Systematically adding some custom id to template_list using default UI_UL_list class, this one is commoly used more than once in an area, yielding collision issues if they do not have a custom id...
		
			
				
	
	
		
			337 lines
		
	
	
		
			10 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			337 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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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.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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        if context.scene.render.engine == 'BLENDER_GAME':
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            col = layout.column()
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            col.label(text="Deform:")
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            col.prop(arm, "deform_method", expand=True)
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class DATA_PT_display(ArmatureButtonsPanel, 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.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_group_specials(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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    @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 = 2
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        if group:
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            rows = 5
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        row.template_list("UI_UL_list", "bone_groups", pose, "bone_groups", pose.bone_groups, "active_index", rows=rows)
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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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        col.menu("DATA_PT_bone_group_specials", 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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        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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                sub = col.row(align=True)
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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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        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, 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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            # 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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            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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            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='ZOOMOUT', text="")
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                col.operator("poselib.apply_pose", icon='ZOOM_SELECTED', text="").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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            # properties for active marker
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            if pose_marker_active is not None:
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                layout.prop(pose_marker_active, "name")
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# TODO: this panel will soon be deprecated deprecated too
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class DATA_PT_ghost(ArmatureButtonsPanel, 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(align=True)
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        if arm.ghost_type == 'RANGE':
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            col.prop(arm, "ghost_frame_start", text="Start")
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            col.prop(arm, "ghost_frame_end", text="End")
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            col.prop(arm, "ghost_size", text="Step")
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        elif arm.ghost_type == 'CURRENT_FRAME':
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            col.prop(arm, "ghost_step", text="Range")
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            col.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, 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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        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", 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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            row = layout.row()
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            row.active = not simulation or itasc.reiteration_method != 'NEVER'
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            row.prop(itasc, "precision")
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            row.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 bl_ui.properties_animviz import (MotionPathButtonsPanel,
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                                      OnionSkinButtonsPanel,
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                                      )
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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_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_onion_skinning(OnionSkinButtonsPanel):  # , 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 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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        ob = context.object
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        self.draw_settings(context, ob.pose.animation_visualization, bones=True)
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class DATA_PT_custom_props_arm(ArmatureButtonsPanel, PropertyPanel, 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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if __name__ == "__main__":  # only for live edit.
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    bpy.utils.register_module(__name__)
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