# ##### BEGIN GPL LICENSE BLOCK ##### # # This program is free software; you can redistribute it and/or # modify it under the terms of the GNU General Public License # as published by the Free Software Foundation; either version 2 # of the License, or (at your option) any later version. # # This program is distributed in the hope that it will be useful, # but WITHOUT ANY WARRANTY; without even the implied warranty of # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the # GNU General Public License for more details. # # You should have received a copy of the GNU General Public License # along with this program; if not, write to the Free Software Foundation, # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. # # ##### END GPL LICENSE BLOCK ##### # import bpy class VIEW3D_HT_header(bpy.types.Header): bl_space_type = 'VIEW_3D' def draw(self, context): layout = self.layout view = context.space_data mode_string = context.mode edit_object = context.edit_object obj = context.active_object toolsettings = context.tool_settings row = layout.row(align=True) row.template_header() # Menus if context.area.show_menus: sub = row.row(align=True) sub.menu("VIEW3D_MT_view") # Select Menu if mode_string not in ('EDIT_TEXT', 'SCULPT', 'PAINT_WEIGHT', 'PAINT_VERTEX', 'PAINT_TEXTURE'): sub.menu("VIEW3D_MT_select_%s" % mode_string.lower()) if edit_object: sub.menu("VIEW3D_MT_edit_%s" % edit_object.type.lower()) elif obj: if mode_string not in ('PAINT_TEXTURE'): sub.menu("VIEW3D_MT_%s" % mode_string.lower()) else: sub.menu("VIEW3D_MT_object") row = layout.row() row.template_header_3D() # do in C for now since these buttons cant be both toggle AND exclusive. ''' if obj and obj.mode == 'EDIT' and obj.type == 'MESH': row_sub = row.row(align=True) row_sub.prop(toolsettings, "mesh_selection_mode", text="", index=0, icon='VERTEXSEL') row_sub.prop(toolsettings, "mesh_selection_mode", text="", index=1, icon='EDGESEL') row_sub.prop(toolsettings, "mesh_selection_mode", text="", index=2, icon='FACESEL') ''' if obj: # Particle edit if obj.mode == 'PARTICLE_EDIT': row.prop(toolsettings.particle_edit, "selection_mode", text="", expand=True, toggle=True) # Occlude geometry if view.viewport_shading in ('SOLID', 'SHADED', 'TEXTURED') and (obj.mode == 'PARTICLE_EDIT' or (obj.mode == 'EDIT' and obj.type == 'MESH')): row.prop(view, "occlude_geometry", text="") # Proportional editing if obj.mode in ('OBJECT', 'EDIT', 'PARTICLE_EDIT'): row = layout.row(align=True) row.prop(toolsettings, "proportional_editing", text="", icon_only=True) if toolsettings.proportional_editing != 'DISABLED': row.prop(toolsettings, "proportional_editing_falloff", text="", icon_only=True) # Snap row = layout.row(align=True) row.prop(toolsettings, "snap", text="") row.prop(toolsettings, "snap_element", text="", icon_only=True) if toolsettings.snap_element != 'INCREMENT': row.prop(toolsettings, "snap_target", text="") if obj and obj.mode == 'OBJECT': row.prop(toolsettings, "snap_align_rotation", text="") if toolsettings.snap_element == 'VOLUME': row.prop(toolsettings, "snap_peel_object", text="") elif toolsettings.snap_element == 'FACE': row.prop(toolsettings, "snap_project", text="") # OpenGL render row = layout.row(align=True) row.operator("render.opengl", text="", icon='RENDER_STILL') props = row.operator("render.opengl", text="", icon='RENDER_ANIMATION') props.animation = True # Pose if obj and obj.mode == 'POSE': row = layout.row(align=True) row.operator("pose.copy", text="", icon='COPYDOWN') row.operator("pose.paste", text="", icon='PASTEDOWN') props = row.operator("pose.paste", text="", icon='PASTEFLIPDOWN') props.flipped = 1 # ********** Menu ********** # ********** Utilities ********** class VIEW3D_MT_showhide(bpy.types.Menu): bl_label = "Show/Hide" _operator_name = "" def draw(self, context): layout = self.layout layout.operator("%s.reveal" % self._operator_name, text="Show Hidden") layout.operator("%s.hide" % self._operator_name, text="Hide Selected") layout.operator("%s.hide" % self._operator_name, text="Hide Unselected").unselected = True class VIEW3D_MT_transform(bpy.types.Menu): bl_label = "Transform" # TODO: get rid of the custom text strings? def draw(self, context): layout = self.layout layout.operator("transform.translate", text="Grab/Move") # TODO: sub-menu for grab per axis layout.operator("transform.rotate", text="Rotate") # TODO: sub-menu for rot per axis layout.operator("transform.resize", text="Scale") # TODO: sub-menu for scale per axis layout.separator() layout.operator("transform.tosphere", text="To Sphere") layout.operator("transform.shear", text="Shear") layout.operator("transform.warp", text="Warp") layout.operator("transform.push_pull", text="Push/Pull") if context.edit_object and context.edit_object.type == 'ARMATURE': layout.operator("armature.align") else: layout.operator_context = 'EXEC_REGION_WIN' layout.operator("transform.transform", text="Align to Transform Orientation").mode = 'ALIGN' # XXX see alignmenu() in edit.c of b2.4x to get this working layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("object.origin_set", text="Geometry to Origin").type = 'GEOMETRY_ORIGIN' layout.operator("object.origin_set", text="Origin to Geometry").type = 'ORIGIN_GEOMETRY' layout.operator("object.origin_set", text="Origin to 3D Cursor").type = 'ORIGIN_CURSOR' class VIEW3D_MT_mirror(bpy.types.Menu): bl_label = "Mirror" def draw(self, context): layout = self.layout layout.operator("transform.mirror", text="Interactive Mirror") layout.separator() layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("transform.mirror", text="X Global") props.constraint_axis = (True, False, False) props.constraint_orientation = 'GLOBAL' props = layout.operator("transform.mirror", text="Y Global") props.constraint_axis = (False, True, False) props.constraint_orientation = 'GLOBAL' props = layout.operator("transform.mirror", text="Z Global") props.constraint_axis = (False, False, True) props.constraint_orientation = 'GLOBAL' if context.edit_object: layout.separator() props = layout.operator("transform.mirror", text="X Local") props.constraint_axis = (True, False, False) props.constraint_orientation = 'LOCAL' props = layout.operator("transform.mirror", text="Y Local") props.constraint_axis = (False, True, False) props.constraint_orientation = 'LOCAL' props = layout.operator("transform.mirror", text="Z Local") props.constraint_axis = (False, False, True) props.constraint_orientation = 'LOCAL' layout.operator("object.vertex_group_mirror") class VIEW3D_MT_snap(bpy.types.Menu): bl_label = "Snap" def draw(self, context): layout = self.layout layout.operator("view3d.snap_selected_to_grid", text="Selection to Grid") layout.operator("view3d.snap_selected_to_cursor", text="Selection to Cursor") layout.separator() layout.operator("view3d.snap_cursor_to_selected", text="Cursor to Selected") layout.operator("view3d.snap_cursor_to_center", text="Cursor to Center") layout.operator("view3d.snap_cursor_to_grid", text="Cursor to Grid") layout.operator("view3d.snap_cursor_to_active", text="Cursor to Active") class VIEW3D_MT_uv_map(bpy.types.Menu): bl_label = "UV Mapping" def draw(self, context): layout = self.layout layout.operator("uv.unwrap") layout.operator("uv.cube_project") layout.operator("uv.cylinder_project") layout.operator("uv.sphere_project") layout.operator("uv.project_from_view") layout.operator("uv.project_from_view", text="Project from View (Bounds)").scale_to_bounds = True layout.separator() layout.operator("uv.reset") # ********** View menus ********** class VIEW3D_MT_view(bpy.types.Menu): bl_label = "View" def draw(self, context): layout = self.layout layout.operator("view3d.properties", icon='MENU_PANEL') layout.operator("view3d.toolshelf", icon='MENU_PANEL') layout.separator() layout.operator("view3d.viewnumpad", text="Camera").type = 'CAMERA' layout.operator("view3d.viewnumpad", text="Top").type = 'TOP' layout.operator("view3d.viewnumpad", text="Bottom").type = 'BOTTOM' layout.operator("view3d.viewnumpad", text="Front").type = 'FRONT' layout.operator("view3d.viewnumpad", text="Back").type = 'BACK' layout.operator("view3d.viewnumpad", text="Right").type = 'RIGHT' layout.operator("view3d.viewnumpad", text="Left").type = 'LEFT' layout.menu("VIEW3D_MT_view_cameras", text="Cameras") layout.separator() layout.operator("view3d.view_persportho") layout.separator() layout.menu("VIEW3D_MT_view_navigation") layout.menu("VIEW3D_MT_view_align") layout.separator() layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("view3d.clip_border", text="Clipping Border...") layout.operator("view3d.zoom_border", text="Zoom Border...") layout.separator() layout.operator("view3d.layers", text="Show All Layers").nr = 0 layout.separator() layout.operator("view3d.localview", text="View Global/Local") layout.operator("view3d.view_selected") layout.operator("view3d.view_all") layout.separator() layout.operator("screen.animation_play", text="Playback Animation") layout.separator() layout.operator("screen.area_dupli") layout.operator("screen.region_quadview") layout.operator("screen.screen_full_area") class VIEW3D_MT_view_navigation(bpy.types.Menu): bl_label = "Navigation" def draw(self, context): layout = self.layout layout.operator_enums("view3d.view_orbit", "type") layout.separator() layout.operator_enums("view3d.view_pan", "type") layout.separator() layout.operator("view3d.zoom", text="Zoom In").delta = 1 layout.operator("view3d.zoom", text="Zoom Out").delta = -1 layout.separator() layout.operator("view3d.fly") class VIEW3D_MT_view_align(bpy.types.Menu): bl_label = "Align View" def draw(self, context): layout = self.layout layout.menu("VIEW3D_MT_view_align_selected") layout.separator() layout.operator("view3d.view_all", text="Center Cursor and View All").center = True layout.operator("view3d.camera_to_view", text="Align Active Camera to View") layout.operator("view3d.view_selected") layout.operator("view3d.view_center_cursor") class VIEW3D_MT_view_align_selected(bpy.types.Menu): bl_label = "Align View to Selected" def draw(self, context): layout = self.layout props = layout.operator("view3d.viewnumpad", text="Top") props.align_active = True props.type = 'TOP' props = layout.operator("view3d.viewnumpad", text="Bottom") props.align_active = True props.type = 'BOTTOM' props = layout.operator("view3d.viewnumpad", text="Front") props.align_active = True props.type = 'FRONT' props = layout.operator("view3d.viewnumpad", text="Back") props.align_active = True props.type = 'BACK' props = layout.operator("view3d.viewnumpad", text="Right") props.align_active = True props.type = 'RIGHT' props = layout.operator("view3d.viewnumpad", text="Left") props.align_active = True props.type = 'LEFT' class VIEW3D_MT_view_cameras(bpy.types.Menu): bl_label = "Cameras" def draw(self, context): layout = self.layout layout.operator("view3d.object_as_camera") layout.operator("view3d.viewnumpad", text="Active Camera").type = 'CAMERA' # ********** Select menus, suffix from context.mode ********** class VIEW3D_MT_select_object(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("object.select_all", text="Select/Deselect All") layout.operator("object.select_inverse", text="Inverse") layout.operator("object.select_random", text="Random") layout.operator("object.select_mirror", text="Mirror") layout.operator("object.select_by_layer", text="Select All by Layer") layout.operator_menu_enum("object.select_by_type", "type", text="Select All by Type...") layout.operator("object.select_camera", text="Select Camera") layout.separator() layout.operator_menu_enum("object.select_grouped", "type", text="Grouped") layout.operator_menu_enum("object.select_linked", "type", text="Linked") layout.operator("object.select_pattern", text="Select Pattern...") class VIEW3D_MT_select_pose(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("pose.select_all", text="Select/Deselect All") layout.operator("pose.select_inverse", text="Inverse") layout.operator("pose.select_constraint_target", text="Constraint Target") layout.operator("pose.select_linked", text="Linked") layout.separator() layout.operator("pose.select_hierarchy", text="Parent").direction = 'PARENT' layout.operator("pose.select_hierarchy", text="Child").direction = 'CHILD' layout.separator() props = layout.operator("pose.select_hierarchy", text="Extend Parent") props.extend = True props.direction = 'PARENT' props = layout.operator("pose.select_hierarchy", text="Extend Child") props.extend = True props.direction = 'CHILD' layout.separator() layout.operator_menu_enum("pose.select_grouped", "type", text="Grouped") layout.operator("object.select_pattern", text="Select Pattern...") class VIEW3D_MT_select_particle(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("particle.select_all", text="Select/Deselect All") layout.operator("particle.select_linked") layout.operator("particle.select_inverse") layout.separator() layout.operator("particle.select_more") layout.operator("particle.select_less") layout.separator() layout.operator("particle.select_roots", text="Roots") layout.operator("particle.select_tips", text="Tips") class VIEW3D_MT_select_edit_mesh(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("mesh.select_all", text="Select/Deselect All") layout.operator("mesh.select_inverse", text="Inverse") layout.separator() layout.operator("mesh.select_random", text="Random") layout.operator("mesh.select_nth", text="Every N Number of Verts") layout.operator("mesh.edges_select_sharp", text="Sharp Edges") layout.operator("mesh.faces_select_linked_flat", text="Linked Flat Faces") layout.operator("mesh.faces_select_interior", text="Interior Faces") layout.operator("mesh.select_axis", text="Side of Active") layout.separator() layout.operator("mesh.select_by_number_vertices", text="Triangles").type = 'TRIANGLES' layout.operator("mesh.select_by_number_vertices", text="Quads").type = 'QUADS' if context.scene.tool_settings.mesh_selection_mode[2] == False: layout.operator("mesh.select_non_manifold", text="Non Manifold") layout.operator("mesh.select_by_number_vertices", text="Loose Verts/Edges").type = 'OTHER' layout.operator("mesh.select_similar", text="Similar") layout.separator() layout.operator("mesh.select_less", text="Less") layout.operator("mesh.select_more", text="More") layout.separator() layout.operator("mesh.select_mirror", text="Mirror") layout.operator("mesh.select_linked", text="Linked") layout.operator("mesh.select_vertex_path", text="Vertex Path") layout.operator("mesh.loop_multi_select", text="Edge Loop") layout.operator("mesh.loop_multi_select", text="Edge Ring").ring = True layout.separator() layout.operator("mesh.loop_to_region") layout.operator("mesh.region_to_loop") class VIEW3D_MT_select_edit_curve(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("curve.select_all", text="Select/Deselect All") layout.operator("curve.select_inverse") layout.operator("curve.select_random") layout.operator("curve.select_nth", text="Every Nth Number of Points") layout.separator() layout.operator("curve.de_select_first") layout.operator("curve.de_select_last") layout.operator("curve.select_next") layout.operator("curve.select_previous") layout.separator() layout.operator("curve.select_more") layout.operator("curve.select_less") class VIEW3D_MT_select_edit_surface(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.operator("view3d.select_circle") layout.separator() layout.operator("curve.select_all", text="Select/Deselect All") layout.operator("curve.select_inverse") layout.operator("curve.select_random") layout.operator("curve.select_nth", text="Every Nth Number of Points") layout.separator() layout.operator("curve.select_row") layout.separator() layout.operator("curve.select_more") layout.operator("curve.select_less") class VIEW3D_MT_select_edit_metaball(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("mball.select_deselect_all_metaelems") layout.operator("mball.select_inverse_metaelems") layout.separator() layout.operator("mball.select_random_metaelems") class VIEW3D_MT_select_edit_lattice(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("lattice.select_all", text="Select/Deselect All") class VIEW3D_MT_select_edit_armature(bpy.types.Menu): bl_label = "Select" def draw(self, context): layout = self.layout layout.operator("view3d.select_border") layout.separator() layout.operator("armature.select_all", text="Select/Deselect All") layout.operator("armature.select_inverse", text="Inverse") layout.separator() layout.operator("armature.select_hierarchy", text="Parent").direction = 'PARENT' layout.operator("armature.select_hierarchy", text="Child").direction = 'CHILD' layout.separator() props = layout.operator("armature.select_hierarchy", text="Extend Parent") props.extend = True props.direction = 'PARENT' props = layout.operator("armature.select_hierarchy", text="Extend Child") props.extend = True props.direction = 'CHILD' layout.operator("object.select_pattern", text="Select Pattern...") class VIEW3D_MT_select_face(bpy.types.Menu):# XXX no matching enum bl_label = "Select" def draw(self, context): layout = self.layout # TODO # see view3d_select_faceselmenu # ********** Object menu ********** class VIEW3D_MT_object(bpy.types.Menu): bl_context = "objectmode" bl_label = "Object" def draw(self, context): layout = self.layout layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_object_clear") layout.menu("VIEW3D_MT_object_apply") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...") layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframe...") layout.operator("anim.keying_set_active_set", text="Change Keying Set...") layout.separator() layout.operator("object.duplicate_move") layout.operator("object.duplicate_move_linked") layout.operator("object.delete", text="Delete...") layout.operator("object.proxy_make", text="Make Proxy...") layout.menu("VIEW3D_MT_make_links", text="Make Links...") layout.operator("object.make_dupli_face", text="Make Dupliface...") layout.operator_menu_enum("object.make_local", "type", text="Make Local...") layout.menu("VIEW3D_MT_make_single_user") layout.separator() layout.menu("VIEW3D_MT_object_parent") layout.menu("VIEW3D_MT_object_track") layout.menu("VIEW3D_MT_object_group") layout.menu("VIEW3D_MT_object_constraints") layout.separator() layout.menu("VIEW3D_MT_object_game_properties") layout.menu("VIEW3D_MT_object_game_logicbricks") layout.separator() layout.operator("object.join_uvs") layout.operator("object.join") layout.separator() layout.operator("object.move_to_layer", text="Move to Layer...") layout.menu("VIEW3D_MT_object_showhide") layout.operator_menu_enum("object.convert", "target") class VIEW3D_MT_object_clear(bpy.types.Menu): bl_label = "Clear" def draw(self, context): layout = self.layout layout.operator("object.location_clear", text="Location") layout.operator("object.rotation_clear", text="Rotation") layout.operator("object.scale_clear", text="Scale") layout.operator("object.origin_clear", text="Origin") class VIEW3D_MT_object_specials(bpy.types.Menu): bl_label = "Specials" def poll(self, context): # add more special types return context.object def draw(self, context): layout = self.layout obj = context.object if obj.type == 'CAMERA': layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text="Camera Lens Angle") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.lens" props.input_scale = 0.1 if not obj.data.dof_object: #layout.label(text="Test Has DOF obj"); props = layout.operator("wm.context_modal_mouse", text="DOF Distance") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.dof_distance" props.input_scale = 0.02 if obj.type in ('CURVE','TEXT'): layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text="Extrude Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.extrude" props.input_scale = 0.01 props = layout.operator("wm.context_modal_mouse", text="Width Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.width" props.input_scale = 0.01 if obj.type == 'EMPTY': layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text="Empty Draw Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "empty_draw_size" props.input_scale = 0.01 if obj.type == 'LAMP': layout.operator_context = 'INVOKE_REGION_WIN' props = layout.operator("wm.context_modal_mouse", text="Energy") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.energy" if obj.data.type in ('SPOT', 'AREA', 'POINT'): props = layout.operator("wm.context_modal_mouse", text="Falloff Distance") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.distance" props.input_scale = 0.1 if obj.data.type == 'SPOT': layout.separator() props = layout.operator("wm.context_modal_mouse", text="Spot Size") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.spot_size" props.input_scale = 0.01 props = layout.operator("wm.context_modal_mouse", text="Spot Blend") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.spot_blend" props.input_scale = -0.01 props = layout.operator("wm.context_modal_mouse", text="Clip Start") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.shadow_buffer_clip_start" props.input_scale = 0.05 props = layout.operator("wm.context_modal_mouse", text="Clip End") props.data_path_iter = "selected_editable_objects" props.data_path_item = "data.shadow_buffer_clip_end" props.input_scale = 0.05 layout.separator() props = layout.operator("object.isolate_type_render") class VIEW3D_MT_object_apply(bpy.types.Menu): bl_label = "Apply" def draw(self, context): layout = self.layout layout.operator("object.location_apply", text="Location") layout.operator("object.rotation_apply", text="Rotation") layout.operator("object.scale_apply", text="Scale") layout.separator() layout.operator("object.visual_transform_apply", text="Visual Transform") layout.operator("object.duplicates_make_real") class VIEW3D_MT_object_parent(bpy.types.Menu): bl_label = "Parent" def draw(self, context): layout = self.layout layout.operator("object.parent_set", text="Set") layout.operator("object.parent_clear", text="Clear") class VIEW3D_MT_object_track(bpy.types.Menu): bl_label = "Track" def draw(self, context): layout = self.layout layout.operator("object.track_set", text="Set") layout.operator("object.track_clear", text="Clear") class VIEW3D_MT_object_group(bpy.types.Menu): bl_label = "Group" def draw(self, context): layout = self.layout layout.operator("group.create") layout.operator("group.objects_remove") layout.separator() layout.operator("group.objects_add_active") layout.operator("group.objects_remove_active") class VIEW3D_MT_object_constraints(bpy.types.Menu): bl_label = "Constraints" def draw(self, context): layout = self.layout layout.operator("object.constraint_add_with_targets") layout.operator("object.constraints_copy") layout.operator("object.constraints_clear") class VIEW3D_MT_object_showhide(bpy.types.Menu): bl_label = "Show/Hide" def draw(self, context): layout = self.layout layout.operator("object.hide_view_clear", text="Show Hidden") layout.operator("object.hide_view_set", text="Hide Selected") layout.operator("object.hide_view_set", text="Hide Unselected").unselected = True class VIEW3D_MT_make_single_user(bpy.types.Menu): bl_label = "Make Single User" def draw(self, context): layout = self.layout props = layout.operator("object.make_single_user", text="Object") props.object = True props = layout.operator("object.make_single_user", text="Object & ObData") props.object = props.obdata = True props = layout.operator("object.make_single_user", text="Object & ObData & Materials+Tex") props.object = props.obdata = props.material = props.texture = True props = layout.operator("object.make_single_user", text="Materials+Tex") props.material = props.texture = True props = layout.operator("object.make_single_user", text="Animation") props.animation = True class VIEW3D_MT_make_links(bpy.types.Menu): bl_label = "Make Links" def draw(self, context): layout = self.layout layout.operator_menu_enum("object.make_links_scene", "scene", text="Objects to Scene...") layout.operator_menu_enum("marker.make_links_scene", "scene", text="Markers to Scene...") layout.operator_enums("object.make_links_data", "type") # inline class VIEW3D_MT_object_game_properties(bpy.types.Menu): bl_label = "Game Properties" def draw(self, context): layout = self.layout layout.operator("object.game_property_copy", text="Replace").operation = 'REPLACE' layout.operator("object.game_property_copy", text="Merge").operation = 'MERGE' layout.operator_menu_enum("object.game_property_copy", "property", text="Copy...") layout.separator() layout.operator("object.game_property_clear") class VIEW3D_MT_object_game_logicbricks(bpy.types.Menu): bl_label = "Logic Bricks" def draw(self, context): layout = self.layout layout.operator("object.logic_bricks_copy", text="Copy") # ********** Vertex paint menu ********** class VIEW3D_MT_paint_vertex(bpy.types.Menu): bl_label = "Paint" def draw(self, context): layout = self.layout layout.operator("paint.vertex_color_set") layout.operator("paint.vertex_color_dirt") class VIEW3D_MT_hook(bpy.types.Menu): bl_label = "Hooks" def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_AREA' layout.operator("object.hook_add_newob") layout.operator("object.hook_add_selob") if [mod.type == 'HOOK' for mod in context.active_object.modifiers]: layout.separator() layout.operator_menu_enum("object.hook_assign", "modifier") layout.operator_menu_enum("object.hook_remove", "modifier") layout.separator() layout.operator_menu_enum("object.hook_select", "modifier") layout.operator_menu_enum("object.hook_reset", "modifier") layout.operator_menu_enum("object.hook_recenter", "modifier") class VIEW3D_MT_vertex_group(bpy.types.Menu): bl_label = "Vertex Groups" def draw(self, context): layout = self.layout layout.operator_context = 'EXEC_AREA' layout.operator("object.vertex_group_assign", text="Assign to New Group").new = True ob = context.active_object if ob.mode == 'EDIT': if ob.vertex_groups and ob.active_vertex_group: layout.separator() layout.operator("object.vertex_group_assign", text="Assign to Active Group") layout.operator("object.vertex_group_remove_from", text="Remove from Active Group") layout.operator("object.vertex_group_remove_from", text="Remove from All").all = True layout.separator() if ob.vertex_groups and ob.active_vertex_group: layout.operator_menu_enum("object.vertex_group_set_active", "group", text="Set Active Group") layout.operator("object.vertex_group_remove", text="Remove Active Group") layout.operator("object.vertex_group_remove", text="Remove All Groups").all = True # ********** Weight paint menu ********** class VIEW3D_MT_paint_weight(bpy.types.Menu): bl_label = "Weights" def draw(self, context): layout = self.layout layout.operator("paint.weight_from_bones", text="Assign Automatic From Bones").type = 'AUTOMATIC' layout.operator("paint.weight_from_bones", text="Assign From Bone Envelopes").type = 'ENVELOPES' layout.separator() layout.operator("object.vertex_group_normalize_all", text="Normalize All") layout.operator("object.vertex_group_normalize", text="Normalize") layout.operator("object.vertex_group_invert", text="Invert") layout.operator("object.vertex_group_clean", text="Clean") layout.operator("object.vertex_group_levels", text="Levels") # ********** Sculpt menu ********** class VIEW3D_MT_sculpt(bpy.types.Menu): bl_label = "Sculpt" def draw(self, context): layout = self.layout sculpt = context.tool_settings.sculpt brush = context.tool_settings.sculpt.brush layout.prop(sculpt, "symmetry_x") layout.prop(sculpt, "symmetry_y") layout.prop(sculpt, "symmetry_z") layout.separator() layout.prop(sculpt, "lock_x") layout.prop(sculpt, "lock_y") layout.prop(sculpt, "lock_z") layout.separator() layout.operator_menu_enum("brush.curve_preset", "shape") layout.separator() sculpt_tool = brush.sculpt_tool if sculpt_tool != 'GRAB': layout.prop(brush, "use_airbrush") if sculpt_tool != 'LAYER': layout.prop(brush, "use_anchor") if sculpt_tool in ('DRAW', 'PINCH', 'INFLATE', 'LAYER', 'CLAY'): layout.prop(brush, "flip_direction") if sculpt_tool == 'LAYER': layout.prop(brush, "use_persistent") layout.operator("sculpt.set_persistent_base") # ********** Particle menu ********** class VIEW3D_MT_particle(bpy.types.Menu): bl_label = "Particle" def draw(self, context): layout = self.layout particle_edit = context.tool_settings.particle_edit layout.operator("particle.mirror") layout.separator() layout.operator("particle.remove_doubles") layout.operator("particle.delete") if particle_edit.selection_mode == 'POINT': layout.operator("particle.subdivide") layout.operator("particle.rekey") layout.operator("particle.weight_set") layout.separator() layout.menu("VIEW3D_MT_particle_showhide") class VIEW3D_MT_particle_specials(bpy.types.Menu): bl_label = "Specials" def draw(self, context): layout = self.layout particle_edit = context.tool_settings.particle_edit layout.operator("particle.rekey") layout.separator() if particle_edit.selection_mode == 'POINT': layout.operator("particle.subdivide") layout.operator("particle.select_roots") layout.operator("particle.select_tips") layout.operator("particle.remove_doubles") class VIEW3D_MT_particle_showhide(VIEW3D_MT_showhide): _operator_name = "particle" # ********** Pose Menu ********** class VIEW3D_MT_pose(bpy.types.Menu): bl_label = "Pose" def draw(self, context): layout = self.layout arm = context.active_object.data layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_snap") if arm.drawtype in ('BBONE', 'ENVELOPE'): layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONESIZE' layout.menu("VIEW3D_MT_pose_transform") layout.separator() layout.operator("anim.keyframe_insert_menu", text="Insert Keyframe...") layout.operator("anim.keyframe_delete_v3d", text="Delete Keyframe...") layout.operator("anim.keying_set_active_set", text="Change Keying Set...") layout.separator() layout.operator("pose.relax") layout.separator() layout.menu("VIEW3D_MT_pose_apply") layout.separator() layout.operator("pose.copy") layout.operator("pose.paste") layout.operator("pose.paste", text="Paste X-Flipped Pose").flipped = True layout.separator() layout.menu("VIEW3D_MT_pose_pose") layout.menu("VIEW3D_MT_pose_motion") layout.menu("VIEW3D_MT_pose_group") layout.separator() layout.menu("VIEW3D_MT_pose_ik") layout.menu("VIEW3D_MT_pose_constraints") layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("pose.autoside_names", text="AutoName Left/Right").axis = 'XAXIS' layout.operator("pose.autoside_names", text="AutoName Front/Back").axis = 'YAXIS' layout.operator("pose.autoside_names", text="AutoName Top/Bottom").axis = 'ZAXIS' layout.operator("pose.flip_names") layout.operator("pose.quaternions_flip") layout.separator() layout.operator_context = 'INVOKE_AREA' layout.operator("pose.armature_layers", text="Change Armature Layers...") layout.operator("pose.bone_layers", text="Change Bone Layers...") layout.separator() layout.menu("VIEW3D_MT_pose_showhide") layout.operator_menu_enum("pose.flags_set", 'mode', text="Bone Settings") class VIEW3D_MT_pose_transform(bpy.types.Menu): bl_label = "Clear Transform" def draw(self, context): layout = self.layout layout.label(text="User Transform") layout.operator("pose.loc_clear", text="Location") layout.operator("pose.rot_clear", text="Rotation") layout.operator("pose.scale_clear", text="Scale") layout.label(text="Origin") class VIEW3D_MT_pose_pose(bpy.types.Menu): bl_label = "Pose Library" def draw(self, context): layout = self.layout layout.operator("poselib.browse_interactive", text="Browse Poses...") layout.separator() layout.operator("poselib.pose_add", text="Add Pose...") layout.operator("poselib.pose_rename", text="Rename Pose...") layout.operator("poselib.pose_remove", text="Remove Pose...") class VIEW3D_MT_pose_motion(bpy.types.Menu): bl_label = "Motion Paths" def draw(self, context): layout = self.layout layout.operator("pose.paths_calculate", text="Calculate") layout.operator("pose.paths_clear", text="Clear") class VIEW3D_MT_pose_group(bpy.types.Menu): bl_label = "Bone Groups" def draw(self, context): layout = self.layout layout.operator("pose.group_add") layout.operator("pose.group_remove") layout.separator() layout.operator("pose.group_assign") layout.operator("pose.group_unassign") class VIEW3D_MT_pose_ik(bpy.types.Menu): bl_label = "Inverse Kinematics" def draw(self, context): layout = self.layout layout.operator("pose.ik_add") layout.operator("pose.ik_clear") class VIEW3D_MT_pose_constraints(bpy.types.Menu): bl_label = "Constraints" def draw(self, context): layout = self.layout layout.operator("pose.constraint_add_with_targets", text="Add (With Targets)...") layout.operator("pose.constraints_copy") layout.operator("pose.constraints_clear") class VIEW3D_MT_pose_showhide(VIEW3D_MT_showhide): _operator_name = "pose" class VIEW3D_MT_pose_apply(bpy.types.Menu): bl_label = "Apply" def draw(self, context): layout = self.layout layout.operator("pose.armature_apply") layout.operator("pose.visual_transform_apply") # ********** Edit Menus, suffix from ob.type ********** class VIEW3D_MT_edit_mesh(bpy.types.Menu): bl_label = "Mesh" def draw(self, context): layout = self.layout settings = context.tool_settings layout.operator("ed.undo") layout.operator("ed.redo") layout.separator() layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.menu("VIEW3D_MT_uv_map", text="UV Unwrap...") layout.separator() layout.operator("view3d.edit_mesh_extrude_move_normal", text="Extrude Region") layout.operator("view3d.edit_mesh_extrude_individual_move", text="Extrude Individual") layout.operator("mesh.duplicate_move") layout.operator("mesh.delete", text="Delete...") layout.separator() layout.menu("VIEW3D_MT_edit_mesh_vertices") layout.menu("VIEW3D_MT_edit_mesh_edges") layout.menu("VIEW3D_MT_edit_mesh_faces") layout.menu("VIEW3D_MT_edit_mesh_normals") layout.separator() layout.prop(settings, "automerge_editing") layout.prop_menu_enum(settings, "proportional_editing") layout.prop_menu_enum(settings, "proportional_editing_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_mesh_showhide") class VIEW3D_MT_edit_mesh_specials(bpy.types.Menu): bl_label = "Specials" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.subdivide", text="Subdivide") layout.operator("mesh.subdivide", text="Subdivide Smooth").smoothness = 1.0 layout.operator("mesh.merge", text="Merge...") layout.operator("mesh.remove_doubles") layout.operator("mesh.hide", text="Hide") layout.operator("mesh.reveal", text="Reveal") layout.operator("mesh.select_inverse") layout.operator("mesh.flip_normals") layout.operator("mesh.vertices_smooth", text="Smooth") # layout.operator("mesh.bevel", text="Bevel") layout.operator("mesh.faces_shade_smooth") layout.operator("mesh.faces_shade_flat") layout.operator("mesh.blend_from_shape") layout.operator("mesh.shape_propagate_to_all") layout.operator("mesh.select_vertex_path") class VIEW3D_MT_edit_mesh_selection_mode(bpy.types.Menu): bl_label = "Mesh Select Mode" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' prop = layout.operator("wm.context_set_value", text="Vertex", icon='VERTEXSEL') prop.value = "(True, False, False)" prop.data_path = "tool_settings.mesh_selection_mode" prop = layout.operator("wm.context_set_value", text="Edge", icon='EDGESEL') prop.value = "(False, True, False)" prop.data_path = "tool_settings.mesh_selection_mode" prop = layout.operator("wm.context_set_value", text="Face", icon='FACESEL') prop.value = "(False, False, True)" prop.data_path = "tool_settings.mesh_selection_mode" class VIEW3D_MT_edit_mesh_extrude(bpy.types.Menu): bl_label = "Extrude" @staticmethod def extrude_options(context): mesh = context.object.data selection_mode = context.tool_settings.mesh_selection_mode totface = mesh.total_face_sel totedge = mesh.total_edge_sel totvert = mesh.total_vert_sel # the following is dependent on selection modes # we don't really want that # if selection_mode[0]: # vert # if totvert == 0: # return () # elif totvert == 1: # return (3,) # elif totedge == 0: # return (3,) # elif totface == 0: # return (2, 3) # elif totface == 1: # return (0, 2, 3) # else: # return (0, 1, 2, 3) # elif selection_mode[1]: # edge # if totedge == 0: # return () # elif totedge == 1: # return (2,) # elif totface == 0: # return (2,) # elif totface == 1: # return (0, 2) # else: # return (0, 1, 2) # elif selection_mode[2]: # face # if totface == 0: # return () # elif totface == 1: # return (0,) # else: # return (0, 1) if totvert == 0: return () elif totedge == 0: return (0, 3) elif totface == 0: return (0, 2, 3) else: return (0, 1, 2, 3) # should never get here return () def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' def region_menu(): layout.operator("view3d.edit_mesh_extrude_move_normal", text="Region") def face_menu(): layout.operator("mesh.extrude_faces_move", text="Individual Faces") def edge_menu(): layout.operator("mesh.extrude_edges_move", text="Edges Only") def vert_menu(): layout.operator("mesh.extrude_vertices_move", text="Vertices Only") menu_funcs = region_menu, face_menu, edge_menu, vert_menu for i in self.extrude_options(context): func = menu_funcs[i] func() class VIEW3D_OT_edit_mesh_extrude_individual_move(bpy.types.Operator): "Extrude individual elements and move" bl_label = "Extrude Individual and Move" bl_idname = "view3d.edit_mesh_extrude_individual_move" def execute(self, context): mesh = context.object.data selection_mode = context.tool_settings.mesh_selection_mode totface = mesh.total_face_sel totedge = mesh.total_edge_sel totvert = mesh.total_vert_sel if selection_mode[2] and totface == 1: return bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": "NORMAL", "constraint_axis": [False, False, True]}) elif selection_mode[2] and totface > 1: return bpy.ops.mesh.extrude_faces_move('INVOKE_REGION_WIN') elif selection_mode[1] and totedge >= 1: return bpy.ops.mesh.extrude_edges_move('INVOKE_REGION_WIN') else: return bpy.ops.mesh.extrude_vertices_move('INVOKE_REGION_WIN') def invoke(self, context, event): return self.execute(context) class VIEW3D_OT_edit_mesh_extrude_move(bpy.types.Operator): "Extrude and move along normals" bl_label = "Extrude and Move on Normals" bl_idname = "view3d.edit_mesh_extrude_move_normal" def execute(self, context): mesh = context.object.data totface = mesh.total_face_sel totedge = mesh.total_edge_sel totvert = mesh.total_vert_sel if totface >= 1: return bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": "NORMAL", "constraint_axis": [False, False, True]}) elif totedge == 1: return bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN', TRANSFORM_OT_translate={"constraint_orientation": "NORMAL", "constraint_axis": [True, True, False]}) else: return bpy.ops.mesh.extrude_region_move('INVOKE_REGION_WIN') def invoke(self, context, event): return self.execute(context) class VIEW3D_MT_edit_mesh_vertices(bpy.types.Menu): bl_label = "Vertices" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.merge") layout.operator("mesh.rip") layout.operator("mesh.split") layout.operator("mesh.separate") layout.separator() layout.operator("mesh.vertices_smooth") layout.operator("mesh.remove_doubles") layout.operator("mesh.select_vertex_path") layout.operator("mesh.blend_from_shape") layout.operator("object.vertex_group_blend") layout.operator("mesh.shape_propagate_to_all") layout.separator() layout.menu("VIEW3D_MT_vertex_group") layout.menu("VIEW3D_MT_hook") class VIEW3D_MT_edit_mesh_edges(bpy.types.Menu): bl_label = "Edges" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.edge_face_add") layout.operator("mesh.subdivide") layout.separator() layout.operator("mesh.mark_seam") layout.operator("mesh.mark_seam", text="Clear Seam").clear = True layout.separator() layout.operator("mesh.mark_sharp") layout.operator("mesh.mark_sharp", text="Clear Sharp").clear = True layout.separator() layout.operator("mesh.edge_rotate", text="Rotate Edge CW").direction = 'CW' layout.operator("mesh.edge_rotate", text="Rotate Edge CCW").direction = 'CCW' layout.separator() layout.operator("TRANSFORM_OT_edge_slide") layout.operator("TRANSFORM_OT_edge_crease") layout.operator("mesh.loop_multi_select", text="Edge Loop") # uiItemO(layout, "Loopcut", 0, "mesh.loop_cut"); // CutEdgeloop(em, 1); # uiItemO(layout, "Edge Slide", 0, "mesh.edge_slide"); // EdgeSlide(em, 0,0.0); layout.operator("mesh.loop_multi_select", text="Edge Ring").ring = True layout.operator("mesh.loop_to_region") layout.operator("mesh.region_to_loop") class VIEW3D_MT_edit_mesh_faces(bpy.types.Menu): bl_label = "Faces" bl_idname = "VIEW3D_MT_edit_mesh_faces" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("mesh.flip_normals") # layout.operator("mesh.bevel") # layout.operator("mesh.bevel") layout.operator("mesh.edge_face_add") layout.operator("mesh.fill") layout.operator("mesh.beautify_fill") layout.operator("mesh.solidify") layout.operator("mesh.sort_faces") layout.separator() layout.operator("mesh.quads_convert_to_tris") layout.operator("mesh.tris_convert_to_quads") layout.operator("mesh.edge_flip") layout.separator() layout.operator("mesh.faces_shade_smooth") layout.operator("mesh.faces_shade_flat") layout.separator() # uiItemO(layout, NULL, 0, "mesh.face_mode"); // mesh_set_face_flags(em, 1); # uiItemBooleanO(layout, NULL, 0, "mesh.face_mode", "clear", 1); // mesh_set_face_flags(em, 0); layout.operator("mesh.edge_rotate", text="Rotate Edge CW").direction = 'CW' layout.separator() layout.operator_menu_enum("mesh.uvs_rotate", "direction") layout.operator_menu_enum("mesh.uvs_mirror", "axis") layout.operator_menu_enum("mesh.colors_rotate", "direction") layout.operator_menu_enum("mesh.colors_mirror", "axis") class VIEW3D_MT_edit_mesh_normals(bpy.types.Menu): bl_label = "Normals" def draw(self, context): layout = self.layout layout.operator("mesh.normals_make_consistent", text="Recalculate Outside") layout.operator("mesh.normals_make_consistent", text="Recalculate Inside").inside = True layout.separator() layout.operator("mesh.flip_normals") class VIEW3D_MT_edit_mesh_showhide(VIEW3D_MT_showhide): _operator_name = "mesh" # Edit Curve # draw_curve is used by VIEW3D_MT_edit_curve and VIEW3D_MT_edit_surface def draw_curve(self, context): layout = self.layout settings = context.tool_settings layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("curve.extrude") layout.operator("curve.duplicate") layout.operator("curve.separate") layout.operator("curve.make_segment") layout.operator("curve.cyclic_toggle") layout.operator("curve.delete", text="Delete...") layout.separator() layout.menu("VIEW3D_MT_edit_curve_ctrlpoints") layout.menu("VIEW3D_MT_edit_curve_segments") layout.separator() layout.prop_menu_enum(settings, "proportional_editing") layout.prop_menu_enum(settings, "proportional_editing_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_curve_showhide") class VIEW3D_MT_edit_curve(bpy.types.Menu): bl_label = "Curve" draw = draw_curve class VIEW3D_MT_edit_curve_ctrlpoints(bpy.types.Menu): bl_label = "Control Points" def draw(self, context): layout = self.layout edit_object = context.edit_object if edit_object.type == 'CURVE': layout.operator("transform.transform").mode = 'TILT' layout.operator("curve.tilt_clear") layout.operator("curve.separate") layout.separator() layout.operator_menu_enum("curve.handle_type_set", "type") layout.separator() layout.menu("VIEW3D_MT_hook") class VIEW3D_MT_edit_curve_segments(bpy.types.Menu): bl_label = "Segments" def draw(self, context): layout = self.layout layout.operator("curve.subdivide") layout.operator("curve.switch_direction") class VIEW3D_MT_edit_curve_specials(bpy.types.Menu): bl_label = "Specials" def draw(self, context): layout = self.layout layout.operator("curve.subdivide") layout.operator("curve.switch_direction") layout.operator("curve.spline_weight_set") layout.operator("curve.radius_set") layout.operator("curve.smooth") layout.operator("curve.smooth_radius") class VIEW3D_MT_edit_curve_showhide(VIEW3D_MT_showhide): _operator_name = "curve" class VIEW3D_MT_edit_surface(bpy.types.Menu): bl_label = "Surface" draw = draw_curve class VIEW3D_MT_edit_text(bpy.types.Menu): bl_label = "Text" def draw(self, context): layout = self.layout layout.operator("font.file_paste") layout.separator() layout.menu("VIEW3D_MT_edit_text_chars") layout.separator() layout.operator("font.style_toggle", text="Toggle Bold").style = 'BOLD' layout.operator("font.style_toggle", text="Toggle Italic").style = 'ITALIC' layout.operator("font.style_toggle", text="Toggle Underline").style = 'UNDERLINE' layout.operator("font.style_toggle", text="Toggle Small Caps").style = 'SMALL_CAPS' class VIEW3D_MT_edit_text_chars(bpy.types.Menu): bl_label = "Special Characters" def draw(self, context): layout = self.layout layout.operator("font.text_insert", text="Copyright|Alt C").text = b'\xC2\xA9'.decode() layout.operator("font.text_insert", text="Registered Trademark|Alt R").text = b'\xC2\xAE'.decode() layout.separator() layout.operator("font.text_insert", text="Degree Sign|Alt G").text = b'\xC2\xB0'.decode() layout.operator("font.text_insert", text="Multiplication Sign|Alt x").text = b'\xC3\x97'.decode() layout.operator("font.text_insert", text="Circle|Alt .").text = b'\xC2\x8A'.decode() layout.operator("font.text_insert", text="Superscript 1|Alt 1").text = b'\xC2\xB9'.decode() layout.operator("font.text_insert", text="Superscript 2|Alt 2").text = b'\xC2\xB2'.decode() layout.operator("font.text_insert", text="Superscript 3|Alt 3").text = b'\xC2\xB3'.decode() layout.operator("font.text_insert", text="Double >>|Alt >").text = b'\xC2\xBB'.decode() layout.operator("font.text_insert", text="Double <<|Alt <").text = b'\xC2\xAB'.decode() layout.operator("font.text_insert", text="Promillage|Alt %").text = b'\xE2\x80\xB0'.decode() layout.separator() layout.operator("font.text_insert", text="Dutch Florin|Alt F").text = b'\xC2\xA4'.decode() layout.operator("font.text_insert", text="British Pound|Alt L").text = b'\xC2\xA3'.decode() layout.operator("font.text_insert", text="Japanese Yen|Alt Y").text = b'\xC2\xA5'.decode() layout.separator() layout.operator("font.text_insert", text="German S|Alt S").text = b'\xC3\x9F'.decode() layout.operator("font.text_insert", text="Spanish Question Mark|Alt ?").text = b'\xC2\xBF'.decode() layout.operator("font.text_insert", text="Spanish Exclamation Mark|Alt !").text = b'\xC2\xA1'.decode() class VIEW3D_MT_edit_meta(bpy.types.Menu): bl_label = "Metaball" def draw(self, context): layout = self.layout settings = context.tool_settings layout.operator("ed.undo") layout.operator("ed.redo") layout.separator() layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("mball.delete_metaelems", text="Delete...") layout.operator("mball.duplicate_metaelems") layout.separator() layout.prop_menu_enum(settings, "proportional_editing") layout.prop_menu_enum(settings, "proportional_editing_falloff") layout.separator() layout.menu("VIEW3D_MT_edit_meta_showhide") class VIEW3D_MT_edit_meta_showhide(bpy.types.Menu): bl_label = "Show/Hide" def draw(self, context): layout = self.layout layout.operator("mball.reveal_metaelems", text="Show Hidden") layout.operator("mball.hide_metaelems", text="Hide Selected") layout.operator("mball.hide_metaelems", text="Hide Unselected").unselected = True class VIEW3D_MT_edit_lattice(bpy.types.Menu): bl_label = "Lattice" def draw(self, context): layout = self.layout settings = context.tool_settings layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.separator() layout.operator("lattice.make_regular") layout.separator() layout.prop_menu_enum(settings, "proportional_editing") layout.prop_menu_enum(settings, "proportional_editing_falloff") class VIEW3D_MT_edit_armature(bpy.types.Menu): bl_label = "Armature" def draw(self, context): layout = self.layout edit_object = context.edit_object arm = edit_object.data layout.menu("VIEW3D_MT_transform") layout.menu("VIEW3D_MT_mirror") layout.menu("VIEW3D_MT_snap") layout.menu("VIEW3D_MT_edit_armature_roll") if arm.drawtype == 'ENVELOPE': layout.operator("transform.transform", text="Scale Envelope Distance").mode = 'BONESIZE' else: layout.operator("transform.transform", text="Scale B-Bone Width").mode = 'BONESIZE' layout.separator() layout.operator("armature.extrude_move") if arm.x_axis_mirror: layout.operator("armature.extrude_forked") layout.operator("armature.duplicate_move") layout.operator("armature.merge") layout.operator("armature.fill") layout.operator("armature.delete") layout.operator("armature.separate") layout.separator() layout.operator("armature.subdivide_multi", text="Subdivide") layout.operator("armature.switch_direction", text="Switch Direction") layout.separator() layout.operator_context = 'EXEC_AREA' layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS' layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS' layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS' layout.operator("armature.flip_names") layout.separator() layout.operator_context = 'INVOKE_DEFAULT' layout.operator("armature.armature_layers") layout.operator("armature.bone_layers") layout.separator() layout.menu("VIEW3D_MT_edit_armature_parent") layout.separator() layout.operator_menu_enum("armature.flags_set", "mode", text="Bone Settings") class VIEW3D_MT_armature_specials(bpy.types.Menu): bl_label = "Specials" def draw(self, context): layout = self.layout layout.operator_context = 'INVOKE_REGION_WIN' layout.operator("armature.subdivide_multi", text="Subdivide") layout.operator("armature.switch_direction", text="Switch Direction") layout.separator() layout.operator_context = 'EXEC_REGION_WIN' layout.operator("armature.autoside_names", text="AutoName Left/Right").type = 'XAXIS' layout.operator("armature.autoside_names", text="AutoName Front/Back").type = 'YAXIS' layout.operator("armature.autoside_names", text="AutoName Top/Bottom").type = 'ZAXIS' layout.operator("armature.flip_names", text="Flip Names") class VIEW3D_MT_edit_armature_parent(bpy.types.Menu): bl_label = "Parent" def draw(self, context): layout = self.layout layout.operator("armature.parent_set", text="Make") layout.operator("armature.parent_clear", text="Clear") class VIEW3D_MT_edit_armature_roll(bpy.types.Menu): bl_label = "Bone Roll" def draw(self, context): layout = self.layout layout.operator("armature.calculate_roll", text="Clear Roll (Z-Axis Up)").type = 'GLOBALUP' layout.operator("armature.calculate_roll", text="Roll to Cursor").type = 'CURSOR' layout.separator() layout.operator("transform.transform", text="Set Roll").mode = 'BONE_ROLL' # ********** Panel ********** class VIEW3D_PT_view3d_properties(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "View" def poll(self, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data scene = context.scene col = layout.column() col.active = view.region_3d.view_perspective != 'CAMERA' col.prop(view, "lens") col.label(text="Lock to Object:") col.prop(view, "lock_object", text="") if view.lock_object and view.lock_object.type == 'ARMATURE': col.prop_object(view, "lock_bone", view.lock_object.data, "bones", text="") col = layout.column(align=True) col.label(text="Clip:") col.prop(view, "clip_start", text="Start") col.prop(view, "clip_end", text="End") subcol = col.column() subcol.enabled = not view.lock_camera_and_layers subcol.label(text="Local Camera:") subcol.prop(view, "camera", text="") layout.column().prop(view, "cursor_location") class VIEW3D_PT_view3d_name(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Item" def poll(self, context): return (context.space_data and context.active_object) def draw(self, context): layout = self.layout ob = context.active_object row = layout.row() row.label(text="", icon='OBJECT_DATA') row.prop(ob, "name", text="") if ob.type == 'ARMATURE' and ob.mode in ('EDIT', 'POSE'): bone = context.active_bone if bone: row = layout.row() row.label(text="", icon='BONE_DATA') row.prop(bone, "name", text="") class VIEW3D_PT_view3d_display(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Display" bl_default_closed = True def poll(self, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data gs = context.scene.game_data ob = context.object col = layout.column() col.prop(view, "display_render_override") col = layout.column() display_all = not view.display_render_override col.active = display_all col.prop(view, "outline_selected") col.prop(view, "all_object_origins") col.prop(view, "relationship_lines") if ob and ob.type == 'MESH': mesh = ob.data col.prop(mesh, "all_edges") col = layout.column() col.active = display_all split = col.split(percentage=0.55) split.prop(view, "display_floor", text="Grid Floor") row = split.row(align=True) row.prop(view, "display_x_axis", text="X", toggle=True) row.prop(view, "display_y_axis", text="Y", toggle=True) row.prop(view, "display_z_axis", text="Z", toggle=True) sub = col.column(align=True) sub.active = (display_all and view.display_floor) sub.prop(view, "grid_lines", text="Lines") sub.prop(view, "grid_spacing", text="Spacing") sub.prop(view, "grid_subdivisions", text="Subdivisions") col = layout.column() col.label(text="Shading:") col.prop(gs, "material_mode", text="") col.prop(view, "textured_solid") layout.separator() region = view.region_quadview layout.operator("screen.region_quadview", text="Toggle Quad View") if region: col = layout.column() col.prop(region, "lock_rotation") row = col.row() row.enabled = region.lock_rotation row.prop(region, "box_preview") row = col.row() row.enabled = region.lock_rotation and region.box_preview row.prop(region, "box_clip") class VIEW3D_PT_view3d_meshdisplay(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Mesh Display" def poll(self, context): # The active object check is needed because of localmode return (context.active_object and (context.mode == 'EDIT_MESH')) def draw(self, context): layout = self.layout mesh = context.active_object.data col = layout.column() col.label(text="Overlays:") col.prop(mesh, "draw_edges", text="Edges") col.prop(mesh, "draw_faces", text="Faces") col.prop(mesh, "draw_creases", text="Creases") col.prop(mesh, "draw_bevel_weights", text="Bevel Weights") col.prop(mesh, "draw_seams", text="Seams") col.prop(mesh, "draw_sharp", text="Sharp") col.separator() col.label(text="Normals:") col.prop(mesh, "draw_normals", text="Face") col.prop(mesh, "draw_vertex_normals", text="Vertex") col.prop(context.scene.tool_settings, "normal_size", text="Normal Size") col.separator() col.label(text="Numerics:") col.prop(mesh, "draw_edge_lenght") col.prop(mesh, "draw_edge_angle") col.prop(mesh, "draw_face_area") class VIEW3D_PT_view3d_curvedisplay(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Curve Display" def poll(self, context): editmesh = context.mode == 'EDIT_CURVE' return (editmesh) def draw(self, context): layout = self.layout curve = context.active_object.data col = layout.column() col.label(text="Overlays:") col.prop(curve, "draw_handles", text="Handles") col.prop(curve, "draw_normals", text="Normals") col.prop(context.scene.tool_settings, "normal_size", text="Normal Size") class VIEW3D_PT_background_image(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Background Images" bl_default_closed = True def poll(self, context): view = context.space_data # bg = context.space_data.background_image return (view) def draw_header(self, context): layout = self.layout view = context.space_data layout.prop(view, "display_background_images", text="") def draw(self, context): layout = self.layout view = context.space_data col = layout.column() col.operator("view3d.add_background_image", text="Add Image") for i, bg in enumerate(view.background_images): layout.active = view.display_background_images box = layout.box() row = box.row(align=True) row.prop(bg, "show_expanded", text="", emboss=False) row.label(text=getattr(bg.image, "name", "Not Set")) row.operator("view3d.remove_background_image", text="", icon='X').index = i box.prop(bg, "view_axis", text="Axis") if bg.show_expanded: row = box.row() row.template_ID(bg, "image", open="image.open") if (bg.image): box.template_image(bg, "image", bg.image_user, compact=True) box.prop(bg, "transparency", slider=True) if bg.view_axis != 'CAMERA': box.prop(bg, "size") row = box.row(align=True) row.prop(bg, "offset_x", text="X") row.prop(bg, "offset_y", text="Y") class VIEW3D_PT_transform_orientations(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Transform Orientations" bl_default_closed = True def poll(self, context): view = context.space_data return (view) def draw(self, context): layout = self.layout view = context.space_data col = layout.column() col.prop(view, "transform_orientation") col.operator("transform.create_orientation", text="Create") orientation = view.current_orientation if orientation: col.prop(orientation, "name") col.operator("transform.delete_orientation", text="Delete") class VIEW3D_PT_etch_a_ton(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Skeleton Sketching" bl_default_closed = True def poll(self, context): scene = context.space_data ob = context.active_object return scene and ob and ob.type == 'ARMATURE' and ob.mode == 'EDIT' def draw_header(self, context): layout = self.layout toolsettings = context.scene.tool_settings layout.prop(toolsettings, "bone_sketching", text="") def draw(self, context): layout = self.layout toolsettings = context.scene.tool_settings col = layout.column() col.prop(toolsettings, "etch_quick") col.prop(toolsettings, "etch_overdraw") col.prop(toolsettings, "etch_convert_mode") if toolsettings.etch_convert_mode == 'LENGTH': col.prop(toolsettings, "etch_length_limit") elif toolsettings.etch_convert_mode == 'ADAPTIVE': col.prop(toolsettings, "etch_adaptive_limit") elif toolsettings.etch_convert_mode == 'FIXED': col.prop(toolsettings, "etch_subdivision_number") elif toolsettings.etch_convert_mode == 'RETARGET': col.prop(toolsettings, "etch_template") col.prop(toolsettings, "etch_roll_mode") col.prop(toolsettings, "etch_autoname") col.prop(toolsettings, "etch_number") col.prop(toolsettings, "etch_side") col.operator("sketch.convert", text="Convert") class VIEW3D_PT_context_properties(bpy.types.Panel): bl_space_type = 'VIEW_3D' bl_region_type = 'UI' bl_label = "Properties" bl_default_closed = True def _active_context_member(self, context): obj = context.object if obj: mode = obj.mode if mode == 'POSE': return "active_pose_bone" elif mode == 'EDIT' and obj.type == 'ARMATURE': return "active_bone" else: return "object" return "" def poll(self, context): member = self._active_context_member(context) if member: context_member = getattr(context, member) return context_member and context_member.keys() return False def draw(self, context): import rna_prop_ui # reload(rna_prop_ui) member = self._active_context_member(context) if member: # Draw with no edit button rna_prop_ui.draw(self.layout, context, member, False) classes = [ VIEW3D_OT_edit_mesh_extrude_move, # detects constraints setup and extrude region VIEW3D_OT_edit_mesh_extrude_individual_move, VIEW3D_HT_header, # Header VIEW3D_MT_view, #View Menus VIEW3D_MT_view_navigation, VIEW3D_MT_view_align, VIEW3D_MT_view_align_selected, VIEW3D_MT_view_cameras, VIEW3D_MT_select_object, # Select Menus VIEW3D_MT_select_pose, VIEW3D_MT_select_particle, VIEW3D_MT_select_edit_mesh, VIEW3D_MT_select_edit_curve, VIEW3D_MT_select_edit_surface, VIEW3D_MT_select_edit_metaball, VIEW3D_MT_select_edit_lattice, VIEW3D_MT_select_edit_armature, VIEW3D_MT_select_face, # XXX todo VIEW3D_MT_transform, # Object/Edit Menus VIEW3D_MT_mirror, # Object/Edit Menus VIEW3D_MT_snap, # Object/Edit Menus VIEW3D_MT_uv_map, # Edit Menus VIEW3D_MT_object, # Object Menu VIEW3D_MT_object_specials, VIEW3D_MT_object_apply, VIEW3D_MT_object_clear, VIEW3D_MT_object_parent, VIEW3D_MT_object_track, VIEW3D_MT_object_group, VIEW3D_MT_object_constraints, VIEW3D_MT_object_showhide, VIEW3D_MT_make_single_user, VIEW3D_MT_make_links, VIEW3D_MT_object_game_properties, VIEW3D_MT_object_game_logicbricks, VIEW3D_MT_hook, VIEW3D_MT_vertex_group, VIEW3D_MT_sculpt, # Sculpt Menu VIEW3D_MT_paint_vertex, VIEW3D_MT_paint_weight, VIEW3D_MT_particle, # Particle Menu VIEW3D_MT_particle_specials, VIEW3D_MT_particle_showhide, VIEW3D_MT_pose, # POSE Menu VIEW3D_MT_pose_transform, VIEW3D_MT_pose_pose, VIEW3D_MT_pose_motion, VIEW3D_MT_pose_group, VIEW3D_MT_pose_ik, VIEW3D_MT_pose_constraints, VIEW3D_MT_pose_showhide, VIEW3D_MT_pose_apply, VIEW3D_MT_edit_mesh, VIEW3D_MT_edit_mesh_specials, # Only as a menu for keybindings VIEW3D_MT_edit_mesh_selection_mode, # Only as a menu for keybindings VIEW3D_MT_edit_mesh_vertices, VIEW3D_MT_edit_mesh_edges, VIEW3D_MT_edit_mesh_faces, VIEW3D_MT_edit_mesh_normals, VIEW3D_MT_edit_mesh_showhide, VIEW3D_MT_edit_mesh_extrude, # use with VIEW3D_OT_edit_mesh_extrude_menu VIEW3D_MT_edit_curve, VIEW3D_MT_edit_curve_ctrlpoints, VIEW3D_MT_edit_curve_segments, VIEW3D_MT_edit_curve_specials, VIEW3D_MT_edit_curve_showhide, VIEW3D_MT_edit_surface, VIEW3D_MT_edit_text, VIEW3D_MT_edit_text_chars, VIEW3D_MT_edit_meta, VIEW3D_MT_edit_meta_showhide, VIEW3D_MT_edit_lattice, VIEW3D_MT_edit_armature, VIEW3D_MT_edit_armature_parent, VIEW3D_MT_edit_armature_roll, VIEW3D_MT_armature_specials, # Only as a menu for keybindings # Panels VIEW3D_PT_view3d_properties, VIEW3D_PT_view3d_display, VIEW3D_PT_view3d_name, VIEW3D_PT_view3d_meshdisplay, VIEW3D_PT_view3d_curvedisplay, VIEW3D_PT_background_image, VIEW3D_PT_transform_orientations, VIEW3D_PT_etch_a_ton, VIEW3D_PT_context_properties] def register(): register = bpy.types.register for cls in classes: register(cls) def unregister(): unregister = bpy.types.unregister for cls in classes: unregister(cls) if __name__ == "__main__": register()