Beispiel #1
0
    def execute(self, context):
        # TODO: Redo / Cleanup code
        class props:
            keep_matrix = True
            connect = False
            connect_child = False
            stretch = False

            if self.type == 'BONE':
                pass
            elif self.type == 'BONE_CONNECT':
                connect = True
            elif self.type == 'STRETCH':
                stretch = True
            elif self.type == 'STRETCH_CONNECT':
                stretch = True
                connect = True
            elif self.type == 'CHILD_CONNECT':
                connect_child = True

        ap = context.active_pose_bone
        bones = dict()
        matrices = {b: b.matrix.copy() for b in context.selected_pose_bones}

        for rig in context.selected_objects:
            if rig.mode != 'POSE':
                continue

            Set.mode(context, 'EDIT', rig)
            mirror = rig.data.use_mirror_x
            rig.data.use_mirror_x = False

            ab = context.active_bone
            edit_bones = Get.selected_edit_bones(context, rig)
            if ab and ab.parent in edit_bones:
                for eb in [*ab.parent_recursive, None]:
                    if eb in edit_bones:
                        # bones.append((rig, eb.name))
                        continue
                    ab.use_connect = False
                    ab.parent = eb
                    bones[ab.name] = rig
                    break
            for eb in edit_bones:
                if props.connect_child:
                    for bb in eb.children:
                        if bb in edit_bones:
                            eb.tail = bb.head
                            bb.use_connect = True
                else:
                    if eb == ab:  # or it'll delete itself
                        continue
                    eb.use_connect = False
                    if props.stretch:
                        eb.head = ab.tail
                    eb.parent = ab
                    bones[eb.name] = rig
                    if props.connect:
                        head = ab.tail - eb.head
                        tail = ab.tail - eb.tail
                        connects = []
                        for ebc in [*eb.children_recursive, eb]:
                            connects.append([ebc, ebc.use_connect])
                            ebc.use_connect = False
                        for ebc, c in connects:
                            ebc.translate(ab.tail - eb.head)
                        for ebc, c in connects:
                            ebc.use_connect = c
                        eb.use_connect = True

            rig.data.use_mirror_x = mirror
            Set.mode(context, 'POSE', rig)

        if props.keep_matrix:
            # ap.matrix = matrices[ap]
            # update()
            for b in bones:
                rig = bones[b]
                bone = rig.pose.bones.get(b)
                if bone is None:
                    print(f"{rig.name} can't find {b}",
                          *rig.pose.bones,
                          sep='\n\t')
                    continue
                if bone == ap:
                    # Skip changing the active bone
                    continue
                if bone not in matrices:
                    print("Skip matrix,", bone.name)
                    continue
                Set.matrix(bone, matrices[bone])
                utils.update(context)

        return {'FINISHED'}
Beispiel #2
0
    def execute(self, context):
        # active = Get.active(context)

        for rig in context.selected_editable_objects:
            if not Is.armature(rig):
                continue

            mode = rig.mode

            if not Set.mode(context, 'EDIT', rig):
                Set.mode(context, mode, rig)
                continue
            mirror = rig.data.use_mirror_x
            rig.data.use_mirror_x = False

            # Set.active(context, rig)
            bones = Get.selected_edit_bones(context, rig)

            links = []  # empty list
            for bone in bones:
                if bone.parent and not Is.connected(
                        bone):  # prevent root-error
                    link = rig.data.edit_bones.new(
                        'COR-%s<>%s' % (bone.parent.name, bone.name))
                    link.tail = bone.head
                    link.head = bone.parent.tail

                    link.layers = bone.layers
                    # link.layers = utils.layer(30)

                    # # layer 28 = IK
                    # # Layer 32 = Gap<>fillers
                    # if (rig.data.rigify_layers):
                    # link.layers	=	[True if index in (31,) else False for index, layer in enumerate(range(32))]

                    link.use_deform = False
                    link.parent = bone.parent
                    bone.parent = link
                    connect(link)
                    connect(bone)
                    link.use_connect = True
                    bone.use_connect = True

                    # bpy.ops.object.mode_set(mode='POSE');bpy.ops.object.mode_set(mode='EDIT');
                    links.append(link.name)
                    # bone = rig.pose.bones[link.name]
                    # bone.lock_ik_x = True
                    # bone.lock_ik_y = True
                    # bone.lock_ik_z = True
                    '''def gap(bone):
                        #bpy.ops.object.mode_set(mode='POSE');
                        bone = C.active_object.pose.bones[bone]
                        bone.lock_ik_x=True;	bone.lock_ik_y=True;	bone.lock_ik_z=True;
                        #bpy.ops.object.mode_set(mode='EDIT');
                    try:
                        bone.lock_ik_x=True;	bone.lock_ik_y=True;	bone.lock_ik_z=True;
                        link = link.name
                    except: continue
                    '''
                elif Is.connected(bone):
                    bone.use_connect = True
                else:  # root-ctrl-bone
                    continue
                    "or this will create a parent for a 'root' bone"
                    link = rig.data.edit_bones.new('COR-%s<>%s' %
                                                   (bone.name, bone.name))
                    link.tail = bone.tail
                    link.head = bone.head

                    link.layers = utils.layer(30)

                    # link.layers = bone.layers
                    link.use_deform = False
                    link.show_wire = True
                    bone.parent = link

                    links.append(link.name)

            rig.data.use_mirror_x = mirror
            Set.mode(context, 'POSE', rig)

            for link in links:
                link = rig.pose.bones.get(link, None)
                if link is None:
                    # if bone's head+tail are the same, it'll cancel itself out
                    continue
                links = link.name.replace('COR-', '', 1).split('<>')
                # linked = rig.pose.bones.get(links[1], None)

                if self.lock_ik:
                    link.ik_stiffness_x = 1
                    link.ik_stiffness_y = 1
                    link.ik_stiffness_z = 1
                    if (links[0] != links[1]):  # Parent <x> Child
                        link.lock_ik_x = True
                        link.lock_ik_y = True
                        link.lock_ik_z = True
                        link.lock_location = [True, True, True]
                        link.lock_rotation_w = True
                        link.lock_rotation = [True, True, True]
                        link.lock_scale = [True, True, True]
                    else:  # Original bone was copied for a control bone
                        print("Original bone was copied for a control bone")
                        # try:
                        # linked.lock_ik_x=True;	linked.lock_ik_y=True;	linked.lock_ik_z=True;
                        # linked.ik_stiffness_x=1;	linked.ik_stiffness_y=1;	linked.ik_stiffness_z=1;
                        # if not 'WGT-hips' in bpy.data.objects:
                        # bpy.context.scene.quickrig.create_wgt = 'hips'
                        # bpy.ops.quickrig.create_widgets()
                        # widget = bpy.data.objects['WGT-hips']
                        # link.custom_shape = widget
                        # #have the bone follow the original	#link.custom_shape_transform = rig.pose.bones[links[1]]
                        # link.use_custom_shape_bone_size = False
                        # con = widget.constraints.new('COPY_TRANSFORMS')
                        # con.target = rig;	con.subtarget = link.name;
                        # widget.layers[9] = True;	layers = 0
                        # for layer in widget.layers:
                        # if layers != 9:	layer = False
                        # except:	pass
                        ...

                def bgroup(name):
                    bgroups = rig.pose.bone_groups
                    if name in bgroups:
                        group = bgroups[name]
                    else:
                        group = bgroups.new(name=name)
                        group.color_set = 'CUSTOM'
                        black = ((0.0, 0.0, 0.0))
                        select = ((0.1, 0.7, 0.9))
                        c = group.colors
                        c.active, c.normal, c.select = black, black, select
                    return group

                link.bone_group = bgroup('<>')

            Set.mode(context, mode, rig)
        # if active:
        # Set.active(context, active)
        return {'FINISHED'}