Best way to store options for panelsHow 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

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Best way to store options for panels


How 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













4












$begingroup$


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()









share|improve this question









$endgroup$
















    4












    $begingroup$


    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()









    share|improve this question









    $endgroup$














      4












      4








      4





      $begingroup$


      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()









      share|improve this question









      $endgroup$




      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






      share|improve this question













      share|improve this question











      share|improve this question




      share|improve this question










      asked 7 hours ago









      SylerSyler

      14312




      14312




















          1 Answer
          1






          active

          oldest

          votes


















          7












          $begingroup$

          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



          enter image description hereThe 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?






          share|improve this answer











          $endgroup$












          • $begingroup$
            thanks again you are really helpful
            $endgroup$
            – Syler
            7 hours ago










          • $begingroup$
            Cheers. Can still do this the ol' fashioned way too, added link.
            $endgroup$
            – batFINGER
            6 hours ago










          Your Answer





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          1 Answer
          1






          active

          oldest

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          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          7












          $begingroup$

          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



          enter image description hereThe 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?






          share|improve this answer











          $endgroup$












          • $begingroup$
            thanks again you are really helpful
            $endgroup$
            – Syler
            7 hours ago










          • $begingroup$
            Cheers. Can still do this the ol' fashioned way too, added link.
            $endgroup$
            – batFINGER
            6 hours ago















          7












          $begingroup$

          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



          enter image description hereThe 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?






          share|improve this answer











          $endgroup$












          • $begingroup$
            thanks again you are really helpful
            $endgroup$
            – Syler
            7 hours ago










          • $begingroup$
            Cheers. Can still do this the ol' fashioned way too, added link.
            $endgroup$
            – batFINGER
            6 hours ago













          7












          7








          7





          $begingroup$

          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



          enter image description hereThe 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?






          share|improve this answer











          $endgroup$



          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



          enter image description hereThe 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?







          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited 6 hours ago

























          answered 7 hours ago









          batFINGERbatFINGER

          26.2k52876




          26.2k52876











          • $begingroup$
            thanks again you are really helpful
            $endgroup$
            – Syler
            7 hours ago










          • $begingroup$
            Cheers. Can still do this the ol' fashioned way too, added link.
            $endgroup$
            – batFINGER
            6 hours ago
















          • $begingroup$
            thanks again you are really helpful
            $endgroup$
            – Syler
            7 hours ago










          • $begingroup$
            Cheers. Can still do this the ol' fashioned way too, added link.
            $endgroup$
            – batFINGER
            6 hours ago















          $begingroup$
          thanks again you are really helpful
          $endgroup$
          – Syler
          7 hours ago




          $begingroup$
          thanks again you are really helpful
          $endgroup$
          – Syler
          7 hours ago












          $begingroup$
          Cheers. Can still do this the ol' fashioned way too, added link.
          $endgroup$
          – batFINGER
          6 hours ago




          $begingroup$
          Cheers. Can still do this the ol' fashioned way too, added link.
          $endgroup$
          – batFINGER
          6 hours ago

















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