Python bpy.props.BoolProperty() Examples

The following are 12 code examples of bpy.props.BoolProperty(). You can vote up the ones you like or vote down the ones you don't like, and go to the original project or source file by following the links above each example. You may also want to check out all available functions/classes of the module bpy.props , or try the search function .
Example #1
Source File: render_auto_save.py    From Fluid-Designer with GNU General Public License v3.0 7 votes vote down vote up
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) 
Example #2
Source File: ue_tools_v1-2-4.py    From UE4-Tools with GNU General Public License v3.0 6 votes vote down vote up
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 
Example #3
Source File: ue_tools_v1-2-4.py    From UE4-Tools with GNU General Public License v3.0 6 votes vote down vote up
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 
Example #4
Source File: oscurart_mesh_cache_tools.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
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__) 
Example #5
Source File: render_clay.py    From Fluid-Designer with GNU General Public License v3.0 6 votes vote down vote up
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) 
Example #6
Source File: ue_tools_v1-2-4.py    From UE4-Tools with GNU General Public License v3.0 5 votes vote down vote up
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 -----
#--------------------- 
Example #7
Source File: auto_loft.py    From Fluid-Designer with GNU General Public License v3.0 5 votes vote down vote up
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 
Example #8
Source File: muv_props.py    From Fluid-Designer with GNU General Public License v3.0 5 votes vote down vote up
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) 
Example #9
Source File: cm_brainClasses.py    From CrowdMaster with GNU General Public License v3.0 5 votes vote down vote up
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 
Example #10
Source File: display.py    From phobos with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
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) 
Example #11
Source File: models.py    From phobos with BSD 3-Clause "New" or "Revised" License 5 votes vote down vote up
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() 
Example #12
Source File: sdf_export.py    From BlenderRobotDesigner with GNU General Public License v2.0 4 votes vote down vote up
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'}