AnimAll: More UI tweaks
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@ -129,25 +129,29 @@ class VIEW3D_PT_animall(Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Animate"
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bl_label = 'AnimAll'
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bl_label = ''
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@classmethod
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def poll(self, context):
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return context.active_object and context.active_object.type in {'MESH', 'LATTICE', 'CURVE', 'SURFACE'}
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def draw_header(self, context):
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layout = self.layout
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row = layout.row()
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row.label (text = 'AnimAll', icon = 'ARMATURE_DATA')
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def draw(self, context):
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obj = context.active_object
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animall_properties = context.scene.animall_properties
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layout = self.layout
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layout.label(text='Key:')
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layout.use_property_split = True
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layout.use_property_decorate = False
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split = layout.split(factor=0.4, align=True)
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split.label(text='')
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split.label(text=' Key:')
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if obj.type == 'LATTICE':
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col = layout.column(align=True)
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col.prop(animall_properties, "key_point_location")
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@ -210,8 +214,10 @@ class VIEW3D_PT_animall(Panel):
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if animall_properties.key_point_location:
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col.label(text='"Location" and "Shape Key" are redundant?', icon="INFO")
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col = layout.column(align=True)
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col.prop(animall_properties, "key_selected")
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layout.use_property_split = False
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layout.separator()
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row = layout.row()
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row.prop(animall_properties, "key_selected")
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row = layout.row(align=True)
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row.operator("anim.insert_keyframe_animall", icon="KEY_HLT")
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