Temp visibility prop
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@ -782,7 +782,7 @@ class ArmoryExporter:
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if bobject.parent_type == "BONE":
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o['parent_bone'] = bobject.parent_bone
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if bobject.hide_render:
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if bobject.hide_render or bobject.arm_visible == False:
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o['visible'] = False
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if not bobject.cycles_visibility.camera:
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@ -168,6 +168,7 @@ def init_properties():
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bpy.types.Object.arm_export = BoolProperty(name="Export", description="Export object data", default=True)
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bpy.types.Object.arm_spawn = BoolProperty(name="Spawn", description="Auto-add this object when creating scene", default=True)
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bpy.types.Object.arm_mobile = BoolProperty(name="Mobile", description="Object moves during gameplay", default=False)
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bpy.types.Object.arm_visible = BoolProperty(name="Visible", description="Render this object", default=True)
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bpy.types.Object.arm_soft_body_margin = FloatProperty(name="Soft Body Margin", description="Collision margin", default=0.04)
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bpy.types.Object.arm_rb_linear_factor = FloatVectorProperty(name="Linear Factor", size=3, description="Set to 0 to lock axis", default=[1,1,1])
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bpy.types.Object.arm_rb_angular_factor = FloatVectorProperty(name="Angular Factor", size=3, description="Set to 0 to lock axis", default=[1,1,1])
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@ -33,6 +33,9 @@ class ObjectPropsPanel(bpy.types.Panel):
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row.prop(obj, 'arm_mobile')
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row.prop(obj, 'arm_animation_enabled')
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if bpy.app.version >= (2, 80, 1):
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layout.prop(obj, 'arm_visible')
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if obj.type == 'MESH':
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layout.prop(obj, 'arm_instanced')
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if obj.arm_instanced:
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