Best way to store options for panels2019 Community Moderator Election Unicorn Meta Zoo #1: Why another podcast? Announcing the arrival of Valued Associate #679: Cesar Manara 2019 Moderator Election Q&A - QuestionnaireHow to dynamically show/hide panel elements using python?Prepare a set of parameters for reuse in multiple panelsHow to create toggle buttons in blender GUI from dynamic list of items?Best/ preferred way of storing Image references?Hide panels with pythonModal operators not working when used through pop-up menuWhat is the best way to store a list of objects with some linked data?vertex coordinates in panel made with python script do not updatebpy_struct for accessing key indentifiers in a keyvalue pair(dict) in a menuStore current region 3dStore object for operator
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Best way to store options for panels
2019 Community Moderator Election
Unicorn Meta Zoo #1: Why another podcast?
Announcing the arrival of Valued Associate #679: Cesar Manara
2019 Moderator Election Q&A - QuestionnaireHow to dynamically show/hide panel elements using python?Prepare a set of parameters for reuse in multiple panelsHow to create toggle buttons in blender GUI from dynamic list of items?Best/ preferred way of storing Image references?Hide panels with pythonModal operators not working when used through pop-up menuWhat is the best way to store a list of objects with some linked data?vertex coordinates in panel made with python script do not updatebpy_struct for accessing key indentifiers in a keyvalue pair(dict) in a menuStore current region 3dStore object for operator
.everyoneloves__top-leaderboard:empty,.everyoneloves__mid-leaderboard:empty,.everyoneloves__bot-mid-leaderboard:empty margin-bottom:0;
$begingroup$
lets say i have a panel and i want to collapse a part if a bool is False
import bpy
class HelloWorldPanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Hello World Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
# where should i define this bool ?
layout.prop(place, "bool")
if bool is True:
obj = context.object
row = layout.row()
row.label(text="Hello world!", icon='WORLD_DATA')
row = layout.row()
row.label(text="Active object is: " + obj.name)
def register():
bpy.utils.register_class(HelloWorldPanel)
def unregister():
bpy.utils.unregister_class(HelloWorldPanel)
if __name__ == "__main__":
register()
python
$endgroup$
add a comment |
$begingroup$
lets say i have a panel and i want to collapse a part if a bool is False
import bpy
class HelloWorldPanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Hello World Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
# where should i define this bool ?
layout.prop(place, "bool")
if bool is True:
obj = context.object
row = layout.row()
row.label(text="Hello world!", icon='WORLD_DATA')
row = layout.row()
row.label(text="Active object is: " + obj.name)
def register():
bpy.utils.register_class(HelloWorldPanel)
def unregister():
bpy.utils.unregister_class(HelloWorldPanel)
if __name__ == "__main__":
register()
python
$endgroup$
add a comment |
$begingroup$
lets say i have a panel and i want to collapse a part if a bool is False
import bpy
class HelloWorldPanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Hello World Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
# where should i define this bool ?
layout.prop(place, "bool")
if bool is True:
obj = context.object
row = layout.row()
row.label(text="Hello world!", icon='WORLD_DATA')
row = layout.row()
row.label(text="Active object is: " + obj.name)
def register():
bpy.utils.register_class(HelloWorldPanel)
def unregister():
bpy.utils.unregister_class(HelloWorldPanel)
if __name__ == "__main__":
register()
python
$endgroup$
lets say i have a panel and i want to collapse a part if a bool is False
import bpy
class HelloWorldPanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Hello World Panel"
bl_idname = "OBJECT_PT_hello"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "object"
def draw(self, context):
layout = self.layout
# where should i define this bool ?
layout.prop(place, "bool")
if bool is True:
obj = context.object
row = layout.row()
row.label(text="Hello world!", icon='WORLD_DATA')
row = layout.row()
row.label(text="Active object is: " + obj.name)
def register():
bpy.utils.register_class(HelloWorldPanel)
def unregister():
bpy.utils.unregister_class(HelloWorldPanel)
if __name__ == "__main__":
register()
python
python
asked Mar 26 at 15:58


SylerSyler
302215
302215
add a comment |
add a comment |
1 Answer
1
active
oldest
votes
$begingroup$
Blender 2.8 has sub panels.
As of blender 2.8 can if bl_parent_id
is set in a panel it will be appended to the parent panel. Use the usual 'DEFAULT_CLOSED'
in the bl_options
set to start with panel closed.
This avoids needing to set up some boolean property to open close UI altogether.
Here is a sample file I've been testing for ordering panels. First panel is defined as a child of the object transform panel. Second panel is a child of first. Can unregister and re-register with different parent ids to sort sub-panels, which is what I was testing
The two demo sub panels appended to object transform
import bpy
from bl_ui.properties_object import ObjectButtonsPanel, OBJECT_PT_transform
class LayoutDemoPanel(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo"
bl_idname = "SCENE_PT_layout"
bl_parent_id = 'OBJECT_PT_transform'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
class LayoutDemoPanel2(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo 2"
bl_idname = "SCENE_PT_layout2"
bl_parent_id = 'SCENE_PT_layout'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
def register():
bpy.utils.register_class(LayoutDemoPanel)
bpy.utils.register_class(LayoutDemoPanel2)
def unregister():
bpy.utils.unregister_class(LayoutDemoPanel2)
bpy.utils.unregister_class(LayoutDemoPanel1)
if __name__ == "__main__":
register()
If you have some logical setting that when set needs more UI How to dynamically show/hide panel elements using python?
$endgroup$
$begingroup$
thanks again you are really helpful
$endgroup$
– Syler
Mar 26 at 16:18
$begingroup$
Cheers. Can still do this the ol' fashioned way too, added link.
$endgroup$
– batFINGER
Mar 26 at 16:30
add a comment |
Your Answer
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1 Answer
1
active
oldest
votes
1 Answer
1
active
oldest
votes
active
oldest
votes
active
oldest
votes
$begingroup$
Blender 2.8 has sub panels.
As of blender 2.8 can if bl_parent_id
is set in a panel it will be appended to the parent panel. Use the usual 'DEFAULT_CLOSED'
in the bl_options
set to start with panel closed.
This avoids needing to set up some boolean property to open close UI altogether.
Here is a sample file I've been testing for ordering panels. First panel is defined as a child of the object transform panel. Second panel is a child of first. Can unregister and re-register with different parent ids to sort sub-panels, which is what I was testing
The two demo sub panels appended to object transform
import bpy
from bl_ui.properties_object import ObjectButtonsPanel, OBJECT_PT_transform
class LayoutDemoPanel(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo"
bl_idname = "SCENE_PT_layout"
bl_parent_id = 'OBJECT_PT_transform'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
class LayoutDemoPanel2(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo 2"
bl_idname = "SCENE_PT_layout2"
bl_parent_id = 'SCENE_PT_layout'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
def register():
bpy.utils.register_class(LayoutDemoPanel)
bpy.utils.register_class(LayoutDemoPanel2)
def unregister():
bpy.utils.unregister_class(LayoutDemoPanel2)
bpy.utils.unregister_class(LayoutDemoPanel1)
if __name__ == "__main__":
register()
If you have some logical setting that when set needs more UI How to dynamically show/hide panel elements using python?
$endgroup$
$begingroup$
thanks again you are really helpful
$endgroup$
– Syler
Mar 26 at 16:18
$begingroup$
Cheers. Can still do this the ol' fashioned way too, added link.
$endgroup$
– batFINGER
Mar 26 at 16:30
add a comment |
$begingroup$
Blender 2.8 has sub panels.
As of blender 2.8 can if bl_parent_id
is set in a panel it will be appended to the parent panel. Use the usual 'DEFAULT_CLOSED'
in the bl_options
set to start with panel closed.
This avoids needing to set up some boolean property to open close UI altogether.
Here is a sample file I've been testing for ordering panels. First panel is defined as a child of the object transform panel. Second panel is a child of first. Can unregister and re-register with different parent ids to sort sub-panels, which is what I was testing
The two demo sub panels appended to object transform
import bpy
from bl_ui.properties_object import ObjectButtonsPanel, OBJECT_PT_transform
class LayoutDemoPanel(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo"
bl_idname = "SCENE_PT_layout"
bl_parent_id = 'OBJECT_PT_transform'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
class LayoutDemoPanel2(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo 2"
bl_idname = "SCENE_PT_layout2"
bl_parent_id = 'SCENE_PT_layout'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
def register():
bpy.utils.register_class(LayoutDemoPanel)
bpy.utils.register_class(LayoutDemoPanel2)
def unregister():
bpy.utils.unregister_class(LayoutDemoPanel2)
bpy.utils.unregister_class(LayoutDemoPanel1)
if __name__ == "__main__":
register()
If you have some logical setting that when set needs more UI How to dynamically show/hide panel elements using python?
$endgroup$
$begingroup$
thanks again you are really helpful
$endgroup$
– Syler
Mar 26 at 16:18
$begingroup$
Cheers. Can still do this the ol' fashioned way too, added link.
$endgroup$
– batFINGER
Mar 26 at 16:30
add a comment |
$begingroup$
Blender 2.8 has sub panels.
As of blender 2.8 can if bl_parent_id
is set in a panel it will be appended to the parent panel. Use the usual 'DEFAULT_CLOSED'
in the bl_options
set to start with panel closed.
This avoids needing to set up some boolean property to open close UI altogether.
Here is a sample file I've been testing for ordering panels. First panel is defined as a child of the object transform panel. Second panel is a child of first. Can unregister and re-register with different parent ids to sort sub-panels, which is what I was testing
The two demo sub panels appended to object transform
import bpy
from bl_ui.properties_object import ObjectButtonsPanel, OBJECT_PT_transform
class LayoutDemoPanel(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo"
bl_idname = "SCENE_PT_layout"
bl_parent_id = 'OBJECT_PT_transform'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
class LayoutDemoPanel2(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo 2"
bl_idname = "SCENE_PT_layout2"
bl_parent_id = 'SCENE_PT_layout'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
def register():
bpy.utils.register_class(LayoutDemoPanel)
bpy.utils.register_class(LayoutDemoPanel2)
def unregister():
bpy.utils.unregister_class(LayoutDemoPanel2)
bpy.utils.unregister_class(LayoutDemoPanel1)
if __name__ == "__main__":
register()
If you have some logical setting that when set needs more UI How to dynamically show/hide panel elements using python?
$endgroup$
Blender 2.8 has sub panels.
As of blender 2.8 can if bl_parent_id
is set in a panel it will be appended to the parent panel. Use the usual 'DEFAULT_CLOSED'
in the bl_options
set to start with panel closed.
This avoids needing to set up some boolean property to open close UI altogether.
Here is a sample file I've been testing for ordering panels. First panel is defined as a child of the object transform panel. Second panel is a child of first. Can unregister and re-register with different parent ids to sort sub-panels, which is what I was testing
The two demo sub panels appended to object transform
import bpy
from bl_ui.properties_object import ObjectButtonsPanel, OBJECT_PT_transform
class LayoutDemoPanel(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo"
bl_idname = "SCENE_PT_layout"
bl_parent_id = 'OBJECT_PT_transform'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
class LayoutDemoPanel2(bpy.types.Panel, ObjectButtonsPanel):
bl_label = "Layout Demo 2"
bl_idname = "SCENE_PT_layout2"
bl_parent_id = 'SCENE_PT_layout'
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
def draw(self, context):
layout = self.layout
scene = context.scene
# Create a simple row.
layout.label(text=" Simple Row:")
row = layout.row()
row.prop(scene, "frame_start")
def register():
bpy.utils.register_class(LayoutDemoPanel)
bpy.utils.register_class(LayoutDemoPanel2)
def unregister():
bpy.utils.unregister_class(LayoutDemoPanel2)
bpy.utils.unregister_class(LayoutDemoPanel1)
if __name__ == "__main__":
register()
If you have some logical setting that when set needs more UI How to dynamically show/hide panel elements using python?
edited Mar 26 at 16:30
answered Mar 26 at 16:15
batFINGERbatFINGER
27k53078
27k53078
$begingroup$
thanks again you are really helpful
$endgroup$
– Syler
Mar 26 at 16:18
$begingroup$
Cheers. Can still do this the ol' fashioned way too, added link.
$endgroup$
– batFINGER
Mar 26 at 16:30
add a comment |
$begingroup$
thanks again you are really helpful
$endgroup$
– Syler
Mar 26 at 16:18
$begingroup$
Cheers. Can still do this the ol' fashioned way too, added link.
$endgroup$
– batFINGER
Mar 26 at 16:30
$begingroup$
thanks again you are really helpful
$endgroup$
– Syler
Mar 26 at 16:18
$begingroup$
thanks again you are really helpful
$endgroup$
– Syler
Mar 26 at 16:18
$begingroup$
Cheers. Can still do this the ol' fashioned way too, added link.
$endgroup$
– batFINGER
Mar 26 at 16:30
$begingroup$
Cheers. Can still do this the ol' fashioned way too, added link.
$endgroup$
– batFINGER
Mar 26 at 16:30
add a comment |
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