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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
from bpy.app.translations import contexts as i18n_contexts
class BoneButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "bone"
@classmethod
def poll(cls, context):
return (context.bone or context.edit_bone)
class BONE_PT_context_bone(BoneButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.label(text="", icon='BONE_DATA')
row.prop(bone, "name", text="")
class BONE_PT_transform(BoneButtonsPanel, Panel):
bl_label = "Transform"
@classmethod
def poll(cls, context):
if context.edit_bone:
return True
ob = context.object
return ob and ob.mode == 'POSE' and context.bone
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
col = layout.column()
if bone and ob:
pchan = ob.pose.bones[bone.name]
col.active = not (bone.parent and bone.use_connect)
row = col.row(align=True)
row.prop(pchan, "location")
row.use_property_decorate = False
row.prop(pchan, "lock_location", text="", emboss=False, icon='DECORATE_UNLOCKED')
rotation_mode = pchan.rotation_mode
if rotation_mode == 'QUATERNION':
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_quaternion", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(pchan, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
sub.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
elif rotation_mode == 'AXIS_ANGLE':
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_axis_angle", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(pchan, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
sub.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
else:
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_euler", text="Rotation")
row.use_property_decorate = False
row.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
row = layout.row(align=True)
row.prop(pchan, "rotation_mode", text='Mode')
row.label(text="", icon='BLANK1')
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "scale")
row.use_property_decorate = False
row.prop(pchan, "lock_scale", text="", emboss=False, icon='DECORATE_UNLOCKED')
elif context.edit_bone:
bone = context.edit_bone
col = layout.column()
col.prop(bone, "head")
col.prop(bone, "tail")
col = layout.column()
col.prop(bone, "roll")
col.prop(bone, "lock")
class BONE_PT_curved(BoneButtonsPanel, Panel):
bl_label = "Bendy Bones"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
ob = context.object
bone = context.bone
arm = context.armature
bone_list = "bones"
if ob and bone:
bbone = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
bbone = bone
bone_list = "edit_bones"
else:
bbone = bone
layout = self.layout
layout.use_property_split = True
layout.prop(bone, "bbone_segments", text="Segments")
col = layout.column(align=True)
col.prop(bone, "bbone_x", text="Display Size X")
col.prop(bone, "bbone_z", text="Z")
topcol = layout.column()
topcol.active = bone.bbone_segments > 1
col = topcol.column(align=True)
col.prop(bbone, "bbone_curveinx", text="Curve In X")
col.prop(bbone, "bbone_curveinz", text="Z")
col = topcol.column(align=True)
col.prop(bbone, "bbone_curveoutx", text="Curve Out X")
col.prop(bbone, "bbone_curveoutz", text="Z")
col = topcol.column(align=True)
col.prop(bbone, "bbone_rollin", text="Roll In")
col.prop(bbone, "bbone_rollout", text="Out")
col.prop(bone, "use_endroll_as_inroll")
col = topcol.column(align=True)
col.prop(bbone, "bbone_scalein", text="Scale In")
col = topcol.column(align=True)
col.prop(bbone, "bbone_scaleout", text="Scale Out")
col = topcol.column(align=True)
col.prop(bbone, "bbone_easein", text="Ease In", text_ctxt=i18n_contexts.id_armature)
col.prop(bbone, "bbone_easeout", text="Out", text_ctxt=i18n_contexts.id_armature)
col.prop(bone, "use_scale_easing")
col = topcol.column(align=True)
col.prop(bone, "bbone_handle_type_start", text="Start Handle")
col2 = col.column(align=True)
col2.active = (bone.bbone_handle_type_start != 'AUTO')
col2.prop_search(bone, "bbone_custom_handle_start", arm, bone_list, text="Custom")
row = col.row(align=True)
row.use_property_split = False
split = row.split(factor=0.4)
split.alignment = 'RIGHT'
split.label(text="Scale")
split2 = split.split(factor=0.7)
row2 = split2.row(align=True)
row2.prop(bone, "bbone_handle_use_scale_start", index=0, text="X", toggle=True)
row2.prop(bone, "bbone_handle_use_scale_start", index=1, text="Y", toggle=True)
row2.prop(bone, "bbone_handle_use_scale_start", index=2, text="Z", toggle=True)
split2.prop(bone, "bbone_handle_use_ease_start", text="Ease", text_ctxt=i18n_contexts.id_armature, toggle=True)
row.label(icon='BLANK1')
col = topcol.column(align=True)
col.prop(bone, "bbone_handle_type_end", text="End Handle")
col2 = col.column(align=True)
col2.active = (bone.bbone_handle_type_end != 'AUTO')
col2.prop_search(bone, "bbone_custom_handle_end", arm, bone_list, text="Custom")
row = col.row(align=True)
row.use_property_split = False
split = row.split(factor=0.4)
split.alignment = 'RIGHT'
split.label(text="Scale")
split2 = split.split(factor=0.7)
row2 = split2.row(align=True)
row2.prop(bone, "bbone_handle_use_scale_end", index=0, text="X", toggle=True)
row2.prop(bone, "bbone_handle_use_scale_end", index=1, text="Y", toggle=True)
row2.prop(bone, "bbone_handle_use_scale_end", index=2, text="Z", toggle=True)
split2.prop(bone, "bbone_handle_use_ease_end", text="Ease", text_ctxt=i18n_contexts.id_armature, toggle=True)
row.label(icon='BLANK1')
class BONE_PT_relations(BoneButtonsPanel, Panel):
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Relations"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
arm = context.armature
pchan = None
if ob and bone:
pchan = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
col = layout.column()
col.use_property_split = False
col.prop(bone, "layers", text="")
col.use_property_split = True
col = layout.column()
col.separator()
if context.bone:
col.prop(bone, "parent")
else:
col.prop_search(bone, "parent", arm, "edit_bones")
if ob and pchan:
col.prop(bone, "use_relative_parent")
col.prop_search(pchan, "bone_group", ob.pose, "bone_groups", text="Bone Group")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "use_connect")
sub = col.column()
sub.active = (not bone.parent or not bone.use_connect)
sub.prop(bone, "use_local_location")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "use_inherit_rotation")
sub.prop(bone, "inherit_scale")
class BONE_PT_display(BoneButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.bone
def draw(self, context):
# note. this works ok in edit-mode but isn't
# all that useful so disabling for now.
layout = self.layout
layout.use_property_split = True
bone = context.bone
if bone is None:
bone = context.edit_bone
if bone:
col = layout.column()
col.prop(bone, "hide", text="Hide", toggle=False)
class BONE_PT_display_custom_shape(BoneButtonsPanel, Panel):
bl_label = "Custom Shape"
bl_parent_id = "BONE_PT_display"
@classmethod
def poll(cls, context):
return context.bone
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
pchan = None
if ob and bone:
pchan = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
if bone and pchan:
col = layout.column()
col.prop(pchan, "custom_shape")
sub = col.column()
sub.active = bool(pchan and pchan.custom_shape)
sub.separator()
sub.prop(pchan, "custom_shape_scale_xyz", text="Scale")
sub.prop(pchan, "custom_shape_translation", text="Translation")
sub.prop(pchan, "custom_shape_rotation_euler", text="Rotation")
sub.prop_search(pchan, "custom_shape_transform",
ob.pose, "bones", text="Override Transform")
sub.prop(pchan, "use_custom_shape_bone_size")
sub.separator()
sub.prop(bone, "show_wire", text="Wireframe")
class BONE_PT_inverse_kinematics(BoneButtonsPanel, Panel):
bl_label = "Inverse Kinematics"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.mode == 'POSE' and context.bone
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
pchan = ob.pose.bones[bone.name]
active = pchan.is_in_ik_chain
col = layout.column()
col.prop(pchan, "ik_stretch", slider=True)
col.active = active
layout.separator()
col = layout.column(align=True)
col.prop(pchan, "lock_ik_x", text="Lock IK X")
col.prop(pchan, "lock_ik_y", text="Y")
col.prop(pchan, "lock_ik_z", text="Z")
col = layout.column(align=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_x is False and active
sub.prop(pchan, "ik_stiffness_x", text="Stiffness X", slider=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_y is False and active
sub.prop(pchan, "ik_stiffness_y", text="Y", slider=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_z is False and active
sub.prop(pchan, "ik_stiffness_z", text="Z", slider=True)
col = layout.column(align=True)
sub = col.column()
sub.active = pchan.lock_ik_x is False and active
sub.prop(pchan, "use_ik_limit_x", text="Limit X")
sub = col.column(align=True)
sub.active = pchan.lock_ik_x is False and pchan.use_ik_limit_x and active
sub.prop(pchan, "ik_min_x", text="Min")
sub.prop(pchan, "ik_max_x", text="Max")
col.separator()
sub = col.column()
sub.active = pchan.lock_ik_y is False and active
sub.prop(pchan, "use_ik_limit_y", text="Limit Y")
sub = col.column(align=True)
sub.active = pchan.lock_ik_y is False and pchan.use_ik_limit_y and active
sub.prop(pchan, "ik_min_y", text="Min")
sub.prop(pchan, "ik_max_y", text="Max")
col.separator()
sub = col.column()
sub.active = pchan.lock_ik_z is False and active
sub.prop(pchan, "use_ik_limit_z", text="Limit Z")
sub = col.column(align=True)
sub.active = pchan.lock_ik_z is False and pchan.use_ik_limit_z and active
sub.prop(pchan, "ik_min_z", text="Min")
sub.prop(pchan, "ik_max_z", text="Max")
col.separator()
if ob.pose.ik_solver == 'ITASC':
col = layout.column()
col.prop(pchan, "use_ik_rotation_control", text="Control Rotation")
col.active = active
col = layout.column()
col.prop(pchan, "ik_rotation_weight", text="IK Rotation Weight", slider=True)
col.active = active
# not supported yet
#row = layout.row()
#row.prop(pchan, "use_ik_linear_control", text="Joint Size")
#row.prop(pchan, "ik_linear_weight", text="Weight", slider=True)
class BONE_PT_deform(BoneButtonsPanel, Panel):
bl_label = "Deform"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
bone = context.bone
if not bone:
bone = context.edit_bone
self.layout.prop(bone, "use_deform", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
bone = context.bone
if not bone:
bone = context.edit_bone
layout.active = bone.use_deform
col = layout.column()
col.prop(bone, "envelope_distance", text="Envelope Distance")
col.prop(bone, "envelope_weight", text="Envelope Weight")
col.prop(bone, "use_envelope_multiply", text="Envelope Multiply")
col.separator()
col = layout.column(align=True)
col.prop(bone, "head_radius", text="Radius Head")
col.prop(bone, "tail_radius", text="Tail")
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_EEVEE_NEXT', '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_display_custom_shape,
BONE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)
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