Move named layer manager addon from contrib to community addons (see T41317).
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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#
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bl_info = {
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"name": "Layer Management",
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"author": "Alfonso Annarumma",
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"version": (1, 5, 1),
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"blender": (2, 70, 0),
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"location": "View3D > Properties panel > Layer Management",
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"warning": "",
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"description": "Display and Edit Layer Name",
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"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/3D_interaction/layer_manager",
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"category": "3D View",
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}
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import bpy
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from bpy.types import Menu, Panel, UIList, PropertyGroup
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from bpy.props import StringProperty, BoolProperty, IntProperty, CollectionProperty, BoolVectorProperty, PointerProperty
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from bpy.app.handlers import persistent
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EDIT_MODES = {'EDIT_MESH', 'EDIT_CURVE', 'EDIT_SURFACE', 'EDIT_METABALL', 'EDIT_TEXT', 'EDIT_ARMATURE'}
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class NamedLayer(PropertyGroup):
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name = StringProperty(name="Layer Name")
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use_lock = BoolProperty(name="Lock Layer", default=False)
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use_object_select = BoolProperty(name="Object Select", default=True)
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use_wire = BoolProperty(name="Wire Layer", default=False)
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class NamedLayers(PropertyGroup):
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layers = CollectionProperty(type=NamedLayer)
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use_hide_empty_layers = BoolProperty(name="Hide Empty Layer", default=False)
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use_extra_options = BoolProperty(name="Show Extra Options", default=True)
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use_layer_indices = BoolProperty(name="Show Layer Indices", default=False)
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use_classic = BoolProperty(name="Classic", default=False, description="Use a classic layer selection visibility")
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use_init = BoolProperty(default=True, options={'HIDDEN'})
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# Stupid, but only solution currently is to use a handler to init that layers collection...
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@persistent
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def check_init_data(scene):
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namedlayers = scene.namedlayers
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if namedlayers.use_init:
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while namedlayers.layers:
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namedlayers.layers.remove(0)
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for i in range(20):
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layer = namedlayers.layers.add()
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layer.name = "Layer%.2d" % i
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namedlayers.use_init = False
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class LayerGroup(PropertyGroup):
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use_toggle = BoolProperty(name="", default=False)
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use_wire = BoolProperty(name="", default=False)
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use_lock = BoolProperty(name="", default=False)
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layers = BoolVectorProperty(name="Layers", default=([False] * 20), size=20, subtype='LAYER')
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class SCENE_OT_namedlayer_group_add(bpy.types.Operator):
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"""Add and select a new layer group"""
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bl_idname = "scene.namedlayer_group_add"
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bl_label = "Add Layer Group"
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layers = BoolVectorProperty(name="Layers", default=([False] * 20), size=20)
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@classmethod
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def poll(cls, context):
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return bool(context.scene)
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def execute(self, context):
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scene = context.scene
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layergroups = scene.layergroups
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layers = self.layers
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group_idx = len(layergroups)
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layer_group = layergroups.add()
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layer_group.name = "LayerGroup.%.3d" % group_idx
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layer_group.layers = layers
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scene.layergroups_index = group_idx
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return {'FINISHED'}
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class SCENE_OT_namedlayer_group_remove(bpy.types.Operator):
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"""Remove selected layer group"""
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bl_idname = "scene.namedlayer_group_remove"
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bl_label = "Remove Layer Group"
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group_idx = bpy.props.IntProperty()
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@classmethod
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def poll(cls, context):
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return bool(context.scene)
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def execute(self, context):
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scene = context.scene
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group_idx = self.group_idx
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scene.layergroups.remove(group_idx)
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if scene.layergroups_index > len(scene.layergroups) - 1:
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scene.layergroups_index = len(scene.layergroups) - 1
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return {'FINISHED'}
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class SCENE_OT_namedlayer_toggle_visibility(bpy.types.Operator):
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"""Show or hide given layer (shift to extend)"""
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bl_idname = "scene.namedlayer_toggle_visibility"
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bl_label = "Show/Hide Layer"
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layer_idx = IntProperty()
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group_idx = IntProperty()
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use_spacecheck = BoolProperty()
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extend = BoolProperty(options={'SKIP_SAVE'})
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@classmethod
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def poll(cls, context):
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return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
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def execute(self, context):
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scene = context.scene
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layer_cont = context.area.spaces.active if self.use_spacecheck else context.scene
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layer_idx = self.layer_idx
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if layer_idx == -1:
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group_idx = self.group_idx
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layergroups = scene.layergroups[group_idx]
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group_layers = layergroups.layers
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layers = layer_cont.layers
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if layergroups.use_toggle:
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layer_cont.layers = [not group_layer and layer for group_layer, layer in zip(group_layers, layers)]
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layergroups.use_toggle = False
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else:
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layer_cont.layers = [group_layer or layer for group_layer, layer in zip(group_layers, layers)]
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layergroups.use_toggle = True
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else:
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if self.extend:
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layer_cont.layers[layer_idx] = not layer_cont.layers[layer_idx]
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else:
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layers = [False] * 20
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layers[layer_idx] = True
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layer_cont.layers = layers
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return {'FINISHED'}
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def invoke(self, context, event):
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self.extend = event.shift
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return self.execute(context)
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class SCENE_OT_namedlayer_move_to_layer(bpy.types.Operator):
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"""Move selected objects to this Layer (shift to extend)"""
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bl_idname = "scene.namedlayer_move_to_layer"
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bl_label = "Move Objects To Layer"
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layer_idx = IntProperty()
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extend = BoolProperty(options={'SKIP_SAVE'})
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@classmethod
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def poll(cls, context):
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return context.scene
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def execute(self, context):
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layer_idx = self.layer_idx
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scene = context.scene
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# Cycle all objects in the layer
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for obj in scene.objects:
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if obj.select:
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# If object is in at least one of the scene's visible layers...
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if True in {ob_layer and sce_layer for ob_layer, sce_layer in zip(obj.layers, scene.layers)}:
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if self.extend:
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obj.layers[layer_idx] = not obj.layers[layer_idx]
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else:
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layer = [False] * 20
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layer[layer_idx] = True
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obj.layers = layer
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return {'FINISHED'}
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def invoke(self, context, event):
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self.extend = event.shift
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return self.execute(context)
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class SCENE_OT_namedlayer_toggle_wire(bpy.types.Operator):
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"""Toggle all objects on this layer draw as wire"""
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bl_idname = "scene.namedlayer_toggle_wire"
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bl_label = "Toggle Objects Draw Wire"
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layer_idx = IntProperty()
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use_wire = BoolProperty()
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group_idx = IntProperty()
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@classmethod
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def poll(cls, context):
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return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
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def execute(self, context):
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scene = context.scene
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layer_idx = self.layer_idx
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use_wire = self.use_wire
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view_3d = context.area.spaces.active
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# Check if layer have some thing
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if view_3d.layers_used[layer_idx] or layer_idx == -1:
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display = 'WIRE' if use_wire else 'TEXTURED'
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# Cycle all objects in the layer.
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for obj in context.scene.objects:
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if layer_idx == -1:
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group_idx = self.group_idx
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group_layers = scene.layergroups[group_idx].layers
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layers = obj.layers
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if True in {layer and group_layer for layer, group_layer in zip(layers, group_layers)}:
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obj.draw_type = display
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scene.layergroups[group_idx].use_wire = use_wire
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else:
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if obj.layers[layer_idx]:
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obj.draw_type = display
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scene.namedlayers.layers[layer_idx].use_wire = use_wire
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return {'FINISHED'}
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class SCENE_OT_namedlayer_lock_selected(bpy.types.Operator):
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"""Lock all selected objects on this layer"""
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bl_idname = "scene.namedlayer_lock_selected"
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bl_label = "Lock Objects"
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layer_idx = IntProperty()
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use_lock = BoolProperty()
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group_idx = IntProperty()
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@classmethod
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def poll(cls, context):
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return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
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def execute(self, context):
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scene = context.scene
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view_3d = context.area.spaces.active
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layer_idx = self.layer_idx
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group_idx = self.group_idx
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group_layers = scene.layergroups[group_idx].layers
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use_lock = self.use_lock
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# check if layer have some thing
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if layer_idx == -1 or view_3d.layers_used[layer_idx]:
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# Cycle all objects in the layer.
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for obj in context.scene.objects:
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if layer_idx == -1:
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layers = obj.layers
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if True in {layer and group_layer for layer, group_layer in zip(layers, group_layers)}:
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obj.hide_select = not use_lock
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obj.select = False
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scene.layergroups[group_idx].use_lock = not use_lock
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else:
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if obj.layers[layer_idx]:
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obj.hide_select = not use_lock
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obj.select = False
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scene.namedlayers.layers[layer_idx].use_lock = not use_lock
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return {'FINISHED'}
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class SCENE_OT_namedlayer_select_objects_by_layer(bpy.types.Operator):
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"""Select all the objects on this Layer (shift for multi selection, ctrl to make active the last selected object)"""
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bl_idname = "scene.namedlayer_select_objects_by_layer"
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bl_label = "Select Objects In Layer"
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select_obj = BoolProperty()
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layer_idx = IntProperty()
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extend = BoolProperty(options={'SKIP_SAVE'})
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active = BoolProperty(options={'SKIP_SAVE'})
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@classmethod
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def poll(cls, context):
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return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
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def execute(self, context):
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scene = context.scene
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view_3d = context.area.spaces.active
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select_obj = self.select_obj
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layer_idx = self.layer_idx
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not_all_selected = 0
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# check if layer have some thing
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if view_3d.layers_used[layer_idx]:
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objects = []
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for obj in context.scene.objects:
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if obj.layers[layer_idx]:
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objects.append(obj)
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not_all_selected -= 1
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if self.active:
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context.scene.objects.active = obj
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if obj.select:
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not_all_selected += 1
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if not not_all_selected:
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for obj in objects:
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obj.select = False
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else:
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bpy.ops.object.select_by_layer(extend=self.extend, layers=layer_idx + 1)
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return {'FINISHED'}
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def invoke(self, context, event):
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self.extend = event.shift
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self.active = event.ctrl
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return self.execute(context)
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class SCENE_OT_namedlayer_show_all(bpy.types.Operator):
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"""Show or hide all layers in the scene"""
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bl_idname = "scene.namedlayer_show_all"
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bl_label = "Select All Layers"
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show = BoolProperty()
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@classmethod
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def poll(cls, context):
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return context.scene and (context.area.spaces.active.type == 'VIEW_3D')
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def execute(self, context):
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scene = context.scene
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view_3d = context.area.spaces.active
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show = self.show
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active_layer = scene.active_layer
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# check for lock camera and layer is active
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layer_cont = scene if view_3d.lock_camera_and_layers else view_3d
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if show:
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layer_cont.layers[:] = [True] * 20
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# Restore active layer (stupid, but Scene.active_layer is readonly).
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layer_cont.layers[active_layer] = False
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layer_cont.layers[active_layer] = True
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else:
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layers = [False] * 20
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# Keep selection of active layer
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layers[active_layer] = True
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layer_cont.layers[:] = layers
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return {'FINISHED'}
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class SCENE_PT_namedlayer_layers(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'TOOLS'
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bl_label = "Layer Management"
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bl_options = {'DEFAULT_CLOSED'}
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bl_category = "Layer"
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@classmethod
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def poll(self, context):
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return ((getattr(context, "mode", 'EDIT_MESH') not in EDIT_MODES) and
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(context.area.spaces.active.type == 'VIEW_3D'))
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def draw(self, context):
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scene = context.scene
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view_3d = context.area.spaces.active
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actob = context.object
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namedlayers = scene.namedlayers
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use_extra = namedlayers.use_extra_options
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use_hide = namedlayers.use_hide_empty_layers
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use_indices = namedlayers.use_layer_indices
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use_classic = namedlayers.use_classic
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# Check for lock camera and layer is active
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if view_3d.lock_camera_and_layers:
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layer_cont = scene
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use_spacecheck = False
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else:
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layer_cont = view_3d
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use_spacecheck = True
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layout = self.layout
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row = layout.row()
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col = row.column()
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col.prop(view_3d, "lock_camera_and_layers", text="")
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# Check if there is a layer off
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show = (False in {layer for layer in layer_cont.layers})
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icon = 'RESTRICT_VIEW_ON' if show else 'RESTRICT_VIEW_OFF'
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col.operator("scene.namedlayer_show_all", emboss=False, icon=icon, text="").show = show
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col = row.column()
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col.prop(namedlayers, "use_classic")
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col.prop(namedlayers, "use_extra_options", text="Options")
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col = row.column()
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col.prop(namedlayers, "use_layer_indices", text="Indices")
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col.prop(namedlayers, "use_hide_empty_layers", text="Hide Empty")
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col = layout.column()
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for layer_idx in range(20):
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namedlayer = namedlayers.layers[layer_idx]
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is_layer_used = view_3d.layers_used[layer_idx]
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if (use_hide and not is_layer_used):
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# Hide unused layers and this one is unused, skip.
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continue
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row = col.row(align=True)
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# layer index
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if use_indices:
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row.label(text="%.2d." % (layer_idx + 1))
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# visualization
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icon = 'RESTRICT_VIEW_OFF' if layer_cont.layers[layer_idx] else 'RESTRICT_VIEW_ON'
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if use_classic:
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op = row.operator("scene.namedlayer_toggle_visibility", text="", icon=icon, emboss=True)
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op.layer_idx = layer_idx
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op.use_spacecheck = use_spacecheck
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else:
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row.prop(layer_cont, "layers", index=layer_idx, emboss=True, icon=icon, toggle=True, text="")
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# Name (use special icon for active layer).
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icon = 'FILE_TICK' if (getattr(layer_cont, "active_layer", -1) == layer_idx) else 'NONE'
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row.prop(namedlayer, "name", text="", icon=icon)
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if use_extra:
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use_lock = namedlayer.use_lock
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# Select by type operator
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sub = row.column(align=True)
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sub.enabled = not use_lock
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sub.operator("scene.namedlayer_select_objects_by_layer", icon='RESTRICT_SELECT_OFF',
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text="", emboss=True).layer_idx = layer_idx
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# Lock operator
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icon = 'LOCKED' if use_lock else 'UNLOCKED'
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op = row.operator("scene.namedlayer_lock_selected", text="", emboss=True, icon=icon)
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op.layer_idx = layer_idx
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op.use_lock = use_lock
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# Merge layer
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# check if layer has something
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has_active = (actob and actob.layers[layer_idx])
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icon = ('LAYER_ACTIVE' if has_active else 'LAYER_USED') if is_layer_used else 'RADIOBUT_OFF'
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row.operator("scene.namedlayer_move_to_layer", text="", emboss=True, icon=icon).layer_idx = layer_idx
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# Wire view
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use_wire = namedlayer.use_wire
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icon = 'WIRE' if use_wire else 'POTATO'
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op = row.operator("scene.namedlayer_toggle_wire", text="", emboss=True, icon=icon)
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op.layer_idx = layer_idx
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op.use_wire = not use_wire
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if len(scene.objects) == 0:
|
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layout.label(text="No objects in scene")
|
||||
|
||||
|
||||
class SCENE_UL_namedlayer_groups(UIList):
|
||||
def draw_item(self, context, layout, data, item, icon, active_data, active_propname, index):
|
||||
layer_group = item
|
||||
|
||||
# check for lock camera and layer is active
|
||||
view_3d = context.area.spaces.active # Ensured it is a 'VIEW_3D' in panel's poll(), weak... :/
|
||||
use_spacecheck = False if view_3d.lock_camera_and_layers else True
|
||||
|
||||
if self.layout_type in {'DEFAULT', 'COMPACT'}:
|
||||
layout.prop(layer_group, "name", text="", emboss=False)
|
||||
# lock operator
|
||||
use_lock = layer_group.use_lock
|
||||
icon = 'LOCKED' if use_lock else 'UNLOCKED'
|
||||
op = layout.operator("scene.namedlayer_lock_selected", text="", emboss=False, icon=icon)
|
||||
op.use_lock = use_lock
|
||||
op.group_idx = index
|
||||
op.layer_idx = -1
|
||||
|
||||
# view operator
|
||||
icon = 'RESTRICT_VIEW_OFF' if layer_group.use_toggle else 'RESTRICT_VIEW_ON'
|
||||
op = layout.operator("scene.namedlayer_toggle_visibility", text="", emboss=False, icon=icon)
|
||||
op.use_spacecheck = use_spacecheck
|
||||
op.group_idx = index
|
||||
op.layer_idx = -1
|
||||
|
||||
# wire operator
|
||||
use_wire = layer_group.use_wire
|
||||
icon = 'WIRE' if use_wire else 'POTATO'
|
||||
op = layout.operator("scene.namedlayer_toggle_wire", text="", emboss=False, icon=icon)
|
||||
op.use_wire = not use_wire
|
||||
op.group_idx = index
|
||||
op.layer_idx = -1
|
||||
|
||||
elif self.layout_type in {'GRID'}:
|
||||
layout.alignment = 'CENTER'
|
||||
|
||||
|
||||
class SCENE_PT_namedlayer_groups(bpy.types.Panel):
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'TOOLS'
|
||||
bl_category = "Layer"
|
||||
bl_label = "Layer Groups"
|
||||
bl_options = {'DEFAULT_CLOSED'}
|
||||
|
||||
@classmethod
|
||||
def poll(self, context):
|
||||
return ((getattr(context, "mode", 'EDIT_MESH') not in EDIT_MODES) and
|
||||
(context.area.spaces.active.type == 'VIEW_3D'))
|
||||
|
||||
def draw(self, context):
|
||||
scene = context.scene
|
||||
group_idx = scene.layergroups_index
|
||||
|
||||
layout = self.layout
|
||||
row = layout.row()
|
||||
row.template_list("SCENE_UL_namedlayer_groups", "", scene, "layergroups", scene, "layergroups_index")
|
||||
|
||||
col = row.column(align=True)
|
||||
col.operator("scene.namedlayer_group_add", icon='ZOOMIN', text="").layers = scene.layers
|
||||
col.operator("scene.namedlayer_group_remove", icon='ZOOMOUT', text="").group_idx = group_idx
|
||||
|
||||
if bool(scene.layergroups):
|
||||
layout.prop(scene.layergroups[group_idx], "layers", text="", toggle=True)
|
||||
layout.prop(scene.layergroups[group_idx], "name", text="Name:")
|
||||
|
||||
|
||||
def register():
|
||||
bpy.utils.register_module(__name__)
|
||||
bpy.types.Scene.layergroups = CollectionProperty(type=LayerGroup)
|
||||
# Unused, but this is needed for the TemplateList to work...
|
||||
bpy.types.Scene.layergroups_index = IntProperty(default=-1)
|
||||
bpy.types.Scene.namedlayers = PointerProperty(type=NamedLayers)
|
||||
bpy.app.handlers.scene_update_post.append(check_init_data)
|
||||
|
||||
|
||||
def unregister():
|
||||
bpy.app.handlers.scene_update_post.remove(check_init_data)
|
||||
del bpy.types.Scene.layergroups
|
||||
del bpy.types.Scene.layergroups_index
|
||||
del bpy.types.Scene.namedlayers
|
||||
bpy.utils.unregister_module(__name__)
|
||||
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
Loading…
Reference in New Issue