Keying Sets UI:

Added a way to view and edit Keying Sets via the Scene Buttons. These are still some tweaks needed to make this really workable, but should still work well enough for simply viewing and tweaking existing Keying Sets created using other means.

Additional bugfixes:
* Adjusted the size of labels on properties that had a 'label' for their name. Now it uses 1/3 of the total width instead, which looks much better for most cases.
* Added missing entries for adding Force Fields from the Info-header 'Add' menu. At some point we should unify this menu with the popup operator's one, since this is exactly the kind of situation we had hoped in avoid with new UI architectures.
* Moved all the operator defines for keyframing stuff to the 'intern' anim header instead
This commit is contained in:
Joshua Leung
2009-10-03 04:21:38 +00:00
parent 97d8839ad5
commit f4c697cf7f
10 changed files with 414 additions and 39 deletions

View File

@@ -1,6 +1,14 @@
import bpy
class SceneButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
__context__ = "scene"
def poll(self, context):
return (context.scene != None)
class RenderButtonsPanel(bpy.types.Panel):
__space_type__ = 'PROPERTIES'
__region_type__ = 'WINDOW'
@@ -450,6 +458,84 @@ class SCENE_PT_unit(RenderButtonsPanel):
row.active = (unit.system != 'NONE')
row.itemR(unit, "scale_length", text="Scale")
row.itemR(unit, "use_separate")
class SCENE_PT_keying_sets(SceneButtonsPanel):
__label__ = "Keying Sets"
__default_closed__ = True
def draw(self, context):
layout = self.layout
scene = context.scene
row = layout.row()
col = row.column()
col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2)
col = row.column(align=True)
col.itemO("anim.keying_set_add", icon='ICON_ZOOMIN', text="")
col.itemO("anim.keying_set_remove", icon='ICON_ZOOMOUT', text="")
ks = scene.active_keying_set
if ks:
row = layout.row()
col = row.column()
col.itemR(ks, "name")
col.itemR(ks, "absolute")
col = row.column()
col.itemL(text="Keyframing Settings:")
col.itemR(ks, "insertkey_needed", text="Needed")
col.itemR(ks, "insertkey_visual", text="Visual")
class SCENE_PT_keying_set_paths(SceneButtonsPanel):
__label__ = "Active Keying Set"
__default_closed__ = True
def poll(self, context):
return (context.scene != None) and (context.scene.active_keying_set != None)
def draw(self, context):
layout = self.layout
scene = context.scene
ks = scene.active_keying_set
row = layout.row()
col = row.column()
col.template_list(ks, "paths", ks, "active_path_index", rows=2)
col = row.column(align=True)
col.itemO("anim.keying_set_path_add", icon='ICON_ZOOMIN', text="")
col.itemO("anim.keying_set_path_remove", icon='ICON_ZOOMOUT', text="")
ksp = ks.active_path
if ksp:
col = layout.column()
col.itemL(text="Target:")
col.itemR(ksp, "id")
col.itemR(ksp, "rna_path")
row = layout.row()
col = row.column()
col.itemL(text="Array Target:")
col.itemR(ksp, "entire_array")
if ksp.entire_array == False:
col.itemR(ksp, "array_index")
col = row.column()
col.itemL(text="F-Curve Grouping:")
col.itemR(ksp, "grouping")
if ksp.grouping == 'NAMED':
col.itemR(ksp, "group")
class SCENE_PT_physics(RenderButtonsPanel):
__label__ = "Gravity"
@@ -479,4 +565,6 @@ bpy.types.register(SCENE_PT_performance)
bpy.types.register(SCENE_PT_post_processing)
bpy.types.register(SCENE_PT_stamp)
bpy.types.register(SCENE_PT_unit)
bpy.types.register(SCENE_PT_keying_sets)
bpy.types.register(SCENE_PT_keying_set_paths)
bpy.types.register(SCENE_PT_physics)

View File

@@ -144,6 +144,10 @@ class INFO_MT_add(bpy.types.Menu):
layout.item_enumO("object.add", "type", 'CAMERA', icon='ICON_OUTLINER_OB_CAMERA')
layout.item_menu_enumO("object.lamp_add", "type", 'LAMP', text="Lamp", icon='ICON_OUTLINER_OB_LAMP')
layout.itemS()
layout.item_menu_enumO("object.effector_add", "type", 'EMPTY', text="Force Field", icon='ICON_OUTLINER_OB_EMPTY')
class INFO_MT_game(bpy.types.Menu):
__space_type__ = 'INFO'