当前位置: 首页>>代码示例>>Python>>正文


Python props.BoolProperty方法代码示例

本文整理汇总了Python中bpy.props.BoolProperty方法的典型用法代码示例。如果您正苦于以下问题:Python props.BoolProperty方法的具体用法?Python props.BoolProperty怎么用?Python props.BoolProperty使用的例子?那么, 这里精选的方法代码示例或许可以为您提供帮助。您也可以进一步了解该方法所在bpy.props的用法示例。


在下文中一共展示了props.BoolProperty方法的12个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的Python代码示例。

示例1: SetObjScale

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def SetObjScale(scn): 
     
     bpy.types.Scene.UEObjScale = BoolProperty(
        name = "Scale Selected Objects",update = ObjScale_Callback,
        description = "True or False?")        
     scn['UEObjScale'] = ObjScale
     return


#-------------------------------------------
#---------SCENE SETTINGS FUNCTIONS----------
#-------------------------------------------




#-------------------------------------------
#---------BATCH RENAME CALLBACKS-----------
#-------------------------------------------

#base name callback 
开发者ID:lluisgarcia,项目名称:UE4-Tools,代码行数:23,代码来源:ue_tools_v1-2-4.py

示例2: Animation_UI_Properties

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def Animation_UI_Properties(scn):  
      
    #Show Rig Options
    bpy.types.Scene.UE_Show_Rig_Props= BoolProperty(
        name = "Show Rig Options",
        default=True,
        update = UE_Show_Rig_Props_Callback, 
        description = "Show The options for the RIG")
    scn['UE_Show_Rig_Props'] = True 
    
    #Show Rig Export Options
    bpy.types.Scene.UE_Show_Export_options= BoolProperty(
        name = "Show Export Options",
        default=False,
        update = UE_Show_Export_option_Callback, 
        description = "Show Export Options for customize the fbx name,folder and scale")
    scn['UE_Show_Export_options'] = False

     
   
#Rig Callbacks  UE_ShowAdvanced_Rig_Prop_Callback 
开发者ID:lluisgarcia,项目名称:UE4-Tools,代码行数:23,代码来源:ue_tools_v1-2-4.py

示例3: register

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def register():
    from bpy.types import Scene
    from bpy.props import (BoolProperty,
                           IntProperty,
                           StringProperty,
                           )

    Scene.pc_pc2_rotx = BoolProperty(default=True, name="Rotx = 90")
    Scene.pc_pc2_world_space = BoolProperty(default=True, name="World Space")
    Scene.pc_pc2_modifiers = BoolProperty(default=True, name="Apply Modifiers")
    Scene.pc_pc2_subsurf = BoolProperty(default=True, name="Turn Off SubSurf")
    Scene.pc_pc2_start = IntProperty(default=0, name="Frame Start")
    Scene.pc_pc2_end = IntProperty(default=100, name="Frame End")
    Scene.pc_pc2_group = StringProperty()
    Scene.pc_pc2_folder = StringProperty(default="Set me Please!")
    Scene.pc_pc2_exclude = StringProperty(default="*")
    
    bpy.utils.register_module(__name__) 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:20,代码来源:oscurart_mesh_cache_tools.py

示例4: register

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def register():
    bpy.types.Scene.save_after_render = BoolProperty(
                    name='Save after render',
                    default=True,
                    description='Automatically save rendered images into: //auto_save/')
    bpy.types.Scene.save_blend = BoolProperty(
		    name = 'with .blend',
                    default=True,
                    description='Also save .blend file into: //auto_save/')	
    bpy.types.Scene.auto_save_format = EnumProperty(
                    name='Auto Save File Format',
                    description='File Format for the auto saves.',
                    items={
                    ('PNG', 'png', 'Save as png'),
                    ('JPEG', 'jpg', 'Save as jpg'),
                    ('OPEN_EXR_MULTILAYER', 'exr', 'Save as multilayer exr')},
                    default='PNG')
    bpy.types.Scene.auto_save_subfolders = BoolProperty(
                    name='subfolder',
                    default=False,
                    description='Save into individual subfolders per blend name')
    bpy.app.handlers.render_post.append(auto_save_render)
    bpy.types.RENDER_PT_render.append(auto_save_UI) 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:25,代码来源:render_auto_save.py

示例5: register

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def register():
    bpy.types.Scene.Clay = BoolProperty(
    name='Clay Render',
    description='Use Clay Render',
    default=False)

    bpy.types.Scene.Clay_Pinned = BoolProperty(
    name='Clay Pinned',
    description='Clay Material Stores',
    default=False)

    bpy.types.Material.Mat_Clay = bpy.props.BoolProperty(
        name='Use as Clay',
        description='Use as Clay',
        default=False)

    bpy.utils.register_class(ClayPinned)
    bpy.utils.register_class(CheckClay)
    bpy.types.RENDER_PT_render.prepend(draw_clay_render)
    bpy.types.MATERIAL_PT_options.append(draw_clay_options)
    bpy.types.INFO_HT_header.append(draw_clay_warning) 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:23,代码来源:render_clay.py

示例6: Main_UI_Properties

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def Main_UI_Properties(scn):
    #Scene Tools    
    bpy.types.Scene.UESceneTools = BoolProperty(
        name = "Rename Data",
        default=False,
        update = UE_Scene_Tools_Callback, 
        description = "Activate the Scene tools")
    scn['UESceneTools'] = False
    
    #Rename Tools   
    bpy.types.Scene.UERenameTools = BoolProperty(
        name = "Rename Data",
        default=False,
        update = UE_Rename_Tools_Callback, 
        description = "Activate Rename tools")
    scn['UERenameTools'] = False

    #Export Tools
    bpy.types.Scene.UEExportTools = BoolProperty(
        name = "Rename Data",
        default=False,
        update = UE_Export_Tools_Callback, 
        description = "Activate Export tools")
    scn['UEExportTools'] = False
    
    #Animation Tools
    bpy.types.Scene.UEAnimationTools = BoolProperty(
        name = "Rename Data",
        default=False,
        update = UE_Animation_Tools_Callback, 
        description = "Activate Animation tools")
    scn['UEAnimationTools'] = False


#-------------------------------------------
#--------STORE SCENE SETTINGS PROPS---------
#-------------------------------------------

#---------------------
#Props Callbacks -----
#--------------------- 
开发者ID:lluisgarcia,项目名称:UE4-Tools,代码行数:43,代码来源:ue_tools_v1-2-4.py

示例7: register

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def register():
    bpy.utils.register_class(AutoLoftModalOperator)
    bpy.utils.register_class(OperatorAutoLoftCurves)
    bpy.types.WindowManager.auto_loft = BoolProperty(default=False,
                                                     name="Auto Loft",
                                                     update=run_auto_loft)
    bpy.context.window_manager.auto_loft = False 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:9,代码来源:auto_loft.py

示例8: init_props

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def init_props(scene):
    scene.muv_props = MUV_Properties()
    scene.muv_uvbb_cp_size = FloatProperty(
        name="Size",
        description="Control Point Size",
        default=6.0,
        min=3.0,
        max=100.0)
    scene.muv_uvbb_cp_react_size = FloatProperty(
        name="React Size",
        description="Size event fired",
        default=10.0,
        min=3.0,
        max=100.0)
    scene.muv_uvbb_uniform_scaling = BoolProperty(
        name="Uniform Scaling",
        description="Enable Uniform Scaling",
        default=False)
    scene.muv_texproj_tex_magnitude = FloatProperty(
        name="Magnitude",
        description="Texture Magnitude.",
        default=0.5,
        min=0.0,
        max=100.0)
    scene.muv_texproj_tex_image = EnumProperty(
        name="Image",
        description="Texture Image.",
        items=get_loaded_texture_name)
    scene.muv_texproj_tex_transparency = FloatProperty(
        name="Transparency",
        description="Texture Transparency.",
        default=0.2,
        min=0.0,
        max=1.0) 
开发者ID:Microvellum,项目名称:Fluid-Designer,代码行数:36,代码来源:muv_props.py

示例9: __init__

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def __init__(self, brain, bpyNode):
        self.brain = brain  # type: Brain
        self.neurons = self.brain.neurons  # type: List[Neuron]
        self.inputs = []  # type: List[str] - strings are names of neurons
        self.result = None  # type: None | ImpulseContainer - Cache for current
        self.resultLog = [(0, 0, 0), (0, 0, 0)]  # type: List[(int, int, int)]
        self.fillOutput = BoolProperty(default=True)
        self.bpyNode = bpyNode  # type: cm_bpyNodes.LogicNode
        self.settings = {}  # type: Dict[str, bpy.props.*]
        self.dependantOn = []  # type: List[str] - strings are names of neurons 
开发者ID:johnroper100,项目名称:CrowdMaster,代码行数:12,代码来源:cm_brainClasses.py

示例10: register

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def register():
    """TODO Missing documentation"""
    # add the drawing status boolean to the window manager
    bpy.types.WindowManager.drawing_status = BoolProperty(
        default=False,
        name='Hide Model Information',
        description="Draw additional data visualization for Phobos items in 3D View.",
    )

    bpy.utils.register_class(DisplayInformationOperator) 
开发者ID:dfki-ric,项目名称:phobos,代码行数:12,代码来源:display.py

示例11: register

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def register():
    """TODO Missing documentation"""
    from bpy.types import WindowManager
    from bpy.props import StringProperty, EnumProperty, BoolProperty

    WindowManager.modelpreview = EnumProperty(items=getModelListForEnumProperty, name='Model')
    WindowManager.category = EnumProperty(items=getCategoriesForEnumProperty, name='Category')
    compileModelList() 
开发者ID:dfki-ric,项目名称:phobos,代码行数:10,代码来源:models.py

示例12: invoke

# 需要导入模块: from bpy import props [as 别名]
# 或者: from bpy.props import BoolProperty [as 别名]
def invoke(self, context, event):
        self.filepath = context.active_object.RobotEditor.modelMeta.model_folder.replace(" ", "_")
        if self.filepath == "":
                self.filepath = global_properties.model_name.get(bpy.context.scene).replace(" ", "_")
        context.window_manager.fileselect_add(self)
        return {'RUNNING_MODAL'}

    #
    #
    # filepath = StringProperty(name="Filename", subtype='FILE_PATH')
    # gazebo = BoolProperty(name="Export Gazebo tags", default=True)
    #
    # package_url = BoolProperty(name="Package URL", default=True)
    #
    # base_link_name = StringProperty(name="Base link:", default="root_link")
    #
    # @RDOperator.OperatorLogger
    # @RDOperator.Postconditions(ModelSelected, ObjectMode)
    # def execute(self, context):
    #     """
    #     Code snipped from `<http://stackoverflow.com/questions/1855095/how-to-create-a-zip-archive-of-a-directory>`_
    #     """
    #     import zipfile
    #
    #     if os.path.isdir(self.filepath):
    #         self.logger.debug(self.filepath)
    #         self.report({'ERROR'}, "No File selected!")
    #         return {'FINISHED'}
    #
    #     def zipdir(path, ziph):
    #         # ziph is zipfile handle
    #         for root, dirs, files in os.walk(path):
    #             self.logger.debug("%s, %s, %s,", root, dirs, files)
    #             for file in files:
    #                 file_path = os.path.join(root, file)
    #                 ziph.write(file_path, os.path.relpath(file_path, path))
    #
    #     with tempfile.TemporaryDirectory() as target:
    #         create_package(self, context, target, self.base_link_name)
    #
    #         with zipfile.ZipFile(self.filepath, 'w') as zipf:
    #             zipdir(target, zipf)
    #
    #     return {'FINISHED'}
    #
    # def invoke(self, context, event):
    #     context.window_manager.fileselect_add(self)
    #     return {'RUNNING_MODAL'} 
开发者ID:HBPNeurorobotics,项目名称:BlenderRobotDesigner,代码行数:50,代码来源:sdf_export.py


注:本文中的bpy.props.BoolProperty方法示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。