This removes auto-registration, committed by Martin r30961. Realize this is a contentious topic but Brecht and myself both would rather opt-in registration. TODO: - addons need updating. - class list will be modified to use weakrefs (should have been done for existing system too). - will move bpy.types.(un)register functions into bpy.utils.(un)register_class, currently including these functions in a type list is internally ugly, scripts which loop over types also need to check for these.
		
			
				
	
	
		
			381 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			381 lines
		
	
	
		
			12 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 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, 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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        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, bpy.types.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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        ob = context.object
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        bone = context.bone
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        if bone and ob:
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            pchan = ob.pose.bones[bone.name]
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            row = layout.row()
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            col = row.column()
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            col.prop(pchan, "location")
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            col.active = not (bone.parent and bone.use_connect)
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            col = row.column()
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            if pchan.rotation_mode == 'QUATERNION':
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                col.prop(pchan, "rotation_quaternion", text="Rotation")
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            elif pchan.rotation_mode == 'AXIS_ANGLE':
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                #col.label(text="Rotation")
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                #col.prop(pchan, "rotation_angle", text="Angle")
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                #col.prop(pchan, "rotation_axis", text="Axis")
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                col.prop(pchan, "rotation_axis_angle", text="Rotation")
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            else:
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                col.prop(pchan, "rotation_euler", text="Rotation")
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            row.column().prop(pchan, "scale")
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            layout.prop(pchan, "rotation_mode")
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        elif context.edit_bone:
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            bone = context.edit_bone
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            row = layout.row()
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            row.column().prop(bone, "head")
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            row.column().prop(bone, "tail")
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            col = row.column()
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            sub = col.column(align=True)
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            sub.label(text="Roll:")
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            sub.prop(bone, "roll", text="")
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            sub.label()
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            sub.prop(bone, "lock")
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class BONE_PT_transform_locks(BoneButtonsPanel, bpy.types.Panel):
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    bl_label = "Transform Locks"
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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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        ob = context.object
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        bone = context.bone
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        pchan = ob.pose.bones[bone.name]
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        row = layout.row()
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        col = row.column()
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        col.prop(pchan, "lock_location")
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        col.active = not (bone.parent and bone.use_connect)
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        col = row.column()
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        if pchan.rotation_mode in ('QUATERNION', 'AXIS_ANGLE'):
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            col.prop(pchan, "lock_rotations_4d", text="Lock Rotation")
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            if pchan.lock_rotations_4d:
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                col.prop(pchan, "lock_rotation_w", text="W")
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            col.prop(pchan, "lock_rotation", text="")
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        else:
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            col.prop(pchan, "lock_rotation", text="Rotation")
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        row.column().prop(pchan, "lock_scale")
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class BONE_PT_relations(BoneButtonsPanel, bpy.types.Panel):
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    bl_label = "Relations"
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    def draw(self, context):
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        layout = self.layout
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        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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        split = layout.split()
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        col = split.column()
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        col.label(text="Layers:")
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        col.prop(bone, "layers", text="")
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        col.separator()
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        if ob and pchan:
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            col.label(text="Bone Group:")
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            col.prop_search(pchan, "bone_group", ob.pose, "bone_groups", text="")
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        col = split.column()
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        col.label(text="Parent:")
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        if context.bone:
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            col.prop(bone, "parent", text="")
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        else:
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            col.prop_search(bone, "parent", arm, "edit_bones", text="")
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        sub = col.column()
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        sub.active = (bone.parent is not None)
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        sub.prop(bone, "use_connect")
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        sub.prop(bone, "use_inherit_rotation", text="Inherit Rotation")
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        sub.prop(bone, "use_inherit_scale", text="Inherit Scale")
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        sub = col.column()
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        sub.active = (not bone.parent or not bone.use_connect)
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        sub.prop(bone, "use_local_location", text="Local Location")
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class BONE_PT_display(BoneButtonsPanel, bpy.types.Panel):
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    bl_label = "Display"
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    @classmethod
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    def poll(cls, context):
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        return context.bone
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    def draw(self, context):
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        # note. this works ok in editmode but isnt
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        # all that useful so disabling for now.
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        layout = self.layout
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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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            split = layout.split()
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            col = split.column()
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            col.prop(bone, "show_wire", text="Wireframe")
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            col.prop(bone, "hide", text="Hide")
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            if pchan:
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                col = split.column()
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                col.label(text="Custom Shape:")
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                col.prop(pchan, "custom_shape", text="")
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                if pchan.custom_shape:
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                    col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones", text="At")
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class BONE_PT_inverse_kinematics(BoneButtonsPanel, bpy.types.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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        ob = context.object
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        bone = context.bone
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        pchan = ob.pose.bones[bone.name]
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        row = layout.row()
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        row.prop(ob.pose, "ik_solver")
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        split = layout.split(percentage=0.25)
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        split.prop(pchan, "lock_ik_x", icon='LOCKED' if pchan.lock_ik_x else 'UNLOCKED', text="X")
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        split.active = pchan.is_in_ik_chain
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        row = split.row()
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        row.prop(pchan, "ik_stiffness_x", text="Stiffness", slider=True)
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        row.active = pchan.lock_ik_x == False and pchan.is_in_ik_chain
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        split = layout.split(percentage=0.25)
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        sub = split.row()
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        sub.prop(pchan, "use_ik_limit_x", text="Limit")
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        sub.active = pchan.lock_ik_x == False and pchan.is_in_ik_chain
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        sub = split.row(align=True)
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        sub.prop(pchan, "ik_min_x", text="")
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        sub.prop(pchan, "ik_max_x", text="")
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        sub.active = pchan.lock_ik_x == False and pchan.use_ik_limit_x and pchan.is_in_ik_chain
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        split = layout.split(percentage=0.25)
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        split.prop(pchan, "lock_ik_y", icon='LOCKED' if pchan.lock_ik_y else 'UNLOCKED', text="Y")
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        split.active = pchan.is_in_ik_chain
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        row = split.row()
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        row.prop(pchan, "ik_stiffness_y", text="Stiffness", slider=True)
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        row.active = pchan.lock_ik_y == False and pchan.is_in_ik_chain
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        split = layout.split(percentage=0.25)
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        sub = split.row()
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        sub.prop(pchan, "use_ik_limit_y", text="Limit")
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        sub.active = pchan.lock_ik_y == False and pchan.is_in_ik_chain
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        sub = split.row(align=True)
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        sub.prop(pchan, "ik_min_y", text="")
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        sub.prop(pchan, "ik_max_y", text="")
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        sub.active = pchan.lock_ik_y == False and pchan.use_ik_limit_y and pchan.is_in_ik_chain
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        split = layout.split(percentage=0.25)
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        split.prop(pchan, "lock_ik_z", icon='LOCKED' if pchan.lock_ik_z else 'UNLOCKED', text="Z")
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        split.active = pchan.is_in_ik_chain
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        sub = split.row()
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        sub.prop(pchan, "ik_stiffness_z", text="Stiffness", slider=True)
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        sub.active = pchan.lock_ik_z == False and pchan.is_in_ik_chain
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        split = layout.split(percentage=0.25)
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        sub = split.row()
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        sub.prop(pchan, "use_ik_limit_z", text="Limit")
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        sub.active = pchan.lock_ik_z == False and pchan.is_in_ik_chain
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        sub = split.row(align=True)
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        sub.prop(pchan, "ik_min_z", text="")
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        sub.prop(pchan, "ik_max_z", text="")
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        sub.active = pchan.lock_ik_z == False and pchan.use_ik_limit_z and pchan.is_in_ik_chain
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        split = layout.split(percentage=0.25)
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        split.label(text="Stretch:")
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        sub = split.row()
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        sub.prop(pchan, "ik_stretch", text="", slider=True)
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        sub.active = pchan.is_in_ik_chain
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        if ob.pose.ik_solver == 'ITASC':
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            split = layout.split()
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            col = split.column()
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            col.prop(pchan, "use_ik_rotation_control", text="Control Rotation")
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            col.active = pchan.is_in_ik_chain
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            col = split.column()
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            col.prop(pchan, "ik_rotation_weight", text="Weight", slider=True)
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            col.active = pchan.is_in_ik_chain
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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, bpy.types.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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        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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        split = layout.split()
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        col = split.column()
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        col.label(text="Envelope:")
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        sub = col.column(align=True)
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        sub.prop(bone, "envelope_distance", text="Distance")
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        sub.prop(bone, "envelope_weight", text="Weight")
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        col.prop(bone, "use_envelope_multiply", text="Multiply")
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        sub = col.column(align=True)
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        sub.label(text="Radius:")
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        sub.prop(bone, "head_radius", text="Head")
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        sub.prop(bone, "tail_radius", text="Tail")
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        col = split.column()
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        col.label(text="Curved Bones:")
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        sub = col.column(align=True)
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        sub.prop(bone, "bbone_segments", text="Segments")
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        sub.prop(bone, "bbone_in", text="Ease In")
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        sub.prop(bone, "bbone_out", text="Ease Out")
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        col.label(text="Offset:")
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        col.prop(bone, "use_cyclic_offset")
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class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, bpy.types.Panel):
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    COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_GAME'}
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    _property_type = bpy.types.Bone, bpy.types.EditBone, bpy.types.PoseBone
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    @property
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    def _context_path(self):
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        obj = bpy.context.object
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        if obj and obj.mode == 'POSE':
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            return "active_pose_bone"
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        else:
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            return "active_bone"
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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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