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  • # ##### 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 #####
    
    # Contributed to by:
    # meta-androcto, Bill Currie, Jorge Hernandez - Melenedez  Jacob Morris, Oscurart  #
    # Rebellion, Antonis Karvelas, Eleanor Howick, lijenstina, Daniel Schalla, Domlysz #
    # Unnikrishnan(kodemax), Florian Meyer, Omar ahmed, Brian Hinton (Nichod), liero   #
    
    # Atom, Dannyboy, Mano-Wii, Kursad Karatas, teldredge, Phil Cote #
    
    
    bl_info = {
        "name": "Add Advanced Objects",
        "author": "Meta Androcto,",
    
        "blender": (2, 78, 0),
        "location": "View3D > Add ",
        "description": "Add Object & Camera extras",
        "warning": "",
        "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6"
    
                    "/Py/Scripts/Object/Add_Advanced",
    
        "category": "Object"}
    
    if "bpy" in locals():
        import importlib
    
        importlib.reload(add_light_template)
        importlib.reload(scene_objects_bi)
        importlib.reload(scene_objects_cycles)
        importlib.reload(scene_texture_render)
        importlib.reload(trilighting)
        importlib.reload(pixelate_3d)
        importlib.reload(object_add_chain)
        importlib.reload(drop_to_ground)
        importlib.reload(circle_array)
        importlib.reload(unfold_transition)
        importlib.reload(copy2)
        importlib.reload(make_struts)
        importlib.reload(random_box_structure)
        importlib.reload(cubester)
        importlib.reload(rope_alpha)
        importlib.reload(add_mesh_aggregate)
        importlib.reload(object_mangle_tools)
        importlib.reload(arrange_on_curve)
        importlib.reload(object_laplace_lightning)
        importlib.reload(mesh_easylattice)
        importlib.reload(DelaunayVoronoi)
        importlib.reload(delaunayVoronoiBlender)
        importlib.reload(oscurart_constellation)
        importlib.reload(oscurart_chain_maker)
    
    else:
    
        from . import add_light_template
        from . import scene_objects_bi
        from . import scene_objects_cycles
        from . import scene_texture_render
        from . import trilighting
        from . import pixelate_3d
        from . import object_add_chain
        from . import oscurart_chain_maker
        from . import drop_to_ground
        from . import circle_array
        from . import unfold_transition
        from . import copy2
        from . import make_struts
        from . import random_box_structure
        from . import cubester
        from . import rope_alpha
        from . import add_mesh_aggregate
        from . import object_mangle_tools
        from . import arrange_on_curve
        from . import object_laplace_lightning
        from . import mesh_easylattice
    
        from .delaunay_voronoi import DelaunayVoronoi
        from .delaunay_voronoi import delaunayVoronoiBlender
        from .delaunay_voronoi import oscurart_constellation
    
    
    import bpy
    from bpy.types import (
            Menu,
            AddonPreferences,
    
            PropertyGroup,
            )
    from bpy.props import (
            BoolProperty,
            BoolVectorProperty,
            EnumProperty,
            FloatProperty,
            FloatVectorProperty,
            IntProperty,
            StringProperty,
            PointerProperty,
    
    # Define the "Scenes" menu
    
    class INFO_MT_scene_elements_add(Menu):
        bl_idname = "INFO_MT_scene_elements"
    
        bl_label = "Test Scenes"
    
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            layout.operator("bi.add_scene",
                            text="Scene_Objects_BI")
            layout.operator("objects_cycles.add_scene",
                            text="Scene_Objects_Cycles")
            layout.operator("objects_texture.add_scene",
                            text="Scene_Textures_Cycles")
    
    
    
    # Define the "Lights" menu
    
    class INFO_MT_mesh_lamps_add(Menu):
        bl_idname = "INFO_MT_scene_lamps"
        bl_label = "Lighting Sets"
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            layout.operator("object.add_light_template",
                            text="Add Light Template")
            layout.operator("object.trilighting",
                            text="Add Tri Lighting")
    
    
    
    # Define the "Chains" menu
    
    class INFO_MT_mesh_chain_add(Menu):
        bl_idname = "INFO_MT_mesh_chain"
        bl_label = "Chains"
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            layout.operator("mesh.primitive_chain_add", icon="LINKED")
            layout.operator("mesh.primitive_oscurart_chain_add", icon="LINKED")
    
    
    
    # Define the "Array" Menu
    
    class INFO_MT_array_mods_add(Menu):
        bl_idname = "INFO_MT_array_mods"
        bl_label = "Array Mods"
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
    
    
            layout.menu("INFO_MT_mesh_chain", icon="LINKED")
    
    
            layout.operator("objects.circle_array_operator",
    
                            text="Circle Array", icon="MOD_ARRAY")
    
            layout.operator("object.agregate_mesh",
    
                            text="Aggregate Mesh", icon="MOD_ARRAY")
            layout.operator("mesh.copy2",
                    text="Copy To Vert/Edge", icon="MOD_ARRAY")
    
    # Define the "Blocks" Menu
    
    class INFO_MT_quick_blocks_add(Menu):
        bl_idname = "INFO_MT_quick_tools"
        bl_label = "Block Tools"
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
    
    
            layout.operator("object.pixelate", icon="MESH_GRID")
            layout.operator("mesh.generate_struts",
                        text="Struts", icon="GRID")
            layout.operator("object.make_structure",
                        text="Random Boxes", icon="SEQ_SEQUENCER")
            layout.operator("object.easy_lattice",
                        text="Easy Lattice", icon="MOD_LATTICE")
    
    
    # Define the "Phsysics Tools" Menu
    
    class INFO_MT_Physics_tools_add(Menu):
        bl_idname = "INFO_MT_physics_tools"
        bl_label = "Physics Tools"
    
        def draw(self, context):
            layout = self.layout
            layout.operator_context = 'INVOKE_REGION_WIN'
            layout.operator("object.drop_on_active",
    
                            text="Drop To Ground", icon="SORTSIZE")
    
            layout.operator("ball.rope",
                            text="Wrecking Ball", icon='PHYSICS')
            layout.operator("clot.rope",
                            text="Cloth Rope", icon='PHYSICS')
    
    
    # Define "Extras" menu
    def menu(self, context):
        layout = self.layout
        layout.operator_context = 'INVOKE_REGION_WIN'
        self.layout.separator()
        self.layout.menu("INFO_MT_scene_elements", icon="SCENE_DATA")
        self.layout.menu("INFO_MT_scene_lamps", icon="LAMP_SPOT")
        self.layout.separator()
        self.layout.menu("INFO_MT_array_mods", icon="MOD_ARRAY")
        self.layout.menu("INFO_MT_quick_tools", icon="MOD_BUILD")
        self.layout.menu("INFO_MT_physics_tools", icon="PHYSICS")
    
    
    # Addons Preferences
    
    class AdvancedObjPreferences(AddonPreferences):
    
        show_menu_list = BoolProperty(
                name="Menu List",
                description="Show/Hide the Add Menu items",
                default=False
                )
        show_panel_list = BoolProperty(
                name="Panels List",
                description="Show/Hide the Panel items",
                default=False
                )
    
    
        def draw(self, context):
            layout = self.layout
    
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            icon_1 = "TRIA_RIGHT" if not self.show_menu_list else "TRIA_DOWN"
            box = layout.box()
            box.prop(self, "show_menu_list", emboss=False, icon=icon_1)
    
            if self.show_menu_list:
                box.label(text="Items located in the Add Menu (default shortcut Ctrl + A):",
                          icon="LAYER_USED")
                box.label(text="Test Scenes:", icon="LAYER_ACTIVE")
                box.label(text="Scene Objects BI, Scene Objects Cycles, Scene Textures Cycles",
                          icon="LAYER_USED")
                box.label(text="Lighting Sets:", icon="LAYER_ACTIVE")
                box.label(text="Add Light Template, Add Tri Lighting", icon="LAYER_USED")
                box.label(text="Array Mods:", icon="LAYER_ACTIVE")
                box.label(text="Circle Array, Chains submenu, Copy Vert/Edge and Aggregate Mesh",
                             icon="LAYER_ACTIVE")
                box.label(text="Chains Submenu - Add Chain, Chain to Bones",
                          icon="LAYER_ACTIVE")
                box.label(text="Block Tools:", icon="LAYER_ACTIVE")
                box.label(text="Pixelate Object, Struts, Random Boxes, Easy Lattice",
                          icon="LAYER_USED")
                box.label(text="Physics Tools:", icon="LAYER_ACTIVE")
                box.label(text="Drop to Ground, Wrecking Ball and Cloth Rope", icon="LAYER_USED")
    
            icon_2 = "TRIA_RIGHT" if not self.show_panel_list else "TRIA_DOWN"
            box = layout.box()
            box.prop(self, "show_panel_list", emboss=False, icon=icon_2)
    
            if self.show_panel_list:
                box.label(text="Panels located in 3D View Tools Region > Create",
                          icon="LAYER_ACTIVE")
                box.label(text="Drop to Ground", icon="LAYER_USED")
                box.label(text="Unfold Transition", icon="LAYER_USED")
                box.label(text="CubeSter", icon="LAYER_USED")
                box.label(text="Mangle tools", icon="LAYER_USED")
                box.label(text="Laplacian Lighting", icon="LAYER_USED")
                box.label(text="Delaunay Voronoi", icon="LAYER_USED")
                box.label(text="Duplicate on Curve  (Shown if an Active Curve Object is it the 3D View)",
                          icon="LAYER_USED")
    
    
    # Cubester update functions
    def find_audio_length(self, context):
        adv_obj = context.scene.advanced_objects
        audio_file = adv_obj.cubester_audio_path
        length = 0
    
        if audio_file != "":
            # confirm that strip hasn't been loaded yet
            get_sequence = getattr(context.scene.sequence_editor, "sequences_all", [])
            for strip in get_sequence:
                if type(strip) == bpy.types.SoundSequence and strip.sound.filepath == audio_file:
                    length = strip.frame_final_duration
    
            if length == 0:
                area = context.area
                old_type = area.type
                area.type = "SEQUENCE_EDITOR"
                try:
                    bpy.ops.sequencer.sound_strip_add(filepath=audio_file)
                    adv_obj.cubester_check_audio = True
                except Exception as e:
                    print("\n[Add Advanced Objects]\n Function: "
                          "find_audio_length\n {}\n".format(e))
                    adv_obj.cubester_check_audio = False
                    pass
    
                area.type = old_type
    
            # find audio file
            for strip in context.scene.sequence_editor.sequences_all:
                if type(strip) == bpy.types.SoundSequence and strip.sound.filepath == audio_file:
                    adv_obj.cubester_check_audio = True
                    length = strip.frame_final_duration
    
        adv_obj.cubester_audio_file_length = length
    
    
    # load image if possible
    def adjust_selected_image(self, context):
        scene = context.scene.advanced_objects
        try:
            image = bpy.data.images.load(scene.cubester_load_image)
            scene.cubester_image = image.name
        except Exception as e:
            print("\n[Add Advanced Objects]\n Function: "
                  "adjust_selected_image\n {}\n".format(e))
    
    
    # load color image if possible
    def adjust_selected_color_image(self, context):
        scene = context.scene.advanced_objects
        try:
            image = bpy.data.images.load(scene.cubester_load_color_image)
            scene.cubester_color_image = image.name
        except Exception as e:
            print("\nAdd Advanced Objects]\n Function: "
                  "adjust_selected_color_image\n {}\n".format(e))
    
    
    class AdvancedObjProperties(PropertyGroup):
        # cubester
        # main properties
        cubester_check_audio = BoolProperty(
                name="",
                default=False
                )
        cubester_audio_image = EnumProperty(
                name="Input Type",
                items=(("image", "Image",
                        "Use an Image as input for generating Geometry", "IMAGE_COL", 0),
                       ("audio", "Audio",
                        "Use a Sound Strip as input for generating Geometry", "FILE_SOUND", 1))
                )
        cubester_audio_file_length = IntProperty(
                default=0
                )
        # audio
        cubester_audio_path = StringProperty(
                default="",
                name="Audio File",
                subtype="FILE_PATH",
                update=find_audio_length
                )
        cubester_audio_min_freq = IntProperty(
                name="Minimum Frequency",
                min=20, max=100000,
                default=20
                )
        cubester_audio_max_freq = IntProperty(
                name="Maximum Frequency",
                min=21, max=999999,
                default=5000
                )
        cubester_audio_offset_type = EnumProperty(
                name="Offset Type",
                items=(("freq", "Frequency Offset", ""),
                       ("frame", "Frame Offset", "")),
                description="Type of offset per row of mesh"
                )
        cubester_audio_frame_offset = IntProperty(
                name="Frame Offset",
                min=0, max=10,
                default=2
                )
        cubester_audio_block_layout = EnumProperty(
                name="Block Layout",
                items=(("rectangle", "Rectangular", ""),
                      ("radial", "Radial", ""))
                )
        cubester_audio_width_blocks = IntProperty(
                name="Width Block Count",
                min=1, max=10000,
                default=5
                )
        cubester_audio_length_blocks = IntProperty(
                name="Length Block Count",
                min=1, max=10000,
                default=50
                )
        # image
        cubester_load_type = EnumProperty(
                name="Image Input Type",
                items=(("single", "Single Image", ""),
                      ("multiple", "Image Sequence", ""))
                )
        cubester_image = StringProperty(
                default="",
                name=""
                )
        cubester_load_image = StringProperty(
                default="",
                name="Load Image",
                subtype="FILE_PATH",
                update=adjust_selected_image
                )
        cubester_skip_images = IntProperty(
                name="Image Step",
                min=1, max=30,
                default=1,
                description="Step from image to image by this number"
                )
        cubester_max_images = IntProperty(
                name="Max Number Of Images",
                min=2, max=1000,
                default=10,
                description="Maximum number of images to be used"
                )
        cubester_frame_step = IntProperty(
                name="Frame Step Size",
                min=1, max=10,
                default=4,
                description="The number of frames each picture is used"
                )
        cubester_skip_pixels = IntProperty(
                name="Skip # Pixels",
                min=0, max=256,
                default=64,
                description="Skip this number of pixels before placing the next"
                )
        cubester_mesh_style = EnumProperty(
                name="Mesh Type",
                items=(("blocks", "Blocks", ""),
                       ("plane", "Plane", "")),
                description="Compose mesh of multiple blocks or of a single plane"
                )
        cubester_block_style = EnumProperty(
                name="Block Style",
                items=(("size", "Vary Size", ""),
                       ("position", "Vary Position", "")),
                description="Vary Z-size of block, or vary Z-position"
                )
        cubester_height_scale = FloatProperty(
                name="Height Scale",
                subtype="DISTANCE",
                min=0.1, max=2,
                default=0.2
                )
        cubester_invert = BoolProperty(
                name="Invert Height",
                default=False
                )
        # general adjustments
        cubester_size_per_hundred_pixels = FloatProperty(
                name="Size Per 100 Blocks/Points",
                subtype="DISTANCE",
                min=0.001, max=5,
                default=1
                )
        # material based stuff
        cubester_materials = EnumProperty(
                name="Material",
                items=(("vertex", "Vertex Colors", ""),
                       ("image", "Image", "")),
                description="Color with vertex colors, or uv unwrap and use an image"
                )
        cubester_use_image_color = BoolProperty(
                name="Use Original Image Colors'?",
                default=True,
                description="Use original image colors, or replace with an another one"
                )
        cubester_color_image = StringProperty(
                default="",
                name=""
                )
        cubester_load_color_image = StringProperty(
                default="",
                name="Load Color Image",
                subtype="FILE_PATH",
                update=adjust_selected_color_image
                )
        cubester_vertex_colors = {}
        # advanced
        cubester_advanced = BoolProperty(
                name="Advanced Options",
                default=False
                )
        cubester_random_weights = BoolProperty(
                name="Random Weights",
                default=False
                )
        cubester_weight_r = FloatProperty(
                name="Red",
                subtype="FACTOR",
                min=0.01, max=1.0,
                default=0.25
                )
        cubester_weight_g = FloatProperty(
                name="Green",
                subtype="FACTOR",
                min=0.01, max=1.0,
                default=0.25
                )
        cubester_weight_b = FloatProperty(
                name="Blue",
                subtype="FACTOR",
                min=0.01, max=1.0,
                default=0.25
                )
        cubester_weight_a = FloatProperty(
                name="Alpha",
                subtype="FACTOR",
                min=0.01, max=1.0,
                default=0.25
                )
    
        # pixelate_3d properties
        pixelate_3d_size = FloatProperty(
                name="Size",
                min=.05, max=5,
                default=.25,
                description="Size of the cube / grid"
                )
        pixelate_3d_gap = IntProperty(
                name="Gap",
                min=0, max=90,
                default=10,
                subtype='PERCENTAGE',
                description="Separation - percent of size"
                )
        pixelate_3d_smooth = FloatProperty(
                name="Smooth",
                min=0, max=1,
                default=.0,
                description="Smooth factor when subdividing mesh"
                )
        # arrange_on_curve
        arrange_c_use_selected = BoolProperty(
                name="Use Selected",
                description="Use the selected objects to duplicate",
                default=True,
                )
        arrange_c_obj_arranjar = StringProperty(
                name=""
                )
        arrange_c_select_type = EnumProperty(
                name="Type",
                description="Select object or group",
                items=[
                    ('O', "Object", "Make duplicates of a specific object"),
                    ('G', "Group", "Make duplicates of the objects in a group"),
                ],
                default='O',
                )
        # object_laplace_lighting props
        ORIGIN = FloatVectorProperty(
                name="Origin charge"
                )
        GROUNDZ = IntProperty(
                name="Ground Z coordinate"
                )
        HORDER = IntProperty(
                name="Secondary paths orders",
                default=1
                )
        # object_laplace_lighting UI props
        TSTEPS = IntProperty(
                name="Iterations",
                default=350,
                description="Number of cells to create\n"
                            "Will end early if hits ground plane or cloud"
                )
        GSCALE = FloatProperty(
                name="Grid unit size",
                default=0.12,
                description="scale of cells, .25 = 4 cells per blenderUnit"
                )
        BIGVAR = FloatProperty(
                name="Straightness",
                default=6.3,
                description="Straightness/branchiness of bolt, \n"
                            "<2 is mush, >12 is staight line, 6.3 is good"
                )
        GROUNDBOOL = BoolProperty(
                name="Use Ground object",
                description="Use ground plane or not",
                default=True
                )
        GROUNDC = IntProperty(
                name="Ground charge",
                default=-250,
                description="Charge of the ground plane"
                )
        CLOUDBOOL = BoolProperty(
                name="Use Cloud object",
                default=False,
                description="Use cloud object - attracts and terminates like ground but\n"
                            "any obj instead of z plane\n"
                            "Can slow down loop if obj is large, overrides ground"
                )
        CLOUDC = IntProperty(
                name="Cloud charge",
                default=-1,
                description="Charge of a cell in cloud object\n"
                            "(so total charge also depends on obj size)"
                )
        VMMESH = BoolProperty(
                name="Multi mesh",
                default=True,
                description="Output to multi-meshes for different materials on main/sec/side branches"
                )
        VSMESH = BoolProperty(
                name="Single mesh",
                default=False,
                description="Output to single mesh for using build modifier and particles for effects"
                )
        VCUBE = BoolProperty(
                name="Cubes",
                default=False,
                description="CTRL-J after run to JOIN\n"
                            "Outputs a bunch of cube objects, mostly for testing"
                )
        VVOX = BoolProperty(
                name="Voxel (experimental)",
                default=False,
                description="Output to a voxel file to bpy.data.filepath\FSLGvoxels.raw\n"
                            "(doesn't work well right now)"
                )
        IBOOL = BoolProperty(
                name="Use Insulator object",
                default=False,
                description="Use insulator mesh object to prevent growth of bolt in areas"
                )
        OOB = StringProperty(
                name="Select",
                default="",
                description="Origin of bolt, can be an Empty\n"
                            "if object is a mesh will use all verts as charges")
        GOB = StringProperty(
                name="Select",
                default="",
                description="Object to use as ground plane, uses z coord only"
                )
        COB = StringProperty(
                name="Select",
                default="",
                description="Object to use as cloud, best to use a cube"
                )
        IOB = StringProperty(
                name="Select",
                default="",
                description="Object to use as insulator, 'voxelized'\n"
                            "before generating bolt (can be slow)"
                )
        # object_mangle_tools properties
        mangle_constraint_vector = BoolVectorProperty(
                name="Mangle Constraint",
                default=(True, True, True),
                subtype='XYZ',
                description="Constrains Mangle Direction"
                )
        mangle_random_magnitude = IntProperty(
                name="Mangle Severity",
                default=5,
                min=1, max=30,
                description="Severity of mangling"
                )
        mangle_name = StringProperty(
                name="Shape Key Name",
                default="mangle",
                description="Name given for mangled shape keys"
                )
        # unfold_transition properties
        unfold_arm_name = StringProperty(
                default=""
                )
        unfold_modo = EnumProperty(
                name="",
                items=[("cursor", "3D Cursor", "Use the Distance to 3D Cursor"),
                       ("weight", "Weight Map", "Use a Painted Weight map"),
                       ("index", "Mesh Indices", "Use Faces and Vertices index")],
                description="How to Sort Bones for animation", default="cursor"
                )
        unfold_flip = BoolProperty(
                name="Flipping Faces",
                default=False,
                description="Rotate faces around the Center and skip Scaling - "
                            "keep checked for both operators"
                )
        unfold_fold_duration = IntProperty(
                name="Total Time",
                min=5, soft_min=25,
                max=10000, soft_max=2500,
                default=200,
                description="Total animation length"
                )
        unfold_sca_time = IntProperty(
                name="Scale Time",
                min=1,
                max=5000, soft_max=500,
                default=10,
                description="Faces scaling time"
                )
        unfold_rot_time = IntProperty(
                name="Rotation Time",
                min=1, soft_min=5,
                max=5000, soft_max=500,
                default=15,
                description="Faces rotation time"
                )
        unfold_rot_max = IntProperty(
                name="Angle",
                min=-180,
                max=180,
                default=135,
                description="Faces rotation angle"
                )
        unfold_fold_noise = IntProperty(
                name="Noise",
                min=0,
                max=500, soft_max=50,
                default=0,
                description="Offset some faces animation"
                )
        unfold_bounce = FloatProperty(
                name="Bounce",
                min=0,
                max=10, soft_max=2.5,
                default=0,
                description="Add some bounce to rotation"
                )
        unfold_from_point = BoolProperty(
                name="Point",
                default=False,
                description="Scale faces from a Point instead of from an Edge"
                )
        unfold_wiggle_rot = BoolProperty(
                name="Wiggle",
                default=False,
                description="Use all Axis + Random Rotation instead of X Aligned"
                )
        # oscurart_constellation
        constellation_limit = FloatProperty(
                name="Inital Threshold",
                description="Edges will be created only if the distance\n"
                            "between vertices is smaller than this value\n"
                            "This is a starting value on Operator Invoke",
                default=2,
                min=0
                )
    
    
    
    def register():
        bpy.utils.register_module(__name__)
    
    
        bpy.types.Scene.advanced_objects = PointerProperty(
                                                type=AdvancedObjProperties
                                                )
    
    
        # Add "Extras" menu to the "Add" menu
        bpy.types.INFO_MT_add.append(menu)
        try:
            bpy.types.VIEW3D_MT_AddMenu.append(menu)
        except:
            pass
    
    
    def unregister():
        # Remove "Extras" menu from the "Add" menu.
        bpy.types.INFO_MT_add.remove(menu)
        try:
            bpy.types.VIEW3D_MT_AddMenu.remove(menu)
        except:
            pass
    
        bpy.utils.unregister_module(__name__)
    
        del bpy.types.Scene.advanced_objects
    
        # cleanup Easy Lattice Scene Property if it was created
        if hasattr(bpy.types.Scene, "activelatticeobject"):
            del bpy.types.Scene.activelatticeobject
    
    
    
    if __name__ == "__main__":
        register()