Skip to content
Snippets Groups Projects
Select Git revision
  • 1847f6198e50118e8e6541dfcb351dda40802511
  • master default protected
  • blender2.8
  • collada
  • topbar
  • greasepencil-object
  • temp-modifier-rm-cddm
  • blender2.8-workbench
  • hair_guides
  • fracture_modifier
  • temp-tab_drag_drop
  • asset-engine
  • soc-2017-normal-tools
  • cycles_embree
  • userpref_redesign
  • fluid-mantaflow
  • blender-v2.79b-release
  • cycles_embree3
  • temp-object-multi-mode
  • cycles_bvh8
  • blender-v2.79a-release
  • v2.79b
  • v2.79a
  • v2.79
  • v2.79-rc2
  • v2.79-rc1
  • v2.78c
  • v2.78b
  • v2.78a
  • v2.78
  • v2.78-rc2
  • v2.78-rc1
  • v2.77a
  • v2.77
  • v2.77-rc2
  • v2.77-rc1
  • v2.76b
  • v2.76a
  • v2.76
  • v2.76-rc3
  • v2.76-rc2
41 results

buttons_scene.py

Blame
  • user avatar
    William Reynish authored
    After discussion with Campbell, split Scene tab in Scene and Render. This makes a clearer distinction between render and scene settings.
    1847f619
    History
    buttons_scene.py 3.43 KiB
    
    import bpy
    
    class SceneButtonsPanel(bpy.types.Panel):
    	__space_type__ = 'PROPERTIES'
    	__region_type__ = 'WINDOW'
    	__context__ = "scene"
    	
    	def poll(self, context):
    		return (context.scene != None)
    
    class SCENE_PT_scene(SceneButtonsPanel):
    	__label__ = "Scene"
    	COMPAT_ENGINES = set(['BLENDER_RENDER'])
    
    	def draw(self, context):
    		layout = self.layout
    		
    		scene = context.scene
    		layout.itemR(scene, "camera")
    		layout.itemR(scene, "set", text="Background")
    		
    
    class SCENE_PT_unit(SceneButtonsPanel):
    	__label__ = "Units"
    	__default_closed__ = True
    	COMPAT_ENGINES = set(['BLENDER_RENDER'])
    
    	def draw(self, context):
    		layout = self.layout
    		
    		unit = context.scene.unit_settings
    		
    		col = layout.column()
    		col.row().itemR(unit, "system", expand=True)
    		
    		row = layout.row()
    		row.active = (unit.system != 'NONE')
    		row.itemR(unit, "scale_length", text="Scale")
    		row.itemR(unit, "use_separate")
    		
    class SCENE_PT_keying_sets(SceneButtonsPanel):
    	__label__ = "Keying Sets"
    	__default_closed__ = True
    	
    	def draw(self, context):
    		layout = self.layout
    		
    		scene = context.scene
    		
    		row = layout.row()
    		row.itemL(text="Keying Sets:")
    		
    		row = layout.row()
    		
    		col = row.column()
    		col.template_list(scene, "keying_sets", scene, "active_keying_set_index", rows=2)
    		
    		col = row.column(align=True)
    		col.itemO("anim.keying_set_add", icon='ICON_ZOOMIN', text="")
    		col.itemO("anim.keying_set_remove", icon='ICON_ZOOMOUT', text="")
    		
    		ks = scene.active_keying_set
    		if ks:
    			row = layout.row()
    			
    			col = row.column()
    			col.itemR(ks, "name")
    			col.itemR(ks, "absolute")
    			
    			col = row.column()
    			col.itemL(text="Keyframing Settings:")
    			col.itemR(ks, "insertkey_needed", text="Needed")
    			col.itemR(ks, "insertkey_visual", text="Visual")
    			
    class SCENE_PT_keying_set_paths(SceneButtonsPanel):
    	__label__ = "Active Keying Set"
    	__default_closed__ = True
    	
    	def poll(self, context):
    		return (context.scene != None) and (context.scene.active_keying_set != None)
    	
    	def draw(self, context):
    		layout = self.layout
    		
    		scene = context.scene
    		ks = scene.active_keying_set
    		
    		row = layout.row()
    		row.itemL(text="Paths:")
    		
    		row = layout.row()
    		
    		col = row.column()
    		col.template_list(ks, "paths", ks, "active_path_index", rows=2)
    		
    		col = row.column(align=True)
    		col.itemO("anim.keying_set_path_add", icon='ICON_ZOOMIN', text="")
    		col.itemO("anim.keying_set_path_remove", icon='ICON_ZOOMOUT', text="")
    		
    		ksp = ks.active_path
    		if ksp:
    			col = layout.column()
    			col.itemL(text="Target:")
    			col.template_any_ID(ksp, "id", "id_type")
    			col.itemR(ksp, "rna_path")
    			
    			
    			row = layout.row()
    			
    			col = row.column()
    			col.itemL(text="Array Target:")
    			col.itemR(ksp, "entire_array")
    			if ksp.entire_array == False:
    				col.itemR(ksp, "array_index")
    				
    			col = row.column()
    			col.itemL(text="F-Curve Grouping:")
    			col.itemR(ksp, "grouping")
    			if ksp.grouping == 'NAMED':
    				col.itemR(ksp, "group")
    				
    			
    			
    
    class SCENE_PT_physics(SceneButtonsPanel):
    	__label__ = "Gravity"
    	COMPAT_ENGINES = set(['BLENDER_RENDER'])
    
    	def draw_header(self, context):
    		self.layout.itemR(context.scene, "use_gravity", text="")
    
    	def draw(self, context):
    		layout = self.layout
    		
    		scene = context.scene
    
    		layout.active = scene.use_gravity
    
    		layout.itemR(scene, "gravity", text="")
    
    bpy.types.register(SCENE_PT_scene)		
    bpy.types.register(SCENE_PT_unit)
    bpy.types.register(SCENE_PT_keying_sets)
    bpy.types.register(SCENE_PT_keying_set_paths)
    bpy.types.register(SCENE_PT_physics)