Move control over the color of bones from bone groups to the bones themselves. Instead of using bone groups (which are defined on the pose, and thus owned by the object), the color is stored on: - the bone (`struct Bone`, or RNA `armature.bones['bone_name'].color`) - a possible override on the pose bone (`struct bPoseChannel`, or RNA `ob.pose.bones['bone_name'].color`). When the pose bone is set to its default color, the color is determined by the armature bone. In armature edit mode, the armature bone colors are always used, as then the pose data is unavailable. Versioning code converts bone group colors to bone colors. If the Armature has a single user, the group color is stored on the bones directly. If it has multiple users, the group colors will be stored on the pose bones instead. The bone group color is not removed from DNA for forward compatibility, that is, to avoid immediate dataloss when saving a 3.6 file with 4.0. This is part of the replacement of bone groups & armature layers with bone collections. See the design task at #108941. Pull request: https://projects.blender.org/blender/blender/pulls/109976
524 lines
17 KiB
Python
524 lines
17 KiB
Python
# SPDX-FileCopyrightText: 2009-2023 Blender Authors
|
|
#
|
|
# 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", text_ctxt=i18n_contexts.id_armature)
|
|
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 or context.edit_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
|
|
|
|
if context.bone is None:
|
|
self.draw_edit_bone(context, layout)
|
|
else:
|
|
self.draw_bone(context, layout)
|
|
|
|
def draw_bone(self, context, layout):
|
|
bone = context.bone
|
|
|
|
col = layout.column()
|
|
col.prop(bone, "hide", text="Hide", toggle=False)
|
|
|
|
# Figure out the pose bone.
|
|
ob = context.object
|
|
if not ob:
|
|
return
|
|
pose_bone = ob.pose.bones[bone.name]
|
|
|
|
layout.prop(bone.color, 'palette', text='Edit Bone Color')
|
|
self.draw_bone_color_ui(layout, bone.color)
|
|
layout.prop(pose_bone.color, 'palette', text='Pose Bone Color')
|
|
self.draw_bone_color_ui(layout, pose_bone.color)
|
|
|
|
def draw_edit_bone(self, context, layout):
|
|
bone = context.edit_bone
|
|
if bone is None:
|
|
return
|
|
|
|
col = layout.column()
|
|
col.prop(bone, "hide", text="Hide", toggle=False)
|
|
layout.prop(bone.color, 'palette', text='Edit Bone Color')
|
|
self.draw_bone_color_ui(layout, bone.color)
|
|
|
|
def draw_bone_color_ui(self, layout, bone_color):
|
|
if not bone_color.is_custom:
|
|
return
|
|
|
|
layout.use_property_split = False
|
|
split = layout.split(factor=0.4)
|
|
|
|
col = split.column()
|
|
row = col.row()
|
|
row.alignment = 'RIGHT'
|
|
row.label(text="Custom Colors")
|
|
|
|
col = split.column(align=True)
|
|
row = col.row(align=True)
|
|
row.prop(bone_color.custom, "normal", text="")
|
|
row.prop(bone_color.custom, "select", text="")
|
|
row.prop(bone_color.custom, "active", text="")
|
|
|
|
|
|
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',
|
|
'BLENDER_WORKBENCH_NEXT'}
|
|
_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)
|