Custom handle settings actually affect the B-Bone rest shape, so they should be changed in Edit mode rather than Pose mode. This is necessary to be able to display the correct rest shape of the bone in Edit Mode. Also, instead of flags, introduce an enum to specify the handle operation modes, so that new ones could be added later. Differential Revision: https://developer.blender.org/D3588
437 lines
13 KiB
Python
437 lines
13 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 BoneButtonsPanel:
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bl_space_type = 'PROPERTIES'
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bl_region_type = 'WINDOW'
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bl_context = "bone"
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@classmethod
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def poll(cls, context):
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return (context.bone or context.edit_bone)
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class BONE_PT_context_bone(BoneButtonsPanel, 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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bone = context.bone
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if not bone:
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bone = context.edit_bone
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row = layout.row()
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row.label(text="", icon='BONE_DATA')
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row.prop(bone, "name", text="")
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class BONE_PT_transform(BoneButtonsPanel, Panel):
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bl_label = "Transform"
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@classmethod
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def poll(cls, context):
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if context.edit_bone:
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return True
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ob = context.object
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return ob and ob.mode == 'POSE' and context.bone
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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bone = context.bone
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col = layout.column()
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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)
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sub = col.row(align=True)
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sub.prop(pchan, "location")
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sub.prop(pchan, "lock_location", text="")
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col = layout.column()
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if pchan.rotation_mode == 'QUATERNION':
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sub = col.row(align=True)
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sub.prop(pchan, "rotation_quaternion", text="Rotation")
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subsub = sub.column(align=True)
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subsub.prop(pchan, "lock_rotation_w", text="")
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subsub.prop(pchan, "lock_rotation", text="")
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elif pchan.rotation_mode == 'AXIS_ANGLE':
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# col.label(text="Rotation")
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#col.prop(pchan, "rotation_angle", text="Angle")
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#col.prop(pchan, "rotation_axis", text="Axis")
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sub = col.row(align=True)
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sub.prop(pchan, "rotation_axis_angle", text="Rotation")
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subsub = sub.column(align=True)
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subsub.prop(pchan, "lock_rotation_w", text="")
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subsub.prop(pchan, "lock_rotation", text="")
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else:
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sub = col.row(align=True)
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sub.prop(pchan, "rotation_euler", text="Rotation")
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sub.prop(pchan, "lock_rotation", text="")
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col = layout.column()
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sub = col.row(align=True)
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sub.prop(pchan, "scale")
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sub.prop(pchan, "lock_scale", text="")
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col = layout.column()
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col.prop(pchan, "rotation_mode")
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elif context.edit_bone:
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bone = context.edit_bone
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col = layout.column()
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col.prop(bone, "head")
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col.prop(bone, "tail")
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col = layout.column()
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col.prop(bone, "roll")
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col.prop(bone, "lock")
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col = layout.column()
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col.prop(bone, "tail_radius")
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col.prop(bone, "envelope_distance")
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class BONE_PT_curved(BoneButtonsPanel, Panel):
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bl_label = "Bendy Bones"
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#bl_options = {'DEFAULT_CLOSED'}
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def draw(self, context):
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ob = context.object
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bone = context.bone
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# arm = context.armature
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pchan = None
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edit = False
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if ob and bone:
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pchan = ob.pose.bones[bone.name]
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bbone = pchan
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elif bone is None:
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bone = context.edit_bone
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bbone = bone
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edit = True
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else:
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bbone = bone
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layout = self.layout
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layout.use_property_split = True
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layout.prop(bone, "bbone_segments", text="Segments")
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topcol = layout.column()
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topcol.active = bone.bbone_segments > 1
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col = topcol.column(align=True)
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col.prop(bbone, "bbone_curveinx", text="Curve In X")
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col.prop(bbone, "bbone_curveiny", text="In Y")
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col = topcol.column(align=True)
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col.prop(bbone, "bbone_curveoutx", text="Curve Out X")
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col.prop(bbone, "bbone_curveouty", text="Out Y")
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col = topcol.column(align=True)
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col.prop(bbone, "bbone_rollin", text="Roll In")
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col.prop(bbone, "bbone_rollout", text="Out")
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col.prop(bone, "use_endroll_as_inroll")
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col = topcol.column(align=True)
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col.prop(bbone, "bbone_scalein", text="Scale In")
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col.prop(bbone, "bbone_scaleout", text="Out")
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col = topcol.column(align=True)
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col.prop(bbone, "bbone_easein", text="Ease In")
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col.prop(bbone, "bbone_easeout", text="Out")
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col = topcol.column(align=True)
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col.prop(bone, "bbone_handle_type_start", text="Start Handle")
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col = col.column(align=True)
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col.active = (bone.bbone_handle_type_start != "AUTO")
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if edit:
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col.prop_search(bone, "bbone_custom_handle_start", ob.data, "edit_bones", text="Custom")
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else:
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# read-only
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col.prop(bbone, "bbone_custom_handle_start", text="Custom")
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col = topcol.column(align=True)
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col.prop(bone, "bbone_handle_type_end", text="End Handle")
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col = col.column(align=True)
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col.active = (bone.bbone_handle_type_end != "AUTO")
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if edit:
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col.prop_search(bone, "bbone_custom_handle_end", ob.data, "edit_bones", text="Custom")
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else:
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# read-only
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col.prop(bbone, "bbone_custom_handle_end", text="Custom")
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class BONE_PT_relations(BoneButtonsPanel, 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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layout.use_property_split = True
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ob = context.object
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bone = context.bone
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arm = context.armature
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pchan = None
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if ob and bone:
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pchan = ob.pose.bones[bone.name]
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elif bone is None:
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bone = context.edit_bone
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col = layout.column()
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col.use_property_split = False
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col.prop(bone, "layers", text="")
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col.use_property_split = True
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col = layout.column()
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col.separator()
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if context.bone:
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col.prop(bone, "parent")
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else:
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col.prop_search(bone, "parent", arm, "edit_bones")
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if ob and pchan:
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col.prop(bone, "use_relative_parent")
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col.prop_search(pchan, "bone_group", ob.pose, "bone_groups", text="Bone Group")
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sub = col.column()
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sub.active = (bone.parent is not None)
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sub.prop(bone, "use_connect")
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sub.prop(bone, "use_inherit_rotation")
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sub.prop(bone, "use_inherit_scale")
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sub = col.column()
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sub.active = (not bone.parent or not bone.use_connect)
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sub.prop(bone, "use_local_location")
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class BONE_PT_display(BoneButtonsPanel, Panel):
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bl_label = "Display"
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@classmethod
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def poll(cls, context):
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return context.bone
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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.
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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bone = context.bone
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pchan = None
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if ob and bone:
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pchan = ob.pose.bones[bone.name]
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elif bone is None:
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bone = context.edit_bone
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if bone:
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col = layout.column()
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col.prop(bone, "hide", text="Hide")
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sub = col.column()
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sub.active = bool(pchan and pchan.custom_shape)
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sub.prop(bone, "show_wire", text="Wireframe")
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if pchan:
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col = layout.column()
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col.prop(pchan, "custom_shape")
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if pchan.custom_shape:
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col.prop(pchan, "use_custom_shape_bone_size", text="Bone Size")
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col.prop(pchan, "custom_shape_scale", text="Scale")
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col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones")
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class BONE_PT_inverse_kinematics(BoneButtonsPanel, Panel):
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bl_label = "Inverse Kinematics"
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bl_options = {'DEFAULT_CLOSED'}
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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.mode == 'POSE' and context.bone
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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ob = context.object
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bone = context.bone
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pchan = ob.pose.bones[bone.name]
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active = pchan.is_in_ik_chain
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col = layout.column()
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col.prop(pchan, "ik_stretch", slider=True)
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col.active = active
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layout.separator()
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col = layout.column(align=True)
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col.prop(pchan, "lock_ik_x", text="Lock IK X")
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col.prop(pchan, "lock_ik_y", text="Y")
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col.prop(pchan, "lock_ik_z", text="Z")
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col = layout.column(align=True)
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sub = col.column(align=True)
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sub.active = pchan.lock_ik_x is False and active
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sub.prop(pchan, "ik_stiffness_x", text="Stiffness X", slider=True)
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sub = col.column(align=True)
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sub.active = pchan.lock_ik_y is False and active
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sub.prop(pchan, "ik_stiffness_y", text="Y", slider=True)
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sub = col.column(align=True)
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sub.active = pchan.lock_ik_z is False and active
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sub.prop(pchan, "ik_stiffness_z", text="Z", slider=True)
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col = layout.column(align=True)
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sub = col.column()
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sub.active = pchan.lock_ik_x is False and active
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sub.prop(pchan, "use_ik_limit_x", text="Limit X")
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sub = col.column(align=True)
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sub.active = pchan.lock_ik_x is False and pchan.use_ik_limit_x and active
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sub.prop(pchan, "ik_min_x", text="Min")
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sub.prop(pchan, "ik_max_x", text="Max")
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col.separator()
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sub = col.column()
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sub.active = pchan.lock_ik_y is False and active
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sub.prop(pchan, "use_ik_limit_y", text="Limit Y")
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sub = col.column(align=True)
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sub.active = pchan.lock_ik_y is False and pchan.use_ik_limit_y and active
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sub.prop(pchan, "ik_min_y", text="Min")
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sub.prop(pchan, "ik_max_y", text="Max")
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col.separator()
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sub = col.column()
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sub.active = pchan.lock_ik_z is False and active
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sub.prop(pchan, "use_ik_limit_z", text="Limit Z")
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sub = col.column(align=True)
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sub.active = pchan.lock_ik_z is False and pchan.use_ik_limit_z and active
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sub.prop(pchan, "ik_min_z", text="Min")
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sub.prop(pchan, "ik_max_z", text="Max")
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col.separator()
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if ob.pose.ik_solver == 'ITASC':
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col = layout.column()
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col.prop(pchan, "use_ik_rotation_control", text="Control Rotation")
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col.active = active
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col = layout.column()
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col.prop(pchan, "ik_rotation_weight", text="IK Rotation Weight", slider=True)
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col.active = active
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# not supported yet
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#row = layout.row()
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#row.prop(pchan, "use_ik_linear_control", text="Joint Size")
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#row.prop(pchan, "ik_linear_weight", text="Weight", slider=True)
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class BONE_PT_deform(BoneButtonsPanel, Panel):
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bl_label = "Deform"
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bl_options = {'DEFAULT_CLOSED'}
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def draw_header(self, context):
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bone = context.bone
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if not bone:
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bone = context.edit_bone
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self.layout.prop(bone, "use_deform", text="")
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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bone = context.bone
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if not bone:
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bone = context.edit_bone
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layout.active = bone.use_deform
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col = layout.column()
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col.prop(bone, "envelope_distance", text="Envelope Distance")
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col.prop(bone, "envelope_weight", text="Envelope Weight")
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col.prop(bone, "use_envelope_multiply", text="Envelope Multiply")
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col.separator()
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col = layout.column(align=True)
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col.prop(bone, "head_radius", text="Radius Head")
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col.prop(bone, "tail_radius", text="Tail")
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class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_OPENGL'}
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_property_type = bpy.types.Bone, bpy.types.EditBone, bpy.types.PoseBone
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@property
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def _context_path(self):
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obj = bpy.context.object
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if obj and obj.mode == 'POSE':
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return "active_pose_bone"
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else:
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return "active_bone"
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classes = (
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BONE_PT_context_bone,
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BONE_PT_transform,
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BONE_PT_curved,
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BONE_PT_relations,
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BONE_PT_display,
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BONE_PT_inverse_kinematics,
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BONE_PT_deform,
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BONE_PT_custom_props,
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)
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if __name__ == "__main__": # only for live edit.
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from bpy.utils import register_class
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for cls in classes:
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register_class(cls)
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