GLTF UI: Small tweaks for new layout features

This commit is contained in:
William Reynish 2020-04-18 14:14:45 +02:00
parent 39aeb1b441
commit ce1a389eae
1 changed files with 13 additions and 7 deletions

View File

@ -280,7 +280,7 @@ class ExportGLTF2_Base:
)
export_def_bones: BoolProperty(
name='Export Deformation bones only',
name='Export Deformation Bones Only',
description='Export Deformation bones only (and needed bones for hierarchy)',
default=False
)
@ -556,10 +556,13 @@ class GLTF_PT_export_include(bpy.types.Panel):
sfile = context.space_data
operator = sfile.active_operator
layout.prop(operator, 'use_selection')
layout.prop(operator, 'export_extras')
layout.prop(operator, 'export_cameras')
layout.prop(operator, 'export_lights')
col = layout.column(heading = "Limit to", align = True)
col.prop(operator, 'use_selection')
col = layout.column(heading = "Data", align = True)
col.prop(operator, 'export_extras')
col.prop(operator, 'export_cameras')
col.prop(operator, 'export_lights')
class GLTF_PT_export_transform(bpy.types.Panel):
@ -843,7 +846,7 @@ class ImportGLTF2(Operator, ImportHelper):
description="Log Level")
import_pack_images: BoolProperty(
name='Pack images',
name='Pack Images',
description='Pack all images into .blend file',
default=True
)
@ -876,7 +879,7 @@ class ImportGLTF2(Operator, ImportHelper):
)
guess_original_bind_pose: BoolProperty(
name='Guess original bind pose',
name='Guess Original Bind Pose',
description=(
'Try to guess the original bind pose for skinned meshes from '
'the inverse bind matrices.\n'
@ -888,6 +891,9 @@ class ImportGLTF2(Operator, ImportHelper):
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False # No animation.
layout.prop(self, 'import_pack_images')
layout.prop(self, 'import_shading')
layout.prop(self, 'guess_original_bind_pose')