- Added operator button to show the current pose. This runs on top of the interactive pose browse functionality, so the tooltip may be a bit obtuse... - Specifying a pose for the Pose browse functionality to set now works correctly. Previously, some old depsgraph hacks were actually interferring with correct updating (only the armature updated correctly, but deforms didn't occur) - Fixed a case of accessing freed memory, which I'm surprised no static checkers have reportedly picked up on yet, or that nobody has really had issues with (probably due to low memory "turnaround" so far)
345 lines
11 KiB
Python
345 lines
11 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_options = {'HIDE_HEADER'}
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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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if ob:
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layout.template_ID(ob, "data")
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elif arm:
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layout.template_ID(space, "pin_id")
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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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if ob:
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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.bone_groups, "active_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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subrow = col.row(align=True)
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subrow.prop(group.colors, "normal", text="")
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subrow.prop(group.colors, "select", text="")
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subrow.prop(group.colors, "active", text="")
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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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class DATA_PT_pose_library(ArmatureButtonsPanel, bpy.types.Panel):
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bl_label = "Pose Library"
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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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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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poselib = ob.pose_library
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row = layout.row()
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row.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
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if poselib:
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activePoseIndex = poselib.pose_markers.active_index
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if len(poselib.pose_markers):
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activePose = poselib.pose_markers[activePoseIndex]
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activePoseName = activePose.name if activePose else None
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else:
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activePose = None
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activePoseName = None
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row = layout.row()
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row.template_list(poselib, "pose_markers", poselib.pose_markers, "active_index", rows=5)
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col = row.column(align=True)
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col.active = (poselib.library is None)
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# invoke should still be used for 'add', as it is needed to allow
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# add/replace options to be used properly
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col.operator("poselib.pose_add", icon='ZOOMIN', text="")
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col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so that menu doesn't need showing
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col.operator("poselib.pose_remove", icon='ZOOMOUT', text="").pose = activePoseName
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#col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so modal preview loop doesn't run
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col.operator("poselib.browse_interactive", icon='ZOOM_SELECTED', text="").pose_index = activePoseIndex
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# TODO: "validate action" operator to be restored
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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_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.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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_property_type = bpy.types.Armature
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def register():
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bpy.utils.register_module(__name__)
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def unregister():
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bpy.utils.unregister_module(__name__)
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if __name__ == "__main__":
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register()
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