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)
2016-05-18 03:19:06 +12:00
col = col.column(align=True)
col.active = (bone.bbone_handle_type_end != "AUTO")
if edit:
col.prop_search(bone, "bbone_custom_handle_end", ob.data, "edit_bones", text="Custom")
else:
# read-only
col.prop(bbone, "bbone_custom_handle_end", text="Custom")
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)
2016-05-18 03:19:06 +12:00
class BONE_PT_relations(BoneButtonsPanel, Panel):
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Relations"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
arm = context.armature
pchan = None
if ob and bone:
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pchan = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
col = layout.column()
col.use_property_split = False
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col.prop(bone, "layers", text="")
col.use_property_split = True
col = layout.column()
col.separator()
if context.bone:
col.prop(bone, "parent")
else:
col.prop_search(bone, "parent", arm, "edit_bones")
if ob and pchan:
col.prop(bone, "use_relative_parent")
col.prop_search(pchan, "bone_group", ob.pose, "bone_groups", text="Bone Group")
sub = col.column()
sub.active = (bone.parent is not None)
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sub.prop(bone, "use_connect")
sub.prop(bone, "use_inherit_rotation")
sub.prop(bone, "use_inherit_scale")
sub = col.column()
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sub.active = (not bone.parent or not bone.use_connect)
sub.prop(bone, "use_local_location")
class BONE_PT_display(BoneButtonsPanel, Panel):
bl_label = "Display"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.bone
def draw(self, context):
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# note. this works ok in edit-mode but isn't
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# all that useful so disabling for now.
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
pchan = None
if ob and bone:
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pchan = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
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if bone:
col = layout.column()
col.prop(bone, "hide", text="Hide")
sub = col.column()
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sub.active = bool(pchan and pchan.custom_shape)
sub.prop(bone, "show_wire", text="Wireframe")
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if pchan:
col = layout.column()
col.prop(pchan, "custom_shape")
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if pchan.custom_shape:
col.prop(pchan, "use_custom_shape_bone_size", text="Bone Size")
col.prop(pchan, "custom_shape_scale", text="Scale")
col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones")
class BONE_PT_inverse_kinematics(BoneButtonsPanel, 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
layout.use_property_split = True
ob = context.object
bone = context.bone
pchan = ob.pose.bones[bone.name]
active = pchan.is_in_ik_chain
col = layout.column()
col.prop(pchan, "ik_stretch", slider=True)
col.active = active
layout.separator()
col = layout.column(align=True)
col.prop(pchan, "lock_ik_x", text="Lock IK X")
col.prop(pchan, "lock_ik_y", text="Y")
col.prop(pchan, "lock_ik_z", text="Z")
col = layout.column(align=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_x is False and active
sub.prop(pchan, "ik_stiffness_x", text="Stiffness X", slider=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_y is False and active
sub.prop(pchan, "ik_stiffness_y", text="Y", slider=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_z is False and active
sub.prop(pchan, "ik_stiffness_z", text="Z", slider=True)
col = layout.column(align=True)
sub = col.column()
sub.active = pchan.lock_ik_x is False and active
sub.prop(pchan, "use_ik_limit_x", text="Limit X")
sub = col.column(align=True)
sub.active = pchan.lock_ik_x is False and pchan.use_ik_limit_x and active
sub.prop(pchan, "ik_min_x", text="Min")
sub.prop(pchan, "ik_max_x", text="Max")
col.separator()
sub = col.column()
sub.active = pchan.lock_ik_y is False and active
sub.prop(pchan, "use_ik_limit_y", text="Limit Y")
sub = col.column(align=True)
sub.active = pchan.lock_ik_y is False and pchan.use_ik_limit_y and active
sub.prop(pchan, "ik_min_y", text="Min")
sub.prop(pchan, "ik_max_y", text="Max")
col.separator()
sub = col.column()
sub.active = pchan.lock_ik_z is False and active
sub.prop(pchan, "use_ik_limit_z", text="Limit Z")
sub = col.column(align=True)
sub.active = pchan.lock_ik_z is False and pchan.use_ik_limit_z and active
sub.prop(pchan, "ik_min_z", text="Min")
sub.prop(pchan, "ik_max_z", text="Max")
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col.separator()
if ob.pose.ik_solver == 'ITASC':
col = layout.column()
col.prop(pchan, "use_ik_rotation_control", text="Control Rotation")
col.active = active
col = layout.column()
col.prop(pchan, "ik_rotation_weight", text="IK Rotation Weight", slider=True)
col.active = active
# 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, Panel):
bl_label = "Deform"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
bone = context.bone
if not bone:
bone = context.edit_bone
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self.layout.prop(bone, "use_deform", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
bone = context.bone
if not bone:
bone = context.edit_bone
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layout.active = bone.use_deform
col = layout.column()
col.prop(bone, "envelope_distance", text="Envelope Distance")
col.prop(bone, "envelope_weight", text="Envelope Weight")
col.prop(bone, "use_envelope_multiply", text="Envelope Multiply")
col.separator()
col = layout.column(align=True)
col.prop(bone, "head_radius", text="Radius Head")
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)
2016-05-18 03:19:06 +12:00
col.prop(bone, "tail_radius", text="Tail")
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
_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"
classes = (
BONE_PT_context_bone,
BONE_PT_transform,
BONE_PT_curved,
BONE_PT_relations,
BONE_PT_display,
BONE_PT_inverse_kinematics,
BONE_PT_deform,
BONE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)