MegaBag/data/m7a_templates.py

1527 lines
50 KiB
Python

#!/usr/bin/env python -------------------------------- -*- coding: utf-8 -*-#
# 2023 3DMish <Mish7913@gmail.com> #
# ----- ##### 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. #
# #
# ----- ##### END GPL LICENSE BLOCK ##### ----- #
import bpy, sys, os;
sys.path.insert(0, os.path.dirname(os.path.abspath(__file__)) + "/");
from bpy.app.translations import pgettext_iface as iface_;
from bpy_sys import (
lc_width,
);
def modifiers(lc_main, context):
def ARMATURE(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Object:");
col.prop(md, "object", text="");
col.prop(md, "use_deform_preserve_volume");
col = split.column();
col.label(text="Bind To:");
col.prop(md, "use_vertex_groups", text="Vertex Groups");
col.prop(md, "use_bone_envelopes", text="Bone Envelopes");
layout.separator()
split = layout.split()
row = split.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
sub = row.row(align=True);
sub.active = bool(md.vertex_group);
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
split.prop(md, "use_multi_modifier")
def ARRAY(lc_main, obj, modifier):
lc_main.prop(modifier, "fit_type");
if (modifier.fit_type == 'FIXED_COUNT'):
lc_main.prop(modifier, "count");
elif (modifier.fit_type == 'FIT_LENGTH'):
lc_main.prop(modifier, "fit_length");
elif (modifier.fit_type == 'FIT_CURVE'):
lc_main.prop(modifier, "curve");
lc_main.separator();
lc_row = lc_main.row(align = False);
lc_col = lc_row.column(align = False);
lc_col.prop(modifier, "use_constant_offset");
lc_col = lc_col.column(align = True);
lc_col.active = modifier.use_constant_offset;
lc_col.prop(modifier, "constant_offset_displace", text="");
lc_col = lc_row.column(align = False);
lc_col.prop(modifier, "use_relative_offset");
lc_col = lc_col.column(align = True);
lc_col.active = modifier.use_constant_offset;
lc_col.prop(modifier, "relative_offset_displace", text="");
lc_main.separator();
lc_row = lc_main.row(align = True);
lc_icon = "AUTOMERGE_ON" if (modifier.use_merge_vertices == True) else "AUTOMERGE_OFF";
lc_btn = lc_row.row(align = True);
lc_btn.prop(modifier, "use_merge_vertices", text="Merge", icon=lc_icon, toggle=True);
if (modifier.use_merge_vertices == True):
lc_width(lc_btn, 0.65, 6.5);
lc_row.prop(modifier, "merge_threshold", text="Distance");
lc_btn = lc_row.row(align = True);
lc_btn.prop(modifier, "use_merge_vertices_cap", text="First Last", toggle=True);
lc_width(lc_btn, 0.5, 5.5);
lc_row = lc_main.row(align = True);
lc_row.prop(modifier, "use_object_offset", icon="OUTLINER_OB_GROUP_INSTANCE", toggle=True);
if (modifier.use_object_offset == True):
lc_row.prop(modifier, "offset_object", text="");
lc_main.separator();
lc_main.prop(modifier, "start_cap");
lc_main.prop(modifier, "end_cap");
def BEVEL(layout, ob, md):
split = layout.split()
col = split.column();
col.prop(md, "width");
col.prop(md, "segments");
col.prop(md, "profile");
col.prop(md, "material")
col = split.column();
col.prop(md, "use_only_vertices");
col.prop(md, "use_clamp_overlap");
col.prop(md, "loop_slide")
layout.label(text="Limit Method:");
layout.row().prop(md, "limit_method", expand=True);
if md.limit_method == 'ANGLE':
layout.prop(md, "angle_limit");
elif md.limit_method == 'VGROUP':
layout.label(text="Vertex Group:");
layout.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.label(text="Width Method:");
layout.row().prop(md, "offset_type", expand=True)
def BOOLEAN(layout, ob, md):
solver = md.solver
if not bpy.app.build_options.mod_boolean:
if solver == 'CARVE':
layout.label("Built without Carve solver")
split = layout.split()
col = split.column();
col.label(text="Operation:");
col.prop(md, "operation", text="")
col = split.column();
col.label(text="Object:");
col.prop(md, "object", text="")
split = layout.split();
split.column().label(text="Solver:");
split.column().prop(md, "solver", text="")
if solver == 'BMESH':
layout.prop(md, "double_threshold")
if bpy.app.debug:
layout.prop(md, "debug_options")
def BUILD(layout, ob, md):
split = layout.split()
col = split.column();
col.prop(md, "frame_start");
col.prop(md, "frame_duration");
col.prop(md, "use_reverse")
col = split.column();
col.prop(md, "use_random_order");
sub = col.column();
sub.active = md.use_random_order
sub.prop(md, "seed")
def MESH_CACHE(layout, ob, md):
layout.prop(md, "cache_format");
layout.prop(md, "filepath")
if md.cache_format == 'ABC':
layout.prop(md, "sub_object")
layout.label(text="Evaluation:");
layout.prop(md, "factor", slider=True);
layout.prop(md, "deform_mode");
layout.prop(md, "interpolation")
layout.label(text="Time Mapping:")
row = layout.row();
row.prop(md, "time_mode", expand=True);
row = layout.row();
row.prop(md, "play_mode", expand=True);
if md.play_mode == 'SCENE':
layout.prop(md, "frame_start");
layout.prop(md, "frame_scale");
else:
time_mode = md.time_mode
if time_mode == 'FRAME':
layout.prop(md, "eval_frame");
elif time_mode == 'TIME':
layout.prop(md, "eval_time");
elif time_mode == 'FACTOR':
layout.prop(md, "eval_factor")
layout.label(text="Axis Mapping:");
split = layout.split(percentage=0.5, align=True);
split.alert = (md.forward_axis[-1] == md.up_axis[-1]);
split.label("Forward/Up Axis:");
split.prop(md, "forward_axis", text="");
split.prop(md, "up_axis", text="");
split = layout.split(percentage=0.5);
split.label(text="Flip Axis:");
row = split.row();
row.prop(md, "flip_axis")
def MESH_SEQUENCE_CACHE(layout, ob, md):
layout.label(text="Cache File Properties:");
box = layout.box();
box.template_cache_file(md, "cache_file")
cache_file = md.cache_file
layout.label(text="Modifier Properties:");
box = layout.box()
if cache_file is not None:
box.prop_search(md, "object_path", cache_file, "object_paths")
if ob.type == 'MESH':
box.row().prop(md, "read_data")
def CAST(layout, ob, md):
split = layout.split(percentage=0.25)
split.label(text="Cast Type:");
split.prop(md, "cast_type", text="")
split = layout.split(percentage=0.25)
col = split.column();
col.prop(md, "use_x");
col.prop(md, "use_y");
col.prop(md, "use_z")
col = split.column();
col.prop(md, "factor");
col.prop(md, "radius");
col.prop(md, "size");
col.prop(md, "use_radius_as_size")
split = layout.split()
col = split.column();
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
col = split.column();
col.label(text="Control Object:");
col.prop(md, "object", text="");
if md.object:
col.prop(md, "use_transform")
def CLOTH(layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def COLLISION(layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def CURVE(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Object:");
col.prop(md, "object", text="");
col = split.column();
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
layout.label(text="Deformation Axis:");
layout.row().prop(md, "deform_axis", expand=True)
def DECIMATE(layout, ob, md):
decimate_type = md.decimate_type
row = layout.row();
row.prop(md, "decimate_type", expand=True)
if decimate_type == 'COLLAPSE':
has_vgroup = bool(md.vertex_group);
layout.prop(md, "ratio")
split = layout.split()
col = split.column();
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
layout_info = col
col = split.column();
row = col.row();
row.active = has_vgroup
row.prop(md, "vertex_group_factor")
col.prop(md, "use_collapse_triangulate");
row = col.split(percentage=0.75);
row.prop(md, "use_symmetry");
row.prop(md, "symmetry_axis", text="")
elif decimate_type == 'UNSUBDIV':
layout.prop(md, "iterations");
layout_info = layout
else: # decimate_type == 'DISSOLVE':
layout.prop(md, "angle_limit");
layout.prop(md, "use_dissolve_boundaries");
layout.label("Delimit:");
row = layout.row();
row.prop(md, "delimit");
layout_info = layout
layout_info.label(text=iface_("Faces: %d") % md.face_count, translate=False)
def DISPLACE(layout, ob, md):
has_texture = (md.texture is not None)
col = layout.column(align=True);
col.label(text="Texture:");
col.template_ID(md, "texture", new="texture.new")
split = layout.split()
col = split.column(align=True);
col.label(text="Direction:");
col.prop(md, "direction", text="");
if md.direction in {'X', 'Y', 'Z', 'RGB_TO_XYZ'}:
col.label(text="Space:");
col.prop(md, "space", text="");
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column(align=True);
col.active = has_texture
col.label(text="Texture Coordinates:");
col.prop(md, "texture_coords", text="");
if md.texture_coords == 'OBJECT':
col.label(text="Object:");
col.prop(md, "texture_coords_object", text="");
elif md.texture_coords == 'UV' and ob.type == 'MESH':
col.label(text="UV Map:");
col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
layout.separator()
row = layout.row();
row.prop(md, "mid_level");
row.prop(md, "strength")
def DYNAMIC_PAINT(layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def EDGE_SPLIT(layout, ob, md):
split = layout.split()
col = split.column();
col.prop(md, "use_edge_angle", text="Edge Angle");
sub = col.column();
sub.active = md.use_edge_angle
sub.prop(md, "split_angle")
split.prop(md, "use_edge_sharp", text="Sharp Edges")
def EXPLODE(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Vertex group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
sub = col.column();
sub.active = bool(md.vertex_group);
sub.prop(md, "protect");
col.label(text="Particle UV");
col.prop_search(md, "particle_uv", ob.data, "uv_textures", text="")
col = split.column();
col.prop(md, "use_edge_cut");
col.prop(md, "show_unborn");
col.prop(md, "show_alive");
col.prop(md, "show_dead");
col.prop(md, "use_size")
layout.operator("object.explode_refresh", text="Refresh")
def FLUID_SIMULATION(layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def HOOK(layout, ob, md):
use_falloff = (md.falloff_type != 'NONE');
split = layout.split()
col = split.column();
col.label(text="Object:");
col.prop(md, "object", text="");
if md.object and md.object.type == 'ARMATURE':
col.label(text="Bone:");
col.prop_search(md, "subtarget", md.object.data, "bones", text="");
col = split.column();
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
row = layout.row(align=True);
if use_falloff:
row.prop(md, "falloff_radius");
row.prop(md, "strength", slider=True);
layout.prop(md, "falloff_type")
col = layout.column();
if use_falloff:
if md.falloff_type == 'CURVE':
col.template_curve_mapping(md, "falloff_curve")
split = layout.split()
col = split.column();
col.prop(md, "use_falloff_uniform")
if ob.mode == 'EDIT':
row = col.row(align=True);
row.operator("object.hook_reset", text="Reset");
row.operator("object.hook_recenter", text="Recenter")
row = layout.row(align=True);
row.operator("object.hook_select", text="Select");
row.operator("object.hook_assign", text="Assign")
def LAPLACIANDEFORM(layout, ob, md):
is_bind = md.is_bind
layout.prop(md, "iterations")
row = layout.row();
row.active = not is_bind
row.label(text="Anchors Vertex Group:")
row = layout.row();
row.enabled = not is_bind
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator()
row = layout.row();
row.enabled = bool(md.vertex_group);
row.operator("object.laplaciandeform_bind", text="Unbind" if is_bind else "Bind")
def LAPLACIANSMOOTH(layout, ob, md):
layout.prop(md, "iterations")
split = layout.split(percentage=0.25)
col = split.column();
col.label(text="Axis:");
col.prop(md, "use_x");
col.prop(md, "use_y");
col.prop(md, "use_z")
col = split.column();
col.label(text="Lambda:");
col.prop(md, "lambda_factor", text="Factor");
col.prop(md, "lambda_border", text="Border")
col.separator();
col.prop(md, "use_volume_preserve");
col.prop(md, "use_normalized")
layout.label(text="Vertex Group:");
layout.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
def LATTICE(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Object:");
col.prop(md, "object", text="")
col = split.column();
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
layout.separator();
layout.prop(md, "strength", slider=True)
def MASK(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Mode:");
col.prop(md, "mode", text="")
col = split.column();
if md.mode == 'ARMATURE':
col.label(text="Armature:");
row = col.row(align=True);
row.prop(md, "armature", text="");
sub = row.row(align=True);
sub.active = (md.armature is not None);
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT');
elif md.mode == 'VERTEX_GROUP':
col.label(text="Vertex Group:");
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
sub = row.row(align=True);
sub.active = bool(md.vertex_group);
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
def MESH_DEFORM(layout, ob, md):
split = layout.split()
col = split.column();
col.enabled = not md.is_bound
col.label(text="Object:");
col.prop(md, "object", text="")
col = split.column();
col.label(text="Vertex Group:");
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
sub = row.row(align=True);
sub.active = bool(md.vertex_group);
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
layout.separator();
row = layout.row();
row.enabled = not md.is_bound
row.prop(md, "precision");
row.prop(md, "use_dynamic_bind")
layout.separator();
if md.is_bound:
layout.operator("object.meshdeform_bind", text="Unbind");
else:
layout.operator("object.meshdeform_bind", text="Bind")
def MIRROR(layout, ob, md):
split = layout.split(percentage=0.25)
col = split.column();
col.label(text="Axis:");
col.prop(md, "use_x");
col.prop(md, "use_y");
col.prop(md, "use_z")
col = split.column();
col.label(text="Options:");
col.prop(md, "use_mirror_merge", text="Merge");
col.prop(md, "use_clip", text="Clipping");
col.prop(md, "use_mirror_vertex_groups", text="Vertex Groups")
col = split.column();
col.label(text="Textures:");
col.prop(md, "use_mirror_u", text="U");
col.prop(md, "use_mirror_v", text="V")
col = layout.column(align=True)
if md.use_mirror_u:
col.prop(md, "mirror_offset_u")
if md.use_mirror_v:
col.prop(md, "mirror_offset_v")
col = layout.column()
if md.use_mirror_merge is True:
col.prop(md, "merge_threshold");
col.label(text="Mirror Object:");
col.prop(md, "mirror_object", text="")
def MULTIRES(layout, ob, md):
layout.row().prop(md, "subdivision_type", expand=True)
split = layout.split();
col = split.column();
col.prop(md, "levels", text="Preview");
col.prop(md, "sculpt_levels", text="Sculpt");
col.prop(md, "render_levels", text="Render")
col = split.column()
col.enabled = ob.mode != 'EDIT'
col.operator("object.multires_subdivide", text="Subdivide");
col.operator("object.multires_higher_levels_delete", text="Delete Higher");
col.operator("object.multires_reshape", text="Reshape");
col.operator("object.multires_base_apply", text="Apply Base");
col.prop(md, "use_subsurf_uv");
col.prop(md, "show_only_control_edges")
layout.separator()
col = layout.column();
row = col.row();
if md.is_external:
row.operator("object.multires_external_pack", text="Pack External");
row.label();
row = col.row();
row.prop(md, "filepath", text="");
else:
row.operator("object.multires_external_save", text="Save External...");
row.label()
def OCEAN(layout, ob, md):
if not bpy.app.build_options.mod_oceansim:
layout.label("Built without OceanSim modifier");
return
layout.prop(md, "geometry_mode")
if md.geometry_mode == 'GENERATE':
row = layout.row();
row.prop(md, "repeat_x");
row.prop(md, "repeat_y")
layout.separator()
split = layout.split()
col = split.column();
col.prop(md, "time");
col.prop(md, "depth");
col.prop(md, "random_seed")
col = split.column();
col.prop(md, "resolution");
col.prop(md, "size");
col.prop(md, "spatial_size")
layout.label("Waves:")
split = layout.split()
col = split.column();
col.prop(md, "choppiness");
col.prop(md, "wave_scale", text="Scale");
col.prop(md, "wave_scale_min");
col.prop(md, "wind_velocity")
col = split.column();
col.prop(md, "wave_alignment", text="Alignment");
sub = col.column();
sub.active = (md.wave_alignment > 0.0);
sub.prop(md, "wave_direction", text="Direction");
sub.prop(md, "damping")
layout.separator()
layout.prop(md, "use_normals")
split = layout.split()
col = split.column();
col.prop(md, "use_foam");
sub = col.row();
sub.active = md.use_foam
sub.prop(md, "foam_coverage", text="Coverage")
col = split.column();
col.active = md.use_foam
col.label("Foam Data Layer Name:");
col.prop(md, "foam_layer_name", text="")
layout.separator()
if md.is_cached:
layout.operator("object.ocean_bake", text="Free Bake").free = True
else:
layout.operator("object.ocean_bake").free = False
split = layout.split();
split.enabled = not md.is_cached
col = split.column(align=True);
col.prop(md, "frame_start", text="Start");
col.prop(md, "frame_end", text="End")
col = split.column(align=True);
col.label(text="Cache path:");
col.prop(md, "filepath", text="")
split = layout.split();
split.enabled = not md.is_cached
col = split.column();
col.active = md.use_foam
col.prop(md, "bake_foam_fade")
col = split.column()
def PARTICLE_INSTANCE(layout, ob, md):
layout.prop(md, "object");
layout.prop(md, "particle_system_index", text="Particle System")
split = layout.split();
col = split.column();
col.label(text="Create From:");
col.prop(md, "use_normal");
col.prop(md, "use_children");
col.prop(md, "use_size")
col = split.column();
col.label(text="Show Particles When:");
col.prop(md, "show_alive");
col.prop(md, "show_unborn");
col.prop(md, "show_dead")
layout.separator()
layout.prop(md, "use_path", text="Create Along Paths")
split = layout.split();
split.active = md.use_path
col = split.column();
col.row().prop(md, "axis", expand=True);
col.prop(md, "use_preserve_shape")
col = split.column();
col.prop(md, "position", slider=True);
col.prop(md, "random_position", text="Random", slider=True)
def PARTICLE_SYSTEM(layout, ob, md):
layout.label(text="Settings can be found inside the Particle context")
def SCREW(layout, ob, md):
split = layout.split()
col = split.column();
col.prop(md, "axis");
col.prop(md, "object", text="AxisOb");
col.prop(md, "angle");
col.prop(md, "steps");
col.prop(md, "render_steps");
col.prop(md, "use_smooth_shade");
col.prop(md, "use_merge_vertices");
sub = col.column();
sub.active = md.use_merge_vertices
sub.prop(md, "merge_threshold")
col = split.column();
row = col.row();
row.active = (md.object is None or md.use_object_screw_offset is False);
row.prop(md, "screw_offset");
row = col.row();
row.active = (md.object is not None);
row.prop(md, "use_object_screw_offset");
col.prop(md, "use_normal_calculate");
col.prop(md, "use_normal_flip");
col.prop(md, "iterations");
col.prop(md, "use_stretch_u");
col.prop(md, "use_stretch_v")
def SHRINKWRAP(layout, ob, md):
split = layout.split();
col = split.column();
col.label(text="Target:");
col.prop(md, "target", text="");
col = split.column();
col.label(text="Vertex Group:");
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
split = layout.split()
col = split.column();
col.prop(md, "offset")
col = split.column();
col.label(text="Mode:");
col.prop(md, "wrap_method", text="")
if md.wrap_method == 'PROJECT':
split = layout.split();
col = split.column();
col.prop(md, "subsurf_levels");
col = split.column()
col.prop(md, "project_limit", text="Limit");
split = layout.split(percentage=0.25)
col = split.column();
col.label(text="Axis:");
col.prop(md, "use_project_x");
col.prop(md, "use_project_y");
col.prop(md, "use_project_z")
col = split.column();
col.label(text="Direction:");
col.prop(md, "use_negative_direction");
col.prop(md, "use_positive_direction")
col = split.column();
col.label(text="Cull Faces:");
col.prop(md, "cull_face", expand=True)
layout.prop(md, "auxiliary_target")
elif md.wrap_method == 'NEAREST_SURFACEPOINT':
layout.prop(md, "use_keep_above_surface")
def SIMPLE_DEFORM(layout, ob, md):
layout.row().prop(md, "deform_method", expand=True)
split = layout.split()
col = split.column();
col.label(text="Vertex Group:");
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
split = layout.split()
col = split.column();
col.label(text="Axis, Origin:");
col.prop(md, "origin", text="")
if md.deform_method in {'TAPER', 'STRETCH', 'TWIST'}:
col.label(text="Lock:");
col.prop(md, "lock_x");
col.prop(md, "lock_y")
col = split.column();
col.label(text="Deform:");
if md.deform_method in {'TAPER', 'STRETCH'}:
col.prop(md, "factor");
else:
col.prop(md, "angle");
col.prop(md, "limits", slider=True)
def SMOKE(layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def SMOOTH(layout, ob, md):
split = layout.split(percentage=0.25)
col = split.column();
col.label(text="Axis:");
col.prop(md, "use_x");
col.prop(md, "use_y");
col.prop(md, "use_z")
col = split.column();
col.prop(md, "factor");
col.prop(md, "iterations");
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
def SOFT_BODY(layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def SOLIDIFY(layout, ob, md):
split = layout.split()
col = split.column();
col.prop(md, "thickness");
col.prop(md, "thickness_clamp")
col.separator()
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
sub = row.row(align=True);
sub.active = bool(md.vertex_group);
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
sub = col.row();
sub.active = bool(md.vertex_group);
sub.prop(md, "thickness_vertex_group", text="Factor")
col.label(text="Crease:");
col.prop(md, "edge_crease_inner", text="Inner");
col.prop(md, "edge_crease_outer", text="Outer");
col.prop(md, "edge_crease_rim", text="Rim")
col = split.column()
col.prop(md, "offset");
col.prop(md, "use_flip_normals")
col.prop(md, "use_even_offset");
col.prop(md, "use_quality_normals");
col.prop(md, "use_rim");
col_rim = col.column();
col_rim.active = md.use_rim
col_rim.prop(md, "use_rim_only")
col.separator()
col.label(text="Material Index Offset:")
sub = col.column();
row = sub.split(align=True, percentage=0.4);
row.prop(md, "material_offset", text="");
row = row.row(align=True);
row.active = md.use_rim
row.prop(md, "material_offset_rim", text="Rim")
def SUBSURF(lc_main, obj, modifier):
lc_main.row().prop(modifier, "subdivision_type", expand=True);
lc_split = lc_main.split();
lc_col = lc_split.column();
scene = bpy.context.scene;
show_adaptive_options = (
scene.render.engine == "CYCLES" and modifier == obj.modifiers[-1] and
scene.cycles.feature_set == "EXPERIMENTAL"
);
if show_adaptive_options:
lc_col.label(text="View:");
lc_col.prop(modifier, "levels", text="Levels");
lc_col.label(text="Render:");
lc_col.prop(obj.cycles, "use_adaptive_subdivision", text="Adaptive");
if obj.cycles.use_adaptive_subdivision:
lc_col.prop(obj.cycles, "dicing_rate");
else:
lc_col.prop(modifier, "render_levels", text="Levels");
else:
lc_col.label(text="Subdivisions:");
lc_col.prop(modifier, "levels", text="View");
lc_col.prop(modifier, "render_levels", text="Render");
lc_col = lc_split.column();
lc_col.label(text="Options:");
lc_sub = lc_col.column();
lc_sub.active = (not show_adaptive_options) or (not obj.cycles.use_adaptive_subdivision);
lc_sub.prop(modifier, "use_subsurf_uv");
lc_col.prop(modifier, "show_only_control_edges");
if hasattr(modifier, "use_opensubdiv"):
lc_col.prop(modifier, "use_opensubdiv");
if show_adaptive_options and obj.cycles.use_adaptive_subdivision:
lc_col = lc_main.column(align=True);
lc_col.scale_y = 0.6;
lc_col.separator();
lc_col.label("Final Dicing Rate:");
lc_col.separator();
render = max(scene.cycles.dicing_rate * obj.cycles.dicing_rate, 0.1);
preview = max(scene.cycles.preview_dicing_rate * obj.cycles.dicing_rate, 0.1);
lc_col.label("Render %.2f px, Preview %.2f px" % (render, preview));
def SURFACE(layout, ob, md):
layout.label(text="Settings are inside the Physics tab")
def SURFACE_DEFORM(layout, ob, md):
col = layout.column();
col.active = not md.is_bound
col.prop(md, "target");
col.prop(md, "falloff")
layout.separator()
col = layout.column()
if md.is_bound:
col.operator("object.surfacedeform_bind", text="Unbind");
else:
col.active = md.target is not None
col.operator("object.surfacedeform_bind", text="Bind")
def UV_PROJECT(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Image:");
col.prop(md, "image", text="")
col = split.column();
col.label(text="UV Map:");
col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
split = layout.split();
col = split.column();
col.prop(md, "use_image_override");
col.prop(md, "projector_count", text="Projectors");
for proj in md.projectors:
col.prop(proj, "object", text="")
col = split.column();
sub = col.column(align=True);
sub.prop(md, "aspect_x", text="Aspect X");
sub.prop(md, "aspect_y", text="Aspect Y")
sub = col.column(align=True);
sub.prop(md, "scale_x", text="Scale X");
sub.prop(md, "scale_y", text="Scale Y")
def WARP(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.template_ID(md, "texture", new="texture.new")
col = split.column();
col.label(text="Texture Coordinates:");
col.prop(md, "texture_coords", text="")
if md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object", text="Object");
elif md.texture_coords == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "uv_layer", ob.data, "uv_textures")
def WAVE(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Motion:");
col.prop(md, "use_x");
col.prop(md, "use_y");
col.prop(md, "use_cyclic")
col = split.column();
col.prop(md, "use_normal");
sub = col.column();
sub.active = md.use_normal
sub.prop(md, "use_normal_x", text="X");
sub.prop(md, "use_normal_y", text="Y");
sub.prop(md, "use_normal_z", text="Z")
split = layout.split()
col = split.column();
col.label(text="Time:");
sub = col.column(align=True);
sub.prop(md, "time_offset", text="Offset");
sub.prop(md, "lifetime", text="Life");
col.prop(md, "damping_time", text="Damping")
col = split.column();
col.label(text="Position:");
sub = col.column(align=True);
sub.prop(md, "start_position_x", text="X");
sub.prop(md, "start_position_y", text="Y");
col.prop(md, "falloff_radius", text="Falloff")
layout.separator()
layout.prop(md, "start_position_object");
layout.prop_search(md, "vertex_group", ob, "vertex_groups");
split = layout.split(percentage=0.33);
col = split.column();
col.label(text="Texture");
col = split.column();
col.template_ID(md, "texture", new="texture.new");
layout.prop(md, "texture_coords");
if md.texture_coords == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "uv_layer", ob.data, "uv_textures");
elif md.texture_coords == 'OBJECT':
layout.prop(md, "texture_coords_object")
layout.separator()
split = layout.split()
col = split.column();
col.prop(md, "speed", slider=True);
col.prop(md, "height", slider=True)
col = split.column();
col.prop(md, "width", slider=True);
col.prop(md, "narrowness", slider=True)
def REMESH(layout, ob, md):
if not bpy.app.build_options.mod_remesh:
layout.label("Built without Remesh modifier");
return
layout.prop(md, "mode")
row = layout.row();
row.prop(md, "octree_depth");
row.prop(md, "scale")
if md.mode == 'SHARP':
layout.prop(md, "sharpness")
layout.prop(md, "use_smooth_shade");
layout.prop(md, "use_remove_disconnected");
row = layout.row();
row.active = md.use_remove_disconnected
row.prop(md, "threshold")
@staticmethod
def vertex_weight_mask(layout, ob, md):
layout.label(text="Influence/Mask Options:")
split = layout.split(percentage=0.4);
split.label(text="Global Influence:");
split.prop(md, "mask_constant", text="")
if not md.mask_texture:
split = layout.split(percentage=0.4);
split.label(text="Vertex Group Mask:");
split.prop_search(md, "mask_vertex_group", ob, "vertex_groups", text="")
if not md.mask_vertex_group:
split = layout.split(percentage=0.4);
split.label(text="Texture Mask:");
split.template_ID(md, "mask_texture", new="texture.new");
if md.mask_texture:
split = layout.split()
col = split.column();
col.label(text="Texture Coordinates:");
col.prop(md, "mask_tex_mapping", text="")
col = split.column();
col.label(text="Use Channel:");
col.prop(md, "mask_tex_use_channel", text="")
if md.mask_tex_mapping == 'OBJECT':
layout.prop(md, "mask_tex_map_object", text="Object");
elif md.mask_tex_mapping == 'UV' and ob.type == 'MESH':
layout.prop_search(md, "mask_tex_uv_layer", ob.data, "uv_textures")
def VERTEX_WEIGHT_EDIT(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col.label(text="Default Weight:");
col.prop(md, "default_weight", text="")
col = split.column();
col.prop(md, "use_add");
sub = col.column();
sub.active = md.use_add
sub.prop(md, "add_threshold")
col = col.column();
col.prop(md, "use_remove");
sub = col.column();
sub.active = md.use_remove
sub.prop(md, "remove_threshold")
layout.separator()
layout.prop(md, "falloff_type");
if md.falloff_type == 'CURVE':
layout.template_curve_mapping(md, "map_curve")
# Common mask options
layout.separator();
self.vertex_weight_mask(layout, ob, md)
def VERTEX_WEIGHT_MIX(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Vertex Group A:");
col.prop_search(md, "vertex_group_a", ob, "vertex_groups", text="");
col.label(text="Default Weight A:");
col.prop(md, "default_weight_a", text="")
col.label(text="Mix Mode:");
col.prop(md, "mix_mode", text="")
col = split.column();
col.label(text="Vertex Group B:");
col.prop_search(md, "vertex_group_b", ob, "vertex_groups", text="");
col.label(text="Default Weight B:");
col.prop(md, "default_weight_b", text="")
col.label(text="Mix Set:");
col.prop(md, "mix_set", text="")
# Common mask options
layout.separator();
self.vertex_weight_mask(layout, ob, md)
def VERTEX_WEIGHT_PROXIMITY(layout, ob, md):
split = layout.split()
col = split.column();
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column();
col.label(text="Target Object:");
col.prop(md, "target", text="")
split = layout.split()
col = split.column();
col.label(text="Distance:");
col.prop(md, "proximity_mode", text="");
if md.proximity_mode == 'GEOMETRY':
col.row().prop(md, "proximity_geometry")
col = split.column();
col.label();
col.prop(md, "min_dist");
col.prop(md, "max_dist")
layout.separator();
layout.prop(md, "falloff_type")
# Common mask options
layout.separator();
self.vertex_weight_mask(layout, ob, md)
def SKIN(layout, ob, md):
row = layout.row();
row.operator("object.skin_armature_create", text="Create Armature");
row.operator("mesh.customdata_skin_add")
layout.separator()
row = layout.row(align=True);
row.prop(md, "branch_smoothing");
row.prop(md, "use_smooth_shade")
split = layout.split()
col = split.column();
col.label(text="Selected Vertices:");
sub = col.column(align=True);
sub.operator("object.skin_loose_mark_clear", text="Mark Loose").action = 'MARK'
sub.operator("object.skin_loose_mark_clear", text="Clear Loose").action = 'CLEAR'
sub = col.column();
sub.operator("object.skin_root_mark", text="Mark Root");
sub.operator("object.skin_radii_equalize", text="Equalize Radii")
col = split.column();
col.label(text="Symmetry Axes:");
col.prop(md, "use_x_symmetry");
col.prop(md, "use_y_symmetry");
col.prop(md, "use_z_symmetry")
def TRIANGULATE(layout, ob, md):
row = layout.row()
col = row.column();
col.label(text="Quad Method:");
col.prop(md, "quad_method", text="");
col = row.column();
col.label(text="Ngon Method:");
col.prop(md, "ngon_method", text="")
def UV_WARP(layout, ob, md):
split = layout.split();
col = split.column();
col.prop(md, "center")
col = split.column();
col.label(text="UV Axis:");
col.prop(md, "axis_u", text="");
col.prop(md, "axis_v", text="")
split = layout.split();
col = split.column();
col.label(text="From:");
col.prop(md, "object_from", text="")
col = split.column();
col.label(text="To:");
col.prop(md, "object_to", text="")
split = layout.split();
col = split.column();
obj = md.object_from
if obj and obj.type == 'ARMATURE':
col.label(text="Bone:");
col.prop_search(md, "bone_from", obj.data, "bones", text="")
col = split.column();
obj = md.object_to
if obj and obj.type == 'ARMATURE':
col.label(text="Bone:");
col.prop_search(md, "bone_to", obj.data, "bones", text="")
split = layout.split()
col = split.column();
col.label(text="Vertex Group:");
col.prop_search(md, "vertex_group", ob, "vertex_groups", text="")
col = split.column();
col.label(text="UV Map:");
col.prop_search(md, "uv_layer", ob.data, "uv_textures", text="")
def WIREFRAME(layout, ob, md):
has_vgroup = bool(md.vertex_group)
split = layout.split()
col = split.column();
col.prop(md, "thickness", text="Thickness")
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
sub = row.row(align=True);
sub.active = has_vgroup
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT');
row = col.row(align=True);
row.active = has_vgroup
row.prop(md, "thickness_vertex_group", text="Factor")
col.prop(md, "use_crease", text="Crease Edges");
row = col.row();
row.active = md.use_crease
row.prop(md, "crease_weight", text="Crease Weight")
col = split.column()
col.prop(md, "offset");
col.prop(md, "use_even_offset", text="Even Thickness");
col.prop(md, "use_relative_offset", text="Relative Thickness");
col.prop(md, "use_boundary", text="Boundary");
col.prop(md, "use_replace", text="Replace Original")
col.prop(md, "material_offset", text="Material Offset")
def DATA_TRANSFER(layout, ob, md):
row = layout.row(align=True);
row.prop(md, "object");
sub = row.row(align=True);
sub.active = bool(md.object);
sub.prop(md, "use_object_transform", text="", icon='GROUP')
layout.separator()
split = layout.split(0.333);
split.prop(md, "use_vert_data");
use_vert = md.use_vert_data
row = split.row();
row.active = use_vert
row.prop(md, "vert_mapping", text="");
if use_vert:
col = layout.column(align=True);
split = col.split(0.333, align=True);
sub = split.column(align=True);
sub.prop(md, "data_types_verts");
sub = split.column(align=True);
row = sub.row(align=True);
row.prop(md, "layers_vgroup_select_src", text="");
row.label(icon='RIGHTARROW');
row.prop(md, "layers_vgroup_select_dst", text="");
row = sub.row(align=True);
row.label("", icon='NONE')
layout.separator()
split = layout.split(0.333);
split.prop(md, "use_edge_data");
use_edge = md.use_edge_data
row = split.row();
row.active = use_edge
row.prop(md, "edge_mapping", text="");
if use_edge:
col = layout.column(align=True);
split = col.split(0.333, align=True);
sub = split.column(align=True);
sub.prop(md, "data_types_edges")
layout.separator()
split = layout.split(0.333);
split.prop(md, "use_loop_data");
use_loop = md.use_loop_data
row = split.row();
row.active = use_loop
row.prop(md, "loop_mapping", text="");
if use_loop:
col = layout.column(align=True);
split = col.split(0.333, align=True);
sub = split.column(align=True);
sub.prop(md, "data_types_loops");
sub = split.column(align=True);
row = sub.row(align=True);
row.label("", icon='NONE');
row = sub.row(align=True);
row.prop(md, "layers_vcol_select_src", text="");
row.label(icon='RIGHTARROW');
row.prop(md, "layers_vcol_select_dst", text="");
row = sub.row(align=True);
row.prop(md, "layers_uv_select_src", text="");
row.label(icon='RIGHTARROW');
row.prop(md, "layers_uv_select_dst", text="");
col.prop(md, "islands_precision")
layout.separator()
split = layout.split(0.333);
split.prop(md, "use_poly_data");
use_poly = md.use_poly_data
row = split.row();
row.active = use_poly
row.prop(md, "poly_mapping", text="");
if use_poly:
col = layout.column(align=True);
split = col.split(0.333, align=True);
sub = split.column(align=True);
sub.prop(md, "data_types_polys")
layout.separator()
split = layout.split();
col = split.column();
row = col.row(align=True);
sub = row.row(align=True);
sub.active = md.use_max_distance
sub.prop(md, "max_distance");
row.prop(md, "use_max_distance", text="", icon='STYLUS_PRESSURE')
col = split.column();
col.prop(md, "ray_radius")
layout.separator()
split = layout.split();
col = split.column();
col.prop(md, "mix_mode");
col.prop(md, "mix_factor")
col = split.column();
row = col.row();
row.active = bool(md.object);
row.operator("object.datalayout_transfer", text="Generate Data Layers");
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
sub = row.row(align=True);
sub.active = bool(md.vertex_group);
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
def NORMAL_EDIT(layout, ob, md):
has_vgroup = bool(md.vertex_group);
needs_object_offset = (((md.mode == 'RADIAL') and not md.target) or
((md.mode == 'DIRECTIONAL') and md.use_direction_parallel))
row = layout.row();
row.prop(md, "mode", expand=True)
split = layout.split()
col = split.column();
col.prop(md, "target", text="");
sub = col.column(align=True);
sub.active = needs_object_offset
sub.prop(md, "offset");
row = col.row(align=True)
col = split.column();
row = col.row();
row.active = (md.mode == 'DIRECTIONAL');
row.prop(md, "use_direction_parallel")
subcol = col.column(align=True);
subcol.label("Mix Mode:");
subcol.prop(md, "mix_mode", text="");
subcol.prop(md, "mix_factor");
row = subcol.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
sub = row.row(align=True);
sub.active = has_vgroup
sub.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT');
subcol.prop(md, "mix_limit")
def CORRECTIVE_SMOOTH(layout, ob, md):
is_bind = md.is_bind
layout.prop(md, "factor", text="Factor");
layout.prop(md, "iterations")
row = layout.row();
row.prop(md, "smooth_type")
split = layout.split()
col = split.column();
col.label(text="Vertex Group:");
row = col.row(align=True);
row.prop_search(md, "vertex_group", ob, "vertex_groups", text="");
row.prop(md, "invert_vertex_group", text="", icon='ARROW_LEFTRIGHT')
col = split.column();
col.prop(md, "use_only_smooth");
col.prop(md, "use_pin_boundary");
layout.prop(md, "rest_source");
if md.rest_source == 'BIND':
layout.operator("object.correctivesmooth_bind", text="Unbind" if is_bind else "Bind")
for modifier in context.object.modifiers:
lc_box = lc_main.template_modifier(modifier);
if (modifier.type in locals()) and (lc_box):
locals()[modifier.type](lc_box, context.object, modifier);