overrides Editing bone groups is not supported on proxies/overrides [changes a re lost on file reload], need to do proper polling (and also prevent this from rna) for: - adding bone groups - removing bone groups - renaming bone groups - setting bone groups colors Previously, this was hinted at by setting the layout inactive, with preoper polls, this is now not needed anymore. note: Selection of bone groups actually makes sense here and is supported, so this is not prevented in this patch, but UI wise this is not nice in the override case, because one cannot set an active_index (aka select) in the UI list. Maniphest Tasks: T84600 Differential Revision: https://developer.blender.org/D10131
338 lines
10 KiB
Python
338 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, Menu
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from rna_prop_ui import PropertyPanel
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from bl_ui.properties_animviz import (
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MotionPathButtonsPanel,
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MotionPathButtonsPanel_display,
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)
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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, 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, 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.row().prop(arm, "pose_position", expand=True)
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col = layout.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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class DATA_PT_display(ArmatureButtonsPanel, Panel):
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bl_label = "Viewport Display"
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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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layout.use_property_split = True
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ob = context.object
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arm = context.armature
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layout.prop(arm, "display_type", text="Display As")
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col = layout.column(heading="Show")
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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.prop(arm, "show_group_colors", text="Group Colors")
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if ob:
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col.prop(ob, "show_in_front", text="In Front")
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class DATA_MT_bone_group_context_menu(Menu):
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bl_label = "Bone Group Specials"
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def draw(self, _context):
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layout = self.layout
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layout.operator("pose.group_sort", icon='SORTALPHA')
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class DATA_PT_bone_groups(ArmatureButtonsPanel, Panel):
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bl_label = "Bone Groups"
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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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pose = ob.pose
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group = pose.bone_groups.active
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row = layout.row()
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rows = 1
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if group:
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rows = 4
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row.template_list(
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"UI_UL_list",
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"bone_groups",
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pose,
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"bone_groups",
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pose.bone_groups,
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"active_index",
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rows=rows,
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)
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col = row.column(align=True)
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col.operator("pose.group_add", icon='ADD', text="")
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col.operator("pose.group_remove", icon='REMOVE', text="")
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col.menu("DATA_MT_bone_group_context_menu", icon='DOWNARROW_HLT', text="")
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if group:
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col.separator()
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col.operator("pose.group_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("pose.group_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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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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sub = col.row(align=True)
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sub.enabled = group.is_custom_color_set # only custom colors are editable
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sub.prop(group.colors, "normal", text="")
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sub.prop(group.colors, "select", text="")
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sub.prop(group.colors, "active", text="")
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row = layout.row()
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sub = row.row(align=True)
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sub.operator("pose.group_assign", text="Assign")
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# row.operator("pose.bone_group_remove_from", text="Remove")
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sub.operator("pose.group_unassign", 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, 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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layout.template_ID(ob, "pose_library", new="poselib.new", unlink="poselib.unlink")
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if poselib:
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# warning about poselib being in an invalid state
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if poselib.fcurves and not poselib.pose_markers:
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layout.label(icon='ERROR', text="Error: Potentially corrupt library, run 'Sanitize' operator to fix")
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# list of poses in pose library
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row = layout.row()
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row.template_list("UI_UL_list", "pose_markers", poselib, "pose_markers",
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poselib.pose_markers, "active_index", rows=5)
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# column of operators for active pose
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# - goes beside list
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col = row.column(align=True)
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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='ADD', text="")
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col.operator_context = 'EXEC_DEFAULT' # exec not invoke, so that menu doesn't need showing
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pose_marker_active = poselib.pose_markers.active
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if pose_marker_active is not None:
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col.operator("poselib.pose_remove", icon='REMOVE', text="")
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col.operator(
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"poselib.apply_pose",
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icon='ZOOM_SELECTED',
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text="",
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).pose_index = poselib.pose_markers.active_index
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col.operator("poselib.action_sanitize", icon='HELP', text="") # XXX: put in menu?
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if pose_marker_active is not None:
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col.operator("poselib.pose_move", icon='TRIA_UP', text="").direction = 'UP'
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col.operator("poselib.pose_move", icon='TRIA_DOWN', text="").direction = 'DOWN'
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class DATA_PT_iksolver_itasc(ArmatureButtonsPanel, 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.pose)
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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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itasc = ob.pose.ik_param
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layout.prop(ob.pose, "ik_solver")
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if itasc:
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layout.prop(itasc, "mode")
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simulation = (itasc.mode == 'SIMULATION')
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if simulation:
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layout.prop(itasc, "reiteration_method", expand=False)
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col = layout.column()
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col.active = not simulation or itasc.reiteration_method != 'NEVER'
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col.prop(itasc, "precision")
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col.prop(itasc, "iterations")
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if simulation:
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col.prop(itasc, "use_auto_step")
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sub = layout.column(align=True)
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if itasc.use_auto_step:
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sub.prop(itasc, "step_min", text="Steps Min")
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sub.prop(itasc, "step_max", text="Max")
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else:
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sub.prop(itasc, "step_count", text="Steps")
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col.prop(itasc, "solver")
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if simulation:
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col.prop(itasc, "feedback")
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col.prop(itasc, "velocity_max")
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if itasc.solver == 'DLS':
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col.separator()
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col.prop(itasc, "damping_max", text="Damping Max", slider=True)
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col.prop(itasc, "damping_epsilon", text="Damping Epsilon", slider=True)
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class DATA_PT_motion_paths(MotionPathButtonsPanel, Panel):
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#bl_label = "Bones Motion Paths"
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bl_options = {'DEFAULT_CLOSED'}
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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 pose-mode 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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avs = ob.pose.animation_visualization
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pchan = context.active_pose_bone
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mpath = pchan.motion_path if pchan else None
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self.draw_settings(context, avs, mpath, bones=True)
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class DATA_PT_motion_paths_display(MotionPathButtonsPanel_display, Panel):
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#bl_label = "Bones Motion Paths"
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bl_context = "data"
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bl_parent_id = "DATA_PT_motion_paths"
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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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# XXX: include pose-mode 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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avs = ob.pose.animation_visualization
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pchan = context.active_pose_bone
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mpath = pchan.motion_path if pchan else None
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self.draw_settings(context, avs, mpath, bones=True)
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class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, Panel):
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COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
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_context_path = "object.data"
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_property_type = bpy.types.Armature
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classes = (
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DATA_PT_context_arm,
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DATA_PT_skeleton,
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DATA_MT_bone_group_context_menu,
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DATA_PT_bone_groups,
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DATA_PT_pose_library,
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DATA_PT_motion_paths,
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DATA_PT_motion_paths_display,
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DATA_PT_display,
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DATA_PT_iksolver_itasc,
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DATA_PT_custom_props_arm,
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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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