Vertex Weight Proximity: minor updates and fixes.

*Updated UI code (replaced “row columns” by splits ;) ).
*Clamped global influence to [0.0, 1.0] range!
*Added/edited some tooltips for Proximity.
*Proximity distance mapping can now be reversed by entering Lowest Dist > Highest Dist.
*Moved mapping before masking in Proximity, much more sensible this way!
This commit is contained in:
2011-09-08 07:36:59 +00:00
parent 3dccd96ac7
commit 1f0bb0e035
3 changed files with 40 additions and 23 deletions

View File

@@ -740,20 +740,21 @@ class DATA_PT_modifiers(ModifierButtonsPanel, Panel):
@staticmethod
def vertex_weight_mask(layout, ob, md):
layout.label(text="Influence/Mask Options:")
split = layout.split()
col1 = split.column()
col2 = split.column()
row = layout.row()
col1.label(text="Global Influence:")
col2.prop(md, "mask_constant", text="")
split = layout.split(percentage=0.4)
split.label(text="Global Influence:")
split.prop(md, "mask_constant", text="")
if not md.mask_texture:
col1.label(text="Vertex Group Mask:")
col2.prop_search(md, "mask_vertex_group", ob, "vertex_groups", text="")
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:
col1.label(text="Texture Mask:")
col2.template_ID(md, "mask_texture", new="texture.new")
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()