scene.active_keying_set --> scene.keying_sets.active ...same for active_uv_texture. active_vertex_color, active_keyconfig, - move mesh.add_uv_layer() and mesh.add_vertex_color() into their collections also have them return the newly created layer and dont set the layer active. uvtex = mesh.uv_layers.new(name) vcol = mesh.vertex_colors.new(name)
		
			
				
	
	
		
			297 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			297 lines
		
	
	
		
			8.5 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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#  This program is free software; you can redistribute it and/or
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#  modify it under the terms of the GNU General Public License
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#  as published by the Free Software Foundation; either version 2
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#  of the License, or (at your option) any later version.
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#
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#  This program is distributed in the hope that it will be useful,
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#  but WITHOUT ANY WARRANTY; without even the implied warranty of
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#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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#  GNU General Public License for more details.
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#
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#  You should have received a copy of the GNU General Public License
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#  along with this program; if not, write to the Free Software Foundation,
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#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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import bpy
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from rna_prop_ui import PropertyPanel
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class ArmatureButtonsPanel():
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    bl_space_type = 'PROPERTIES'
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    bl_region_type = 'WINDOW'
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    bl_context = "data"
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    @classmethod
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    def poll(cls, context):
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        return context.armature
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class DATA_PT_context_arm(ArmatureButtonsPanel, bpy.types.Panel):
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    bl_label = ""
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    bl_show_header = False
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    def draw(self, context):
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        layout = self.layout
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        ob = context.object
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        arm = context.armature
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        space = context.space_data
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        split = layout.split(percentage=0.65)
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        if ob:
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            split.template_ID(ob, "data")
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            split.separator()
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        elif arm:
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            split.template_ID(space, "pin_id")
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            split.separator()
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class DATA_PT_skeleton(ArmatureButtonsPanel, bpy.types.Panel):
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    bl_label = "Skeleton"
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    def draw(self, context):
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        layout = self.layout
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        arm = context.armature
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        layout.prop(arm, "pose_position", expand=True)
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        split = layout.split()
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        col = split.column()
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        col.label(text="Layers:")
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        col.prop(arm, "layers", text="")
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        col.label(text="Protected Layers:")
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        col.prop(arm, "layers_protected", text="")
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        col.label(text="Deform:")
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        split = layout.split()
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        col = split.column()
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        col.prop(arm, "use_deform_vertex_groups", text="Vertex Groups")
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        col.prop(arm, "use_deform_envelopes", text="Envelopes")
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        col = split.column()
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        col.prop(arm, "use_deform_preserve_volume", text="Quaternion")
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class DATA_PT_display(ArmatureButtonsPanel, bpy.types.Panel):
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    bl_label = "Display"
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    def draw(self, context):
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        layout = self.layout
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        ob = context.object
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        arm = context.armature
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        layout.row().prop(arm, "draw_type", expand=True)
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        split = layout.split()
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        col = split.column()
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        col.prop(arm, "show_names", text="Names")
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        col.prop(arm, "show_axes", text="Axes")
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        col.prop(arm, "show_bone_custom_shapes", text="Shapes")
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        col = split.column()
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        col.prop(arm, "show_group_colors", text="Colors")
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        col.prop(ob, "show_x_ray", text="X-Ray")
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        col.prop(arm, "use_deform_delay", text="Delay Refresh")
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class DATA_PT_bone_groups(ArmatureButtonsPanel, bpy.types.Panel):
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    bl_label = "Bone Groups"
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    @classmethod
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    def poll(cls, context):
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        return (context.object and context.object.type == 'ARMATURE' and context.object.pose)
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    def draw(self, context):
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        layout = self.layout
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        ob = context.object
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        pose = ob.pose
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        row = layout.row()
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        row.template_list(pose, "bone_groups", pose, "active_bone_group_index", rows=2)
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        col = row.column(align=True)
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        col.active = (ob.proxy is None)
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        col.operator("pose.group_add", icon='ZOOMIN', text="")
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        col.operator("pose.group_remove", icon='ZOOMOUT', text="")
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        group = pose.bone_groups.active
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        if group:
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            col = layout.column()
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            col.active = (ob.proxy is None)
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            col.prop(group, "name")
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            split = layout.split()
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            split.active = (ob.proxy is None)
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            col = split.column()
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            col.prop(group, "color_set")
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            if group.color_set:
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                col = split.column()
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                col.template_triColorSet(group, "colors")
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        row = layout.row()
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        row.active = (ob.proxy is None)
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        sub = row.row(align=True)
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        sub.operator("pose.group_assign", text="Assign")
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        sub.operator("pose.group_unassign", text="Remove") #row.operator("pose.bone_group_remove_from", text="Remove")
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        sub = row.row(align=True)
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        sub.operator("pose.group_select", text="Select")
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        sub.operator("pose.group_deselect", text="Deselect")
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# TODO: this panel will soon be depreceated too
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class DATA_PT_ghost(ArmatureButtonsPanel, bpy.types.Panel):
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    bl_label = "Ghost"
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    def draw(self, context):
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        layout = self.layout
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        arm = context.armature
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        layout.prop(arm, "ghost_type", expand=True)
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        split = layout.split()
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        col = split.column()
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        sub = col.column(align=True)
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        if arm.ghost_type == 'RANGE':
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            sub.prop(arm, "ghost_frame_start", text="Start")
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            sub.prop(arm, "ghost_frame_end", text="End")
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            sub.prop(arm, "ghost_size", text="Step")
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        elif arm.ghost_type == 'CURRENT_FRAME':
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            sub.prop(arm, "ghost_step", text="Range")
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            sub.prop(arm, "ghost_size", text="Step")
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        col = split.column()
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        col.label(text="Display:")
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        col.prop(arm, "show_only_ghost_selected", text="Selected Only")
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class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, bpy.types.Panel):
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    bl_label = "iTaSC parameters"
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    bl_default_closed = True
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    @classmethod
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    def poll(cls, context):
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        ob = context.object
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        return (ob and ob.pose)
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    def draw(self, context):
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        layout = self.layout
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        ob = context.object
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        itasc = ob.pose.ik_param
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        row = layout.row()
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        row.prop(ob.pose, "ik_solver")
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        if itasc:
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            layout.prop(itasc, "mode", expand=True)
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            simulation = (itasc.mode == 'SIMULATION')
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            if simulation:
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                layout.label(text="Reiteration:")
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                layout.prop(itasc, "reiteration_method", expand=True)
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            split = layout.split()
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            split.active = not simulation or itasc.reiteration_method != 'NEVER'
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            col = split.column()
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            col.prop(itasc, "precision")
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            col = split.column()
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            col.prop(itasc, "iterations")
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            if simulation:
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                layout.prop(itasc, "use_auto_step")
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                row = layout.row()
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                if itasc.use_auto_step:
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                    row.prop(itasc, "step_min", text="Min")
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                    row.prop(itasc, "step_max", text="Max")
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                else:
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                    row.prop(itasc, "step_count")
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            layout.prop(itasc, "solver")
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            if simulation:
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                layout.prop(itasc, "feedback")
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                layout.prop(itasc, "velocity_max")
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            if itasc.solver == 'DLS':
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                row = layout.row()
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                row.prop(itasc, "damping_max", text="Damp", slider=True)
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                row.prop(itasc, "damping_epsilon", text="Eps", slider=True)
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from properties_animviz import MotionPathButtonsPanel, OnionSkinButtonsPanel
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class DATA_PT_motion_paths(MotionPathButtonsPanel, bpy.types.Panel):
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    #bl_label = "Bones Motion Paths"
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    bl_context = "data"
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    @classmethod
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    def poll(cls, context):
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        # XXX: include posemode check?
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        return (context.object) and (context.armature)
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    def draw(self, context):
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        layout = self.layout
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        ob = context.object
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        self.draw_settings(context, ob.pose.animation_visualisation, bones=True)
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        layout.separator()
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        split = layout.split()
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        col = split.column()
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        col.operator("pose.paths_calculate", text="Calculate Paths")
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        col = split.column()
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        col.operator("pose.paths_clear", text="Clear Paths")
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class DATA_PT_onion_skinning(OnionSkinButtonsPanel): #, bpy.types.Panel): # inherit from panel when ready
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    #bl_label = "Bones Onion Skinning"
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    bl_context = "data"
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    @classmethod
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    def poll(cls, context):
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        # XXX: include posemode check?
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        return (context.object) and (context.armature)
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    def draw(self, context):
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        layout = self.layout
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        ob = context.object
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        self.draw_settings(context, ob.pose.animation_visualisation, bones=True)
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class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, bpy.types.Panel):
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    _context_path = "object.data"
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def register():
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    pass
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def unregister():
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    pass
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if __name__ == "__main__":
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    register()
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