本文整理汇总了Python中bpy.props方法的典型用法代码示例。如果您正苦于以下问题:Python bpy.props方法的具体用法?Python bpy.props怎么用?Python bpy.props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类bpy
的用法示例。
在下文中一共展示了bpy.props方法的15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: ai_properties
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def ai_properties(self):
props = {
"filter": ('STRING', self.filter),
"mipmap_bias": ('INT', self.mipmap_bias),
"single_channel": ('BOOL', self.single_channel),
"start_channel": ('BYTE', self.start_channel),
"swrap": ('STRING', self.swrap),
"twrap": ('STRING', self.twrap),
"sscale": ('FLOAT', self.sscale),
"tscale": ('FLOAT', self.tscale),
"sflip": ('BOOL', self.sflip),
"tflip": ('BOOL', self.tflip),
"soffset": ('FLOAT', self.soffset),
"toffset": ('FLOAT', self.toffset),
"swap_st": ('BOOL', self.swap_st),
"ignore_missing_textures": ('BOOL', self.swap_st),
}
if self.filename:
props["filename"] = ('STRING', bpy.path.abspath(self.filename))
if self.uvset:
props["uvset"] = ('STRING', self.uvset)
return props
示例2: modal
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def modal(self, context, event):
if event.type == 'TIMER':
if not self._thread.is_alive():
wm = context.window_manager
props = wm.sketchfab
terminate(props.filepath)
if context.area:
context.area.tag_redraw()
# forward message from upload thread
if not sf_state.report_type:
sf_state.report_type = 'ERROR'
self.report({sf_state.report_type}, sf_state.report_message)
wm.event_timer_remove(self._timer)
self._thread.join()
sf_state.uploading = False
return {'FINISHED'}
return {'PASS_THROUGH'}
示例3: update_fpath
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def update_fpath(self, context):
global start_up
start_up=False
ReadLabel(bpy.context.scene.fpath)
if Message != "":
start_up=True
else:
typ = bpy.types.Scene
var = bpy.props
typ.FromLat = var.FloatProperty(description="From Latitude", min=float(MINIMUM_LATITUDE), max=float(MAXIMUM_LATITUDE), precision=3, default=0.0)
typ.ToLat = var.FloatProperty(description="To Latitude", min=float(MINIMUM_LATITUDE), max=float(MAXIMUM_LATITUDE), precision=3)
typ.FromLong = var.FloatProperty(description="From Longitude", min=float(WESTERNMOST_LONGITUDE), max=float(EASTERNMOST_LONGITUDE), precision=3)
typ.ToLong = var.FloatProperty(description="To Longitude", min=float(WESTERNMOST_LONGITUDE), max=float(EASTERNMOST_LONGITUDE), precision=3)
typ.Scale = var.IntProperty(description="Scale", min=1, max=100, default=1)
typ.Magnify = var.BoolProperty(description="Magnify", default=False)
#Import the data and draw the planet
示例4: initialize
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def initialize():
global MAXIMUM_LATITUDE, MINIMUM_LATITUDE
global WESTERNMOST_LONGITUDE, EASTERNMOST_LONGITUDE
global LINES, LINE_SAMPLES, SAMPLE_BITS, MAP_RESOLUTION
global OFFSET, SCALING_FACTOR
global SAMPLE_TYPE, UNIT, TARGET_NAME, RadiusUM, Message
global start_up
LINES = LINE_SAMPLES = SAMPLE_BITS = MAP_RESOLUTION = 0
MAXIMUM_LATITUDE = MINIMUM_LATITUDE = 0.0
WESTERNMOST_LONGITUDE = EASTERNMOST_LONGITUDE = 0.0
OFFSET = SCALING_FACTOR = 0.0
SAMPLE_TYPE = UNIT = TARGET_NAME = RadiusUM = Message = ""
start_up=True
bpy.types.Scene.fpath = bpy.props.StringProperty(
name="Import File ",
description="Select your img file",
subtype="FILE_PATH",
default="",
update=update_fpath)
示例5: register
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [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__)
示例6: save
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def save(self):
scn = bpy.context.scene
cats = set([cat.name for cat in self.cats])
libpath = bpy.context.scene.matlib.current_library.path
cmd = """
print(30*"+")
import bpy
if not hasattr(bpy.context.scene, "matlib_categories"):
class EmptyProps(bpy.types.PropertyGroup):
pass
bpy.utils.register_class(EmptyProps)
bpy.types.Scene.matlib_categories = bpy.props.CollectionProperty(type=EmptyProps)
cats = bpy.context.scene.matlib_categories
for cat in cats:
cats.remove(0)
"""
for cat in cats:
cmd += """
cat = cats.add()
cat.name = "%s" """ % cat.capitalize()
cmd +='''
bpy.ops.wm.save_mainfile(filepath="%s", check_existing=False, compress=True)''' % winpath(libpath)
return send_command(cmd, "save_categories.py")
示例7: register
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def register():
bpy.utils.register_class(CubeMapInfo)
bpy.utils.register_class(CubeMapSetup)
bpy.types.Scene.cube_map = bpy.props.PointerProperty(
name="cube_map",
type=CubeMapInfo,
options={'HIDDEN'},
)
bpy.utils.register_class(RENDER_PT_cube_map)
bpy.app.handlers.render_init.append(cube_map_render_init)
bpy.app.handlers.render_pre.append(cube_map_render_pre)
bpy.app.handlers.render_post.append(cube_map_render_post)
bpy.app.handlers.render_cancel.append(cube_map_render_cancel)
bpy.app.handlers.render_complete.append(cube_map_render_complete)
示例8: register
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [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)
示例9: execute
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def execute(self, context):
props = context.scene.muv_props.texlock
obj = bpy.context.active_object
bm = bmesh.from_edit_mesh(obj.data)
if muv_common.check_version(2, 73, 0) >= 0:
bm.verts.ensure_lookup_table()
bm.edges.ensure_lookup_table()
bm.faces.ensure_lookup_table()
if not bm.loops.layers.uv:
self.report(
{'WARNING'}, "Object must have more than one UV map")
return {'CANCELLED'}
uv_layer = bm.loops.layers.uv.verify()
props.verts_orig = [
{"vidx": v.index, "vco": v.co.copy(), "moved": False}
for v in bm.verts if v.select]
return {'FINISHED'}
示例10: register
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def register():
from bpy.types import WindowManager
from bpy.props import EnumProperty
WindowManager.lls_tex_previews = EnumProperty(
items=enum_previews_from_directory_items,
get=preview_enum_get,
set=preview_enum_set,
)
import bpy.utils.previews
pcoll = bpy.utils.previews.new()
pcoll.lls_tex_previews = ()
pcoll.initiated = False
pcoll.dir_update_time = os.path.getmtime(directory)
preview_collections["main"] = pcoll
示例11: execute
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def execute(self, context):
props = context.scene.LLStudio
index = props.list_index
props.profile_list.remove(index)
''' Delete/Switch Hierarchy stuff '''
#delete objects from current profile
obsToRemove = family(context.scene.objects[props.last_empty])
collectionsToRemove = set()
for ob in obsToRemove:
collectionsToRemove.update(ob.users_collection)
ob.use_fake_user = False
bpy.ops.object.delete({"selected_objects": obsToRemove}, use_global=True)
for c in collectionsToRemove:
if c.name.startswith('LLS_'):
bpy.data.collections.remove(c)
# update index
if index > 0:
index = index - 1
props.list_index = index
return{'FINISHED'}
示例12: register
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def register():
for cls in classes:
bpy.utils.register_class(cls)
#bpy.types.Scene.trees = bpy.props.PointerProperty(type=TreeSettings)
# Unregister
示例13: draw
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def draw(self, context):
layout = self.layout
camera = context.camera
props = camera.arnold
col = layout.column()
col.prop(props, "camera_type")
layout.prop(props, "exposure")
col = layout.column()
col.prop(props, "rolling_shutter")
col.prop(props, "rolling_shutter_duration")
col = layout.column()
col.prop(props, "enable_dof")
subcol = col.column()
subcol.enabled = props.enable_dof
subcol.prop(props, "aperture_size")
subcol.prop(props, "aperture_blades")
subcol.prop(props, "aperture_blade_curvature")
subcol.prop(props, "aperture_rotation")
subcol.prop(props, "aperture_aspect_ratio")
col = layout.column()
col.prop(props, "shutter_start")
col.prop(props, "shutter_end")
col.prop(props, "shutter_type")
##
## Object
##
示例14: register
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def register():
bpy.utils.register_class(CreateWritingAnimPanel)
bpy.utils.register_class(CreateWritingAnimOp)
bpy.utils.register_class(SeparateSplinesObjsOp)
bpy.utils.register_class(CreateWritingAnimParams)
bpy.types.WindowManager.createWritingAnimParams = \
bpy.props.PointerProperty(type=CreateWritingAnimParams)
示例15: invokeFunction
# 需要导入模块: import bpy [as 别名]
# 或者: from bpy import props [as 别名]
def invokeFunction(self, layout, functionName, text = "", icon = "NONE",
description = "", emboss = True, confirm = False, data = None,
passEvent = False):
idName = getInvokeFunctionOperator(description)
props = layout.operator(idName, text = text, icon = icon, emboss = emboss)
props.callback = self.newCallback(functionName)
props.invokeWithData = data is not None
props.confirm = confirm
props.data = str(data)
props.passEvent = passEvent