340 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			340 lines
		
	
	
		
			10 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 bpy.types import Panel
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from rna_prop_ui import PropertyPanel
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class ObjectButtonsPanel():
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    bl_space_type = 'PROPERTIES'
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    bl_region_type = 'WINDOW'
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    bl_context = "object"
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class OBJECT_PT_context_object(ObjectButtonsPanel, Panel):
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    bl_label = ""
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    bl_options = {'HIDE_HEADER'}
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    def draw(self, context):
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        layout = self.layout
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        space = context.space_data
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        if space.use_pin_id:
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            layout.template_ID(space, "pin_id")
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        else:
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            row = layout.row()
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            row.template_ID(context.scene.objects, "active")
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class OBJECT_PT_transform(ObjectButtonsPanel, Panel):
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    bl_label = "Transform"
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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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        row = layout.row()
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        row.column().prop(ob, "location")
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        if ob.rotation_mode == 'QUATERNION':
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            row.column().prop(ob, "rotation_quaternion", text="Rotation")
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        elif ob.rotation_mode == 'AXIS_ANGLE':
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            #row.column().label(text="Rotation")
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            #row.column().prop(pchan, "rotation_angle", text="Angle")
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            #row.column().prop(pchan, "rotation_axis", text="Axis")
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            row.column().prop(ob, "rotation_axis_angle", text="Rotation")
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        else:
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            row.column().prop(ob, "rotation_euler", text="Rotation")
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        row.column().prop(ob, "scale")
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        layout.prop(ob, "rotation_mode")
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class OBJECT_PT_delta_transform(ObjectButtonsPanel, Panel):
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    bl_label = "Delta Transform"
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    bl_options = {'DEFAULT_CLOSED'}
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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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        row = layout.row()
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        row.column().prop(ob, "delta_location")
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        if ob.rotation_mode == 'QUATERNION':
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            row.column().prop(ob, "delta_rotation_quaternion", text="Rotation")
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        elif ob.rotation_mode == 'AXIS_ANGLE':
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            #row.column().label(text="Rotation")
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            #row.column().prop(pchan, "delta_rotation_angle", text="Angle")
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            #row.column().prop(pchan, "delta_rotation_axis", text="Axis")
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            #row.column().prop(ob, "delta_rotation_axis_angle", text="Rotation")
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            row.column().label(text="Not for Axis-Angle")
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        else:
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            row.column().prop(ob, "delta_rotation_euler", text="Delta Rotation")
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        row.column().prop(ob, "delta_scale")
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class OBJECT_PT_transform_locks(ObjectButtonsPanel, Panel):
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    bl_label = "Transform Locks"
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    bl_options = {'DEFAULT_CLOSED'}
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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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        split = layout.split(percentage=0.1)
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        col = split.column(align=True)
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        col.label(text="")
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        col.label(text="X:")
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        col.label(text="Y:")
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        col.label(text="Z:")
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        col = split.row()
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        col.column().prop(ob, "lock_location", text="Location")
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        col.column().prop(ob, "lock_rotation", text="Rotation")
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        col.column().prop(ob, "lock_scale", text="Scale")
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        if ob.rotation_mode in {'QUATERNION', 'AXIS_ANGLE'}:
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            row = layout.row()
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            row.prop(ob, "lock_rotations_4d", text="Lock Rotation")
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            sub = row.row()
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            sub.active = ob.lock_rotations_4d
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            sub.prop(ob, "lock_rotation_w", text="W")
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class OBJECT_PT_relations(ObjectButtonsPanel, Panel):
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    bl_label = "Relations"
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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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        split = layout.split()
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        col = split.column()
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        col.prop(ob, "layers")
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        col.separator()
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        col.prop(ob, "pass_index")
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        col = split.column()
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        col.label(text="Parent:")
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        col.prop(ob, "parent", text="")
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        sub = col.column()
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        sub.prop(ob, "parent_type", text="")
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        parent = ob.parent
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        if parent and ob.parent_type == 'BONE' and parent.type == 'ARMATURE':
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            sub.prop_search(ob, "parent_bone", parent.data, "bones", text="")
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        sub.active = (parent is not None)
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class OBJECT_PT_groups(ObjectButtonsPanel, Panel):
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    bl_label = "Groups"
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    def draw(self, context):
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        layout = self.layout
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        obj = context.object
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        row = layout.row(align=True)
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        row.operator("object.group_link", text="Add to Group")
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        row.operator("object.group_add", text="", icon='ZOOMIN')
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        # XXX, this is bad practice, yes, I wrote it :( - campbell
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        index = 0
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        obj_name = obj.name
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        for group in bpy.data.groups:
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            # XXX this is slow and stupid!, we need 2 checks, one thats fast
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            # and another that we can be sure its not a name collission
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            # from linked library data
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            group_objects = group.objects
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            if obj_name in group.objects and obj in group_objects[:]:
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                col = layout.column(align=True)
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                col.context_pointer_set("group", group)
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                row = col.box().row()
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                row.prop(group, "name", text="")
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                row.operator("object.group_remove", text="", icon='X', emboss=False)
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                split = col.box().split()
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                col = split.column()
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                col.prop(group, "layers", text="Dupli Visibility")
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                col = split.column()
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                col.prop(group, "dupli_offset", text="")
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                props = col.operator("object.dupli_offset_from_cursor", text="From Cursor")
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                props.group = index
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                index += 1
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class OBJECT_PT_display(ObjectButtonsPanel, 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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        split = layout.split()
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        col = split.column()
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        col.prop(ob, "draw_type", text="Type")
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        col = split.column()
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        row = col.row()
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        row.prop(ob, "show_bounds", text="Bounds")
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        sub = row.row()
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        sub.active = ob.show_bounds
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        sub.prop(ob, "draw_bounds_type", text="")
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        split = layout.split()
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        col = split.column()
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        col.prop(ob, "show_name", text="Name")
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        col.prop(ob, "show_axis", text="Axis")
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        if ob.type in {'MESH', 'CURVE', 'SURFACE', 'META', 'FONT'}:
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            # Makes no sense for cameras, armtures, etc.!
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            col.prop(ob, "show_wire", text="Wire")
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            # Only useful with object having faces/materials...
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            col.prop(ob, "color", text="Object Color")
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        col = split.column()
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        col.prop(ob, "show_texture_space", text="Texture Space")
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        col.prop(ob, "show_x_ray", text="X-Ray")
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        if ob.type == 'MESH':
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            col.prop(ob, "show_transparent", text="Transparency")
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            col.prop(ob, "show_all_edges")
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class OBJECT_PT_duplication(ObjectButtonsPanel, Panel):
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    bl_label = "Duplication"
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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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        layout.prop(ob, "dupli_type", expand=True)
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        if ob.dupli_type == 'FRAMES':
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            split = layout.split()
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            col = split.column(align=True)
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            col.prop(ob, "dupli_frames_start", text="Start")
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            col.prop(ob, "dupli_frames_end", text="End")
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            col = split.column(align=True)
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            col.prop(ob, "dupli_frames_on", text="On")
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            col.prop(ob, "dupli_frames_off", text="Off")
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            layout.prop(ob, "use_dupli_frames_speed", text="Speed")
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        elif ob.dupli_type == 'VERTS':
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            layout.prop(ob, "use_dupli_vertices_rotation", text="Rotation")
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        elif ob.dupli_type == 'FACES':
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            row = layout.row()
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            row.prop(ob, "use_dupli_faces_scale", text="Scale")
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            row.prop(ob, "dupli_faces_scale", text="Inherit Scale")
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        elif ob.dupli_type == 'GROUP':
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            layout.prop(ob, "dupli_group", text="Group")
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class OBJECT_PT_relations_extras(ObjectButtonsPanel, Panel):
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    bl_label = "Relations Extras"
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    bl_options = {'DEFAULT_CLOSED'}
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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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        split = layout.split()
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        col = split.column()
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        col.label(text="Tracking Axes:")
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        col.prop(ob, "track_axis", text="Axis")
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        col.prop(ob, "up_axis", text="Up Axis")
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        col = split.column()
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        col.prop(ob, "use_slow_parent")
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        row = col.row()
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        row.active = ((ob.parent is not None) and (ob.use_slow_parent))
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        row.prop(ob, "slow_parent_offset", text="Offset")
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        layout.prop(ob, "extra_recalc_object")
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        layout.prop(ob, "extra_recalc_data")
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from bl_ui.properties_animviz import (MotionPathButtonsPanel,
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                                      OnionSkinButtonsPanel)
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class OBJECT_PT_motion_paths(MotionPathButtonsPanel, Panel):
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    #bl_label = "Object Motion Paths"
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    bl_context = "object"
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    @classmethod
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    def poll(cls, context):
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        return (context.object)
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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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        avs = ob.animation_visualization
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        mpath = ob.motion_path
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        self.draw_settings(context, avs, mpath)
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class OBJECT_PT_onion_skinning(OnionSkinButtonsPanel):  # , Panel): # inherit from panel when ready
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    #bl_label = "Object Onion Skinning"
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    bl_context = "object"
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    @classmethod
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    def poll(cls, context):
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        return (context.object)
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    def draw(self, context):
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        ob = context.object
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        self.draw_settings(context, ob.animation_visualization)
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class OBJECT_PT_custom_props(ObjectButtonsPanel, PropertyPanel, Panel):
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    _context_path = "object"
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    _property_type = bpy.types.Object
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if __name__ == "__main__":  # only for live edit.
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    bpy.utils.register_module(__name__)
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