Python bpy.props.BoolProperty() Examples
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code examples of bpy.props.BoolProperty().
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Example #1
Source File: render_auto_save.py From Fluid-Designer with GNU General Public License v3.0 | 7 votes |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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 |
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'}