Reading here and I saw that there is no possibility of having a custom property based on a selected face, but in blender I think you can do "Hackerate" and fly over this problem. I think for example, creating a FaceMap,or a temporary vertex group and to base the properties on these objects bpy.types, I am probably wrong, but I would like to have an opinion from some fan of these experiments. I would create different problems with these methods I believe, has anyone got to try it?
Have float property registered in a class like:
class MY_PT_Panel(bpy.types.Panel):
bl_label = "blah"
bl_idname = "blah"
bl_space_type = "blah"
bl_region_type = "blah"
bl_category = "blah"
def draw(self, context):
ob = bpy.context.active_object
###how to get property ?
layout = self.layout
row = layout.row()
row.prop(##??##, 'my_float', text="")
class Myproperty(bpy.types.PropertyGroup):
my_float: FloatProperty(default=0)
def register():
from bpy.types import ##best type##
##best type##.faceproperty = bpy.props.PointerProperty(type=Myproperty)
I read about bmesh method but not understand if that information they are right for me : https://docs.blender.org/api/blender_python_api_2_78_release/bmesh.html
I have also seen looked at among the bpy.types. in the python console there is also bpy.types.SelectedUvElement and bpy.types.UVLoopLayers Assuming there is a uv, would I have the ability to customize the face property based on an uv layer?
Edit: I would like to clarify that the use of the selected face is clearly useful in edit mode and on the use of a FloatProperty slider, so I would like the values on each face to remain recorded once interacted
To make me understand better, I would like to get this property as you would with a bpy.types.Object
like to in register:
from bpy.types import Object
Object.example_property = bpy.props.PointerProperty(type=Myproperty)