As an inherent property of matrix-based transformation math, non- uniform scaling of a parent bone induces shear into the transform matrix of any rotated child. Such matrices cannot be cleanly decomposed into a combination of location/rotation/scale, which causes issues for rigging and animation tools. Blender bones have options to exclude rotation and/or scale from the inherited transformation, but don't have any support for removing the often undesired shear component. That goal requires replacing simple parenting with a combination of multiple bones and constraints. The same is true about the goal of inheriting some scale, but completely avoiding shear. This patch replaces the old Inherit Scale checkbox with a enum that supports multiple options: * Full: inherit all effects of scale, like with enabled Inherit Scale. * Fix Shear: removes shear from the final inherited transformation. The cleanup math is specifically designed to preserve the main axis of the bone, its length and total volume, and minimally affect roll on average. It however will not prevent reappearance of shear due to local rotation of the child or its children. * Average: inherit uniform scale that represents the parent volume. This is the simplest foolproof solution that will inherit some scale without ever causing shear. * None: completely remove scale and shear. * None (Legacy): old disabled Inherit Scale checkbox. This mode does not handle parent shear in any way, so the child is likely to end up having both scale and shear. It is retained for backward compatibility. Since many rigging-related addons access the use_inherit_scale property from Python, it is retained as a backward compatibility stub that provides the old functionality. As a side effect of reworking the code, this also fixes a matrix multiplication order bug in the Inherit Rotation code, which caused the parent local scale to be applied in world space. In rigger opinion this option is useless in production rigs, so this fix should not be a problem. Reviewers: brecht Differential Revision: https://developer.blender.org/D5588
		
			
				
	
	
		
			441 lines
		
	
	
		
			14 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			441 lines
		
	
	
		
			14 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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            row = col.row(align=True)
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            row.prop(pchan, "location")
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            row.use_property_decorate = False
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            row.prop(pchan, "lock_location", text="", emboss=False, icon='DECORATE_UNLOCKED')
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            rotation_mode = pchan.rotation_mode
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            if rotation_mode == 'QUATERNION':
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                col = layout.column()
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                row = col.row(align=True)
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                row.prop(pchan, "rotation_quaternion", text="Rotation")
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                sub = row.column(align=True)
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                sub.use_property_decorate = False
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                sub.prop(pchan, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
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                sub.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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            elif rotation_mode == 'AXIS_ANGLE':
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                col = layout.column()
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                row = col.row(align=True)
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                row.prop(pchan, "rotation_axis_angle", text="Rotation")
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                sub = row.column(align=True)
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                sub.use_property_decorate = False
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                sub.prop(pchan, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
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                sub.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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            else:
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                col = layout.column()
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                row = col.row(align=True)
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                row.prop(pchan, "rotation_euler", text="Rotation")
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                row.use_property_decorate = False
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                row.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
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            row = layout.row(align=True)
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            row.prop(pchan, "rotation_mode", text='Mode')
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            row.label(text="", icon='BLANK1')
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            col = layout.column()
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            row = col.row(align=True)
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            row.prop(pchan, "scale")
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            row.use_property_decorate = False
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            row.prop(pchan, "lock_scale", text="", emboss=False, icon='DECORATE_UNLOCKED')
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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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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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        bone_list = "bones"
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        if ob and bone:
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            bbone = 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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            bbone = bone
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            bone_list = "edit_bones"
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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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        col = layout.column(align=True)
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        col.prop(bone, "bbone_x", text="Display Size X")
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        col.prop(bone, "bbone_z", text="Z")
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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_scaleinx", text="Scale In X")
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        col.prop(bbone, "bbone_scaleiny", text="In Y")
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        col = topcol.column(align=True)
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        col.prop(bbone, "bbone_scaleoutx", text="Scale Out X")
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        col.prop(bbone, "bbone_scaleouty", text="Out Y")
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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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        col.prop_search(bone, "bbone_custom_handle_start", arm, bone_list, 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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        col.prop_search(bone, "bbone_custom_handle_end", arm, bone_list, text="Custom")
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class BONE_PT_relations(BoneButtonsPanel, Panel):
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    bl_options = {'DEFAULT_CLOSED'}
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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 = 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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        sub = col.column()
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        sub.active = (bone.parent is not None)
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        sub.prop(bone, "use_inherit_rotation")
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        sub.prop(bone, "inherit_scale")
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class BONE_PT_display(BoneButtonsPanel, Panel):
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    bl_label = "Viewport Display"
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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.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")
 | 
						|
 | 
						|
 | 
						|
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, Panel):
 | 
						|
    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
 | 
						|
    _property_type = bpy.types.Bone, bpy.types.EditBone, bpy.types.PoseBone
 | 
						|
 | 
						|
    @property
 | 
						|
    def _context_path(self):
 | 
						|
        obj = bpy.context.object
 | 
						|
        if obj and obj.mode == 'POSE':
 | 
						|
            return "active_pose_bone"
 | 
						|
        else:
 | 
						|
            return "active_bone"
 | 
						|
 | 
						|
 | 
						|
classes = (
 | 
						|
    BONE_PT_context_bone,
 | 
						|
    BONE_PT_transform,
 | 
						|
    BONE_PT_curved,
 | 
						|
    BONE_PT_relations,
 | 
						|
    BONE_PT_inverse_kinematics,
 | 
						|
    BONE_PT_deform,
 | 
						|
    BONE_PT_display,
 | 
						|
    BONE_PT_custom_props,
 | 
						|
)
 | 
						|
 | 
						|
if __name__ == "__main__":  # only for live edit.
 | 
						|
    from bpy.utils import register_class
 | 
						|
    for cls in classes:
 | 
						|
        register_class(cls)
 |