def get_cluster_data(self):
        """
        Returns the center position and common direction of an eye-cluster
        :return: [position, direction]
        :rtype: list(Vector)
        """

        edit_bones = self.obj.data.edit_bones

        positions = []
        sum_position = Vector((0, 0, 0))

        y_direction = None
        z_direction = Vector((0, 0, 0))

        for name in self.get_cluster_names():
            did_generate_ctrl = strip_org(name) in edit_bones
            if not did_generate_ctrl:
                # this is not the last eye in the cluster, delay
                return [None, None, None]
            else:
                positions.append(edit_bones[strip_org(name)].head)
                sum_position += edit_bones[strip_org(name)].head
                y_direction = edit_bones[strip_org(name)].y_axis
                z_direction += edit_bones[strip_org(name)].z_axis

        if positions and y_direction and z_direction:
            position = sum_position / len(positions)
            z_direction = z_direction / len(positions)
        else:
            return [None, None, None]

        return [position, y_direction, z_direction]
    def create_deform(self):
        org_bones = self.org_bones

        bpy.ops.object.mode_set(mode='EDIT')

        def_bones = []
        for o in org_bones:
            def_name = make_deformer_name(strip_org(o))
            def_name = copy_bone(self.obj, o, def_name)
            def_bones.append(def_name)

        bpy.ops.object.mode_set(mode='POSE')
        # Create bbone segments
        for bone in def_bones:
            self.obj.data.bones[bone].bbone_segments = self.bbones

        if not self.SINGLE_BONE:
            self.obj.data.bones[def_bones[0]].bbone_easein = 0.0
            self.obj.data.bones[def_bones[-1]].bbone_easeout = 0.0
        else:
            self.obj.data.bones[def_bones[0]].bbone_easein = 1.0
            self.obj.data.bones[def_bones[-1]].bbone_easeout = 1.0
        bpy.ops.object.mode_set(mode='EDIT')

        conv_def = ""
        if self.params.conv_bone and self.params.conv_def:
            b = org(self.params.conv_bone)
            conv_def = make_deformer_name(strip_org(b))
            conv_def = copy_bone(self.obj, b, conv_def)

        return def_bones, conv_def
    def parent_bones(self):

        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        super().parent_bones()

        ctrl_chain = self.bones['ctrl'][strip_org(self.base_bone)]
        tweak_chain = self.bones['tweaks'][strip_org(self.base_bone)]
        def_chain = self.bones['def'][strip_org(self.base_bone)]

        edit_bones[tweak_chain[0]].parent = None

        for ctrl, tweak in zip(ctrl_chain[1:-1], tweak_chain[1:-1]):
            edit_bones[tweak].use_connect = False
            edit_bones[tweak].parent = edit_bones[ctrl]

        edit_bones[tweak_chain[-1]].use_connect = False
        edit_bones[tweak_chain[-1]].parent = edit_bones[ctrl_chain[-2]]

        for i, def_bone in enumerate(def_chain[1:]):
            edit_bones[def_bone].use_connect = True
            edit_bones[def_bone].parent = edit_bones[def_chain[i]]

        for i, ctrl in enumerate(ctrl_chain[1:-1]):
            edit_bones[ctrl].parent = edit_bones[ctrl_chain[i]]

        edit_bones[ctrl_chain[0]].parent = edit_bones[self.bones['tail_mch']
                                                      ['rot_tail_mch']]

        edit_bones[self.bones['tail_mch']['rot_tail_mch']].parent = edit_bones[
            tweak_chain[0]]
    def make_constraints(self):

        bpy.ops.object.mode_set(mode='OBJECT')
        pose_bones = self.obj.pose.bones

        super().make_constraints()

        def_chain = self.bones['def'][strip_org(self.base_bone)]
        tweak_chain = self.bones['tweaks'][strip_org(self.base_bone)]
        ctrl_chain = self.bones['ctrl'][strip_org(self.base_bone)]

        for i, def_bone in enumerate(def_chain):
            pose_bones[def_bone].constraints[0].subtarget = tweak_chain[-i - 1]
            pose_bones[def_bone].constraints[1].subtarget = tweak_chain[-i - 2]
            pose_bones[def_bone].constraints[2].subtarget = tweak_chain[-i - 2]

        for i, ctrl in enumerate(ctrl_chain):
            if ctrl != ctrl_chain[-1]:
                owner = pose_bones[ctrl]
                if i == 0:
                    subtarget = ctrl_chain[-1]
                else:
                    subtarget = ctrl_chain[i - 1]
                make_constraints_from_string(owner, self.obj, subtarget,
                                             "CR1.0LLO")
                owner.constraints[-1].use_y = False

        first_org = self.get_chain_bones(self.base_bone)[0]
        if pose_bones[first_org].parent:
            owner = pose_bones[self.bones['tail_mch']['rot_tail_mch']]
            subtarget = pose_bones[first_org].parent.name
            make_constraints_from_string(owner, self.obj, subtarget, "CR1.0WW")
Exemple #5
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    def parent_bones(self):
        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        super().parent_bones()

        edit_bones[self.bones['tongue_ctrl']['tongue_master']].parent = edit_bones[self.orientation_bone]

        def_chain = self.bones['def'][strip_org(self.base_bone)]
        ctrl_chain = self.bones['ctrl'][strip_org(self.base_bone)]
        mch_chain = self.bones['mch'][strip_org(self.base_bone)]
        org_chain = self.bones['org']

        for ctrl, def_bone in zip(ctrl_chain, def_chain):
            edit_bones[def_bone].parent = edit_bones[ctrl]

        for ctrl, mch in zip(ctrl_chain[1:-1], mch_chain):
            edit_bones[ctrl].parent = edit_bones[mch]
            edit_bones[mch].parent = edit_bones[self.orientation_bone]

        edit_bones[ctrl_chain[0]].parent = edit_bones[self.bones['tongue_ctrl']['tongue_master']]
        edit_bones[ctrl_chain[-1]].parent = edit_bones[self.orientation_bone]

        for ctrl, org_bone in zip(ctrl_chain, org_chain):
            edit_bones[org_bone].use_connect = False
            edit_bones[org_bone].parent = edit_bones[ctrl]
    def create_mch(self):

        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        self.bones['eye_mch'] = dict()
        self.bones['eye_mch']['eyelid_top'] = []
        self.bones['eye_mch']['eyelid_bottom'] = []
        self.bones['eye_mch']['eye_master'] = ''
        self.bones['eye_mch']['eye_master_tip'] = ''

        main_bone_name = strip_org(self.bones['org'][0])
        eye_mch_name = make_mechanism_name(main_bone_name)
        eye_mch_name = copy_bone(self.obj, self.bones['org'][0], eye_mch_name)
        self.bones['eye_mch']['eye_master'] = eye_mch_name

        eye_tip_mch_name = copy_bone(self.obj, self.orientation_bone,
                                     eye_mch_name)
        self.bones['eye_mch']['eye_master_tip'] = eye_tip_mch_name
        put_bone(self.obj, eye_tip_mch_name, edit_bones[eye_mch_name].tail)
        if self.orientation_bone == self.base_bone:
            align_bone_y_axis(self.obj, eye_tip_mch_name, Vector((0, 0, 1)))
        edit_bones[
            eye_tip_mch_name].length = 0.25 * edit_bones[eye_mch_name].length

        # top lid
        top_lid_chain = self.get_chain_bones(self.lid_bones['top'][0])
        for l_b in top_lid_chain:
            lid_m_name = copy_bone(self.obj, self.bones['org'][0],
                                   eye_mch_name)
            edit_bones[lid_m_name].tail = edit_bones[l_b].tail
            self.bones['eye_mch']['eyelid_top'].append(lid_m_name)

        # bottom lid
        bottom_lid_chain = self.get_chain_bones(self.lid_bones['bottom'][0])
        for l_b in bottom_lid_chain:
            lid_m_name = copy_bone(self.obj, self.bones['org'][0],
                                   eye_mch_name)
            edit_bones[lid_m_name].tail = edit_bones[l_b].tail
            self.bones['eye_mch']['eyelid_bottom'].append(lid_m_name)

        # create mch for eye_follow driver
        if self.needs_driver:
            if self.paired_eye or self.is_clustered():
                eye_follow_mch = self.get_common_name()
            else:
                eye_follow_mch = strip_org(self.base_bone)
            eye_follow_mch = make_mechanism_name(eye_follow_mch)
            eye_follow_mch += "_parent"

            if eye_follow_mch not in edit_bones:
                parent = edit_bones[self.base_bone].parent.name
                eye_follow_mch = copy_bone(self.obj, parent, eye_follow_mch)
                edit_bones[
                    eye_follow_mch].length = 0.25 * edit_bones[parent].length
            self.bones['eye_mch']['eyefollow'] = eye_follow_mch

        super().create_mch()
    def create_pivot(self, pivot=None):
        """ Create the pivot control and mechanism bones """

        org_bones = self.org_bones

        bpy.ops.object.mode_set(mode='EDIT')
        eb = self.obj.data.edit_bones

        if not pivot:
            pivot = int(len(org_bones) / 2)

        pivot_name = org_bones[pivot]
        if '.L' in pivot_name:
            prefix = strip_org(org_bones[pivot]).split('.')[0] + '.L'
        elif '.R' in pivot_name:
            prefix = strip_org(org_bones[pivot]).split('.')[0] + '.R'
        else:
            prefix = strip_org(org_bones[pivot]).split('.')[0]

        ctrl_name = get_bone_name(prefix, 'ctrl', 'pivot')
        ctrl_name = copy_bone(self.obj, pivot_name, ctrl_name)
        ctrl_eb = eb[ctrl_name]

        self.orient_bone(ctrl_eb, 'y', self.spine_length / 2.5)

        pivot_loc = eb[pivot_name].head + (
            (eb[pivot_name].tail - eb[pivot_name].head) /
            2) * (len(org_bones) % 2)

        put_bone(self.obj, ctrl_name, pivot_loc)

        v = eb[org_bones[-1]].tail - eb[org_bones[
            0]].head  # Create a vector from head of first ORG to tail of last
        v.normalize()
        v_proj = eb[org_bones[0]].y_axis.dot(
            v) * v  # projection of first ORG to v
        v_point = eb[org_bones[
            0]].y_axis - v_proj  # a vector co-planar to first ORG and v directed out of the chain

        if v_point.magnitude < eb[org_bones[
                0]].y_axis.magnitude * 1e-03:  # if v_point is too small it's not usable
            v_point = eb[org_bones[0]].x_axis

        if self.params.tweak_axis == 'auto':
            align_bone_y_axis(self.obj, ctrl_name, v)
            align_bone_z_axis(self.obj, ctrl_name, -v_point)
        elif self.params.tweak_axis == 'x':
            align_bone_y_axis(self.obj, ctrl_name, Vector((1, 0, 0)))
            align_bone_x_axis(self.obj, ctrl_name, Vector((0, 0, 1)))
        elif self.params.tweak_axis == 'y':
            align_bone_y_axis(self.obj, ctrl_name, Vector((0, 1, 0)))
            align_bone_x_axis(self.obj, ctrl_name, Vector((1, 0, 0)))
        elif self.params.tweak_axis == 'z':
            align_bone_y_axis(self.obj, ctrl_name, Vector((0, 0, 1)))
            align_bone_x_axis(self.obj, ctrl_name, Vector((1, 0, 0)))

        return {'ctrl': ctrl_name}
Exemple #8
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

        """
        self.obj = obj
        self.params = params

        # Get the chain of 2 connected bones
        leg_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(leg_bones) != 2:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type -- leg bones != 2"
                % (strip_org(bone))
            )

        # Get the foot and heel
        foot = None
        heel = None
        for b in self.obj.data.bones[leg_bones[1]].children:
            if b.use_connect == True:
                if len(b.children) >= 1 and has_connected_children(b):
                    foot = b.name
                else:
                    heel = b.name

        if foot is None:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type -- could not find foot bone (that is, a bone with >1 children connected) attached to bone '%s'"
                % (strip_org(bone), strip_org(shin))
            )
        if heel is None:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type -- could not find heel bone (that is, a bone with no childrenconnected) attached to bone '%s'"
                % (strip_org(bone), strip_org(shin))
            )
        # Get the toe
        toe = None
        for b in self.obj.data.bones[foot].children:
            if b.use_connect == True:
                toe = b.name

        if toe is None:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type -- toe is None" % (strip_org(bone))
            )

        self.org_bones = leg_bones + [foot, toe, heel]

        # Get rig parameters
        self.use_thigh_twist = params.use_thigh_twist
        self.use_shin_twist = params.use_shin_twist
    def cleanup(self):

        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        # cleanup
        for mch in self.bones['mch'][strip_org(self.lid_bones['top'][0])]:
            edit_bones.remove(edit_bones[mch])
        for mch in self.bones['mch'][strip_org(self.lid_bones['bottom'][0])]:
            edit_bones.remove(edit_bones[mch])
Exemple #10
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    def create_mch(self):
        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        main_bone_name = strip_org(self.bones['org'][0])
        mouth_lock_name = make_mechanism_name(main_bone_name + "_lock")
        mouth_lock = copy_bone(self.obj, self.main_mch, mouth_lock_name)

        self.bones['jaw_mch'] = dict()
        self.bones['jaw_mch']['mouth_lock'] = mouth_lock
        self.bones['jaw_mch']['jaw_masters'] = []

        jaw_masters_number = 3

        for i in range(0, jaw_masters_number):
            jaw_m_name = make_mechanism_name("jaw_master")
            jaw_m = copy_bone(self.obj, self.main_mch, jaw_m_name)
            div_len = (edit_bones[mouth_lock].length/(jaw_masters_number + 1))
            edit_bones[jaw_m].length = (jaw_masters_number - i) * div_len
            edit_bones[jaw_m].use_connect = False

            self.bones['jaw_mch']['jaw_masters'].append(jaw_m)

        self.bones['mouth_mch'] = dict()

        org_top = self.mouth_bones['top'][0]
        top_mch_name = make_mechanism_name(strip_org(org_top))
        top_mch = copy_bone(self.obj, org_top, top_mch_name)
        self.bones['mouth_mch']['top'] = [top_mch]
        edit_bones[top_mch].use_connect = False

        self.bones['mouth_mch']['corners'] = []
        for org_name in self.mouth_bones['corners']:
            mch_name = make_mechanism_name(strip_org(org_name))
            mch = copy_bone(self.obj, org_name, mch_name)
            self.bones['mouth_mch']['corners'].append(mch)
            edit_bones[mch].use_connect = False

        org_bottom = self.mouth_bones['bottom'][0]
        bottom_mch_name = make_mechanism_name(strip_org(org_bottom))
        bottom_mch = copy_bone(self.obj, org_bottom, bottom_mch_name)
        self.bones['mouth_mch']['bottom'] = [bottom_mch]
        edit_bones[bottom_mch].use_connect = False

        mbs = self.flatten(self.bones['mouth_mch'])
        mouth_center = edit_bones[mbs[0]].head
        for b in mbs[1:]:
            mouth_center = mouth_center + edit_bones[b].head
        mouth_center = mouth_center / len(mbs)

        for b in self.flatten(self.bones['mouth_mch']):
            put_bone(self.obj, b, mouth_center)

        # create remaining subchain mch-s
        super().create_mch()
    def parent_bones(self):
        """
        Parent jaw bones
        :return:
        """

        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        # Parenting to jaw MCHs
        jaw_masters = self.bones['jaw_mch']['jaw_masters']
        b_lip_1 = strip_org(
            self.mouth_bones['bottom'][0])  # 1st bottom lip quarter
        b_lip_2 = strip_org(self.mouth_bones['bottom'][1])

        for i, lip_def in enumerate(self.bones['def'][b_lip_1]):
            lip_def_eb = edit_bones[lip_def]
            lip_ctrl = self.get_ctrl_by_index(b_lip_1, i)
            edit_bones[lip_ctrl].parent = edit_bones[jaw_masters[i]]
            if lip_def == self.bones['def'][b_lip_1][-1]:
                lip_ctrl = self.get_ctrl_by_index(b_lip_1, i + 1)
                edit_bones[lip_ctrl].parent = edit_bones[jaw_masters[i + 1]]

        for i, lip_def in enumerate(self.bones['def'][b_lip_2]):
            lip_def_eb = edit_bones[lip_def]
            lip_ctrl = self.get_ctrl_by_index(b_lip_2, i)
            edit_bones[lip_ctrl].parent = edit_bones[jaw_masters[i]]
            if lip_def == self.bones['def'][b_lip_2][-1]:
                lip_ctrl = self.get_ctrl_by_index(b_lip_2, i + 1)
                edit_bones[lip_ctrl].parent = edit_bones[jaw_masters[i + 1]]

        t_lip_1 = strip_org(self.mouth_bones['top'][0])  # 1st top lip quarter
        t_lip_2 = strip_org(self.mouth_bones['top'][1])

        for i, lip_def in enumerate(self.bones['def'][t_lip_1]):
            lip_def_eb = edit_bones[lip_def]
            lip_ctrl = self.get_ctrl_by_index(t_lip_1, i)
            edit_bones[lip_ctrl].parent = edit_bones[jaw_masters[-2]]
            if lip_def == self.bones['def'][t_lip_1][-1]:
                lip_ctrl = self.get_ctrl_by_index(t_lip_1, i + 1)
                edit_bones[lip_ctrl].parent = edit_bones[jaw_masters[i + 1]]

        for i, lip_def in enumerate(self.bones['def'][t_lip_2]):
            lip_def_eb = edit_bones[lip_def]
            lip_ctrl = self.get_ctrl_by_index(t_lip_2, i)
            edit_bones[lip_ctrl].parent = edit_bones[jaw_masters[-2]]
            if lip_def == self.bones['def'][t_lip_2][-1]:
                lip_ctrl = self.get_ctrl_by_index(t_lip_2, i + 1)
                edit_bones[lip_ctrl].parent = edit_bones[jaw_masters[i + 1]]

        # parenting what's connected to main jaw mch to jaw ctrl
        for child in edit_bones[self.main_mch].children:
            child.parent = edit_bones[self.bones['jaw_ctrl']['jaw']]

        super().parent_bones()
Exemple #12
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

        """
        self.obj = obj
        self.params = params

        # Get the chain of 2 connected bones
        leg_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(leg_bones) != 2:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type."
                % (strip_org(bone)))

        # Get the foot and heel
        foot = None
        heel = None
        for b in self.obj.data.bones[leg_bones[1]].children:
            if b.use_connect == True:
                if len(b.children) == 0:
                    heel = b.name
                else:
                    foot = b.name

        if foot == None or heel == None:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type."
                % (strip_org(bone)))

        # Get the toe
        toe = None
        for b in self.obj.data.bones[foot].children:
            if b.use_connect == True:
                toe = b.name

        if toe == None:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type."
                % (strip_org(bone)))

        self.org_bones = leg_bones + [foot, toe, heel]

        # Get rig parameters
        self.use_thigh_twist = params.use_thigh_twist
        self.use_shin_twist = params.use_shin_twist
Exemple #13
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    def gen_deform(self):
        """ Generate the deformation rig.

        """
        for name in self.org_bones:
            bpy.ops.object.mode_set(mode='EDIT')
            eb = self.obj.data.edit_bones

            # Create deform bone
            bone_e = eb[copy_bone(self.obj, name)]

            # Change its name
            bone_e.name = make_deformer_name(strip_org(name))
            bone_name = bone_e.name

            # Leave edit mode
            bpy.ops.object.mode_set(mode='OBJECT')

            # Get the pose bone
            bone = self.obj.pose.bones[bone_name]

            # Constrain to the original bone
            con = bone.constraints.new('COPY_TRANSFORMS')
            con.name = "copy_transforms"
            con.target = self.obj
            con.subtarget = name
Exemple #14
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    def cleanup(self):
        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        for mch in self.bones['mch'][strip_org(self.base_bone)]:
            if mch not in self.bones['tongue_mch']['tongue_tip']:
                edit_bones.remove(edit_bones[mch])
Exemple #15
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    def __init__(self, obj, bone, params, ikfk_switch=False):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

            ikfk_switch: if True, create an ik/fk switch slider
        """
        self.obj = obj
        self.params = params

        # Get the chain of 3 connected bones
        self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]
        if len(self.org_bones) != 3:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones"
                % (strip_org(bone)))

        # Get the rig parameters
        if params.separate_ik_layers:
            layers = list(params.ik_layers)
        else:
            layers = None
        bend_hint = params.bend_hint
        primary_rotation_axis = params.primary_rotation_axis_cessen
        pole_target_base_name = self.params.elbow_base_name + "_target"

        # Arm is based on common limb
        self.ik_limb = limb_common.IKLimb(obj, self.org_bones[0],
                                          self.org_bones[1], self.org_bones[2],
                                          None, pole_target_base_name,
                                          primary_rotation_axis, bend_hint,
                                          layers, ikfk_switch)
Exemple #16
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

        """
        self.obj = obj

        # Get the chain of 3 connected bones
        self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(self.org_bones) != 3:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': input to rig type must be a chain of at least 3 bones"
                % (strip_org(bone)))

        # Get params
        if "layers" in params:
            layers = get_layers(params["layers"])
        else:
            layers = None

        primary_rotation_axis = params.primary_rotation_axis_cessen

        # Arm is based on common limb
        self.fk_limb = limb_common.FKLimb(obj, self.org_bones[0],
                                          self.org_bones[1], self.org_bones[2],
                                          primary_rotation_axis, layers)
Exemple #17
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    def __init__(self, obj, bone, params, ikfk_switch=False):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

            ikfk_switch: if True, create an ik/fk switch slider
        """
        self.obj = obj
        self.params = params
        self.switch = ikfk_switch

        # Get the chain of 3 connected bones
        self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(self.org_bones) != 3:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones"
                % (strip_org(bone)))

        # Get the rig parameters
        if params.separate_ik_layers:
            self.layers = list(params.ik_layers)
        else:
            self.layers = None

        self.bend_hint = params.bend_hint

        self.primary_rotation_axis = params.primary_rotation_axis
    def generate(self):

        bpy.ops.object.mode_set(mode='EDIT')
        eb = self.obj.data.edit_bones

        bones = {}
        if eb[self.org_bones[0]].parent:
            def_name = make_deformer_name(
                strip_org(eb[self.org_bones[0]].parent.name))
            if self.params.def_parenting and def_name in eb.keys():
                bones['parent'] = def_name
            else:
                bones['parent'] = eb[self.org_bones[0]].parent.name

        # Clear parents for org bones
        for bone in self.org_bones[0:]:
            eb[bone].use_connect = False
            eb[bone].parent = None

        bones['def'], bones['conv_def'] = self.create_deform()
        if len(self.org_bones) > 2:
            bones['pivot'] = self.create_pivot()
        bones['chain'] = self.create_chain()

        self.parent_bones(bones)

        # ctrls snapping pass
        self.aggregate_ctrls(bones)

        self.constrain_bones(bones)
        self.stick_to_bendy_bones(bones)
        self.locks_and_widgets(bones)

        return
    def create_mch(self):

        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        super().create_mch()

        self.bones['tail_mch'] = {}

        org_chain = self.get_chain_bones(self.base_bone)

        if edit_bones[org_chain[0]].parent:
            bone_to_copy = edit_bones[org_chain[0]].parent.name
        else:
            bone_to_copy = self.orientation_bone

        mch_rot_tail = make_mechanism_name('ROT-' + strip_org(self.base_bone))
        mch_rot_tail = copy_bone(self.obj,
                                 bone_to_copy,
                                 assign_name=mch_rot_tail)
        self.bones['tail_mch']['rot_tail_mch'] = mch_rot_tail
        main_chain = self.get_chain_bones(self.base_bone)
        flip_bone(self.obj, mch_rot_tail)
        edit_bones[mch_rot_tail].parent = None
        put_bone(self.obj, mch_rot_tail, edit_bones[main_chain[0]].head)
Exemple #20
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    def make_mch_chain(self):
        """
        Create all MCHs needed on a single chain
        :return:
        :rtype: list
        """

        if not self.active:
            return []

        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        chain = self._bones['org']

        self._bones['mch'] = []

        if self.chain_type == ChainType.TYPE_MCH_BASED:
            for chain_bone in chain:
                mch = make_mechanism_name(strip_org(chain_bone))
                mch = copy_bone(self.obj, chain_bone, assign_name=mch)
                edit_bones[mch].parent = None
                edit_bones[mch].use_connect = False
                edit_bones[mch].length *= self.MCH_SCALE
                self._bones['mch'].append(mch)

        return self._bones['mch']
Exemple #21
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    def __init__(self,
                 obj,
                 base_bone,
                 orientation_bone=None,
                 chain_type=None,
                 parent=None):
        """

        :param obj:
        :param base_bone:
        :param orientation_bone:
        :param chain_type:
        :type chain_type: ChainType
        :param parent:
        :type parent: Chain
        """

        self.chain_type = chain_type or ChainType.TYPE_MCH_BASED
        self.obj = obj
        self._base_bone = base_bone
        self.base_name = strip_org(self._base_bone)
        self.orientation_bone = orientation_bone or self._base_bone
        self.parent = parent

        self._bones = dict()
        self._bones['org'] = self._get_chain_org_bones()

        self.active = True
Exemple #22
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    def make_def_chain(self):
        """
        Creates all DEFs in chain
        :return:
        :rtype:list
        """

        if not self.active:
            return []

        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        chain = self._bones['org']

        self._bones['def'] = []

        if self.chain_type == ChainType.TYPE_MCH_BASED:
            for chain_bone in chain:
                def_bone = make_deformer_name(strip_org(chain_bone))
                def_bone = copy_bone(self.obj,
                                     chain_bone,
                                     assign_name=def_bone)
                edit_bones[def_bone].parent = None
                edit_bones[def_bone].use_connect = False
                self._bones['def'].append(def_bone)

        return self._bones['def']
Exemple #23
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 def __init__(self, obj, bone, params):
     """ Gather and validate data about the rig.
     """
     self.obj = obj
     self.org_bone = bone
     self.org_name = strip_org(bone)
     self.params = params
Exemple #24
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    def __init__(self, obj, bone, params):
        self.obj = obj
        self.params = params

        # Get the chain of 3 connected bones
        self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(self.org_bones) != 3:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones"
                % (strip_org(bone)))

        # Get rig parameters
        if params.separate_hose_layers:
            layers = list(params.hose_layers)
        else:
            layers = None
        use_complex_rig = params.use_complex_arm
        elbow_base_name = params.elbow_base_name
        primary_rotation_axis = params.primary_rotation_axis_cessen

        # Based on common limb
        self.rubber_hose_limb = limb_common.RubberHoseLimb(
            obj, self.org_bones[0], self.org_bones[1], self.org_bones[2],
            use_complex_rig, elbow_base_name, primary_rotation_axis, layers)
Exemple #25
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 def __init__(self, obj, bone, params):
     """ Gather and validate data about the rig.
     """
     self.obj = obj
     self.org_bone = bone
     self.org_name = strip_org(bone)
     self.params = params
Exemple #26
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

        """
        self.obj = obj
        self.params = params

        # Get the chain of 3 connected bones
        self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(self.org_bones) != 3:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones"
                % (strip_org(bone)))

        # Get (optional) parent
        if self.obj.data.bones[bone].parent is None:
            self.org_parent = None
        else:
            self.org_parent = self.obj.data.bones[bone].parent.name

        # Get the rig parameters
        if "layers" in params:
            self.layers = get_layers(params["layers"])
        else:
            self.layers = None

        self.primary_rotation_axis = params.primary_rotation_axis
    def create_mch(self):
        bpy.ops.object.mode_set(mode='EDIT')
        edit_bones = self.obj.data.edit_bones

        main_bone_name = strip_org(self.bones['org'][0])
        mouth_lock_name = make_mechanism_name(main_bone_name + "_lock")
        mouth_lock = copy_bone(self.obj, self.main_mch, mouth_lock_name)

        self.bones['jaw_mch'] = dict()
        self.bones['jaw_mch']['mouth_lock'] = mouth_lock
        self.bones['jaw_mch']['jaw_masters'] = []

        jaw_masters_number = self.lip_len + 3

        for i in range(0, jaw_masters_number):
            jaw_m_name = make_mechanism_name("jaw_master")
            jaw_m = copy_bone(self.obj, self.main_mch, jaw_m_name)
            div_len = (edit_bones[mouth_lock].length /
                       (jaw_masters_number + 1))
            edit_bones[jaw_m].length = (jaw_masters_number - i) * div_len
            edit_bones[jaw_m].use_connect = False

            self.bones['jaw_mch']['jaw_masters'].append(jaw_m)

        # create remaining subchain mch-s
        super().create_mch()
Exemple #28
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    def __init__(self, obj, bone, params, ikfk_switch=False):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

            ikfk_switch: if True, create an ik/fk switch slider
        """
        self.obj = obj
        self.params = params
        self.switch = ikfk_switch

        # Get the chain of 3 connected bones
        self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(self.org_bones) != 3:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones"
                % (strip_org(bone)))

        # Get the rig parameters
        if params.separate_ik_layers:
            self.layers = list(params.ik_layers)
        else:
            self.layers = None

        self.bend_hint = params.bend_hint

        self.primary_rotation_axis = params.primary_rotation_axis
Exemple #29
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    def __init__(self, obj, bone_name, params):
        """ Gather and validate data about the rig.

        """
        self.obj = obj
        self.org_bones = [bone_name] + connected_children_names(obj, bone_name)
        self.params = params

        # Collect control bone indices
        self.control_indices = [0, len(self.org_bones) - 1]
        temp = self.params.chain_bone_controls.split(",")
        for i in temp:
            try:
                j = int(i) - 1
            except ValueError:
                pass
            else:
                if (j > 0) and (j < len(
                        self.org_bones)) and (j not in self.control_indices):
                    self.control_indices += [j]
        self.control_indices.sort()

        self.pivot_rest = self.params.rest_pivot_slide
        self.pivot_rest = max(self.pivot_rest, 1.0 / len(self.org_bones))
        self.pivot_rest = min(self.pivot_rest,
                              1.0 - (1.0 / len(self.org_bones)))

        if len(self.org_bones) <= 1:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones"
                % (strip_org(bone_name)))
Exemple #30
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    def gen_deform(self):
        """ Generate the deformation rig.

        """
        for name in self.org_bones:
            bpy.ops.object.mode_set(mode='EDIT')
            eb = self.obj.data.edit_bones

            # Create deform bone
            bone_e = eb[copy_bone(self.obj, name)]

            # Change its name
            bone_e.name = make_deformer_name(strip_org(name))
            bone_name = bone_e.name

            # Leave edit mode
            bpy.ops.object.mode_set(mode='OBJECT')

            # Get the pose bone
            bone = self.obj.pose.bones[bone_name]

            # Constrain to the original bone
            con = bone.constraints.new('COPY_TRANSFORMS')
            con.name = "copy_transforms"
            con.target = self.obj
            con.subtarget = name
    def make_constraints(self):
        """
        Make constraints
        :return:
        """

        bpy.ops.object.mode_set(mode='OBJECT')
        pose_bones = self.obj.pose.bones

        owner = pose_bones[self.bones['jaw_mch']['mouth_lock']]
        subtarget = self.bones['jaw_ctrl']['jaw']
        make_constraints_from_string(owner, self.obj, subtarget, "CT0.2WW0.0")

        influence_div = 1 / len(self.bones['jaw_mch']['jaw_masters'])
        for i, j_m in enumerate(self.bones['jaw_mch']['jaw_masters']):
            owner = pose_bones[j_m]
            subtarget = self.bones['jaw_ctrl']['jaw']
            influence = 1 - i * influence_div
            make_constraints_from_string(owner, self.obj, subtarget,
                                         "CT%sWW0.0" % influence)
            if j_m != self.bones['jaw_mch']['jaw_masters'][-1]:
                owner = pose_bones[j_m]
                subtarget = self.bones['jaw_mch']['mouth_lock']
                make_constraints_from_string(owner, self.obj, subtarget,
                                             "CT0.0WW0.0")
            # add limits on upper_lip jaw_master
            if j_m == self.bones['jaw_mch']['jaw_masters'][-2]:
                make_constraints_from_string(owner, self.obj, "",
                                             "LLmY0mZ0#LRmX0MX%f" % (3.14 / 2))

        lip_bones = []
        lip_bones.extend(self.mouth_bones['top'])
        lip_bones.extend(self.mouth_bones['bottom'])

        for lip_bone in lip_bones:
            lip_bone = strip_org(lip_bone)
            total_len = 0
            influence_share = []
            for def_b in self.bones['def'][lip_bone]:
                total_len += pose_bones[def_b].length
                influence_share.append(total_len)
            influence_share = [val / total_len for val in influence_share]
            for i, ctrl in enumerate(self.bones['ctrl'][lip_bone][1:-1]):
                owner = pose_bones[self.bones['ctrl'][lip_bone][i + 1]]
                subtarget = self.bones['ctrl'][lip_bone][-1]
                infl = influence_share[i]
                make_constraints_from_string(owner, self.obj, subtarget,
                                             "CL%sLLO0.0" % infl)
                subtarget = self.bones['ctrl'][lip_bone][0]
                infl = 1 - influence_share[i]
                make_constraints_from_string(owner, self.obj, subtarget,
                                             "CL%sLLO0.0" % infl)
                make_constraints_from_string(owner, self.obj, subtarget,
                                             "CR1.0LLO0.0")
                make_constraints_from_string(owner, self.obj, subtarget,
                                             "CS1.0LLO0.0")

        # make the standard bendy rig constraints
        super().make_constraints()
Exemple #32
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    def remove_chains(self, remove_list):

        for bone in remove_list:
            base_name = strip_org(bone)
            if base_name in self.chain_objects:
                del self.chain_objects[base_name]
            if bone in self.chains:
                del self.chains[bone]
    def get_common_name(self):
        """
        Returns an aggregate name for an eyes pair
        :return:
        :rtype: str
        """

        cluster = []

        if self.is_clustered():
            cluster = self.get_cluster_names()
        else:
            base = strip_org(self.base_bone)
            pair = strip_org(self.paired_eye)
            cluster = [base, pair]

        return self.control_snapper.get_aggregate_name(cluster)
Exemple #34
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    def get_chain_object_by_name(self, name):
        """
        returns a chain object by the name of the first org w/o ORG prefix
        :return:
        :rtype: Chain
        """

        name = strip_org(name)
        return self.chain_objects[name]
Exemple #35
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    def __init__(self, obj, bone_name, params):
        """ Gather and validate data about the rig.

        """
        self.obj = obj
        self.org_bones = [bone_name] + connected_children_names(obj, bone_name)
        self.params = params

        if len(self.org_bones) <= 1:
            raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones." % (strip_org(bone_name)))

        self.isolate = False
        if self.obj.data.bones[bone_name].parent:
            self.isolate = True
Exemple #36
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    def generate(self):
        """ Generate the rig.
            Do NOT modify any of the original bones, except for adding constraints.
            The main armature should be selected and active before this is called.

        """
        bpy.ops.object.mode_set(mode='EDIT')

        make_rocker = False
        if self.org_bones[5] is not None:
            make_rocker = True

        # Create the bones
        thigh = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], "_ik"))))
        shin = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], "_ik"))))

        foot = copy_bone(self.obj, self.org_bones[2], strip_org(insert_before_lr(self.org_bones[2], "_ik")))
        foot_ik_target = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[2], "_ik_target"))))
        pole = copy_bone(self.obj, self.org_bones[0], strip_org(insert_before_lr(self.org_bones[0], "_pole")))

        toe = copy_bone(self.obj, self.org_bones[3], strip_org(self.org_bones[3]))
        toe_parent = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".parent")))
        toe_parent_socket1 = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".socket1")))
        toe_parent_socket2 = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".socket2")))

        foot_roll = copy_bone(self.obj, self.org_bones[4], strip_org(insert_before_lr(self.org_bones[2], "_roll")))
        roll1 = copy_bone(self.obj, self.org_bones[4], make_mechanism_name(strip_org(self.org_bones[2] + ".roll.01")))
        roll2 = copy_bone(self.obj, self.org_bones[4], make_mechanism_name(strip_org(self.org_bones[2] + ".roll.02")))

        if make_rocker:
            rocker1 = copy_bone(self.obj, self.org_bones[5], make_mechanism_name(strip_org(self.org_bones[2] + ".rocker.01")))
            rocker2 = copy_bone(self.obj, self.org_bones[5], make_mechanism_name(strip_org(self.org_bones[2] + ".rocker.02")))

        visfoot = copy_bone(self.obj, self.org_bones[2], "VIS-" + strip_org(insert_before_lr(self.org_bones[2], "_ik")))
        vispole = copy_bone(self.obj, self.org_bones[1], "VIS-" + strip_org(insert_before_lr(self.org_bones[0], "_pole")))

        # Get edit bones
        eb = self.obj.data.edit_bones

        org_foot_e = eb[self.org_bones[2]]
        thigh_e = eb[thigh]
        shin_e = eb[shin]
        foot_e = eb[foot]
        foot_ik_target_e = eb[foot_ik_target]
        pole_e = eb[pole]
        toe_e = eb[toe]
        toe_parent_e = eb[toe_parent]
        toe_parent_socket1_e = eb[toe_parent_socket1]
        toe_parent_socket2_e = eb[toe_parent_socket2]
        foot_roll_e = eb[foot_roll]
        roll1_e = eb[roll1]
        roll2_e = eb[roll2]
        if make_rocker:
            rocker1_e = eb[rocker1]
            rocker2_e = eb[rocker2]
        visfoot_e = eb[visfoot]
        vispole_e = eb[vispole]

        # Parenting
        shin_e.parent = thigh_e

        foot_e.use_connect = False
        foot_e.parent = None
        foot_ik_target_e.use_connect = False
        foot_ik_target_e.parent = roll2_e

        pole_e.use_connect = False
        pole_e.parent = foot_e

        toe_e.parent = toe_parent_e
        toe_parent_e.use_connect = False
        toe_parent_e.parent = toe_parent_socket1_e
        toe_parent_socket1_e.use_connect = False
        toe_parent_socket1_e.parent = roll1_e
        toe_parent_socket2_e.use_connect = False
        toe_parent_socket2_e.parent = eb[self.org_bones[2]]

        foot_roll_e.use_connect = False
        foot_roll_e.parent = foot_e

        roll1_e.use_connect = False
        roll1_e.parent = foot_e

        roll2_e.use_connect = False
        roll2_e.parent = roll1_e

        visfoot_e.use_connect = False
        visfoot_e.parent = None

        vispole_e.use_connect = False
        vispole_e.parent = None

        if make_rocker:
            rocker1_e.use_connect = False
            rocker2_e.use_connect = False

            roll1_e.parent = rocker2_e
            rocker2_e.parent = rocker1_e
            rocker1_e.parent = foot_e

        # Misc
        foot_e.use_local_location = False

        visfoot_e.hide_select = True
        vispole_e.hide_select = True

        # Positioning
        vec = Vector(toe_e.vector)
        vec.normalize()
        foot_e.tail = foot_e.head + (vec * foot_e.length)
        foot_e.roll = toe_e.roll

        v1 = shin_e.tail - thigh_e.head

        if 'X' in self.primary_rotation_axis or 'Y' in self.primary_rotation_axis:
            v2 = v1.cross(shin_e.x_axis)
            if (v2 * shin_e.z_axis) > 0.0:
                v2 *= -1.0
        else:
            v2 = v1.cross(shin_e.z_axis)
            if (v2 * shin_e.x_axis) < 0.0:
                v2 *= -1.0
        v2.normalize()
        v2 *= v1.length

        if '-' in self.primary_rotation_axis:
            v2 *= -1

        pole_e.head = shin_e.head + v2
        pole_e.tail = pole_e.head + (Vector((0, 1, 0)) * (v1.length / 8))
        pole_e.roll = 0.0

        flip_bone(self.obj, toe_parent_socket1)
        flip_bone(self.obj, toe_parent_socket2)
        toe_parent_socket1_e.head = Vector(org_foot_e.tail)
        toe_parent_socket2_e.head = Vector(org_foot_e.tail)
        toe_parent_socket1_e.tail = Vector(org_foot_e.tail) + (Vector((0, 0, 1)) * foot_e.length / 2)
        toe_parent_socket2_e.tail = Vector(org_foot_e.tail) + (Vector((0, 0, 1)) * foot_e.length / 3)
        toe_parent_socket2_e.roll = toe_parent_socket1_e.roll

        tail = Vector(roll1_e.tail)
        roll1_e.tail = Vector(org_foot_e.tail)
        roll1_e.tail = Vector(org_foot_e.tail)
        roll1_e.head = tail
        roll2_e.head = Vector(org_foot_e.tail)
        foot_roll_e.head = Vector(org_foot_e.tail)
        put_bone(self.obj, foot_roll, roll1_e.head)
        foot_roll_e.length /= 2

        roll_axis = roll1_e.vector.cross(org_foot_e.vector)
        align_x_axis(self.obj, roll1, roll_axis)
        align_x_axis(self.obj, roll2, roll_axis)
        foot_roll_e.roll = roll2_e.roll

        visfoot_e.tail = visfoot_e.head + Vector((0, 0, v1.length / 32))
        vispole_e.tail = vispole_e.head + Vector((0, 0, v1.length / 32))

        if make_rocker:
            d = toe_e.y_axis.dot(rocker1_e.x_axis)
            if d >= 0.0:
                flip_bone(self.obj, rocker2)
            else:
                flip_bone(self.obj, rocker1)

        # Weird alignment issues.  Fix.
        toe_parent_e.head = Vector(org_foot_e.head)
        toe_parent_e.tail = Vector(org_foot_e.tail)
        toe_parent_e.roll = org_foot_e.roll

        foot_e.head = Vector(org_foot_e.head)

        foot_ik_target_e.head = Vector(org_foot_e.head)
        foot_ik_target_e.tail = Vector(org_foot_e.tail)

        # Determine the pole offset value
        plane = (shin_e.tail - thigh_e.head).normalized()
        vec1 = thigh_e.x_axis.normalized()
        vec2 = (pole_e.head - thigh_e.head).normalized()
        pole_offset = angle_on_plane(plane, vec1, vec2)

        # Object mode, get pose bones
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        # thigh_p = pb[thigh]  # UNUSED
        shin_p = pb[shin]
        foot_p = pb[foot]
        pole_p = pb[pole]
        foot_roll_p = pb[foot_roll]
        roll1_p = pb[roll1]
        roll2_p = pb[roll2]
        if make_rocker:
            rocker1_p = pb[rocker1]
            rocker2_p = pb[rocker2]
        toe_p = pb[toe]
        toe_parent_p = pb[toe_parent]
        toe_parent_socket1_p = pb[toe_parent_socket1]
        visfoot_p = pb[visfoot]
        vispole_p = pb[vispole]

        # Set the knee to only bend on the primary axis.
        if 'X' in self.primary_rotation_axis:
            shin_p.lock_ik_y = True
            shin_p.lock_ik_z = True
        elif 'Y' in self.primary_rotation_axis:
            shin_p.lock_ik_x = True
            shin_p.lock_ik_z = True
        else:
            shin_p.lock_ik_x = True
            shin_p.lock_ik_y = True

        # Foot roll control only rotates on x-axis, or x and y if rocker.
        foot_roll_p.rotation_mode = 'XYZ'
        if make_rocker:
            foot_roll_p.lock_rotation = False, False, True
        else:
            foot_roll_p.lock_rotation = False, True, True
        foot_roll_p.lock_location = True, True, True
        foot_roll_p.lock_scale = True, True, True

        # roll and rocker bones set to euler rotation
        roll1_p.rotation_mode = 'XYZ'
        roll2_p.rotation_mode = 'XYZ'
        if make_rocker:
            rocker1_p.rotation_mode = 'XYZ'
            rocker2_p.rotation_mode = 'XYZ'

        # Pole target only translates
        pole_p.lock_location = False, False, False
        pole_p.lock_rotation = True, True, True
        pole_p.lock_rotation_w = True
        pole_p.lock_scale = True, True, True

        # Set up custom properties
        if self.switch == True:
            prop = rna_idprop_ui_prop_get(foot_p, "ikfk_switch", create=True)
            foot_p["ikfk_switch"] = 0.0
            prop["soft_min"] = prop["min"] = 0.0
            prop["soft_max"] = prop["max"] = 1.0

        # Bend direction hint
        if self.bend_hint:
            con = shin_p.constraints.new('LIMIT_ROTATION')
            con.name = "bend_hint"
            con.owner_space = 'LOCAL'
            if self.primary_rotation_axis == 'X':
                con.use_limit_x = True
                con.min_x = pi / 10
                con.max_x = pi / 10
            elif self.primary_rotation_axis == '-X':
                con.use_limit_x = True
                con.min_x = -pi / 10
                con.max_x = -pi / 10
            elif self.primary_rotation_axis == 'Y':
                con.use_limit_y = True
                con.min_y = pi / 10
                con.max_y = pi / 10
            elif self.primary_rotation_axis == '-Y':
                con.use_limit_y = True
                con.min_y = -pi / 10
                con.max_y = -pi / 10
            elif self.primary_rotation_axis == 'Z':
                con.use_limit_z = True
                con.min_z = pi / 10
                con.max_z = pi / 10
            elif self.primary_rotation_axis == '-Z':
                con.use_limit_z = True
                con.min_z = -pi / 10
                con.max_z = -pi / 10

        # IK Constraint
        con = shin_p.constraints.new('IK')
        con.name = "ik"
        con.target = self.obj
        con.subtarget = foot_ik_target
        con.pole_target = self.obj
        con.pole_subtarget = pole
        con.pole_angle = pole_offset
        con.chain_count = 2

        # toe_parent constraint
        con = toe_parent_socket1_p.constraints.new('COPY_LOCATION')
        con.name = "copy_location"
        con.target = self.obj
        con.subtarget = toe_parent_socket2

        con = toe_parent_socket1_p.constraints.new('COPY_SCALE')
        con.name = "copy_scale"
        con.target = self.obj
        con.subtarget = toe_parent_socket2

        con = toe_parent_socket1_p.constraints.new('COPY_TRANSFORMS')  # drive with IK switch
        con.name = "fk"
        con.target = self.obj
        con.subtarget = toe_parent_socket2

        fcurve = con.driver_add("influence")
        driver = fcurve.driver
        var = driver.variables.new()
        driver.type = 'AVERAGE'
        var.name = "var"
        var.targets[0].id_type = 'OBJECT'
        var.targets[0].id = self.obj
        var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]'
        mod = fcurve.modifiers[0]
        mod.poly_order = 1
        mod.coefficients[0] = 1.0
        mod.coefficients[1] = -1.0

        # Foot roll drivers
        fcurve = roll1_p.driver_add("rotation_euler", 0)
        driver = fcurve.driver
        var = driver.variables.new()
        driver.type = 'SCRIPTED'
        driver.expression = "min(0,var)"
        var.name = "var"
        var.targets[0].id_type = 'OBJECT'
        var.targets[0].id = self.obj
        var.targets[0].data_path = foot_roll_p.path_from_id() + '.rotation_euler[0]'

        fcurve = roll2_p.driver_add("rotation_euler", 0)
        driver = fcurve.driver
        var = driver.variables.new()
        driver.type = 'SCRIPTED'
        driver.expression = "max(0,var)"
        var.name = "var"
        var.targets[0].id_type = 'OBJECT'
        var.targets[0].id = self.obj
        var.targets[0].data_path = foot_roll_p.path_from_id() + '.rotation_euler[0]'

        if make_rocker:
            fcurve = rocker1_p.driver_add("rotation_euler", 0)
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'SCRIPTED'
            driver.expression = "max(0,-var)"
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = foot_roll_p.path_from_id() + '.rotation_euler[1]'

            fcurve = rocker2_p.driver_add("rotation_euler", 0)
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'SCRIPTED'
            driver.expression = "max(0,var)"
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = foot_roll_p.path_from_id() + '.rotation_euler[1]'

        # Constrain org bones to controls
        con = pb[self.org_bones[0]].constraints.new('COPY_TRANSFORMS')
        con.name = "ik"
        con.target = self.obj
        con.subtarget = thigh
        if self.switch == True:
            # IK/FK switch driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]'

        con = pb[self.org_bones[1]].constraints.new('COPY_TRANSFORMS')
        con.name = "ik"
        con.target = self.obj
        con.subtarget = shin
        if self.switch == True:
            # IK/FK switch driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]'

        con = pb[self.org_bones[2]].constraints.new('COPY_TRANSFORMS')
        con.name = "ik"
        con.target = self.obj
        con.subtarget = foot_ik_target
        if self.switch == True:
            # IK/FK switch driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]'

        con = pb[self.org_bones[3]].constraints.new('COPY_TRANSFORMS')
        con.name = "copy_transforms"
        con.target = self.obj
        con.subtarget = toe

        # VIS foot constraints
        con = visfoot_p.constraints.new('COPY_LOCATION')
        con.name = "copy_loc"
        con.target = self.obj
        con.subtarget = self.org_bones[2]

        con = visfoot_p.constraints.new('STRETCH_TO')
        con.name = "stretch_to"
        con.target = self.obj
        con.subtarget = foot
        con.volume = 'NO_VOLUME'
        con.rest_length = visfoot_p.length

        # VIS pole constraints
        con = vispole_p.constraints.new('COPY_LOCATION')
        con.name = "copy_loc"
        con.target = self.obj
        con.subtarget = self.org_bones[1]

        con = vispole_p.constraints.new('STRETCH_TO')
        con.name = "stretch_to"
        con.target = self.obj
        con.subtarget = pole
        con.volume = 'NO_VOLUME'
        con.rest_length = vispole_p.length

        # Set layers if specified
        if self.layers:
            foot_p.bone.layers = self.layers
            pole_p.bone.layers = self.layers
            foot_roll_p.bone.layers = self.layers
            visfoot_p.bone.layers = self.layers
            vispole_p.bone.layers = self.layers

            toe_p.bone.layers = [(i[0] or i[1]) for i in zip(toe_p.bone.layers, self.layers)]  # Both FK and IK layers

        # Create widgets
        create_line_widget(self.obj, vispole)
        create_line_widget(self.obj, visfoot)
        create_sphere_widget(self.obj, pole)
        create_circle_widget(self.obj, toe, radius=0.7, head_tail=0.5)

        ob = create_widget(self.obj, foot)
        if ob != None:
            verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)]
            edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)]
            mesh = ob.data
            mesh.from_pydata(verts, edges, [])
            mesh.update()

            mod = ob.modifiers.new("subsurf", 'SUBSURF')
            mod.levels = 2

        ob = create_widget(self.obj, foot_roll)
        if ob != None:
            verts = [(0.3999999761581421, 0.766044557094574, 0.6427875757217407), (0.17668449878692627, 3.823702598992895e-08, 3.2084670920085046e-08), (-0.17668461799621582, 9.874240447516058e-08, 8.285470443070153e-08), (-0.39999961853027344, 0.7660449147224426, 0.6427879333496094), (0.3562471270561218, 0.6159579753875732, 0.5168500542640686), (-0.35624682903289795, 0.6159582138061523, 0.5168502926826477), (0.20492683351039886, 0.09688037633895874, 0.0812922865152359), (-0.20492687821388245, 0.0968804731965065, 0.08129236847162247)]
            edges = [(1, 2), (0, 3), (0, 4), (3, 5), (1, 6), (4, 6), (2, 7), (5, 7)]
            mesh = ob.data
            mesh.from_pydata(verts, edges, [])
            mesh.update()

            mod = ob.modifiers.new("subsurf", 'SUBSURF')
            mod.levels = 2

        return [thigh, shin, foot, pole, foot_roll, foot_ik_target]
Exemple #37
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

        """
        self.obj = obj
        self.params = params

        # Get the chain of 3 connected bones
        self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(self.org_bones) != 3:
            raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones." % (strip_org(bone)))

        # Get rig parameters
        self.use_upper_arm_twist = params.use_upper_arm_twist
        self.use_forearm_twist = params.use_forearm_twist
Exemple #38
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

        """
        self.obj = obj
        self.params = params

        # Get the chain of 3 connected bones
        self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(self.org_bones) != 3:
            raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones" % (strip_org(bone)))

        # Get (optional) parent
        if self.obj.data.bones[bone].parent is None:
            self.org_parent = None
        else:
            self.org_parent = self.obj.data.bones[bone].parent.name

        # Get the rig parameters
        if "layers" in params:
            self.layers = get_layers(params["layers"])
        else:
            self.layers = None

        self.primary_rotation_axis = params.primary_rotation_axis
Exemple #39
0
    def generate(self):
        """ Generate the rig.
            Do NOT modify any of the original bones, except for adding constraints.
            The main armature should be selected and active before this is called.

        """
        bpy.ops.object.mode_set(mode='EDIT')

        # Create the control bones
        uarm = copy_bone(self.obj, self.org_bones[0], strip_org(self.org_bones[0]))
        farm = copy_bone(self.obj, self.org_bones[1], strip_org(self.org_bones[1]))
        hand = copy_bone(self.obj, self.org_bones[2], strip_org(self.org_bones[2]))

        # Create the hinge bones
        if self.org_parent != None:
            hinge = copy_bone(self.obj, self.org_parent, make_mechanism_name(uarm + ".hinge"))
            socket1 = copy_bone(self.obj, uarm, make_mechanism_name(uarm + ".socket1"))
            socket2 = copy_bone(self.obj, uarm, make_mechanism_name(uarm + ".socket2"))

        # Get edit bones
        eb = self.obj.data.edit_bones

        uarm_e = eb[uarm]
        farm_e = eb[farm]
        hand_e = eb[hand]

        if self.org_parent != None:
            hinge_e = eb[hinge]
            socket1_e = eb[socket1]
            socket2_e = eb[socket2]

        # Parenting
        farm_e.parent = uarm_e
        hand_e.parent = farm_e

        if self.org_parent != None:
            hinge_e.use_connect = False
            socket1_e.use_connect = False
            socket2_e.use_connect = False

            uarm_e.parent = hinge_e
            hinge_e.parent = socket2_e
            socket2_e.parent = None

        # Positioning
        if self.org_parent != None:
            center = (hinge_e.head + hinge_e.tail) / 2
            hinge_e.head = center
            socket1_e.length /= 4
            socket2_e.length /= 3

        # Object mode, get pose bones
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        uarm_p = pb[uarm]
        farm_p = pb[farm]
        hand_p = pb[hand]
        if self.org_parent != None:
            hinge_p = pb[hinge]

        if self.org_parent != None:
            # socket1_p = pb[socket1]  # UNUSED
            socket2_p = pb[socket2]

        # Set the elbow to only bend on the x-axis.
        farm_p.rotation_mode = 'XYZ'
        if 'X' in self.primary_rotation_axis:
            farm_p.lock_rotation = (False, True, True)
        elif 'Y' in self.primary_rotation_axis:
            farm_p.lock_rotation = (True, False, True)
        else:
            farm_p.lock_rotation = (True, True, False)

        # Hinge transforms are locked, for auto-ik
        if self.org_parent != None:
            hinge_p.lock_location = True, True, True
            hinge_p.lock_rotation = True, True, True
            hinge_p.lock_rotation_w = True
            hinge_p.lock_scale = True, True, True

        # Set up custom properties
        if self.org_parent != None:
            prop = rna_idprop_ui_prop_get(uarm_p, "isolate", create=True)
            uarm_p["isolate"] = 0.0
            prop["soft_min"] = prop["min"] = 0.0
            prop["soft_max"] = prop["max"] = 1.0

        # Hinge constraints / drivers
        if self.org_parent != None:
            con = socket2_p.constraints.new('COPY_LOCATION')
            con.name = "copy_location"
            con.target = self.obj
            con.subtarget = socket1

            con = socket2_p.constraints.new('COPY_TRANSFORMS')
            con.name = "isolate_off"
            con.target = self.obj
            con.subtarget = socket1

            # Driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = uarm_p.path_from_id() + '["isolate"]'
            mod = fcurve.modifiers[0]
            mod.poly_order = 1
            mod.coefficients[0] = 1.0
            mod.coefficients[1] = -1.0

        # Constrain org bones to controls
        con = pb[self.org_bones[0]].constraints.new('COPY_TRANSFORMS')
        con.name = "fk"
        con.target = self.obj
        con.subtarget = uarm

        con = pb[self.org_bones[1]].constraints.new('COPY_TRANSFORMS')
        con.name = "fk"
        con.target = self.obj
        con.subtarget = farm

        con = pb[self.org_bones[2]].constraints.new('COPY_TRANSFORMS')
        con.name = "fk"
        con.target = self.obj
        con.subtarget = hand

        # Set layers if specified
        if self.layers:
            uarm_p.bone.layers = self.layers
            farm_p.bone.layers = self.layers
            hand_p.bone.layers = self.layers

        # Create control widgets
        create_limb_widget(self.obj, uarm)
        create_limb_widget(self.obj, farm)

        ob = create_widget(self.obj, hand)
        if ob != None:
            verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)]
            edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)]
            mesh = ob.data
            mesh.from_pydata(verts, edges, [])
            mesh.update()

            mod = ob.modifiers.new("subsurf", 'SUBSURF')
            mod.levels = 2

        return [uarm, farm, hand]
Exemple #40
0
    def generate(self):
        """ Generate the rig.
            Do NOT modify any of the original bones, except for adding constraints.
            The main armature should be selected and active before this is called.

        """
        bpy.ops.object.mode_set(mode='EDIT')

        # Create upper arm bones
        if self.use_thigh_twist:
            thigh1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".01")))
            thigh2 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".02")))
            utip = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(self.org_bones[0] + ".tip")))
        else:
            thigh = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0])))

        # Create forearm bones
        if self.use_shin_twist:
            shin1 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".01")))
            shin2 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".02")))
            stip = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(self.org_bones[1] + ".tip")))
        else:
            shin = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1])))

        # Create foot bone
        foot = copy_bone(self.obj, self.org_bones[2], make_deformer_name(strip_org(self.org_bones[2])))

        # Create toe bone
        toe = copy_bone(self.obj, self.org_bones[3], make_deformer_name(strip_org(self.org_bones[3])))

        # Get edit bones
        eb = self.obj.data.edit_bones

        org_thigh_e = eb[self.org_bones[0]]
        if self.use_thigh_twist:
            thigh1_e = eb[thigh1]
            thigh2_e = eb[thigh2]
            utip_e = eb[utip]
        else:
            thigh_e = eb[thigh]

        org_shin_e = eb[self.org_bones[1]]
        if self.use_shin_twist:
            shin1_e = eb[shin1]
            shin2_e = eb[shin2]
            stip_e = eb[stip]
        else:
            shin_e = eb[shin]

        org_foot_e = eb[self.org_bones[2]]
        foot_e = eb[foot]

        org_toe_e = eb[self.org_bones[3]]
        toe_e = eb[toe]

        # Parent and position thigh bones
        if self.use_thigh_twist:
            thigh1_e.use_connect = False
            thigh2_e.use_connect = False
            utip_e.use_connect = False

            thigh1_e.parent = org_thigh_e.parent
            thigh2_e.parent = org_thigh_e
            utip_e.parent = org_thigh_e

            center = Vector((org_thigh_e.head + org_thigh_e.tail) / 2)

            thigh1_e.tail = center
            thigh2_e.head = center
            put_bone(self.obj, utip, org_thigh_e.tail)
            utip_e.length = org_thigh_e.length / 8
        else:
            thigh_e.use_connect = False
            thigh_e.parent = org_thigh_e

        # Parent and position shin bones
        if self.use_shin_twist:
            shin1_e.use_connect = False
            shin2_e.use_connect = False
            stip_e.use_connect = False

            shin1_e.parent = org_shin_e
            shin2_e.parent = org_shin_e
            stip_e.parent = org_shin_e

            center = Vector((org_shin_e.head + org_shin_e.tail) / 2)

            shin1_e.tail = center
            shin2_e.head = center
            put_bone(self.obj, stip, org_shin_e.tail)
            stip_e.length = org_shin_e.length / 8

            # Align roll of shin2 with foot
            align_roll(self.obj, shin2, foot)
        else:
            shin_e.use_connect = False
            shin_e.parent = org_shin_e

        # Parent foot
        foot_e.use_connect = False
        foot_e.parent = org_foot_e

        # Parent toe
        toe_e.use_connect = False
        toe_e.parent = org_toe_e

        # Object mode, get pose bones
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        if self.use_thigh_twist:
            thigh1_p = pb[thigh1]
        if self.use_shin_twist:
            shin2_p = pb[shin2]
        # foot_p = pb[foot]  # UNUSED

        # Thigh constraints
        if self.use_thigh_twist:
            con = thigh1_p.constraints.new('COPY_LOCATION')
            con.name = "copy_location"
            con.target = self.obj
            con.subtarget = self.org_bones[0]

            con = thigh1_p.constraints.new('COPY_SCALE')
            con.name = "copy_scale"
            con.target = self.obj
            con.subtarget = self.org_bones[0]

            con = thigh1_p.constraints.new('DAMPED_TRACK')
            con.name = "track_to"
            con.target = self.obj
            con.subtarget = utip

        # Shin constraints
        if self.use_shin_twist:
            con = shin2_p.constraints.new('COPY_ROTATION')
            con.name = "copy_rotation"
            con.target = self.obj
            con.subtarget = foot

            con = shin2_p.constraints.new('DAMPED_TRACK')
            con.name = "track_to"
            con.target = self.obj
            con.subtarget = stip
Exemple #41
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    def __init__(self, obj, bone, params, ikfk_switch=False):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.
        """
        self.obj = obj
        self.params = params
        self.switch = ikfk_switch

        # Get the chain of 2 connected bones
        leg_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(leg_bones) != 2:
            raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone)))

        # Get the foot and heel
        foot = None
        heel = None
        rocker = None
        for b in self.obj.data.bones[leg_bones[1]].children:
            if b.use_connect == True:
                if len(b.children) >= 1 and has_connected_children(b):
                    foot = b.name
                else:
                    heel = b.name
                    if len(b.children) > 0:
                        rocker = b.children[0].name

        if foot is None or heel is None:
            print("blah")
            raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone)))

        # Get the toe
        toe = None
        for b in self.obj.data.bones[foot].children:
            if b.use_connect == True:
                toe = b.name

        # Get toe
        if toe is None:
            raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone)))

        self.org_bones = leg_bones + [foot, toe, heel, rocker]

        # Get rig parameters
        if params.separate_ik_layers:
            self.layers = list(params.ik_layers)
        else:
            self.layers = None

        self.bend_hint = params.bend_hint

        self.primary_rotation_axis = params.primary_rotation_axis
Exemple #42
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    def generate(self):
        """ Generate the rig.
            Do NOT modify any of the original bones, except for adding constraints.
            The main armature should be selected and active before this is called.

        """
        bpy.ops.object.mode_set(mode='EDIT')

        # Figure out the name for the control bone (remove the last .##)
        last_bone = self.org_bones[-1:][0]
        ctrl_name = re.sub("([0-9]+\.)", "", strip_org(last_bone)[::-1], count=1)[::-1]

        # Make control bone
        ctrl = copy_bone(self.obj, last_bone, ctrl_name)

        # Make deformation bones
        def_bones = []
        for bone in self.org_bones:
            b = copy_bone(self.obj, bone, deformer(strip_org(bone)))
            def_bones += [b]

        # Parenting
        eb = self.obj.data.edit_bones

        for d, b in zip(def_bones, self.org_bones):
            eb[d].use_connect = False
            eb[d].parent = eb[b]

        # Constraints
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        i = 0
        div = len(self.org_bones) - 1
        for b in self.org_bones:
            con = pb[b].constraints.new('COPY_TRANSFORMS')
            con.name = "copy_transforms"
            con.target = self.obj
            con.subtarget = ctrl
            con.target_space = 'LOCAL'
            con.owner_space = 'LOCAL'
            con.influence = i / div

            con = pb[b].constraints.new('COPY_ROTATION')
            con.name = "copy_rotation"
            con.target = self.obj
            con.subtarget = ctrl
            con.target_space = 'LOCAL'
            con.owner_space = 'LOCAL'
            if 'X' in self.palm_rotation_axis:
                con.invert_x = True
                con.use_x = True
                con.use_z = False
            else:
                con.invert_z = True
                con.use_x = False
                con.use_z = True
            con.use_y = False

            con.influence = (i / div) - (1 - cos((i * pi / 2) / div))

            i += 1

        # Create control widget
        w = create_widget(self.obj, ctrl)
        if w != None:
            mesh = w.data
            verts = [(0.15780271589756012, 2.086162567138672e-07, -0.30000004172325134), (0.15780259668827057, 1.0, -0.2000001072883606), (-0.15780280530452728, 0.9999999403953552, -0.20000004768371582), (-0.15780259668827057, -2.086162567138672e-07, -0.29999998211860657), (-0.15780256688594818, -2.7089754439657554e-07, 0.30000004172325134), (-0.1578027755022049, 0.9999998807907104, 0.19999995827674866), (0.15780262649059296, 0.9999999403953552, 0.19999989867210388), (0.1578027456998825, 1.4633496903115883e-07, 0.29999998211860657), (0.15780268609523773, 0.2500001788139343, -0.27500003576278687), (-0.15780264139175415, 0.24999985098838806, -0.2749999761581421), (0.15780262649059296, 0.7500000596046448, -0.22500008344650269), (-0.1578027606010437, 0.7499998807907104, -0.2250000238418579), (0.15780265629291534, 0.75, 0.22499991953372955), (0.15780271589756012, 0.2500000596046448, 0.2749999761581421), (-0.15780261158943176, 0.2499997615814209, 0.27500003576278687), (-0.1578027307987213, 0.7499998807907104, 0.22499997913837433)]
            if 'Z' in self.palm_rotation_axis:
                # Flip x/z coordinates
                temp = []
                for v in verts:
                    temp += [(v[2], v[1], v[0])]
                verts = temp
            edges = [(1, 2), (0, 3), (4, 7), (5, 6), (8, 0), (9, 3), (10, 1), (11, 2), (12, 6), (13, 7), (4, 14), (15, 5), (10, 8), (11, 9), (15, 14), (12, 13)]
            mesh.from_pydata(verts, edges, [])
            mesh.update()

            mod = w.modifiers.new("subsurf", 'SUBSURF')
            mod.levels = 2
Exemple #43
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    def generate(self):
        """ Generate the rig.
            Do NOT modify any of the original bones, except for adding constraints.
            The main armature should be selected and active before this is called.

        """
        bpy.ops.object.mode_set(mode='EDIT')

        # Create the bones
        uarm = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], "_ik"))))
        farm = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], "_ik"))))

        hand = copy_bone(self.obj, self.org_bones[2], strip_org(insert_before_lr(self.org_bones[2], "_ik")))
        pole = copy_bone(self.obj, self.org_bones[0], strip_org(insert_before_lr(self.org_bones[0], "_pole")))

        vishand = copy_bone(self.obj, self.org_bones[2], "VIS-" + strip_org(insert_before_lr(self.org_bones[2], "_ik")))
        vispole = copy_bone(self.obj, self.org_bones[1], "VIS-" + strip_org(insert_before_lr(self.org_bones[0], "_pole")))

        # Get edit bones
        eb = self.obj.data.edit_bones

        uarm_e = eb[uarm]
        farm_e = eb[farm]
        hand_e = eb[hand]
        pole_e = eb[pole]
        vishand_e = eb[vishand]
        vispole_e = eb[vispole]

        # Parenting
        farm_e.parent = uarm_e

        hand_e.use_connect = False
        hand_e.parent = None

        pole_e.use_connect = False

        vishand_e.use_connect = False
        vishand_e.parent = None

        vispole_e.use_connect = False
        vispole_e.parent = None

        # Misc
        hand_e.use_local_location = False

        vishand_e.hide_select = True
        vispole_e.hide_select = True

        # Positioning
        v1 = farm_e.tail - uarm_e.head
        if 'X' in self.primary_rotation_axis or 'Y' in self.primary_rotation_axis:
            v2 = v1.cross(farm_e.x_axis)
            if (v2 * farm_e.z_axis) > 0.0:
                v2 *= -1.0
        else:
            v2 = v1.cross(farm_e.z_axis)
            if (v2 * farm_e.x_axis) < 0.0:
                v2 *= -1.0
        v2.normalize()
        v2 *= v1.length

        if '-' in self.primary_rotation_axis:
            v2 *= -1

        pole_e.head = farm_e.head + v2
        pole_e.tail = pole_e.head + (Vector((0, 1, 0)) * (v1.length / 8))
        pole_e.roll = 0.0

        vishand_e.tail = vishand_e.head + Vector((0, 0, v1.length / 32))
        vispole_e.tail = vispole_e.head + Vector((0, 0, v1.length / 32))

        # Determine the pole offset value
        plane = (farm_e.tail - uarm_e.head).normalized()
        vec1 = uarm_e.x_axis.normalized()
        vec2 = (pole_e.head - uarm_e.head).normalized()
        pole_offset = angle_on_plane(plane, vec1, vec2)

        # Object mode, get pose bones
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        # uarm_p = pb[uarm]  # UNUSED
        farm_p = pb[farm]
        hand_p = pb[hand]
        pole_p = pb[pole]
        vishand_p = pb[vishand]
        vispole_p = pb[vispole]

        # Set the elbow to only bend on the primary axis
        if 'X' in self.primary_rotation_axis:
            farm_p.lock_ik_y = True
            farm_p.lock_ik_z = True
        elif 'Y' in self.primary_rotation_axis:
            farm_p.lock_ik_x = True
            farm_p.lock_ik_z = True
        else:
            farm_p.lock_ik_x = True
            farm_p.lock_ik_y = True

        # Pole target only translates
        pole_p.lock_location = False, False, False
        pole_p.lock_rotation = True, True, True
        pole_p.lock_rotation_w = True
        pole_p.lock_scale = True, True, True

        # Set up custom properties
        if self.switch == True:
            prop = rna_idprop_ui_prop_get(hand_p, "ikfk_switch", create=True)
            hand_p["ikfk_switch"] = 0.0
            prop["soft_min"] = prop["min"] = 0.0
            prop["soft_max"] = prop["max"] = 1.0

        # Bend direction hint
        if self.bend_hint:
            con = farm_p.constraints.new('LIMIT_ROTATION')
            con.name = "bend_hint"
            con.owner_space = 'LOCAL'
            if self.primary_rotation_axis == 'X':
                con.use_limit_x = True
                con.min_x = pi / 10
                con.max_x = pi / 10
            elif self.primary_rotation_axis == '-X':
                con.use_limit_x = True
                con.min_x = -pi / 10
                con.max_x = -pi / 10
            elif self.primary_rotation_axis == 'Y':
                con.use_limit_y = True
                con.min_y = pi / 10
                con.max_y = pi / 10
            elif self.primary_rotation_axis == '-Y':
                con.use_limit_y = True
                con.min_y = -pi / 10
                con.max_y = -pi / 10
            elif self.primary_rotation_axis == 'Z':
                con.use_limit_z = True
                con.min_z = pi / 10
                con.max_z = pi / 10
            elif self.primary_rotation_axis == '-Z':
                con.use_limit_z = True
                con.min_z = -pi / 10
                con.max_z = -pi / 10

        # IK Constraint
        con = farm_p.constraints.new('IK')
        con.name = "ik"
        con.target = self.obj
        con.subtarget = hand
        con.pole_target = self.obj
        con.pole_subtarget = pole
        con.pole_angle = pole_offset
        con.chain_count = 2

        # Constrain org bones to controls
        con = pb[self.org_bones[0]].constraints.new('COPY_TRANSFORMS')
        con.name = "ik"
        con.target = self.obj
        con.subtarget = uarm
        if self.switch == True:
            # IK/FK switch driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = hand_p.path_from_id() + '["ikfk_switch"]'

        con = pb[self.org_bones[1]].constraints.new('COPY_TRANSFORMS')
        con.name = "ik"
        con.target = self.obj
        con.subtarget = farm
        if self.switch == True:
            # IK/FK switch driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = hand_p.path_from_id() + '["ikfk_switch"]'

        con = pb[self.org_bones[2]].constraints.new('COPY_TRANSFORMS')
        con.name = "ik"
        con.target = self.obj
        con.subtarget = hand
        if self.switch == True:
            # IK/FK switch driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "var"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = hand_p.path_from_id() + '["ikfk_switch"]'

        # VIS hand constraints
        con = vishand_p.constraints.new('COPY_LOCATION')
        con.name = "copy_loc"
        con.target = self.obj
        con.subtarget = self.org_bones[2]

        con = vishand_p.constraints.new('STRETCH_TO')
        con.name = "stretch_to"
        con.target = self.obj
        con.subtarget = hand
        con.volume = 'NO_VOLUME'
        con.rest_length = vishand_p.length

        # VIS pole constraints
        con = vispole_p.constraints.new('COPY_LOCATION')
        con.name = "copy_loc"
        con.target = self.obj
        con.subtarget = self.org_bones[1]

        con = vispole_p.constraints.new('STRETCH_TO')
        con.name = "stretch_to"
        con.target = self.obj
        con.subtarget = pole
        con.volume = 'NO_VOLUME'
        con.rest_length = vispole_p.length

        # Set layers if specified
        if self.layers:
            hand_p.bone.layers = self.layers
            pole_p.bone.layers = self.layers
            vishand_p.bone.layers = self.layers
            vispole_p.bone.layers = self.layers

        # Create widgets
        create_line_widget(self.obj, vispole)
        create_line_widget(self.obj, vishand)
        create_sphere_widget(self.obj, pole)

        ob = create_widget(self.obj, hand)
        if ob != None:
            verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)]
            edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)]
            mesh = ob.data
            mesh.from_pydata(verts, edges, [])
            mesh.update()

            mod = ob.modifiers.new("subsurf", 'SUBSURF')
            mod.levels = 2

        return [uarm, farm, hand, pole]
Exemple #44
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    def gen_control(self):
        """ Generate the control rig.

        """
        #---------------------------------
        # Create the neck and head controls
        bpy.ops.object.mode_set(mode='EDIT')

        # Create bones
        neck_ctrl = copy_bone(self.obj, self.org_bones[0], strip_org(self.org_bones[0]))
        neck_follow = copy_bone(self.obj, self.org_bones[-1], make_mechanism_name(strip_org(self.org_bones[0] + ".follow")))
        neck_child = new_bone(self.obj, make_mechanism_name(strip_org(self.org_bones[0] + ".child")))

        head_ctrl = copy_bone(self.obj, self.org_bones[-1], strip_org(self.org_bones[-1]))
        head_mch = new_bone(self.obj, make_mechanism_name(strip_org(self.org_bones[-1])))
        if self.isolate:
            head_socket1 = copy_bone(self.obj, self.org_bones[-1], make_mechanism_name(strip_org(self.org_bones[-1] + ".socket1")))
            head_socket2 = copy_bone(self.obj, self.org_bones[-1], make_mechanism_name(strip_org(self.org_bones[-1] + ".socket2")))

        # Create neck chain bones
        neck = []
        helpers = []
        for name in self.org_bones:
            neck += [copy_bone(self.obj, name, make_mechanism_name(strip_org(name)))]
            helpers += [copy_bone(self.obj, neck_child, make_mechanism_name(strip_org(name + ".02")))]

        # Fetch edit bones
        eb = self.obj.data.edit_bones

        neck_ctrl_e = eb[neck_ctrl]
        neck_follow_e = eb[neck_follow]
        neck_child_e = eb[neck_child]
        head_ctrl_e = eb[head_ctrl]
        head_mch_e = eb[head_mch]
        if self.isolate:
            head_socket1_e = eb[head_socket1]
            head_socket2_e = eb[head_socket2]

        # Parenting
        head_ctrl_e.use_connect = False
        head_ctrl_e.parent = neck_ctrl_e.parent
        head_mch_e.use_connect = False
        head_mch_e.parent = head_ctrl_e

        if self.isolate:
            head_socket1_e.use_connect = False
            head_socket1_e.parent = neck_ctrl_e.parent

            head_socket2_e.use_connect = False
            head_socket2_e.parent = None

            head_ctrl_e.parent = head_socket2_e

        for (name1, name2) in zip(neck, helpers):
            eb[name1].use_connect = False
            eb[name1].parent = eb[name2]
            eb[name2].use_connect = False
            eb[name2].parent = neck_ctrl_e.parent

        neck_follow_e.use_connect = False
        neck_follow_e.parent = neck_ctrl_e.parent
        neck_child_e.use_connect = False
        neck_child_e.parent = neck_ctrl_e
        neck_ctrl_e.parent = neck_follow_e

        # Position
        put_bone(self.obj, neck_follow, neck_ctrl_e.head)
        put_bone(self.obj, neck_child, neck_ctrl_e.head)
        put_bone(self.obj, head_ctrl, neck_ctrl_e.head)
        put_bone(self.obj, head_mch, neck_ctrl_e.head)
        head_mch_e.length = head_ctrl_e.length / 2
        neck_child_e.length = neck_ctrl_e.length / 2

        if self.isolate:
            put_bone(self.obj, head_socket1, neck_ctrl_e.head)
            head_mch_e.length /= 2

            put_bone(self.obj, head_socket2, neck_ctrl_e.head)
            head_mch_e.length /= 3

        for (name1, name2) in zip(neck, helpers):
            put_bone(self.obj, name2, eb[name1].head)
            eb[name2].length = eb[name1].length / 2

        # Switch to object mode
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones
        neck_ctrl_p = pb[neck_ctrl]
        neck_follow_p = pb[neck_follow]
        # neck_child_p = pb[neck_child]  # UNUSED
        head_ctrl_p = pb[head_ctrl]
        if self.isolate:
            # head_socket1_p = pb[head_socket1]  # UNUSED
            head_socket2_p = pb[head_socket2]

        # Custom bone appearance
        neck_ctrl_p.custom_shape_transform = pb[self.org_bones[(len(self.org_bones) - 1) // 2]]
        head_ctrl_p.custom_shape_transform = pb[self.org_bones[-1]]

        # Custom properties
        prop = rna_idprop_ui_prop_get(head_ctrl_p, "inf_extent", create=True)
        head_ctrl_p["inf_extent"] = 0.5
        prop["min"] = 0.0
        prop["max"] = 1.0
        prop["soft_min"] = 0.0
        prop["soft_max"] = 1.0

        prop = rna_idprop_ui_prop_get(head_ctrl_p, "neck_follow", create=True)
        head_ctrl_p["neck_follow"] = 1.0
        prop["min"] = 0.0
        prop["max"] = 2.0
        prop["soft_min"] = 0.0
        prop["soft_max"] = 1.0

        if self.isolate:
            prop = rna_idprop_ui_prop_get(head_ctrl_p, "isolate", create=True)
            head_ctrl_p["isolate"] = 0.0
            prop["min"] = 0.0
            prop["max"] = 1.0
            prop["soft_min"] = 0.0
            prop["soft_max"] = 1.0

        # Constraints

        # Neck follow
        con = neck_follow_p.constraints.new('COPY_ROTATION')
        con.name = "copy_rotation"
        con.target = self.obj
        con.subtarget = head_ctrl

        fcurve = con.driver_add("influence")
        driver = fcurve.driver
        var = driver.variables.new()
        driver.type = 'SCRIPTED'
        var.name = "follow"
        var.targets[0].id_type = 'OBJECT'
        var.targets[0].id = self.obj
        var.targets[0].data_path = head_ctrl_p.path_from_id() + '["neck_follow"]'
        driver.expression = "follow / 2"

        # Isolate
        if self.isolate:
            con = head_socket2_p.constraints.new('COPY_LOCATION')
            con.name = "copy_location"
            con.target = self.obj
            con.subtarget = head_socket1

            con = head_socket2_p.constraints.new('COPY_TRANSFORMS')
            con.name = "copy_transforms"
            con.target = self.obj
            con.subtarget = head_socket1

            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'SCRIPTED'
            var.name = "isolate"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = head_ctrl_p.path_from_id() + '["isolate"]'
            driver.expression = "1.0 - isolate"

        # Neck chain
        first = True
        prev = None
        i = 0
        l = len(neck)
        for (name1, name2, org_name) in zip(neck, helpers, self.org_bones):
            con = pb[org_name].constraints.new('COPY_TRANSFORMS')
            con.name = "copy_transforms"
            con.target = self.obj
            con.subtarget = name1

            n_con = pb[name2].constraints.new('COPY_TRANSFORMS')
            n_con.name = "neck"
            n_con.target = self.obj
            n_con.subtarget = neck_child

            h_con = pb[name2].constraints.new('COPY_TRANSFORMS')
            h_con.name = "head"
            h_con.target = self.obj
            h_con.subtarget = head_mch

            con = pb[name2].constraints.new('COPY_LOCATION')
            con.name = "anchor"
            con.target = self.obj
            if first:
                con.subtarget = neck_ctrl
            else:
                con.subtarget = prev
                con.head_tail = 1.0

            # Drivers
            n = (i + 1) / l

            # Neck influence
            fcurve = n_con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'SCRIPTED'
            var.name = "ext"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = head_ctrl_p.path_from_id() + '["inf_extent"]'
            driver.expression = "1.0 if (%.4f > (1.0-ext) or (1.0-ext) == 0.0) else (%.4f / (1.0-ext))" % (n, n)

            # Head influence
            if (i + 1) == l:
                h_con.influence = 1.0
            else:
                fcurve = h_con.driver_add("influence")
                driver = fcurve.driver
                var = driver.variables.new()
                driver.type = 'SCRIPTED'
                var.name = "ext"
                var.targets[0].id_type = 'OBJECT'
                var.targets[0].id = self.obj
                var.targets[0].data_path = head_ctrl_p.path_from_id() + '["inf_extent"]'
                driver.expression = "0.0 if (%.4f <= (1.0-ext)) else ((%.4f - (1.0-ext)) / ext)" % (n, n)

            first = False
            prev = name1
            i += 1

        # Create control widgets
        w1 = create_circle_widget(self.obj, neck_ctrl, radius=1.0, head_tail=0.5)
        w2 = create_circle_widget(self.obj, head_ctrl, radius=1.0, head_tail=0.5)

        if w1 != None:
            obj_to_bone(w1, self.obj, self.org_bones[(len(self.org_bones) - 1) // 2])
        if w2 != None:
            obj_to_bone(w2, self.obj, self.org_bones[-1])

        # Return control bones
        return (head_ctrl, neck_ctrl)
Exemple #45
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
        """
        self.obj = obj
        self.params = params

        siblings = bone_siblings(obj, bone)

        if len(siblings) == 0:
            raise MetarigError("RIGIFY ERROR: Bone '%s': must have a parent and at least one sibling." % (strip_org(bone)))

        # Sort list by name and distance
        siblings.sort()
        siblings.sort(key=lambda b: bone_distance(obj, bone, b))

        self.org_bones = [bone] + siblings

        # Get rig parameters
        self.palm_rotation_axis = params.palm_rotation_axis
Exemple #46
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
        """
        self.obj = obj
        self.org_bones = [bone] + connected_children_names(obj, bone)
        self.params = params

        if len(self.org_bones) <= 1:
            raise MetarigError(
                "RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones." % (strip_org(bone))
            )

        # Get user-specified layers, if they exist
        if params.separate_extra_layers:
            self.ex_layers = list(params.extra_layers)
        else:
            self.ex_layers = None

        # Get other rig parameters
        self.primary_rotation_axis = params.primary_rotation_axis
        self.use_digit_twist = params.use_digit_twist
Exemple #47
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    def __init__(self, obj, bone_name, params):
        """ Gather and validate data about the rig.
        """
        self.obj = obj
        self.org_bones = [bone_name] + connected_children_names(obj, bone_name)
        self.params = params
        self.make_controls = params.make_controls
        self.make_deforms = params.make_deforms

        if len(self.org_bones) <= 1:
            raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones" % (strip_org(bone_name)))
Exemple #48
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    def __init__(self, obj, bone_name, params):
        """ Gather and validate data about the rig.

        """
        self.obj = obj
        self.org_bones = [bone_name] + connected_children_names(obj, bone_name)
        self.params = params

        # Collect control bone indices
        self.control_indices = [0, len(self.org_bones) - 1]
        temp = self.params.chain_bone_controls.split(",")
        for i in temp:
            try:
                j = int(i) - 1
            except ValueError:
                pass
            else:
                if (j > 0) and (j < len(self.org_bones)) and (j not in self.control_indices):
                    self.control_indices += [j]
        self.control_indices.sort()

        self.pivot_rest = self.params.rest_pivot_slide
        self.pivot_rest = max(self.pivot_rest, 1.0/len(self.org_bones))
        self.pivot_rest = min(self.pivot_rest, 1.0-(1.0/len(self.org_bones)))

        if len(self.org_bones) <= 1:
            raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones" % (strip_org(bone_name)))
Exemple #49
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    def gen_control(self):
        """ Generate the control rig.

        """
        bpy.ops.object.mode_set(mode='EDIT')
        eb = self.obj.data.edit_bones
        #-------------------------
        # Get rest slide position
        a = self.pivot_rest * len(self.org_bones)
        i = floor(a)
        a -= i
        if i == len(self.org_bones):
            i -= 1
            a = 1.0

        pivot_rest_pos = eb[self.org_bones[i]].head.copy()
        pivot_rest_pos += eb[self.org_bones[i]].vector * a

        #----------------------
        # Create controls

        # Create control bones
        controls = []
        for i in self.control_indices:
            name = copy_bone(self.obj, self.org_bones[i], strip_org(self.org_bones[i]))
            controls += [name]

        # Create control parents
        control_parents = []
        for i in self.control_indices[1:-1]:
            name = new_bone(self.obj, make_mechanism_name("par_" + strip_org(self.org_bones[i])))
            control_parents += [name]

        # Create sub-control bones
        subcontrols = []
        for i in self.control_indices:
            name = new_bone(self.obj, make_mechanism_name("sub_" + strip_org(self.org_bones[i])))
            subcontrols += [name]

        # Create main control bone
        main_control = new_bone(self.obj, self.params.spine_main_control_name)

        # Create main control WGT bones
        main_wgt1 = new_bone(self.obj, make_mechanism_name(self.params.spine_main_control_name + ".01"))
        main_wgt2 = new_bone(self.obj, make_mechanism_name(self.params.spine_main_control_name + ".02"))

        eb = self.obj.data.edit_bones

        # Parent the main control
        eb[main_control].use_connect = False
        eb[main_control].parent = eb[self.org_bones[0]].parent

        # Parent the main WGTs
        eb[main_wgt1].use_connect = False
        eb[main_wgt1].parent = eb[main_control]
        eb[main_wgt2].use_connect = False
        eb[main_wgt2].parent = eb[main_wgt1]

        # Parent the controls and sub-controls
        for name, subname in zip(controls, subcontrols):
            eb[name].use_connect = False
            eb[name].parent = eb[main_control]
            eb[subname].use_connect = False
            eb[subname].parent = eb[name]

        # Parent the control parents
        for name, par_name in zip(controls[1:-1], control_parents):
            eb[par_name].use_connect = False
            eb[par_name].parent = eb[main_control]
            eb[name].parent = eb[par_name]

        # Position the main bone
        put_bone(self.obj, main_control, pivot_rest_pos)
        eb[main_control].length = sum([eb[b].length for b in self.org_bones]) / 2

        # Position the main WGTs
        eb[main_wgt1].tail = (0.0, 0.0, sum([eb[b].length for b in self.org_bones]) / 4)
        eb[main_wgt2].length = sum([eb[b].length for b in self.org_bones]) / 4
        put_bone(self.obj, main_wgt1, pivot_rest_pos)
        put_bone(self.obj, main_wgt2, pivot_rest_pos)

        # Position the controls and sub-controls
        pos = eb[controls[0]].head.copy()
        for name, subname in zip(controls, subcontrols):
            put_bone(self.obj, name, pivot_rest_pos)
            put_bone(self.obj, subname, pivot_rest_pos)
            eb[subname].length = eb[name].length / 3

        # Position the control parents
        for name, par_name in zip(controls[1:-1], control_parents):
            put_bone(self.obj, par_name, pivot_rest_pos)
            eb[par_name].length = eb[name].length / 2

        #-----------------------------------------
        # Control bone constraints and properties
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        # Lock control locations
        for name in controls:
            bone = pb[name]
            bone.lock_location = True, True, True

        # Main control doesn't use local location
        pb[main_control].bone.use_local_location = False

        # Intermediate controls follow hips and spine
        for name, par_name, i in zip(controls[1:-1], control_parents, self.control_indices[1:-1]):
            bone = pb[par_name]

            # Custom bend_alpha property
            prop = rna_idprop_ui_prop_get(pb[name], "bend_alpha", create=True)
            pb[name]["bend_alpha"] = i / (len(self.org_bones) - 1)  # set bend alpha
            prop["min"] = 0.0
            prop["max"] = 1.0
            prop["soft_min"] = 0.0
            prop["soft_max"] = 1.0

            # Custom auto_rotate
            prop = rna_idprop_ui_prop_get(pb[name], "auto_rotate", create=True)
            pb[name]["auto_rotate"] = 1.0
            prop["min"] = 0.0
            prop["max"] = 1.0
            prop["soft_min"] = 0.0
            prop["soft_max"] = 1.0

            # Constraints
            con1 = bone.constraints.new('COPY_TRANSFORMS')
            con1.name = "copy_transforms"
            con1.target = self.obj
            con1.subtarget = subcontrols[0]

            con2 = bone.constraints.new('COPY_TRANSFORMS')
            con2.name = "copy_transforms"
            con2.target = self.obj
            con2.subtarget = subcontrols[-1]

            # Drivers
            fcurve = con1.driver_add("influence")
            driver = fcurve.driver
            driver.type = 'AVERAGE'
            var = driver.variables.new()
            var.name = "auto"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = pb[name].path_from_id() + '["auto_rotate"]'

            fcurve = con2.driver_add("influence")
            driver = fcurve.driver
            driver.type = 'SCRIPTED'
            driver.expression = "alpha * auto"
            var = driver.variables.new()
            var.name = "alpha"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = pb[name].path_from_id() + '["bend_alpha"]'
            var = driver.variables.new()
            var.name = "auto"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = pb[name].path_from_id() + '["auto_rotate"]'

        #-------------------------
        # Create flex spine chain
        bpy.ops.object.mode_set(mode='EDIT')
        flex_bones = []
        flex_subs = []
        prev_bone = None
        for b in self.org_bones:
            # Create bones
            bone = copy_bone(self.obj, b, make_mechanism_name(strip_org(b) + ".flex"))
            sub = new_bone(self.obj, make_mechanism_name(strip_org(b) + ".flex_s"))
            flex_bones += [bone]
            flex_subs += [sub]

            eb = self.obj.data.edit_bones
            bone_e = eb[bone]
            sub_e = eb[sub]

            # Parenting
            bone_e.use_connect = False
            sub_e.use_connect = False
            if prev_bone is None:
                sub_e.parent = eb[controls[0]]
            else:
                sub_e.parent = eb[prev_bone]
            bone_e.parent = sub_e

            # Position
            put_bone(self.obj, sub, bone_e.head)
            sub_e.length = bone_e.length / 4
            if prev_bone is not None:
                sub_e.use_connect = True

            prev_bone = bone

        #----------------------------
        # Create reverse spine chain

        # Create bones/parenting/positioning
        bpy.ops.object.mode_set(mode='EDIT')
        rev_bones = []
        prev_bone = None
        for b in zip(flex_bones, self.org_bones):
            # Create bones
            bone = copy_bone(self.obj, b[1], make_mechanism_name(strip_org(b[1]) + ".reverse"))
            rev_bones += [bone]
            eb = self.obj.data.edit_bones
            bone_e = eb[bone]

            # Parenting
            bone_e.use_connect = False
            bone_e.parent = eb[b[0]]

            # Position
            flip_bone(self.obj, bone)
            bone_e.tail = Vector(eb[b[0]].head)
            #bone_e.head = Vector(eb[b[0]].tail)
            if prev_bone is None:
                put_bone(self.obj, bone, pivot_rest_pos)
            else:
                put_bone(self.obj, bone, eb[prev_bone].tail)

            prev_bone = bone

        # Constraints
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones
        prev_bone = None
        for bone in rev_bones:
            bone_p = pb[bone]

            con = bone_p.constraints.new('COPY_LOCATION')
            con.name = "copy_location"
            con.target = self.obj
            if prev_bone is None:
                con.subtarget = main_control
            else:
                con.subtarget = prev_bone
                con.head_tail = 1.0
            prev_bone = bone

        #----------------------------------------
        # Constrain original bones to flex spine
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        for obone, fbone in zip(self.org_bones, flex_bones):
            con = pb[obone].constraints.new('COPY_TRANSFORMS')
            con.name = "copy_transforms"
            con.target = self.obj
            con.subtarget = fbone

        #---------------------------
        # Create pivot slide system
        pb = self.obj.pose.bones
        bone_p = pb[self.org_bones[0]]
        main_control_p = pb[main_control]

        # Custom pivot_slide property
        prop = rna_idprop_ui_prop_get(main_control_p, "pivot_slide", create=True)
        main_control_p["pivot_slide"] = self.pivot_rest
        prop["min"] = 0.0
        prop["max"] = 1.0
        prop["soft_min"] = 1.0 / len(self.org_bones)
        prop["soft_max"] = 1.0 - (1.0 / len(self.org_bones))

        # Anchor constraints
        con = bone_p.constraints.new('COPY_LOCATION')
        con.name = "copy_location"
        con.target = self.obj
        con.subtarget = rev_bones[0]

        con = pb[main_wgt1].constraints.new('COPY_ROTATION')
        con.name = "copy_rotation"
        con.target = self.obj
        con.subtarget = rev_bones[0]

        # Slide constraints
        i = 1
        tot = len(rev_bones)
        for rb in rev_bones:
            con = bone_p.constraints.new('COPY_LOCATION')
            con.name = "slide." + str(i)
            con.target = self.obj
            con.subtarget = rb
            con.head_tail = 1.0

            # Driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "slide"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = main_control_p.path_from_id() + '["pivot_slide"]'
            mod = fcurve.modifiers[0]
            mod.poly_order = 1
            mod.coefficients[0] = 1 - i
            mod.coefficients[1] = tot

            # Main WGT
            con = pb[main_wgt1].constraints.new('COPY_ROTATION')
            con.name = "slide." + str(i)
            con.target = self.obj
            con.subtarget = rb

            # Driver
            fcurve = con.driver_add("influence")
            driver = fcurve.driver
            var = driver.variables.new()
            driver.type = 'AVERAGE'
            var.name = "slide"
            var.targets[0].id_type = 'OBJECT'
            var.targets[0].id = self.obj
            var.targets[0].data_path = main_control_p.path_from_id() + '["pivot_slide"]'
            mod = fcurve.modifiers[0]
            mod.poly_order = 1
            mod.coefficients[0] = 1.5 - i
            mod.coefficients[1] = tot

            i += 1

        #----------------------------------
        # Constrain flex spine to controls
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        # Constrain the bones that correspond exactly to the controls
        for i, name in zip(self.control_indices, subcontrols):
            con = pb[flex_subs[i]].constraints.new('COPY_TRANSFORMS')
            con.name = "copy_transforms"
            con.target = self.obj
            con.subtarget = name

        # Constrain the bones in-between the controls
        for i, j, name1, name2 in zip(self.control_indices, self.control_indices[1:], subcontrols, subcontrols[1:]):
            if (i + 1) < j:
                for n in range(i + 1, j):
                    bone = pb[flex_subs[n]]
                    # Custom bend_alpha property
                    prop = rna_idprop_ui_prop_get(bone, "bend_alpha", create=True)
                    bone["bend_alpha"] = (n - i) / (j - i)  # set bend alpha
                    prop["min"] = 0.0
                    prop["max"] = 1.0
                    prop["soft_min"] = 0.0
                    prop["soft_max"] = 1.0

                    con = bone.constraints.new('COPY_TRANSFORMS')
                    con.name = "copy_transforms"
                    con.target = self.obj
                    con.subtarget = name1

                    con = bone.constraints.new('COPY_TRANSFORMS')
                    con.name = "copy_transforms"
                    con.target = self.obj
                    con.subtarget = name2

                    # Driver
                    fcurve = con.driver_add("influence")
                    driver = fcurve.driver
                    var = driver.variables.new()
                    driver.type = 'AVERAGE'
                    var.name = "alpha"
                    var.targets[0].id_type = 'OBJECT'
                    var.targets[0].id = self.obj
                    var.targets[0].data_path = bone.path_from_id() + '["bend_alpha"]'

        #-------------
        # Final stuff
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        # Control appearance
        # Main
        pb[main_control].custom_shape_transform = pb[main_wgt2]
        w = create_compass_widget(self.obj, main_control)
        if w != None:
            obj_to_bone(w, self.obj, main_wgt2)

        # Spines
        for name, i in zip(controls[1:-1], self.control_indices[1:-1]):
            pb[name].custom_shape_transform = pb[self.org_bones[i]]
            # Create control widgets
            w = create_circle_widget(self.obj, name, radius=1.0, head_tail=0.5, with_line=True)
            if w != None:
                obj_to_bone(w, self.obj, self.org_bones[i])
        # Hips
        pb[controls[0]].custom_shape_transform = pb[self.org_bones[0]]
        # Create control widgets
        w = create_circle_widget(self.obj, controls[0], radius=1.0, head_tail=0.5, with_line=True)
        if w != None:
            obj_to_bone(w, self.obj, self.org_bones[0])

        # Ribs
        pb[controls[-1]].custom_shape_transform = pb[self.org_bones[-1]]
        # Create control widgets
        w = create_circle_widget(self.obj, controls[-1], radius=1.0, head_tail=0.5, with_line=True)
        if w != None:
            obj_to_bone(w, self.obj, self.org_bones[-1])

        # Layers
        pb[main_control].bone.layers = pb[self.org_bones[0]].bone.layers

        return [main_control] + controls
Exemple #50
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    def generate(self):
        """ Generate the rig.
            Do NOT modify any of the original bones, except for adding constraints.
            The main armature should be selected and active before this is called.

        """
        bpy.ops.object.mode_set(mode='EDIT')

        # Create the deformation and control bone chains.
        # Just copies of the original chain.
        def_chain = []
        ctrl_chain = []
        for i in range(len(self.org_bones)):
            name = self.org_bones[i]

            # Control bone
            if self.make_controls:
                # Copy
                ctrl_bone = copy_bone(self.obj, name)
                eb = self.obj.data.edit_bones
                ctrl_bone_e = eb[ctrl_bone]
                # Name
                ctrl_bone_e.name = strip_org(name)
                # Parenting
                if i == 0:
                    # First bone
                    ctrl_bone_e.parent = eb[self.org_bones[0]].parent
                else:
                    # The rest
                    ctrl_bone_e.parent = eb[ctrl_chain[-1]]
                # Add to list
                ctrl_chain += [ctrl_bone_e.name]
            else:
                ctrl_chain += [None]

            # Deformation bone
            if self.make_deforms:
                # Copy
                def_bone = copy_bone(self.obj, name)
                eb = self.obj.data.edit_bones
                def_bone_e = eb[def_bone]
                # Name
                def_bone_e.name = make_deformer_name(strip_org(name))
                # Parenting
                if i == 0:
                    # First bone
                    def_bone_e.parent = eb[self.org_bones[0]].parent
                else:
                    # The rest
                    def_bone_e.parent = eb[def_chain[-1]]
                # Add to list
                def_chain += [def_bone_e.name]
            else:
                def_chain += [None]

        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        # Constraints for org and def
        for org, ctrl, defrm in zip(self.org_bones, ctrl_chain, def_chain):
            if self.make_controls:
                con = pb[org].constraints.new('COPY_TRANSFORMS')
                con.name = "copy_transforms"
                con.target = self.obj
                con.subtarget = ctrl

            if self.make_deforms:
                con = pb[defrm].constraints.new('COPY_TRANSFORMS')
                con.name = "copy_transforms"
                con.target = self.obj
                con.subtarget = org

        # Create control widgets
        if self.make_controls:
            for bone in ctrl_chain:
                create_bone_widget(self.obj, bone)
Exemple #51
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    def deform(self):
        """ Generate the deformation rig.
            Just a copy of the original bones, except the first digit which is a twist bone.
        """
        bpy.ops.object.mode_set(mode="EDIT")

        # Create the bones
        # First bone is a twist bone
        if self.use_digit_twist:
            b1a = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".01")))
            b1b = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".02")))
            b1tip = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(self.org_bones[0] + ".tip")))
        else:
            b1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0])))

        # The rest are normal
        bones = []
        for bone in self.org_bones[1:]:
            bones += [copy_bone(self.obj, bone, make_deformer_name(strip_org(bone)))]

        # Position bones
        eb = self.obj.data.edit_bones
        if self.use_digit_twist:
            b1a_e = eb[b1a]
            b1b_e = eb[b1b]
            b1tip_e = eb[b1tip]

            b1tip_e.use_connect = False
            b1tip_e.tail += Vector((0.1, 0, 0))
            b1tip_e.head = b1b_e.tail
            b1tip_e.length = b1a_e.length / 4

            center = (b1a_e.head + b1a_e.tail) / 2
            b1a_e.tail = center
            b1b_e.use_connect = False
            b1b_e.head = center

        # Parenting
        if self.use_digit_twist:
            b1b_e.parent = eb[self.org_bones[0]]
            b1tip_e.parent = eb[self.org_bones[0]]
        else:
            eb[b1].use_connect = False
            eb[b1].parent = eb[self.org_bones[0]]

        for (ba, bb) in zip(bones, self.org_bones[1:]):
            eb[ba].use_connect = False
            eb[ba].parent = eb[bb]

        # Constraints
        if self.use_digit_twist:
            bpy.ops.object.mode_set(mode="OBJECT")
            pb = self.obj.pose.bones

            b1a_p = pb[b1a]

            con = b1a_p.constraints.new("COPY_LOCATION")
            con.name = "copy_location"
            con.target = self.obj
            con.subtarget = self.org_bones[0]

            con = b1a_p.constraints.new("COPY_SCALE")
            con.name = "copy_scale"
            con.target = self.obj
            con.subtarget = self.org_bones[0]

            con = b1a_p.constraints.new("DAMPED_TRACK")
            con.name = "track_to"
            con.target = self.obj
            con.subtarget = b1tip
Exemple #52
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    def control(self):
        """ Generate the control rig.
        """
        bpy.ops.object.mode_set(mode="EDIT")

        # Figure out the name for the control bone (remove the last .##)
        ctrl_name = re.sub("([0-9]+\.)", "", strip_org(self.org_bones[0])[::-1], count=1)[::-1]

        # Create the bones
        ctrl = copy_bone(self.obj, self.org_bones[0], ctrl_name)

        helpers = []
        bones = []
        for bone in self.org_bones:
            bones += [copy_bone(self.obj, bone, strip_org(bone))]
            helpers += [copy_bone(self.obj, bone, make_mechanism_name(strip_org(bone)))]

        # Position bones
        eb = self.obj.data.edit_bones

        length = 0.0
        for bone in helpers:
            length += eb[bone].length
            eb[bone].length /= 2

        eb[ctrl].length = length * 1.5

        # Parent bones
        prev = eb[self.org_bones[0]].parent
        for (b, h) in zip(bones, helpers):
            b_e = eb[b]
            h_e = eb[h]
            b_e.use_connect = False
            h_e.use_connect = False

            b_e.parent = h_e
            h_e.parent = prev

            prev = b_e

        # Transform locks and rotation mode
        bpy.ops.object.mode_set(mode="OBJECT")
        pb = self.obj.pose.bones

        for bone in bones[1:]:
            pb[bone].lock_location = True, True, True

        if pb[self.org_bones[0]].bone.use_connect == True:
            pb[bones[0]].lock_location = True, True, True

        pb[ctrl].lock_scale = True, False, True

        for bone in helpers:
            pb[bone].rotation_mode = "XYZ"

        # Drivers
        i = 1
        val = 1.2 / (len(self.org_bones) - 1)
        for bone in helpers:
            # Add custom prop
            prop_name = "bend_%02d" % i
            prop = rna_idprop_ui_prop_get(pb[ctrl], prop_name, create=True)
            prop["min"] = 0.0
            prop["max"] = 1.0
            prop["soft_min"] = 0.0
            prop["soft_max"] = 1.0
            if i == 1:
                pb[ctrl][prop_name] = 0.0
            else:
                pb[ctrl][prop_name] = val

            # Add driver
            if "X" in self.primary_rotation_axis:
                fcurve = pb[bone].driver_add("rotation_euler", 0)
            elif "Y" in self.primary_rotation_axis:
                fcurve = pb[bone].driver_add("rotation_euler", 1)
            else:
                fcurve = pb[bone].driver_add("rotation_euler", 2)

            driver = fcurve.driver
            driver.type = "SCRIPTED"

            var = driver.variables.new()
            var.name = "ctrl_y"
            var.targets[0].id_type = "OBJECT"
            var.targets[0].id = self.obj
            var.targets[0].data_path = pb[ctrl].path_from_id() + ".scale[1]"

            var = driver.variables.new()
            var.name = "bend"
            var.targets[0].id_type = "OBJECT"
            var.targets[0].id = self.obj
            var.targets[0].data_path = pb[ctrl].path_from_id() + '["' + prop_name + '"]'

            if "-" in self.primary_rotation_axis:
                driver.expression = "-(1.0-ctrl_y) * bend * 3.14159 * 2"
            else:
                driver.expression = "(1.0-ctrl_y) * bend * 3.14159 * 2"

            i += 1

        # Constraints
        con = pb[helpers[0]].constraints.new("COPY_LOCATION")
        con.name = "copy_location"
        con.target = self.obj
        con.subtarget = ctrl

        con = pb[helpers[0]].constraints.new("COPY_ROTATION")
        con.name = "copy_rotation"
        con.target = self.obj
        con.subtarget = ctrl

        # Constrain org bones to the control bones
        for (bone, org) in zip(bones, self.org_bones):
            con = pb[org].constraints.new("COPY_TRANSFORMS")
            con.name = "copy_transforms"
            con.target = self.obj
            con.subtarget = bone

        # Set layers for extra control bones
        if self.ex_layers:
            for bone in bones:
                pb[bone].bone.layers = self.ex_layers

        # Create control widgets
        w = create_widget(self.obj, ctrl)
        if w != None:
            mesh = w.data
            verts = [(0, 0, 0), (0, 1, 0), (0.05, 1, 0), (0.05, 1.1, 0), (-0.05, 1.1, 0), (-0.05, 1, 0)]
            if "Z" in self.primary_rotation_axis:
                # Flip x/z coordinates
                temp = []
                for v in verts:
                    temp += [(v[2], v[1], v[0])]
                verts = temp
            edges = [(0, 1), (1, 2), (2, 3), (3, 4), (4, 5), (5, 1)]
            mesh.from_pydata(verts, edges, [])
            mesh.update()

        for bone in bones:
            create_limb_widget(self.obj, bone)
Exemple #53
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    def generate(self):
        """ Generate the rig.
            Do NOT modify any of the original bones, except for adding constraints.
            The main armature should be selected and active before this is called.

        """
        bpy.ops.object.mode_set(mode='EDIT')

        # Create upper arm bones
        if self.use_upper_arm_twist:
            uarm1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".01")))
            uarm2 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".02")))
            utip = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(self.org_bones[0] + ".tip")))
        else:
            uarm = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0])))

        # Create forearm bones
        if self.use_forearm_twist:
            farm1 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".01")))
            farm2 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".02")))
            ftip = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(self.org_bones[1] + ".tip")))
        else:
            farm = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1])))

        # Create hand bone
        hand = copy_bone(self.obj, self.org_bones[2], make_deformer_name(strip_org(self.org_bones[2])))

        # Get edit bones
        eb = self.obj.data.edit_bones

        org_uarm_e = eb[self.org_bones[0]]
        if self.use_upper_arm_twist:
            uarm1_e = eb[uarm1]
            uarm2_e = eb[uarm2]
            utip_e = eb[utip]
        else:
            uarm_e = eb[uarm]

        org_farm_e = eb[self.org_bones[1]]
        if self.use_forearm_twist:
            farm1_e = eb[farm1]
            farm2_e = eb[farm2]
            ftip_e = eb[ftip]
        else:
            farm_e = eb[farm]

        org_hand_e = eb[self.org_bones[2]]
        hand_e = eb[hand]

        # Parent and position upper arm bones
        if self.use_upper_arm_twist:
            uarm1_e.use_connect = False
            uarm2_e.use_connect = False
            utip_e.use_connect = False

            uarm1_e.parent = org_uarm_e.parent
            uarm2_e.parent = org_uarm_e
            utip_e.parent = org_uarm_e

            center = Vector((org_uarm_e.head + org_uarm_e.tail) / 2)

            uarm1_e.tail = center
            uarm2_e.head = center
            put_bone(self.obj, utip, org_uarm_e.tail)
            utip_e.length = org_uarm_e.length / 8
        else:
            uarm_e.use_connect = False
            uarm_e.parent = org_uarm_e

        # Parent and position forearm bones
        if self.use_forearm_twist:
            farm1_e.use_connect = False
            farm2_e.use_connect = False
            ftip_e.use_connect = False

            farm1_e.parent = org_farm_e
            farm2_e.parent = org_farm_e
            ftip_e.parent = org_farm_e

            center = Vector((org_farm_e.head + org_farm_e.tail) / 2)

            farm1_e.tail = center
            farm2_e.head = center
            put_bone(self.obj, ftip, org_farm_e.tail)
            ftip_e.length = org_farm_e.length / 8

            # Align roll of farm2 with hand
            align_roll(self.obj, farm2, hand)
        else:
            farm_e.use_connect = False
            farm_e.parent = org_farm_e

        # Parent hand
        hand_e.use_connect = False
        hand_e.parent = org_hand_e

        # Object mode, get pose bones
        bpy.ops.object.mode_set(mode='OBJECT')
        pb = self.obj.pose.bones

        if self.use_upper_arm_twist:
            uarm1_p = pb[uarm1]
        if self.use_forearm_twist:
            farm2_p = pb[farm2]
        # hand_p = pb[hand]  # UNUSED

        # Upper arm constraints
        if self.use_upper_arm_twist:
            con = uarm1_p.constraints.new('COPY_LOCATION')
            con.name = "copy_location"
            con.target = self.obj
            con.subtarget = self.org_bones[0]

            con = uarm1_p.constraints.new('COPY_SCALE')
            con.name = "copy_scale"
            con.target = self.obj
            con.subtarget = self.org_bones[0]

            con = uarm1_p.constraints.new('DAMPED_TRACK')
            con.name = "track_to"
            con.target = self.obj
            con.subtarget = utip

        # Forearm constraints
        if self.use_forearm_twist:
            con = farm2_p.constraints.new('COPY_ROTATION')
            con.name = "copy_rotation"
            con.target = self.obj
            con.subtarget = hand

            con = farm2_p.constraints.new('DAMPED_TRACK')
            con.name = "track_to"
            con.target = self.obj
            con.subtarget = ftip
Exemple #54
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    def __init__(self, obj, bone, params):
        """ Gather and validate data about the rig.
            Store any data or references to data that will be needed later on.
            In particular, store references to bones that will be needed, and
            store names of bones that will be needed.
            Do NOT change any data in the scene.  This is a gathering phase only.

        """
        self.obj = obj
        self.params = params

        # Get the chain of 2 connected bones
        leg_bones = [bone] + connected_children_names(self.obj, bone)[:2]

        if len(leg_bones) != 2:
            raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone)))

        # Get the foot and heel
        foot = None
        heel = None
        for b in self.obj.data.bones[leg_bones[1]].children:
            if b.use_connect is True:
                if len(b.children) >= 1 and has_connected_children(b):
                    foot = b.name
                else:
                    heel = b.name

        if foot is None or heel is None:
            raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone)))

        # Get the toe
        toe = None
        for b in self.obj.data.bones[foot].children:
            if b.use_connect is True:
                toe = b.name

        # Get the toe
        if toe is None:
            raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone)))

        self.org_bones = leg_bones + [foot, toe, heel]

        # Get (optional) parent
        if self.obj.data.bones[bone].parent is None:
            self.org_parent = None
        else:
            self.org_parent = self.obj.data.bones[bone].parent.name

        # Get rig parameters
        if "layers" in params:
            self.layers = get_layers(params["layers"])
        else:
            self.layers = None

        self.primary_rotation_axis = params.primary_rotation_axis