def addOperators(self): # Visibilities ------------------------------------- if self.isFkIk: # fk fkvis_node = nod.createReverseNode(self.blend_att) for fk_ctl in self.fk_ctl: for shp in fk_ctl.getShapes(): connectAttr(fkvis_node+".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) # IK Chain ----------------------------------------- if self.isIk: #Constraint and up vector pointConstraint(self.ik_ctl, self.ikh, maintainOffset=False) poleVectorConstraint(self.upv_ctl, self.ikh) connectAttr(self.roll_att, self.ikh.attr("twist")) # Chain of deformers ------------------------------- for i, loc in enumerate(self.loc): if self.settings["mode"] == 0: # fk only parentConstraint(self.fk_ctl[i], loc, maintainOffset=False) elif self.settings["mode"] == 1: # ik only parentConstraint( self.chain.bones[i], loc, maintainOffset=False) elif self.settings["mode"] == 2: # fk/ik rev_node = nod.createReverseNode(self.blend_att) # orientation cns = orientConstraint(self.fk_ctl[i], self.chain[i], loc, maintainOffset=False) weight_att = orientConstraint(cns, query=True, weightAliasList=True) connectAttr(rev_node+".outputX", weight_att[0]) connectAttr(self.blend_att, weight_att[1]) # position / scaling blend_node = createNode("blendColors") connectAttr(self.chain[i].attr("translate"), blend_node+".color1") connectAttr(self.fk_ctl[i].attr("translate"), blend_node+".color2") connectAttr(self.blend_att, blend_node+".blender") blend_node = createNode("blendColors") connectAttr(self.chain[i].attr("scale"), blend_node+".color1") connectAttr(self.fk_ctl[i].attr("scale"), blend_node+".color2") connectAttr(self.blend_att, blend_node+".blender")
def addOperators(self): """Create operators and set the relations for the component rig Apply operators/Solvers, constraints, expressions to the hierarchy. In order to keep the code clean and easier to debug, we shouldn't create any new object in this method. """ applyop.aimCns(self.ref_base, self.squash_ctl, axis="yx", wupType=2, wupVector=[1, 0, 0], wupObject=self.ctl, maintainOffset=False) applyop.aimCns(self.ref_squash, self.ctl, axis="-yx", wupType=2, wupVector=[1, 0, 0], wupObject=self.squash_ctl, maintainOffset=False) bIncrement = 1.0 blend = 0 for i, div_cns in enumerate(self.div_cns): intMatrix = applyop.gear_intmatrix_op( self.ref_base.attr("worldMatrix"), self.ref_squash.attr("worldMatrix"), blend) applyop.gear_mulmatrix_op(intMatrix.attr("output"), div_cns.attr("parentInverseMatrix[0]"), div_cns) blend = blend + bIncrement d = vector.getDistance(self.guide.apos[0], self.guide.apos[1]) dist_node = node.createDistNode(self.squash_ctl, self.ctl) rootWorld_node = node.createDecomposeMatrixNode( self.ctl.attr("worldMatrix")) div_node = node.createDivNode(dist_node + ".distance", rootWorld_node + ".outputScaleY") div_node = node.createDivNode(div_node + ".outputX", d) rev_node = node.createReverseNode(div_node + ".outputX") add_node = pm.createNode("plusMinusAverage") add_node.input1D[0].set(1.0) rev_node.outputX >> add_node.input1D[1] div_node.outputX >> self.ref_base.scaleY add_node.output1D >> self.ref_base.scaleX add_node.output1D >> self.ref_base.scaleZ
def addOperators(self): aop.aimCns(self.ref_base, self.squash_ctl, axis="yx", wupType=2, wupVector=[1, 0, 0], wupObject=self.ctl, maintainOffset=False) aop.aimCns(self.ref_squash, self.ctl, axis="-yx", wupType=2, wupVector=[1, 0, 0], wupObject=self.squash_ctl, maintainOffset=False) bIncrement = 1.0 blend = 0 for i, div_cns in enumerate(self.div_cns): intMatrix = aop.gear_intmatrix_op( self.ref_base.attr("worldMatrix"), self.ref_squash.attr("worldMatrix"), blend) aop.gear_mulmatrix_op(intMatrix.attr("output"), div_cns.attr("parentInverseMatrix[0]"), div_cns) blend = blend + bIncrement d = vec.getDistance(self.guide.apos[0], self.guide.apos[1]) dist_node = nod.createDistNode(self.squash_ctl, self.ctl) rootWorld_node = nod.createDecomposeMatrixNode( self.ctl.attr("worldMatrix")) div_node = nod.createDivNode(dist_node + ".distance", rootWorld_node + ".outputScaleY") div_node = nod.createDivNode(div_node + ".outputX", d) rev_node = nod.createReverseNode(div_node + ".outputX") add_node = pm.createNode("plusMinusAverage") add_node.input1D[0].set(1.0) rev_node.outputX >> add_node.input1D[1] div_node.outputX >> self.ref_base.scaleY add_node.output1D >> self.ref_base.scaleX add_node.output1D >> self.ref_base.scaleZ
def addOperators(self): # Visibilities ------------------------------------- # fk fkvis_node = nod.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk2_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # Controls ROT order ----------------------------------- att.setRotOrder(self.fk0_ctl, "XZY") att.setRotOrder(self.fk1_ctl, "XYZ") att.setRotOrder(self.fk2_ctl, "YZX") att.setRotOrder(self.ik_ctl, "ZYX") # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_loc] node = aop.gear_ikfk2bone_op(out, self.root, self.ik_ref, self.upv_ctl, self.fk_ctl[0], self.fk_ctl[1], self.fk_ref, self.length0, self.length1, self.negate) pm.connectAttr(self.blend_att, node + ".blend") pm.connectAttr(self.roll_att, node + ".roll") pm.connectAttr(self.scale_att, node + ".scaleA") pm.connectAttr(self.scale_att, node + ".scaleB") pm.connectAttr(self.maxstretch_att, node + ".maxstretch") pm.connectAttr(self.slide_att, node + ".slide") pm.connectAttr(self.softness_att, node + ".softness") pm.connectAttr(self.reverse_att, node + ".reverse") # Twist references --------------------------------- node = aop.gear_mulmatrix_op(self.eff_loc.attr("worldMatrix"), self.root.attr("worldInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.tws2_npo.attr("translate")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", self.tws2_npo.attr("rotate")) #spline IK for twist jnts self.ikhArmTwist, self.armTwistCrv = aop.splineIK( self.getName("armTwist"), self.armTwistChain, parent=self.root, cParent=self.bone0) self.ikhForearmTwist, self.forearmTwistCrv = aop.splineIK( self.getName("forearmTwist"), self.forearmTwistChain, parent=self.root, cParent=self.bone1) #references self.ikhArmRef, self.tmpCrv = aop.splineIK(self.getName("armRollRef"), self.armRollRef, parent=self.root, cParent=self.bone0) self.ikhForearmRef, self.tmpCrv = aop.splineIK( self.getName("forearmRollRef"), self.forearmRollRef, parent=self.root, cParent=self.eff_loc) self.ikhAuxTwist, self.tmpCrv = aop.splineIK(self.getName("auxTwist"), self.auxTwistChain, parent=self.root, cParent=self.eff_loc) #setting connexions for ikhArmTwist self.ikhArmTwist.attr("dTwistControlEnable").set(True) self.ikhArmTwist.attr("dWorldUpType").set(4) self.ikhArmTwist.attr("dWorldUpAxis").set(3) self.ikhArmTwist.attr("dWorldUpVectorZ").set(1.0) self.ikhArmTwist.attr("dWorldUpVectorY").set(0.0) self.ikhArmTwist.attr("dWorldUpVectorEndZ").set(1.0) self.ikhArmTwist.attr("dWorldUpVectorEndY").set(0.0) pm.connectAttr(self.armRollRef[0].attr("worldMatrix[0]"), self.ikhArmTwist.attr("dWorldUpMatrix")) pm.connectAttr(self.bone0.attr("worldMatrix[0]"), self.ikhArmTwist.attr("dWorldUpMatrixEnd")) #setting connexions for ikhAuxTwist self.ikhAuxTwist.attr("dTwistControlEnable").set(True) self.ikhAuxTwist.attr("dWorldUpType").set(4) self.ikhAuxTwist.attr("dWorldUpAxis").set(3) self.ikhAuxTwist.attr("dWorldUpVectorZ").set(1.0) self.ikhAuxTwist.attr("dWorldUpVectorY").set(0.0) self.ikhAuxTwist.attr("dWorldUpVectorEndZ").set(1.0) self.ikhAuxTwist.attr("dWorldUpVectorEndY").set(0.0) pm.connectAttr(self.forearmRollRef[0].attr("worldMatrix[0]"), self.ikhAuxTwist.attr("dWorldUpMatrix")) pm.connectAttr(self.eff_loc.attr("worldMatrix[0]"), self.ikhAuxTwist.attr("dWorldUpMatrixEnd")) pm.connectAttr(self.auxTwistChain[1].attr("rx"), self.ikhForearmTwist.attr("twist")) pm.parentConstraint(self.bone1, self.aux_npo, maintainOffset=True) #scale arm length for twist chain (not the squash and stretch) arclen_node = pm.arclen(self.armTwistCrv, ch=True) alAttrArm = arclen_node.attr("arcLength") muldiv_nodeArm = pm.createNode("multiplyDivide") pm.connectAttr(arclen_node.attr("arcLength"), muldiv_nodeArm.attr("input1X")) muldiv_nodeArm.attr("input2X").set(alAttrArm.get()) muldiv_nodeArm.attr("operation").set(2) for jnt in self.armTwistChain: pm.connectAttr(muldiv_nodeArm.attr("outputX"), jnt.attr("sx")) #scale forearm length for twist chain (not the squash and stretch) arclen_node = pm.arclen(self.forearmTwistCrv, ch=True) alAttrForearm = arclen_node.attr("arcLength") muldiv_nodeForearm = pm.createNode("multiplyDivide") pm.connectAttr(arclen_node.attr("arcLength"), muldiv_nodeForearm.attr("input1X")) muldiv_nodeForearm.attr("input2X").set(alAttrForearm.get()) muldiv_nodeForearm.attr("operation").set(2) for jnt in self.forearmTwistChain: pm.connectAttr(muldiv_nodeForearm.attr("outputX"), jnt.attr("sx")) #scale compensation for the first twist join dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix[0]"), dm_node.attr("inputMatrix")) pm.connectAttr(dm_node.attr("outputScale"), self.armTwistChain[0].attr("inverseScale")) pm.connectAttr(dm_node.attr("outputScale"), self.forearmTwistChain[0].attr("inverseScale")) #tangent controls muldiv_node = pm.createNode("multiplyDivide") muldiv_node.attr("input2X").set(-1) pm.connectAttr(self.tws1A_npo.attr("rz"), muldiv_node.attr("input1X")) muldiv_nodeBias = pm.createNode("multiplyDivide") pm.connectAttr(muldiv_node.attr("outputX"), muldiv_nodeBias.attr("input1X")) pm.connectAttr(self.roundness_att, muldiv_nodeBias.attr("input2X")) pm.connectAttr(muldiv_nodeBias.attr("outputX"), self.tws1A_loc.attr("rz")) if self.negate: axis = "xz" else: axis = "-xz" aop.aimCns(self.tws1A_npo, self.tws0_loc, axis=axis, wupType=2, wupVector=[0, 0, 1], wupObject=self.mid_ctl, maintainOffset=False) aop.aimCns(self.forearmTangentB_loc, self.forearmTangentA_npo, axis=axis, wupType=2, wupVector=[0, 0, 1], wupObject=self.mid_ctl, maintainOffset=False) pm.pointConstraint(self.eff_loc, self.forearmTangentB_loc) muldiv_node = pm.createNode("multiplyDivide") muldiv_node.attr("input2X").set(-1) pm.connectAttr(self.tws1B_npo.attr("rz"), muldiv_node.attr("input1X")) muldiv_nodeBias = pm.createNode("multiplyDivide") pm.connectAttr(muldiv_node.attr("outputX"), muldiv_nodeBias.attr("input1X")) pm.connectAttr(self.roundness_att, muldiv_nodeBias.attr("input2X")) pm.connectAttr(muldiv_nodeBias.attr("outputX"), self.tws1B_loc.attr("rz")) if self.negate: axis = "-xz" else: axis = "xz" aop.aimCns(self.tws1B_npo, self.tws2_loc, axis=axis, wupType=2, wupVector=[0, 0, 1], wupObject=self.mid_ctl, maintainOffset=False) aop.aimCns(self.armTangentA_loc, self.armTangentB_npo, axis=axis, wupType=2, wupVector=[0, 0, 1], wupObject=self.mid_ctl, maintainOffset=False) # Volume ------------------------------------------- distA_node = nod.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = nod.createDistNode(self.tws1_loc, self.tws2_loc) add_node = nod.createAddNode(distA_node + ".distance", distB_node + ".distance") div_node = nod.createDivNode(add_node + ".output", self.root.attr("sx")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix"), dm_node + ".inputMatrix") div_node2 = nod.createDivNode(div_node + ".outputX", dm_node + ".outputScaleX") self.volDriver_att = div_node2 + ".outputX" # connecting tangent scaele compensation after volume to aboid duplicate some nodes ------------------------------ distA_node = nod.createDistNode(self.tws0_loc, self.mid_ctl) distB_node = nod.createDistNode(self.mid_ctl, self.tws2_loc) div_nodeArm = nod.createDivNode(distA_node + ".distance", dm_node.attr("outputScaleX")) div_node2 = nod.createDivNode(div_nodeArm + ".outputX", distA_node.attr("distance").get()) pm.connectAttr(div_node2.attr("outputX"), self.tws1A_loc.attr("sx")) pm.connectAttr(div_node2.attr("outputX"), self.armTangentA_loc.attr("sx")) div_nodeForearm = nod.createDivNode(distB_node + ".distance", dm_node.attr("outputScaleX")) div_node2 = nod.createDivNode(div_nodeForearm + ".outputX", distB_node.attr("distance").get()) pm.connectAttr(div_node2.attr("outputX"), self.tws1B_loc.attr("sx")) pm.connectAttr(div_node2.attr("outputX"), self.forearmTangentB_loc.attr("sx")) #conection curve aop.gear_curvecns_op(self.armTwistCrv, [ self.armTangentA_loc, self.armTangentA_ctl, self.armTangentB_ctl, self.elbowTangent_ctl ]) aop.gear_curvecns_op(self.forearmTwistCrv, [ self.elbowTangent_ctl, self.forearmTangentA_ctl, self.forearmTangentB_ctl, self.forearmTangentB_loc ]) #Tangent controls vis pm.connectAttr(self.tangentVis_att, self.armTangentA_ctl.attr("visibility")) pm.connectAttr(self.tangentVis_att, self.armTangentB_ctl.attr("visibility")) pm.connectAttr(self.tangentVis_att, self.forearmTangentA_ctl.attr("visibility")) pm.connectAttr(self.tangentVis_att, self.forearmTangentB_ctl.attr("visibility")) pm.connectAttr(self.tangentVis_att, self.elbowTangent_ctl.attr("visibility")) # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): if i < (self.settings["div0"] + 2): mulmat_node = aop.gear_mulmatrix_op( self.armTwistChain[i] + ".worldMatrix", div_cns + ".parentInverseMatrix") else: mulmat_node = aop.gear_mulmatrix_op( self.forearmTwistChain[i - (self.settings["div0"] + 2)] + ".worldMatrix", div_cns + ".parentInverseMatrix") dm_node = nod.createDecomposeMatrixNode(mulmat_node + ".output") pm.connectAttr(dm_node + ".outputTranslate", div_cns + ".t") pm.connectAttr(dm_node + ".outputRotate", div_cns + ".r") # Squash n Stretch node = aop.gear_squashstretch2_op(div_cns, None, pm.getAttr(self.volDriver_att), "x") pm.connectAttr(self.volume_att, node + ".blend") pm.connectAttr(self.volDriver_att, node + ".driver") pm.connectAttr(self.st_att[i], node + ".stretch") pm.connectAttr(self.sq_att[i], node + ".squash") # return # NOTE: next line fix the issue on meters. # This is special case becasuse the IK solver from mGear use the scale as lenght and we have shear # TODO: check for a more clean and elegant solution instead of re-match the world matrix again tra.matchWorldTransform(self.fk_ctl[0], self.match_fk0_off) tra.matchWorldTransform(self.fk_ctl[1], self.match_fk1_off) tra.matchWorldTransform(self.fk_ctl[0], self.match_fk0) tra.matchWorldTransform(self.fk_ctl[1], self.match_fk1) # match IK/FK ref pm.parentConstraint(self.bone0, self.match_fk0_off, mo=True) pm.parentConstraint(self.bone1, self.match_fk1_off, mo=True)
def addOperators(self): """Create operators and set the relations for the component rig Apply operators, constraints, expressions to the hierarchy. In order to keep the code clean and easier to debug, we shouldn't create any new object in this method. """ # 1 bone chain Upv ref ============================== self.ikHandleUpvRef = primitive.addIkHandle( self.root, self.getName("ikHandleLegChainUpvRef"), self.legChainUpvRef, "ikSCsolver") pm.pointConstraint(self.ik_ctl, self.ikHandleUpvRef) pm.parentConstraint(self.legChainUpvRef[0], self.ik_ctl, self.upv_cns, mo=True) # Visibilities ------------------------------------- # shape.dispGeometry # fk fkvis_node = node.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk2_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.line_ref.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_loc] o_node = applyop.gear_ikfk2bone_op(out, self.root_ctl, self.ik_ref, self.upv_ctl, self.fk_ctl[0], self.fk_ctl[1], self.fk_ref, self.length0, self.length1, self.negate) pm.connectAttr(self.blend_att, o_node + ".blend") if self.negate: mulVal = -1 else: mulVal = 1 node.createMulNode(self.roll_att, mulVal, o_node + ".roll") # pm.connectAttr(self.roll_att, o_node+".roll") pm.connectAttr(self.scale_att, o_node + ".scaleA") pm.connectAttr(self.scale_att, o_node + ".scaleB") pm.connectAttr(self.maxstretch_att, o_node + ".maxstretch") pm.connectAttr(self.slide_att, o_node + ".slide") pm.connectAttr(self.softness_att, o_node + ".softness") pm.connectAttr(self.reverse_att, o_node + ".reverse") # Twist references --------------------------------- o_node = applyop.gear_mulmatrix_op( self.eff_loc.attr("worldMatrix"), self.root.attr("worldInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.tws2_npo.attr("translate")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", self.tws2_npo.attr("rotate")) # spline IK for twist jnts self.ikhUpLegTwist, self.uplegTwistCrv = applyop.splineIK( self.getName("uplegTwist"), self.uplegTwistChain, parent=self.root, cParent=self.bone0) self.ikhLowLegTwist, self.lowlegTwistCrv = applyop.splineIK( self.getName("lowlegTwist"), self.lowlegTwistChain, parent=self.root, cParent=self.bone1) # references self.ikhUpLegRef, self.tmpCrv = applyop.splineIK( self.getName("uplegRollRef"), self.uplegRollRef, parent=self.root, cParent=self.bone0) self.ikhLowLegRef, self.tmpCrv = applyop.splineIK( self.getName("lowlegRollRef"), self.lowlegRollRef, parent=self.root, cParent=self.eff_loc) self.ikhAuxTwist, self.tmpCrv = applyop.splineIK( self.getName("auxTwist"), self.auxTwistChain, parent=self.root, cParent=self.eff_loc) # setting connexions for ikhUpLegTwist self.ikhUpLegTwist.attr("dTwistControlEnable").set(True) self.ikhUpLegTwist.attr("dWorldUpType").set(4) self.ikhUpLegTwist.attr("dWorldUpAxis").set(3) self.ikhUpLegTwist.attr("dWorldUpVectorZ").set(1.0) self.ikhUpLegTwist.attr("dWorldUpVectorY").set(0.0) self.ikhUpLegTwist.attr("dWorldUpVectorEndZ").set(1.0) self.ikhUpLegTwist.attr("dWorldUpVectorEndY").set(0.0) pm.connectAttr(self.uplegRollRef[0].attr("worldMatrix[0]"), self.ikhUpLegTwist.attr("dWorldUpMatrix")) pm.connectAttr(self.bone0.attr("worldMatrix[0]"), self.ikhUpLegTwist.attr("dWorldUpMatrixEnd")) # setting connexions for ikhAuxTwist self.ikhAuxTwist.attr("dTwistControlEnable").set(True) self.ikhAuxTwist.attr("dWorldUpType").set(4) self.ikhAuxTwist.attr("dWorldUpAxis").set(3) self.ikhAuxTwist.attr("dWorldUpVectorZ").set(1.0) self.ikhAuxTwist.attr("dWorldUpVectorY").set(0.0) self.ikhAuxTwist.attr("dWorldUpVectorEndZ").set(1.0) self.ikhAuxTwist.attr("dWorldUpVectorEndY").set(0.0) pm.connectAttr(self.lowlegRollRef[0].attr("worldMatrix[0]"), self.ikhAuxTwist.attr("dWorldUpMatrix")) pm.connectAttr(self.tws_ref.attr("worldMatrix[0]"), self.ikhAuxTwist.attr("dWorldUpMatrixEnd")) pm.connectAttr(self.auxTwistChain[1].attr("rx"), self.ikhLowLegTwist.attr("twist")) pm.parentConstraint(self.bone1, self.aux_npo, maintainOffset=True) # scale arm length for twist chain (not the squash and stretch) arclen_node = pm.arclen(self.uplegTwistCrv, ch=True) alAttrUpLeg = arclen_node.attr("arcLength") muldiv_nodeArm = pm.createNode("multiplyDivide") pm.connectAttr(arclen_node.attr("arcLength"), muldiv_nodeArm.attr("input1X")) muldiv_nodeArm.attr("input2X").set(alAttrUpLeg.get()) muldiv_nodeArm.attr("operation").set(2) for jnt in self.uplegTwistChain: pm.connectAttr(muldiv_nodeArm.attr("outputX"), jnt.attr("sx")) # scale forearm length for twist chain (not the squash and stretch) arclen_node = pm.arclen(self.lowlegTwistCrv, ch=True) alAttrLowLeg = arclen_node.attr("arcLength") muldiv_nodeLowLeg = pm.createNode("multiplyDivide") pm.connectAttr(arclen_node.attr("arcLength"), muldiv_nodeLowLeg.attr("input1X")) muldiv_nodeLowLeg.attr("input2X").set(alAttrLowLeg.get()) muldiv_nodeLowLeg.attr("operation").set(2) for jnt in self.lowlegTwistChain: pm.connectAttr(muldiv_nodeLowLeg.attr("outputX"), jnt.attr("sx")) # scale compensation for the first twist join dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix[0]"), dm_node.attr("inputMatrix")) pm.connectAttr(dm_node.attr("outputScale"), self.uplegTwistChain[0].attr("inverseScale")) pm.connectAttr(dm_node.attr("outputScale"), self.lowlegTwistChain[0].attr("inverseScale")) # tangent controls muldiv_node = pm.createNode("multiplyDivide") muldiv_node.attr("input2X").set(-1) pm.connectAttr(self.tws1A_npo.attr("rz"), muldiv_node.attr("input1X")) muldiv_nodeBias = pm.createNode("multiplyDivide") pm.connectAttr(muldiv_node.attr("outputX"), muldiv_nodeBias.attr("input1X")) pm.connectAttr(self.roundness_att, muldiv_nodeBias.attr("input2X")) pm.connectAttr(muldiv_nodeBias.attr("outputX"), self.tws1A_loc.attr("rz")) if self.negate: axis = "xz" else: axis = "-xz" applyop.aimCns(self.tws1A_npo, self.tws0_loc, axis=axis, wupType=2, wupVector=[0, 0, 1], wupObject=self.mid_ctl, maintainOffset=False) applyop.aimCns(self.lowlegTangentB_loc, self.lowlegTangentA_npo, axis=axis, wupType=2, wupVector=[0, 0, 1], wupObject=self.mid_ctl, maintainOffset=False) pm.pointConstraint(self.eff_loc, self.lowlegTangentB_loc) muldiv_node = pm.createNode("multiplyDivide") muldiv_node.attr("input2X").set(-1) pm.connectAttr(self.tws1B_npo.attr("rz"), muldiv_node.attr("input1X")) muldiv_nodeBias = pm.createNode("multiplyDivide") pm.connectAttr(muldiv_node.attr("outputX"), muldiv_nodeBias.attr("input1X")) pm.connectAttr(self.roundness_att, muldiv_nodeBias.attr("input2X")) pm.connectAttr(muldiv_nodeBias.attr("outputX"), self.tws1B_loc.attr("rz")) if self.negate: axis = "-xz" else: axis = "xz" applyop.aimCns(self.tws1B_npo, self.tws2_loc, axis=axis, wupType=2, wupVector=[0, 0, 1], wupObject=self.mid_ctl, maintainOffset=False) applyop.aimCns(self.uplegTangentA_loc, self.uplegTangentB_npo, axis=axis, wupType=2, wupVector=[0, 0, 1], wupObject=self.mid_ctl, maintainOffset=False) # Volume ------------------------------------------- distA_node = node.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = node.createDistNode(self.tws1_loc, self.tws2_loc) add_node = node.createAddNode(distA_node + ".distance", distB_node + ".distance") div_node = node.createDivNode(add_node + ".output", self.root_ctl.attr("sx")) # comp scaling issue dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix"), dm_node + ".inputMatrix") div_node2 = node.createDivNode(div_node + ".outputX", dm_node + ".outputScaleX") self.volDriver_att = div_node2 + ".outputX" # connecting tangent scaele compensation after volume to # avoid duplicate some nodes distA_node = node.createDistNode(self.tws0_loc, self.mid_ctl) distB_node = node.createDistNode(self.mid_ctl, self.tws2_loc) div_nodeUpLeg = node.createDivNode(distA_node + ".distance", dm_node.attr("outputScaleX")) div_node2 = node.createDivNode(div_nodeUpLeg + ".outputX", distA_node.attr("distance").get()) pm.connectAttr(div_node2.attr("outputX"), self.tws1A_loc.attr("sx")) pm.connectAttr(div_node2.attr("outputX"), self.uplegTangentA_loc.attr("sx")) div_nodeLowLeg = node.createDivNode(distB_node + ".distance", dm_node.attr("outputScaleX")) div_node2 = node.createDivNode(div_nodeLowLeg + ".outputX", distB_node.attr("distance").get()) pm.connectAttr(div_node2.attr("outputX"), self.tws1B_loc.attr("sx")) pm.connectAttr(div_node2.attr("outputX"), self.lowlegTangentB_loc.attr("sx")) # conection curve cnts = [ self.uplegTangentA_loc, self.uplegTangentA_ctl, self.uplegTangentB_ctl, self.kneeTangent_ctl ] applyop.gear_curvecns_op(self.uplegTwistCrv, cnts) cnts = [ self.kneeTangent_ctl, self.lowlegTangentA_ctl, self.lowlegTangentB_ctl, self.lowlegTangentB_loc ] applyop.gear_curvecns_op(self.lowlegTwistCrv, cnts) # Tangent controls vis for shp in self.uplegTangentA_ctl.getShapes(): pm.connectAttr(self.tangentVis_att, shp.attr("visibility")) for shp in self.uplegTangentB_ctl.getShapes(): pm.connectAttr(self.tangentVis_att, shp.attr("visibility")) for shp in self.lowlegTangentA_ctl.getShapes(): pm.connectAttr(self.tangentVis_att, shp.attr("visibility")) for shp in self.lowlegTangentB_ctl.getShapes(): pm.connectAttr(self.tangentVis_att, shp.attr("visibility")) for shp in self.kneeTangent_ctl.getShapes(): pm.connectAttr(self.tangentVis_att, shp.attr("visibility")) # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the # controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): if i < (self.settings["div0"] + 2): mulmat_node = applyop.gear_mulmatrix_op( self.uplegTwistChain[i] + ".worldMatrix", div_cns + ".parentInverseMatrix") lastUpLegDiv = div_cns else: o_node = self.lowlegTwistChain[i - (self.settings["div0"] + 2)] mulmat_node = applyop.gear_mulmatrix_op( o_node + ".worldMatrix", div_cns + ".parentInverseMatrix") lastLowLegDiv = div_cns dm_node = node.createDecomposeMatrixNode(mulmat_node + ".output") pm.connectAttr(dm_node + ".outputTranslate", div_cns + ".t") pm.connectAttr(dm_node + ".outputRotate", div_cns + ".r") # Squash n Stretch o_node = applyop.gear_squashstretch2_op( div_cns, None, pm.getAttr(self.volDriver_att), "x") pm.connectAttr(self.volume_att, o_node + ".blend") pm.connectAttr(self.volDriver_att, o_node + ".driver") pm.connectAttr(self.st_att[i], o_node + ".stretch") pm.connectAttr(self.sq_att[i], o_node + ".squash") # force translation for last loc arm and foreamr applyop.gear_mulmatrix_op(self.kneeTangent_ctl.worldMatrix, lastUpLegDiv.parentInverseMatrix, lastUpLegDiv, "t") applyop.gear_mulmatrix_op(self.tws2_loc.worldMatrix, lastLowLegDiv.parentInverseMatrix, lastLowLegDiv, "t") # NOTE: next line fix the issue on meters. # This is special case becasuse the IK solver from mGear use the # scale as lenght and we have shear # TODO: check for a more clean and elegant solution instead of # re-match the world matrix again transform.matchWorldTransform(self.fk_ctl[0], self.match_fk0_off) transform.matchWorldTransform(self.fk_ctl[1], self.match_fk1_off) transform.matchWorldTransform(self.fk_ctl[0], self.match_fk0) transform.matchWorldTransform(self.fk_ctl[1], self.match_fk1) # match IK/FK ref pm.parentConstraint(self.bone0, self.match_fk0_off, mo=True) pm.parentConstraint(self.bone1, self.match_fk1_off, mo=True) return
def addOperators(self): """Create operators and set the relations for the component rig Apply operators, constraints, expressions to the hierarchy. In order to keep the code clean and easier to debug, we shouldn't create any new object in this method. """ # 1 bone chain Upv ref ============================================== self.ikHandleUpvRef = primitive.addIkHandle( self.root, self.getName("ikHandleArmChainUpvRef"), self.armChainUpvRef, "ikSCsolver") pm.pointConstraint(self.ik_ctl, self.ikHandleUpvRef) pm.parentConstraint(self.armChainUpvRef[0], self.upv_cns, mo=True) # Visibilities ------------------------------------- # fk fkvis_node = node.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk2_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) if self.settings["ikTR"]: for shp in self.ikRot_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # Controls ROT order ----------------------------------- attribute.setRotOrder(self.fk0_ctl, "XZY") attribute.setRotOrder(self.fk1_ctl, "XYZ") attribute.setRotOrder(self.fk2_ctl, "YZX") attribute.setRotOrder(self.ik_ctl, "XYZ") # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_loc] o_node = applyop.gear_ikfk2bone_op(out, self.root, self.ik_ref, self.upv_ctl, self.fk_ctl[0], self.fk_ctl[1], self.fk_ref, self.length0, self.length1, self.negate) if self.settings["ikTR"]: # connect the control inputs outEff_dm = o_node.listConnections(c=True)[-1][1] inAttr = self.ikRot_npo.attr("translate") outEff_dm.attr("outputTranslate") >> inAttr outEff_dm.attr("outputScale") >> self.ikRot_npo.attr("scale") dm_node = node.createDecomposeMatrixNode(o_node.attr("outB")) dm_node.attr("outputRotate") >> self.ikRot_npo.attr("rotate") # rotation mulM_node = applyop.gear_mulmatrix_op( self.ikRot_ctl.attr("worldMatrix"), self.eff_loc.attr("parentInverseMatrix")) intM_node = applyop.gear_intmatrix_op(o_node.attr("outEff"), mulM_node.attr("output"), o_node.attr("blend")) dm_node = node.createDecomposeMatrixNode(intM_node.attr("output")) dm_node.attr("outputRotate") >> self.eff_loc.attr("rotate") transform.matchWorldTransform(self.fk2_ctl, self.ikRot_cns) # scale: this fix the scalin popping issue intM_node = applyop.gear_intmatrix_op( self.fk2_ctl.attr("worldMatrix"), self.ik_ctl_ref.attr("worldMatrix"), o_node.attr("blend")) mulM_node = applyop.gear_mulmatrix_op( intM_node.attr("output"), self.eff_loc.attr("parentInverseMatrix")) dm_node = node.createDecomposeMatrixNode(mulM_node.attr("output")) dm_node.attr("outputScale") >> self.eff_loc.attr("scale") pm.connectAttr(self.blend_att, o_node + ".blend") if self.negate: mulVal = -1 else: mulVal = 1 node.createMulNode(self.roll_att, mulVal, o_node + ".roll") pm.connectAttr(self.scale_att, o_node + ".scaleA") pm.connectAttr(self.scale_att, o_node + ".scaleB") pm.connectAttr(self.maxstretch_att, o_node + ".maxstretch") pm.connectAttr(self.slide_att, o_node + ".slide") pm.connectAttr(self.softness_att, o_node + ".softness") pm.connectAttr(self.reverse_att, o_node + ".reverse") # Twist references --------------------------------- pm.pointConstraint(self.mid_ctl_twst_ref, self.tws1_npo, maintainOffset=False) pm.connectAttr(self.mid_ctl.scaleX, self.tws1_loc.scaleX) pm.orientConstraint(self.mid_ctl_twst_ref, self.tws1_npo, maintainOffset=False) o_node = applyop.gear_mulmatrix_op(self.eff_loc.attr( "worldMatrix"), self.root.attr("worldInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.tws2_npo.attr("translate")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", self.tws2_npo.attr("rotate")) o_node = applyop.gear_mulmatrix_op( self.eff_loc.attr("worldMatrix"), self.tws2_rot.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") attribute.setRotOrder(self.tws2_rot, "XYZ") pm.connectAttr(dm_node + ".outputRotate", self.tws2_rot + ".rotate") self.tws0_rot.setAttr("sx", .001) self.tws2_rot.setAttr("sx", .001) add_node = node.createAddNode(self.roundness_att, .001) pm.connectAttr(add_node + ".output", self.tws1_rot.attr("sx")) pm.connectAttr(self.armpit_roll_att, self.tws0_rot + ".rotateX") # Roll Shoulder applyop.splineIK(self.getName("rollRef"), self.rollRef, parent=self.root, cParent=self.bone0) # Volume ------------------------------------------- distA_node = node.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = node.createDistNode(self.tws1_loc, self.tws2_loc) add_node = node.createAddNode(distA_node + ".distance", distB_node + ".distance") div_node = node.createDivNode(add_node + ".output", self.root.attr("sx")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix"), dm_node + ".inputMatrix") div_node2 = node.createDivNode(div_node + ".outputX", dm_node + ".outputScaleX") self.volDriver_att = div_node2 + ".outputX" if self.settings["extraTweak"]: for tweak_ctl in self.tweak_ctl: for shp in tweak_ctl.getShapes(): pm.connectAttr(self.tweakVis_att, shp.attr("visibility")) # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the # controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): if i < (self.settings["div0"] + 1): perc = i * .5 / (self.settings["div0"] + 1.0) elif i < (self.settings["div0"] + 2): perc = .49 elif i < (self.settings["div0"] + 3): perc = .50 elif i < (self.settings["div0"] + 4): perc = .51 else: perc = .5 + \ (i - self.settings["div0"] - 3.0) * .5 / \ (self.settings["div1"] + 1.0) perc = max(.001, min(.990, perc)) # Roll if self.negate: o_node = applyop.gear_rollsplinekine_op( div_cns, [self.tws2_rot, self.tws1_rot, self.tws0_rot], 1 - perc, 40) else: o_node = applyop.gear_rollsplinekine_op( div_cns, [self.tws0_rot, self.tws1_rot, self.tws2_rot], perc, 40) pm.connectAttr(self.resample_att, o_node + ".resample") pm.connectAttr(self.absolute_att, o_node + ".absolute") # Squash n Stretch o_node = applyop.gear_squashstretch2_op( div_cns, None, pm.getAttr(self.volDriver_att), "x") pm.connectAttr(self.volume_att, o_node + ".blend") pm.connectAttr(self.volDriver_att, o_node + ".driver") pm.connectAttr(self.st_att[i], o_node + ".stretch") pm.connectAttr(self.sq_att[i], o_node + ".squash") # match IK/FK ref pm.parentConstraint(self.bone0, self.match_fk0_off, mo=True) pm.parentConstraint(self.bone1, self.match_fk1_off, mo=True) if self.settings["ikTR"]: transform.matchWorldTransform(self.ikRot_ctl, self.match_ikRot) transform.matchWorldTransform(self.fk_ctl[2], self.match_fk2) return
def addOperators(self): """Create operators and set the relations for the component rig Apply operators, constraints, expressions to the hierarchy. In order to keep the code clean and easier to debug, we shouldn't create any new object in this method. """ # Soft condition soft_cond_node = node.createConditionNode(self.soft_attr, 0.0001, 4, 0.0001, self.soft_attr) self.soft_attr_cond = soft_cond_node.outColorR if self.settings["ikSolver"]: self.ikSolver = "ikRPsolver" else: pm.mel.eval("ikSpringSolver;") self.ikSolver = "ikSpringSolver" # 1 bone chain Upv ref =============================== self.ikHandleUpvRef = primitive.addIkHandle( self.root, self.getName("ikHandleLegChainUpvRef"), self.legChainUpvRef, "ikSCsolver") pm.pointConstraint(self.ik_ctl, self.ikHandleUpvRef) pm.parentConstraint(self.legChainUpvRef[0], self.upv_cns, mo=True) # mid joints ================================================ for xjnt, midJ in zip(self.legBones[1:3], [self.mid1_jnt, self.mid2_jnt]): node.createPairBlend(None, xjnt, .5, 1, midJ) pm.connectAttr(xjnt + ".translate", midJ + ".translate", f=True) pm.parentConstraint(self.mid1_jnt, self.knee_lvl) pm.parentConstraint(self.mid2_jnt, self.ankle_lvl) # joint length multiply multJnt1_node = node.createMulNode(self.boneALenght_attr, self.boneALenghtMult_attr) multJnt2_node = node.createMulNode(self.boneBLenght_attr, self.boneBLenghtMult_attr) multJnt3_node = node.createMulNode(self.boneCLenght_attr, self.boneCLenghtMult_attr) # # IK 3 bones =============================================== self.ikHandle = primitive.addIkHandle(self.softblendLoc, self.getName("ik3BonesHandle"), self.chain3bones, self.ikSolver, self.upv_ctl) # TwistTest if [round(elem, 4) for elem in transform.getTranslation(self.chain3bones[1])] \ != [round(elem, 4) for elem in self.guide.apos[1]]: add_nodeTwist = node.createAddNode(180.0, self.roll_att) else: add_nodeTwist = node.createAddNode(0, self.roll_att) if self.negate: mulVal = 1 else: mulVal = -1 node.createMulNode(add_nodeTwist + ".output", mulVal, self.ikHandle.attr("twist")) # stable spring solver doble rotation pm.pointConstraint(self.root_ctl, self.chain3bones[0]) # softIK 3 bones operators applyop.aimCns(self.aim_tra, self.ik_ref, axis="zx", wupType=4, wupVector=[1, 0, 0], wupObject=self.root_ctl, maintainOffset=False) plusTotalLength_node = node.createPlusMinusAverage1D([ multJnt1_node.attr("outputX"), multJnt2_node.attr("outputX"), multJnt3_node.attr("outputX") ]) subtract1_node = node.createPlusMinusAverage1D( [plusTotalLength_node.attr("output1D"), self.soft_attr_cond], 2) distance1_node = node.createDistNode(self.ik_ref, self.aim_tra) div1_node = node.createDivNode(1.0, self.rig.global_ctl + ".sx") mult1_node = node.createMulNode(distance1_node + ".distance", div1_node + ".outputX") subtract2_node = node.createPlusMinusAverage1D( [mult1_node.attr("outputX"), subtract1_node.attr("output1D")], 2) div2_node = node.createDivNode(subtract2_node + ".output1D", self.soft_attr_cond) mult2_node = node.createMulNode(-1, div2_node + ".outputX") power_node = node.createPowNode(self.softSpeed_attr, mult2_node + ".outputX") mult3_node = node.createMulNode(self.soft_attr_cond, power_node + ".outputX") subtract3_node = node.createPlusMinusAverage1D([ plusTotalLength_node.attr("output1D"), mult3_node.attr("outputX") ], 2) cond1_node = node.createConditionNode( self.soft_attr_cond, 0, 2, subtract3_node + ".output1D", plusTotalLength_node + ".output1D") cond2_node = node.createConditionNode(mult1_node + ".outputX", subtract1_node + ".output1D", 2, cond1_node + ".outColorR", mult1_node + ".outputX") pm.connectAttr(cond2_node + ".outColorR", self.wristSoftIK + ".tz") # soft blend pc_node = pm.pointConstraint(self.wristSoftIK, self.ik_ref, self.softblendLoc) node.createReverseNode(self.stretch_attr, pc_node + ".target[0].targetWeight") pm.connectAttr(self.stretch_attr, pc_node + ".target[1].targetWeight", f=True) # Stretch distance2_node = node.createDistNode(self.softblendLoc, self.wristSoftIK) mult4_node = node.createMulNode(distance2_node + ".distance", div1_node + ".outputX") # bones for i, mulNode in enumerate( [multJnt1_node, multJnt2_node, multJnt3_node]): div3_node = node.createDivNode(mulNode + ".outputX", plusTotalLength_node + ".output1D") mult5_node = node.createMulNode(mult4_node + ".outputX", div3_node + ".outputX") mult6_node = node.createMulNode(self.stretch_attr, mult5_node + ".outputX") node.createPlusMinusAverage1D( [mulNode.attr("outputX"), mult6_node.attr("outputX")], 1, self.chain3bones[i + 1] + ".tx") # IK 2 bones =============================================== self.ikHandle2 = primitive.addIkHandle(self.softblendLoc2, self.getName("ik2BonesHandle"), self.chain2bones, self.ikSolver, self.upv_ctl) node.createMulNode(self.roll_att, mulVal, self.ikHandle2.attr("twist")) # stable spring solver doble rotation pm.pointConstraint(self.root_ctl, self.chain2bones[0]) parentc_node = pm.parentConstraint(self.ik2b_ikCtl_ref, self.ik2b_bone_ref, self.ik2b_blend) node.createReverseNode(self.fullIK_attr, parentc_node + ".target[0].targetWeight") pm.connectAttr(self.fullIK_attr, parentc_node + ".target[1].targetWeight", f=True) # softIK 2 bones operators applyop.aimCns(self.aim_tra2, self.ik2b_ik_ref, axis="zx", wupType=4, wupVector=[1, 0, 0], wupObject=self.root_ctl, maintainOffset=False) plusTotalLength_node = node.createPlusMinusAverage1D( [multJnt1_node.attr("outputX"), multJnt2_node.attr("outputX")]) subtract1_node = node.createPlusMinusAverage1D( [plusTotalLength_node.attr("output1D"), self.soft_attr_cond], 2) distance1_node = node.createDistNode(self.ik2b_ik_ref, self.aim_tra2) div1_node = node.createDivNode(1, self.rig.global_ctl + ".sx") mult1_node = node.createMulNode(distance1_node + ".distance", div1_node + ".outputX") subtract2_node = node.createPlusMinusAverage1D( [mult1_node.attr("outputX"), subtract1_node.attr("output1D")], 2) div2_node = node.createDivNode(subtract2_node + ".output1D", self.soft_attr_cond) mult2_node = node.createMulNode(-1, div2_node + ".outputX") power_node = node.createPowNode(self.softSpeed_attr, mult2_node + ".outputX") mult3_node = node.createMulNode(self.soft_attr_cond, power_node + ".outputX") subtract3_node = node.createPlusMinusAverage1D([ plusTotalLength_node.attr("output1D"), mult3_node.attr("outputX") ], 2) cond1_node = node.createConditionNode( self.soft_attr_cond, 0, 2, subtract3_node + ".output1D", plusTotalLength_node + ".output1D") cond2_node = node.createConditionNode(mult1_node + ".outputX", subtract1_node + ".output1D", 2, cond1_node + ".outColorR", mult1_node + ".outputX") pm.connectAttr(cond2_node + ".outColorR", self.ankleSoftIK + ".tz") # soft blend pc_node = pm.pointConstraint(self.ankleSoftIK, self.ik2b_ik_ref, self.softblendLoc2) node.createReverseNode(self.stretch_attr, pc_node + ".target[0].targetWeight") pm.connectAttr(self.stretch_attr, pc_node + ".target[1].targetWeight", f=True) # Stretch distance2_node = node.createDistNode(self.softblendLoc2, self.ankleSoftIK) mult4_node = node.createMulNode(distance2_node + ".distance", div1_node + ".outputX") for i, mulNode in enumerate([multJnt1_node, multJnt2_node]): div3_node = node.createDivNode(mulNode + ".outputX", plusTotalLength_node + ".output1D") mult5_node = node.createMulNode(mult4_node + ".outputX", div3_node + ".outputX") mult6_node = node.createMulNode(self.stretch_attr, mult5_node + ".outputX") node.createPlusMinusAverage1D( [mulNode.attr("outputX"), mult6_node.attr("outputX")], 1, self.chain2bones[i + 1] + ".tx") # IK/FK connections for i, x in enumerate(self.fk_ctl): pm.parentConstraint(x, self.legBonesFK[i], mo=True) for i, x in enumerate([self.chain2bones[0], self.chain2bones[1]]): pm.parentConstraint(x, self.legBonesIK[i], mo=True) pm.pointConstraint(self.ik2b_ik_ref, self.legBonesIK[2]) applyop.aimCns(self.legBonesIK[2], self.roll_ctl, axis="xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.legBonesIK[1], maintainOffset=False) pm.connectAttr(self.chain3bones[-1].attr("tx"), self.legBonesIK[-1].attr("tx")) # foot twist roll pm.orientConstraint(self.ik_ref, self.legBonesIK[-1], mo=True) node.createMulNode(-1, self.chain3bones[-1].attr("tx"), self.ik2b_ik_ref.attr("tx")) for i, x in enumerate(self.legBones): node.createPairBlend(self.legBonesFK[i], self.legBonesIK[i], self.blend_att, 1, x) # Twist references ---------------------------------------- self.ikhArmRef, self.tmpCrv = applyop.splineIK( self.getName("legRollRef"), self.rollRef, parent=self.root, cParent=self.legBones[0]) initRound = .001 multVal = 1 multTangent_node = node.createMulNode(self.roundnessKnee_att, multVal) add_node = node.createAddNode(multTangent_node + ".outputX", initRound) pm.connectAttr(add_node + ".output", self.tws1_rot.attr("sx")) for x in ["translate"]: pm.connectAttr(self.knee_ctl.attr(x), self.tws1_loc.attr(x)) for x in "xy": pm.connectAttr(self.knee_ctl.attr("r" + x), self.tws1_loc.attr("r" + x)) multTangent_node = node.createMulNode(self.roundnessAnkle_att, multVal) add_node = node.createAddNode(multTangent_node + ".outputX", initRound) pm.connectAttr(add_node + ".output", self.tws2_rot.attr("sx")) for x in ["translate"]: pm.connectAttr(self.ankle_ctl.attr(x), self.tws2_loc.attr(x)) for x in "xy": pm.connectAttr(self.ankle_ctl.attr("r" + x), self.tws2_loc.attr("r" + x)) # Volume ------------------------------------------- distA_node = node.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = node.createDistNode(self.tws1_loc, self.tws2_loc) distC_node = node.createDistNode(self.tws2_loc, self.tws3_loc) add_node = node.createAddNode(distA_node + ".distance", distB_node + ".distance") add_node2 = node.createAddNode(distC_node + ".distance", add_node + ".output") div_node = node.createDivNode(add_node2 + ".output", self.root_ctl.attr("sx")) # comp scaling dm_node = node.createDecomposeMatrixNode(self.root.attr("worldMatrix")) div_node2 = node.createDivNode(div_node + ".outputX", dm_node + ".outputScaleX") self.volDriver_att = div_node2 + ".outputX" # Flip Offset ---------------------------------------- pm.connectAttr(self.ankleFlipOffset_att, self.tws2_loc.attr("rz")) pm.connectAttr(self.kneeFlipOffset_att, self.tws1_loc.attr("rz")) # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the # controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): subdiv = False if i == len(self.div_cns) - 1 or i == 0: subdiv = 45 else: subdiv = 45 if i < (self.settings["div0"] + 1): perc = i * .333 / (self.settings["div0"] + 1.0) elif i < (self.settings["div0"] + self.settings["div1"] + 2): perc = i * .333 / (self.settings["div0"] + 1.0) else: perc = (.5 + (i - self.settings["div0"] - 3.0) * .5 / (self.settings["div1"] + 1.0)) if i < (self.settings["div0"] + 2): perc = i * .333 / (self.settings["div0"] + 1.0) elif i < (self.settings["div0"] + self.settings["div1"] + 3): perc = (.333 + (i - self.settings["div0"] - 1) * .333 / (self.settings["div1"] + 1.0)) else: perc = ( .666 + (i - self.settings["div1"] - self.settings["div0"] - 2.0) * .333 / (self.settings["div2"] + 1.0)) # we neet to offset the ankle and knee point to force the bone # orientation to the nex bone span if perc == .333: perc = .3338 elif perc == .666: perc = .6669 perc = max(.001, min(.999, perc)) # Roll cts = [self.tws0_rot, self.tws1_rot, self.tws2_rot, self.tws3_rot] o_node = applyop.gear_rollsplinekine_op(div_cns, cts, perc, subdiv) pm.connectAttr(self.resample_att, o_node + ".resample") pm.connectAttr(self.absolute_att, o_node + ".absolute") # Squash n Stretch o_node = applyop.gear_squashstretch2_op( div_cns, None, pm.getAttr(self.volDriver_att), "x") pm.connectAttr(self.volume_att, o_node + ".blend") pm.connectAttr(self.volDriver_att, o_node + ".driver") pm.connectAttr(self.st_att[i], o_node + ".stretch") pm.connectAttr(self.sq_att[i], o_node + ".squash") # Visibilities ------------------------------------- # fk fkvis_node = node.createReverseNode(self.blend_att) for ctrl in self.fk_ctl: for shp in ctrl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) # ik for ctrl in [self.ik_ctl, self.roll_ctl]: for shp in ctrl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # setup leg o_node scale compensate pm.connectAttr(self.rig.global_ctl + ".scale", self.setup + ".scale") return
def addOperators(self): # Visibilities ------------------------------------- # fk fkvis_node = nod.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk0_roll_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) fkvis2_node = nod.createReverseNode(self.blend2_att) for shp in self.fk2_ctl.getShapes(): pm.connectAttr(fkvis2_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # Controls ROT order ----------------------------------- att.setRotOrder(self.fk0_ctl, "YZX") att.setRotOrder(self.fk0_roll_ctl, "YZX") att.setRotOrder(self.fk1_ctl, "XYZ") att.setRotOrder(self.fk2_ctl, "YZX") # att.setRotOrder(self.ik_ctl, "ZYX") att.setRotOrder(self.ik_ctl, "XYZ") # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_npo] #self.fk_ctl = [self.fk0_roll_ctl, self.fk1_ctl, self.fk2_mtx] node = aop.gear_ikfk2bone_op(out, self.root, self.ik_ref, self.upv_ctl, self.fk_ctl[0], self.fk_ctl[1], self.fk2_mtx, self.length0, self.length1, self.negate) pm.connectAttr(self.blend_att, node + ".blend") pm.connectAttr(self.roll_att, node + ".roll") pm.connectAttr(self.scale_att, node + ".scaleA") pm.connectAttr(self.scale_att, node + ".scaleB") pm.connectAttr(self.maxstretch_att, node + ".maxstretch") pm.connectAttr(self.slide_att, node + ".slide") pm.connectAttr(self.softness_att, node + ".softness") pm.connectAttr(self.reverse_att, node + ".reverse") # auto upvector ------------------------------------- if self.negate: node = aop.aimCns(self.upv_auv, self.ik_ctl, axis="-xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.upv_auv, maintainOffset=False) else: node = aop.aimCns(self.upv_auv, self.ik_ctl, axis="xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.upv_auv, maintainOffset=False) pb_node = pm.createNode("pairBlend") pb_node.attr("rotInterpolation").set(1) pm.connectAttr(self.upv_auv.attr("rotate"), pb_node + ".inRotate2") pm.connectAttr(pb_node + ".outRotate", self.upv_mtx.attr("rotate")) pm.connectAttr(self.auv_att, pb_node + ".weight") # fk2_npo position constraint to effector------------------------ node = aop.gear_mulmatrix_op(self.eff_npo.attr("worldMatrix"), self.fk2_npo.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.fk2_npo.attr("translate")) # fk2_npo rotation constraint to bone1 (bugfixed) ------------------------ node = aop.gear_mulmatrix_op(self.bone1.attr("worldMatrix"), self.fk2_npo.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", self.fk2_npo.attr("rotate")) # hand ikfk blending from fk ref to ik ref (serious bugfix)-------------------------------- node = aop.gear_mulmatrix_op(self.fk_ref.attr("worldMatrix"), self.eff_loc.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pb_node = pm.createNode("pairBlend") pb_node.attr("rotInterpolation").set(1) pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", pb_node + ".inRotate1") pm.connectAttr(self.blend2_att, pb_node + ".weight") pm.connectAttr(pb_node + ".outRotate", self.eff_loc.attr("rotate")) node = aop.gear_mulmatrix_op(self.ik_ref.attr("worldMatrix"), self.eff_loc.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", pb_node + ".inRotate2") # Twist references --------------------------------- node = aop.gear_mulmatrix_op(self.mid_ctl.attr("worldMatrix"), self.tws1_npo.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.tws1_npo.attr("translate")) pm.connectAttr(dm_node + ".outputRotate", self.tws1_npo.attr("rotate")) pm.connectAttr(dm_node + ".outputScale", self.tws1_npo.attr("scale")) node = aop.gear_mulmatrix_op(self.eff_loc.attr("worldMatrix"), self.tws2_npo.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.tws2_npo.attr("translate")) pm.connectAttr(dm_node + ".outputRotate", self.tws2_npo.attr("rotate")) # orientConstraint(self.eff_loc, self.tws2_rot, maintainOffset=False) node = aop.gear_mulmatrix_op(self.eff_loc.attr("worldMatrix"), self.tws2_rot.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") att.setRotOrder(self.tws2_rot, "XYZ") pm.connectAttr(dm_node + ".outputRotate", self.tws2_rot + ".rotate") self.tws0_rot.setAttr("sx", .001) self.tws2_rot.setAttr("sx", .001) add_node = nod.createAddNode(self.roundness_att, .001) pm.connectAttr(add_node + ".output", self.tws1_rot.attr("sx")) pm.connectAttr(self.armpit_roll_att, self.tws0_rot + ".rotateX") #Roll Shoulder--use aimconstraint withour uovwctor to solve the stable twist if self.negate: node = aop.aimCns(self.tws0_loc, self.mid_ctl, axis="-xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.tws0_npo, maintainOffset=False) else: node = aop.aimCns(self.tws0_loc, self.mid_ctl, axis="xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.tws0_npo, maintainOffset=False) # Volume ------------------------------------------- distA_node = nod.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = nod.createDistNode(self.tws1_loc, self.tws2_loc) add_node = nod.createAddNode(distA_node + ".distance", distB_node + ".distance") div_node = nod.createDivNode(add_node + ".output", self.root.attr("sx")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix"), dm_node + ".inputMatrix") div_node2 = nod.createDivNode(div_node + ".outputX", dm_node + ".outputScaleX") self.volDriver_att = div_node2 + ".outputX" # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): if i < (self.settings["div0"] + 1): perc = i * .5 / (self.settings["div0"] + 1.0) elif i < (self.settings["div0"] + 2): perc = .49 elif i < (self.settings["div0"] + 3): perc = .50 elif i < (self.settings["div0"] + 4): perc = .51 else: perc = .5 + (i - self.settings["div0"] - 3.0) * .5 / (self.settings["div1"] + 1.0) perc = max(.001, min(.990, perc)) # Roll if self.negate: node = aop.gear_rollsplinekine_op( div_cns, [self.tws2_rot, self.tws1_rot, self.tws0_rot], 1 - perc, 40) else: node = aop.gear_rollsplinekine_op( div_cns, [self.tws0_rot, self.tws1_rot, self.tws2_rot], perc, 40) pm.connectAttr(self.resample_att, node + ".resample") pm.connectAttr(self.absolute_att, node + ".absolute") # Squash n Stretch node = aop.gear_squashstretch2_op(div_cns, None, pm.getAttr(self.volDriver_att), "x") pm.connectAttr(self.volume_att, node + ".blend") pm.connectAttr(self.volDriver_att, node + ".driver") pm.connectAttr(self.st_att[i], node + ".stretch") pm.connectAttr(self.sq_att[i], node + ".squash") # match IK/FK ref pm.parentConstraint(self.bone0, self.match_fk0_off, mo=True) pm.parentConstraint(self.bone1, self.match_fk1_off, mo=True) return
def addOperators(self): """Create operators and set the relations for the component rig Apply operators, constraints, expressions to the hierarchy. In order to keep the code clean and easier to debug, we shouldn't create any new object in this method. """ # 1 bone chain Upv ref =========================== self.ikHandleUpvRef = primitive.addIkHandle( self.root, self.getName("ikHandleLegChainUpvRef"), self.legChainUpvRef, "ikSCsolver") pm.pointConstraint(self.ik_ctl, self.ikHandleUpvRef) pm.parentConstraint(self.legChainUpvRef[0], self.ik_ctl, self.upv_cns, mo=True) # Visibilities ------------------------------------- # shape.dispGeometry # fk fkvis_node = node.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk2_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_loc] o_node = applyop.gear_ikfk2bone_op(out, self.root_ctl, self.ik_ref, self.upv_ctl, self.fk_ctl[0], self.fk_ctl[1], self.fk_ref, self.length0, self.length1, self.negate) pm.connectAttr(self.blend_att, o_node + ".blend") if self.negate: mulVal = -1 else: mulVal = 1 node.createMulNode(self.roll_att, mulVal, o_node + ".roll") pm.connectAttr(self.scale_att, o_node + ".scaleA") pm.connectAttr(self.scale_att, o_node + ".scaleB") pm.connectAttr(self.maxstretch_att, o_node + ".maxstretch") pm.connectAttr(self.slide_att, o_node + ".slide") pm.connectAttr(self.softness_att, o_node + ".softness") pm.connectAttr(self.reverse_att, o_node + ".reverse") # Twist references --------------------------------- self.ikhArmRef, self.tmpCrv = applyop.splineIK( self.getName("legRollRef"), self.rollRef, parent=self.root, cParent=self.bone0) pm.pointConstraint(self.mid_ctl, self.tws1_loc, maintainOffset=False) pm.scaleConstraint(self.mid_ctl, self.tws1_loc, maintainOffset=False) applyop.oriCns(self.mid_ctl, self.tws1_rot, maintainOffset=False) pm.pointConstraint(self.eff_loc, self.tws2_loc, maintainOffset=False) pm.scaleConstraint(self.eff_loc, self.tws2_loc, maintainOffset=False) applyop.oriCns(self.bone1, self.tws2_loc, maintainOffset=False) applyop.oriCns(self.tws_ref, self.tws2_rot) self.tws0_loc.setAttr("sx", .001) self.tws2_loc.setAttr("sx", .001) add_node = node.createAddNode(self.roundness_att, .001) pm.connectAttr(add_node + ".output", self.tws1_rot.attr("sx")) # Volume ------------------------------------------- distA_node = node.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = node.createDistNode(self.tws1_loc, self.tws2_loc) add_node = node.createAddNode(distA_node + ".distance", distB_node + ".distance") div_node = node.createDivNode(add_node + ".output", self.root_ctl.attr("sx")) # comp scaling issue dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix"), dm_node + ".inputMatrix") div_node2 = node.createDivNode(div_node + ".outputX", dm_node + ".outputScaleX") self.volDriver_att = div_node2 + ".outputX" # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the # controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): subdiv = False if i == len(self.div_cns) - 1 or i == 0: subdiv = 45 else: subdiv = 10 if i < (self.settings["div0"] + 1): perc = i * .5 / (self.settings["div0"] + 1.0) elif i < (self.settings["div0"] + 2): perc = .49 subdiv = 45 elif i < (self.settings["div0"] + 3): perc = .50 subdiv = 45 elif i < (self.settings["div0"] + 4): perc = .51 subdiv = 45 else: perc = (.5 + (i - self.settings["div0"] - 3.0) * .5 / (self.settings["div1"] + 1.0)) perc = max(.001, min(.999, perc)) # Roll if self.negate: o_node = applyop.gear_rollsplinekine_op( div_cns, [self.tws2_rot, self.tws1_rot, self.tws0_rot], 1 - perc, subdiv) else: o_node = applyop.gear_rollsplinekine_op( div_cns, [self.tws0_rot, self.tws1_rot, self.tws2_rot], perc, subdiv) pm.connectAttr(self.resample_att, o_node + ".resample") pm.connectAttr(self.absolute_att, o_node + ".absolute") # Squash n Stretch o_node = applyop.gear_squashstretch2_op( div_cns, None, pm.getAttr(self.volDriver_att), "x") pm.connectAttr(self.volume_att, o_node + ".blend") pm.connectAttr(self.volDriver_att, o_node + ".driver") pm.connectAttr(self.st_att[i], o_node + ".stretch") pm.connectAttr(self.sq_att[i], o_node + ".squash") # NOTE: next line fix the issue on meters. # This is special case becasuse the IK solver from mGear use # the scale as lenght and we have shear # TODO: check for a more clean and elegant solution instead of # re-match the world matrix again # transform.matchWorldTransform(self.fk_ctl[0], self.match_fk0_off) # transform.matchWorldTransform(self.fk_ctl[1], self.match_fk1_off) # transform.matchWorldTransform(self.fk_ctl[0], self.match_fk0) # transform.matchWorldTransform(self.fk_ctl[1], self.match_fk1) # match IK/FK ref pm.parentConstraint(self.bone0, self.match_fk0_off, mo=True) pm.parentConstraint(self.bone1, self.match_fk1_off, mo=True) return
def addOperators(self): """Create operators and set the relations for the component rig Apply operators, constraints, expressions to the hierarchy. In order to keep the code clean and easier to debug, we shouldn't create any new object in this method. """ # Visibilities ------------------------------------- # fk fkvis_node = node.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk0_roll_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_roll_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) fkvis2_node = node.createReverseNode(self.blend2_att) for shp in self.fk2_ctl.getShapes(): pm.connectAttr(fkvis2_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # jnt ctl for ctl in (self.div_ctls): for shp in ctl.getShapes(): pm.connectAttr(self.jntctl_vis_att, shp.attr("visibility")) # Controls ROT order ----------------------------------- attribute.setRotOrder(self.fk0_ctl, "YZX") attribute.setRotOrder(self.fk1_ctl, "XYZ") attribute.setRotOrder(self.fk2_ctl, "YZX") attribute.setRotOrder(self.ik_ctl, "XYZ") # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_npo] o_node = applyop.gear_ikfk2bone_op(out, self.root, self.ik_ref, self.upv_ctl, self.fk0_mtx, self.fk1_mtx, self.fk2_mtx, self.length0, self.length1, self.negate) pm.connectAttr(self.blend_att, o_node + ".blend") pm.connectAttr(self.roll_att, o_node + ".roll") pm.connectAttr(self.scale_att, o_node + ".scaleA") pm.connectAttr(self.scale_att, o_node + ".scaleB") pm.connectAttr(self.maxstretch_att, o_node + ".maxstretch") pm.connectAttr(self.slide_att, o_node + ".slide") pm.connectAttr(self.softness_att, o_node + ".softness") pm.connectAttr(self.reverse_att, o_node + ".reverse") # update issue on effector scale interpol, disconnect for stability pm.disconnectAttr(self.eff_npo.scale) # auto upvector ------------------------------------- if self.negate: o_node = applyop.aimCns(self.upv_auv, self.ik_ctl, axis="-xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.upv_auv, maintainOffset=False) else: o_node = applyop.aimCns(self.upv_auv, self.ik_ctl, axis="xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.upv_auv, maintainOffset=False) o_node = applyop.gear_mulmatrix_op( self.upv_auv.attr("worldMatrix"), self.upv_mtx.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pb_node = pm.createNode("pairBlend") pb_node.attr("rotInterpolation").set(1) pm.connectAttr(dm_node + ".outputTranslate", pb_node + ".inTranslate2") pm.connectAttr(dm_node + ".outputRotate", pb_node + ".inRotate2") pm.connectAttr(pb_node + ".outRotate", self.upv_mtx.attr("rotate")) pm.connectAttr(pb_node + ".outTranslate", self.upv_mtx.attr("translate")) pm.connectAttr(self.auv_att, pb_node + ".weight") # fk0 mtx connection o_node = applyop.gear_mulmatrix_op( self.fk0_roll_ctl.attr("worldMatrix"), self.fk0_mtx.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.fk0_mtx.attr("translate")) pm.connectAttr(dm_node + ".outputRotate", self.fk0_mtx.attr("rotate")) # fk1 loc connect to fk1 ref @ pos and rot, not scl to avoid shearing o_node = applyop.gear_mulmatrix_op( self.fk1_ref.attr("worldMatrix"), self.fk1_loc.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.fk1_loc.attr("translate")) pm.connectAttr(dm_node + ".outputRotate", self.fk1_loc.attr("rotate")) # fk1 mtx orient cns to fk1 roll pm.connectAttr(self.fk1_roll_ctl.attr("rotate"), self.fk1_mtx.attr("rotate")) # fk2_loc position constraint to effector------------------------ o_node = applyop.gear_mulmatrix_op( self.eff_npo.attr("worldMatrix"), self.fk2_loc.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.fk2_loc.attr("translate")) # fk2_loc rotation constraint to bone1 (bugfixed) -------------- o_node = applyop.gear_mulmatrix_op( self.bone1.attr("worldMatrix"), self.fk2_loc.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", self.fk2_loc.attr("rotate")) # hand ikfk blending from fk ref to ik ref (serious bugfix)-------- o_node = applyop.gear_mulmatrix_op( self.fk_ref.attr("worldMatrix"), self.eff_loc.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pb_node = pm.createNode("pairBlend") pb_node.attr("rotInterpolation").set(1) pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", pb_node + ".inRotate1") pm.connectAttr(self.blend2_att, pb_node + ".weight") pm.connectAttr(pb_node + ".outRotate", self.eff_loc.attr("rotate")) o_node = applyop.gear_mulmatrix_op( self.ik_ref.attr("worldMatrix"), self.eff_loc.attr("parentInverseMatrix")) dm_node1 = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node1 + ".inputMatrix") pm.connectAttr(dm_node1 + ".outputRotate", pb_node + ".inRotate2") # use blendcolors to blend scale bc_node = pm.createNode("blendColors") pm.connectAttr(self.blend_att, bc_node + ".blender") pm.connectAttr(dm_node + ".outputScale", bc_node + ".color2") pm.connectAttr(dm_node1 + ".outputScale", bc_node + ".color1") pm.connectAttr(bc_node + ".output", self.eff_loc.attr("scale")) # Twist references --------------------------------- pm.connectAttr(self.mid_ctl.attr("translate"), self.tws1_npo.attr("translate")) pm.connectAttr(self.mid_ctl.attr("rotate"), self.tws1_npo.attr("rotate")) pm.connectAttr(self.mid_ctl.attr("scale"), self.tws1_npo.attr("scale")) o_node = applyop.gear_mulmatrix_op( self.eff_loc.attr("worldMatrix"), self.tws3_npo.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.tws3_npo.attr("translate")) pm.connectAttr(dm_node + ".outputRotate", self.tws3_npo.attr("rotate")) attribute.setRotOrder(self.tws3_rot, "XYZ") # elbow thickness connection if self.negate: o_node = node.createMulNode( [self.elbow_thickness_att, self.elbow_thickness_att], [0.5, -0.5, 0], [self.tws1_loc + ".translateX", self.tws2_loc + ".translateX"]) else: o_node = node.createMulNode( [self.elbow_thickness_att, self.elbow_thickness_att], [-0.5, 0.5, 0], [self.tws1_loc + ".translateX", self.tws2_loc + ".translateX"]) # connect both tws1 and tws2 (mid tws) self.tws0_rot.setAttr("sx", .001) self.tws3_rot.setAttr("sx", .001) add_node = node.createAddNode(self.roundness0_att, .001) pm.connectAttr(add_node + ".output", self.tws1_rot.attr("sx")) add_node = node.createAddNode(self.roundness1_att, .001) pm.connectAttr(add_node + ".output", self.tws2_rot.attr("sx")) pm.connectAttr(self.armpit_roll_att, self.tws0_rot + ".rotateX") # Roll Shoulder--use aimconstraint withour uovwctor to solve # the stable twist if self.negate: o_node = applyop.aimCns(self.tws0_loc, self.mid_ctl, axis="-xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.tws0_npo, maintainOffset=False) else: o_node = applyop.aimCns(self.tws0_loc, self.mid_ctl, axis="xy", wupType=4, wupVector=[0, 1, 0], wupObject=self.tws0_npo, maintainOffset=False) # Volume ------------------------------------------- distA_node = node.createDistNode(self.tws0_loc, self.tws1_npo) distB_node = node.createDistNode(self.tws1_npo, self.tws3_loc) add_node = node.createAddNode(distA_node + ".distance", distB_node + ".distance") div_node = node.createDivNode(add_node + ".output", self.root.attr("sx")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix"), dm_node + ".inputMatrix") div_node2 = node.createDivNode(div_node + ".outputX", dm_node + ".outputScaleX") self.volDriver_att = div_node2 + ".outputX" # Divisions ---------------------------------------- # div mid constraint to mid ctl o_node = applyop.gear_mulmatrix_op( self.mid_ctl.attr("worldMatrix"), self.div_mid.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(o_node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.div_mid.attr("translate")) pm.connectAttr(dm_node + ".outputRotate", self.div_mid.attr("rotate")) # at 0 or 1 the division will follow exactly the rotation of the # controler.. and we wont have this nice tangent + roll # linear scaling percentage (1) to effector (2) to elbow scl_1_perc = [] scl_2_perc = [] for i, div_cnsUp in enumerate(self.div_cnsUp): if i < (self.settings["div0"] + 1): perc = i / (self.settings["div0"] + 1.0) elif i < (self.settings["div0"] + 2): perc = .95 perc = max(.001, min(.99, perc)) # Roll if self.negate: o_node = applyop.gear_rollsplinekine_op( div_cnsUp, [self.tws1_rot, self.tws0_rot], 1 - perc, 20) else: o_node = applyop.gear_rollsplinekine_op( div_cnsUp, [self.tws0_rot, self.tws1_rot], perc, 20) pm.connectAttr(self.resample_att, o_node + ".resample") pm.connectAttr(self.absolute_att, o_node + ".absolute") scl_1_perc.append(perc / 2) scl_2_perc.append(perc) scl_1_perc.append(0.5) scl_2_perc.append(1) for i, div_cnsDn in enumerate(self.div_cnsDn): if i == (0): perc = .05 elif i < (self.settings["div1"] + 1): perc = i / (self.settings["div1"] + 1.0) elif i < (self.settings["div1"] + 2): perc = .95 perc = max(.001, min(.990, perc)) # Roll if self.negate: o_node = applyop.gear_rollsplinekine_op( div_cnsDn, [self.tws3_rot, self.tws2_rot], 1 - perc, 20) else: o_node = applyop.gear_rollsplinekine_op( div_cnsDn, [self.tws2_rot, self.tws3_rot], perc, 20) pm.connectAttr(self.resample_att, o_node + ".resample") pm.connectAttr(self.absolute_att, o_node + ".absolute") scl_1_perc.append(perc / 2 + 0.5) scl_2_perc.append(1 - perc) # Squash n Stretch for i, div_cns in enumerate(self.div_cns): o_node = applyop.gear_squashstretch2_op( div_cns, None, pm.getAttr(self.volDriver_att), "x") pm.connectAttr(self.volume_att, o_node + ".blend") pm.connectAttr(self.volDriver_att, o_node + ".driver") pm.connectAttr(self.st_att[i], o_node + ".stretch") pm.connectAttr(self.sq_att[i], o_node + ".squash") # get the first mult_node after sq op mult_node = pm.listHistory(o_node, future=True)[1] # linear blend effector scale bc_node = pm.createNode("blendColors") bc_node.setAttr("color2R", 1) bc_node.setAttr("color2G", 1) bc_node.setAttr("blender", scl_1_perc[i]) pm.connectAttr(self.eff_loc.attr("scale"), bc_node + ".color1") # linear blend mid scale bc_node2 = pm.createNode("blendColors") bc_node2.setAttr("color2R", 1) bc_node2.setAttr("color2G", 1) bc_node2.setAttr("blender", scl_2_perc[i]) pm.connectAttr(self.mid_ctl.attr("scale"), bc_node2 + ".color1") # mid_ctl scale * effector scale mult_node2 = pm.createNode("multiplyDivide") pm.connectAttr(bc_node2 + ".output", mult_node2 + ".input1") pm.connectAttr(bc_node + ".output", mult_node2 + ".input2") # plug to sq scale pm.connectAttr(mult_node2 + ".output", mult_node + ".input2") # match IK/FK ref pm.connectAttr(self.bone0.attr("rotate"), self.match_fk0.attr("rotate")) pm.connectAttr(self.bone0.attr("translate"), self.match_fk0.attr("translate")) pm.connectAttr(self.bone1.attr("rotate"), self.match_fk1.attr("rotate")) pm.connectAttr(self.bone1.attr("translate"), self.match_fk1.attr("translate")) return
def addOperators(self): # 1 bone chain Upv ref ===================================================================================== self.ikHandleUpvRef = pri.addIkHandle( self.root, self.getName("ikHandleLegChainUpvRef"), self.armChainUpvRef, "ikSCsolver") pm.pointConstraint(self.ik_ctl, self.ikHandleUpvRef) pm.parentConstraint(self.armChainUpvRef[0], self.upv_cns, mo=True) # Visibilities ------------------------------------- # fk fkvis_node = nod.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk2_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) if self.settings["ikTR"]: for shp in self.ikRot_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # Controls ROT order ----------------------------------- att.setRotOrder(self.fk0_ctl, "XZY") att.setRotOrder(self.fk1_ctl, "XYZ") att.setRotOrder(self.fk2_ctl, "YZX") # att.setRotOrder(self.ik_ctl, "ZYX") att.setRotOrder(self.ik_ctl, "XYZ") # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_loc] node = aop.gear_ikfk2bone_op(out, self.root, self.ik_ref, self.upv_ctl, self.fk_ctl[0], self.fk_ctl[1], self.fk_ref, self.length0, self.length1, self.negate) if self.settings["ikTR"]: #connect the control inputs outEff_dm = node.listConnections(c=True)[-1][1] outEff_dm.attr("outputTranslate") >> self.ikRot_npo.attr( "translate") outEff_dm.attr("outputScale") >> self.ikRot_npo.attr("scale") dm_node = nod.createDecomposeMatrixNode(node.attr("outB")) dm_node.attr("outputRotate") >> self.ikRot_npo.attr("rotate") #rotation # intM_node = aop.gear_intmatrix_op(node.attr("outEff"), self.ikRot_ctl.attr("worldMatrix"), node.attr("blend")) # mulM_node = aop.gear_mulmatrix_op(intM_node.attr("output"), self.eff_loc.attr("parentInverseMatrix")) # dm_node = nod.createDecomposeMatrixNode(mulM_node.attr("output")) mulM_node = aop.gear_mulmatrix_op( self.ikRot_ctl.attr("worldMatrix"), self.eff_loc.attr("parentInverseMatrix")) intM_node = aop.gear_intmatrix_op(node.attr("outEff"), mulM_node.attr("output"), node.attr("blend")) dm_node = nod.createDecomposeMatrixNode(intM_node.attr("output")) dm_node.attr("outputRotate") >> self.eff_loc.attr("rotate") #scale: this fix the scalin popping issue intM_node = aop.gear_intmatrix_op(self.fk2_ctl.attr("worldMatrix"), self.ik_ctl.attr("worldMatrix"), node.attr("blend")) mulM_node = aop.gear_mulmatrix_op( intM_node.attr("output"), self.eff_loc.attr("parentInverseMatrix")) dm_node = nod.createDecomposeMatrixNode(mulM_node.attr("output")) dm_node.attr("outputScale") >> self.eff_loc.attr("scale") pm.connectAttr(self.blend_att, node + ".blend") pm.connectAttr(self.roll_att, node + ".roll") pm.connectAttr(self.scale_att, node + ".scaleA") pm.connectAttr(self.scale_att, node + ".scaleB") pm.connectAttr(self.maxstretch_att, node + ".maxstretch") pm.connectAttr(self.slide_att, node + ".slide") pm.connectAttr(self.softness_att, node + ".softness") pm.connectAttr(self.reverse_att, node + ".reverse") # Twist references --------------------------------- pm.pointConstraint(self.mid_ctl, self.tws1_npo, maintainOffset=False) pm.scaleConstraint(self.mid_ctl, self.tws1_npo, maintainOffset=False) pm.orientConstraint(self.mid_ctl, self.tws1_npo, maintainOffset=False) node = aop.gear_mulmatrix_op(self.eff_loc.attr("worldMatrix"), self.root.attr("worldInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputTranslate", self.tws2_npo.attr("translate")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") pm.connectAttr(dm_node + ".outputRotate", self.tws2_npo.attr("rotate")) node = aop.gear_mulmatrix_op(self.eff_loc.attr("worldMatrix"), self.tws2_rot.attr("parentInverseMatrix")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(node + ".output", dm_node + ".inputMatrix") att.setRotOrder(self.tws2_rot, "XYZ") pm.connectAttr(dm_node + ".outputRotate", self.tws2_rot + ".rotate") self.tws0_rot.setAttr("sx", .001) self.tws2_rot.setAttr("sx", .001) add_node = nod.createAddNode(self.roundness_att, .001) pm.connectAttr(add_node + ".output", self.tws1_rot.attr("sx")) pm.connectAttr(self.armpit_roll_att, self.tws0_rot + ".rotateX") #Roll Shoulder aop.splineIK(self.getName("rollRef"), self.rollRef, parent=self.root, cParent=self.bone0) # Volume ------------------------------------------- distA_node = nod.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = nod.createDistNode(self.tws1_loc, self.tws2_loc) add_node = nod.createAddNode(distA_node + ".distance", distB_node + ".distance") div_node = nod.createDivNode(add_node + ".output", self.root.attr("sx")) dm_node = pm.createNode("decomposeMatrix") pm.connectAttr(self.root.attr("worldMatrix"), dm_node + ".inputMatrix") div_node2 = nod.createDivNode(div_node + ".outputX", dm_node + ".outputScaleX") self.volDriver_att = div_node2 + ".outputX" # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): if i < (self.settings["div0"] + 1): perc = i * .5 / (self.settings["div0"] + 1.0) elif i < (self.settings["div0"] + 2): perc = .49 elif i < (self.settings["div0"] + 3): perc = .50 elif i < (self.settings["div0"] + 4): perc = .51 else: perc = .5 + (i - self.settings["div0"] - 3.0) * .5 / (self.settings["div1"] + 1.0) perc = max(.001, min(.990, perc)) # Roll if self.negate: node = aop.gear_rollsplinekine_op( div_cns, [self.tws2_rot, self.tws1_rot, self.tws0_rot], 1 - perc, 40) else: node = aop.gear_rollsplinekine_op( div_cns, [self.tws0_rot, self.tws1_rot, self.tws2_rot], perc, 40) pm.connectAttr(self.resample_att, node + ".resample") pm.connectAttr(self.absolute_att, node + ".absolute") # Squash n Stretch node = aop.gear_squashstretch2_op(div_cns, None, pm.getAttr(self.volDriver_att), "x") pm.connectAttr(self.volume_att, node + ".blend") pm.connectAttr(self.volDriver_att, node + ".driver") pm.connectAttr(self.st_att[i], node + ".stretch") pm.connectAttr(self.sq_att[i], node + ".squash") # match IK/FK ref pm.parentConstraint(self.bone0, self.match_fk0_off, mo=True) pm.parentConstraint(self.bone1, self.match_fk1_off, mo=True) return
def addOperators(self): # Visibilities ------------------------------------- # fk fkvis_node = nod.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) for shp in self.fk2_ctl.getShapes(): connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_loc] node = aop.gear_ikfk2bone_op(out, self.root, self.ik_ref, self.upv_ctl, self.fk_ctl[0], self.fk_ctl[1], self.fk_ref, self.length0, self.length1, self.negate) connectAttr(self.blend_att, node + ".blend") connectAttr(self.roll_att, node + ".roll") connectAttr(self.scale_att, node + ".scaleA") connectAttr(self.scale_att, node + ".scaleB") connectAttr(self.maxstretch_att, node + ".maxstretch") connectAttr(self.slide_att, node + ".slide") connectAttr(self.softness_att, node + ".softness") connectAttr(self.reverse_att, node + ".reverse") # Twist references --------------------------------- pointConstraint(self.root, self.tws0_loc, maintainOffset=True) aop.aimCns(self.tws0_loc, self.mid_ctl, self.n_sign + "xz", 2, [0, 1, 0], self.root, False) pointConstraint(self.mid_ctl, self.tws1_loc, maintainOffset=False) scaleConstraint(self.mid_ctl, self.tws1_loc, maintainOffset=False) orientConstraint(self.mid_ctl, self.tws1_rot, maintainOffset=False) pointConstraint(self.eff_loc, self.tws2_loc, maintainOffset=False) scaleConstraint(self.eff_loc, self.tws2_loc, maintainOffset=False) orientConstraint(self.bone1, self.tws2_loc, maintainOffset=False) # orientConstraint(self.eff_loc, self.tws2_rot, maintainOffset=False) node = aop.gear_mulmatrix_op(self.eff_loc.attr("worldMatrix"), self.tws2_rot.attr("parentInverseMatrix")) dm_node = createNode("decomposeMatrix") connectAttr(node + ".output", dm_node + ".inputMatrix") connectAttr(dm_node + ".outputRotate", self.tws2_rot + ".rotate") # att.setRotOrder(self.tws2_rot, "YZX") self.tws0_loc.setAttr("sx", .001) self.tws2_loc.setAttr("sx", .001) add_node = nod.createAddNode(self.roundness_att, .001) connectAttr(add_node + ".output", self.tws1_rot.attr("sx")) # Volume ------------------------------------------- distA_node = nod.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = nod.createDistNode(self.tws1_loc, self.tws2_loc) add_node = nod.createAddNode(distA_node + ".distance", distB_node + ".distance") div_node = nod.createDivNode(add_node + ".output", self.root.attr("sx")) self.volDriver_att = div_node + ".outputX" # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): if i < (self.settings["div0"] + 1): perc = i * .5 / (self.settings["div0"] + 1.0) else: perc = .5 + (i - self.settings["div0"] - 1.0) * .5 / (self.settings["div1"] + 1.0) perc = max(.001, min(.999, perc)) # Roll if self.negate: node = aop.gear_rollsplinekine_op( div_cns, [self.tws2_rot, self.tws1_rot, self.tws0_rot], 1 - perc) else: node = aop.gear_rollsplinekine_op( div_cns, [self.tws0_rot, self.tws1_rot, self.tws2_rot], perc) connectAttr(self.resample_att, node + ".resample") connectAttr(self.absolute_att, node + ".absolute") # Squash n Stretch node = aop.gear_squashstretch2_op(div_cns, None, getAttr(self.volDriver_att), "x") connectAttr(self.volume_att, node + ".blend") connectAttr(self.volDriver_att, node + ".driver") connectAttr(self.st_att[i], node + ".stretch") connectAttr(self.sq_att[i], node + ".squash") return
def addOperators(self): """Create operators and set the relations for the component rig Apply operators, constraints, expressions to the hierarchy. In order to keep the code clean and easier to debug, we shouldn't create any new object in this method. """ # Visibilities ------------------------------------- if self.isFkIk: # fk fkvis_node = node.createReverseNode(self.blend_att) for fk_ctl in self.fk_ctl: for shp in fk_ctl.getShapes(): pm.connectAttr(fkvis_node + ".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # FK Chain ----------------------------------------- if self.isFk: for off, ref in zip(self.fk_off[1:], self.fk_ref): applyop.gear_mulmatrix_op(ref.worldMatrix, off.parentInverseMatrix, off, "rt") # IK Chain ----------------------------------------- if self.isIk: self.ikh = primitive.addIkHandle(self.root, self.getName("ikh"), self.chain) self.ikh.attr("visibility").set(False) # Constraint and up vector pm.pointConstraint(self.ik_ctl, self.ikh, maintainOffset=False) pm.poleVectorConstraint(self.upv_ctl, self.ikh) # TwistTest o_list = [round(elem, 4) for elem in transform.getTranslation(self.chain[1])] \ != [round(elem, 4) for elem in self.guide.apos[1]] if o_list: add_nodeTwist = node.createAddNode(180.0, self.roll_att) pm.connectAttr(add_nodeTwist + ".output", self.ikh.attr("twist")) else: pm.connectAttr(self.roll_att, self.ikh.attr("twist")) # Chain of deformers ------------------------------- for i, loc in enumerate(self.loc): if self.settings["mode"] == 0: # fk only pm.parentConstraint(self.fk_ctl[i], loc, maintainOffset=False) pm.connectAttr(self.fk_ctl[i] + ".scale", loc + ".scale") elif self.settings["mode"] == 1: # ik only pm.parentConstraint(self.chain[i], loc, maintainOffset=False) elif self.settings["mode"] == 2: # fk/ik rev_node = node.createReverseNode(self.blend_att) # orientation cns = pm.parentConstraint(self.fk_ctl[i], self.chain[i], loc, maintainOffset=False) cns.interpType.set(0) weight_att = pm.parentConstraint(cns, query=True, weightAliasList=True) pm.connectAttr(rev_node + ".outputX", weight_att[0]) pm.connectAttr(self.blend_att, weight_att[1]) # scaling blend_node = pm.createNode("blendColors") pm.connectAttr(self.chain[i].attr("scale"), blend_node + ".color1") pm.connectAttr(self.fk_ctl[i].attr("scale"), blend_node + ".color2") pm.connectAttr(self.blend_att, blend_node + ".blender") pm.connectAttr(blend_node + ".output", loc + ".scale")
def eyeRig(eyeMesh, edgeLoop, blinkH, namePrefix, offset, rigidLoops, falloffLoops, headJnt, doSkin, parent=None, ctlName="ctl", sideRange=False, customCorner=False, intCorner=None, extCorner=None, ctlGrp=None, defGrp=None): """Create eyelid and eye rig Args: eyeMesh (TYPE): Description edgeLoop (TYPE): Description blinkH (TYPE): Description namePrefix (TYPE): Description offset (TYPE): Description rigidLoops (TYPE): Description falloffLoops (TYPE): Description headJnt (TYPE): Description doSkin (TYPE): Description parent (None, optional): Description ctlName (str, optional): Description sideRange (bool, optional): Description customCorner (bool, optional): Description intCorner (None, optional): Description extCorner (None, optional): Description ctlGrp (None, optional): Description defGrp (None, optional): Description Returns: TYPE: Description """ # Checkers if edgeLoop: edgeLoopList = [pm.PyNode(e) for e in edgeLoop.split(",")] else: pm.displayWarning("Please set the edge loop first") return if eyeMesh: try: eyeMesh = pm.PyNode(eyeMesh) except pm.MayaNodeError: pm.displayWarning("The object %s can not be found in the " "scene" % (eyeMesh)) return else: pm.displayWarning("Please set the eye mesh first") if doSkin: if not headJnt: pm.displayWarning("Please set the Head Jnt or unCheck " "Compute Topological Autoskin") return # Initial Data bboxCenter = meshNavigation.bboxCenter(eyeMesh) extr_v = meshNavigation.getExtremeVertexFromLoop(edgeLoopList, sideRange) upPos = extr_v[0] lowPos = extr_v[1] inPos = extr_v[2] outPos = extr_v[3] edgeList = extr_v[4] vertexList = extr_v[5] # Detect the side L or R from the x value if inPos.getPosition(space='world')[0] < 0.0: side = "R" inPos = extr_v[3] outPos = extr_v[2] normalPos = outPos npw = normalPos.getPosition(space='world') normalVec = npw - bboxCenter else: side = "L" normalPos = outPos npw = normalPos.getPosition(space='world') normalVec = bboxCenter - npw # Manual Vertex corners if customCorner: if intCorner: try: if side == "R": inPos = pm.PyNode(extCorner) else: inPos = pm.PyNode(intCorner) except pm.MayaNodeError: pm.displayWarning("%s can not be found" % intCorner) return else: pm.displayWarning("Please set the internal eyelid corner") return if extCorner: try: normalPos = pm.PyNode(extCorner) npw = normalPos.getPosition(space='world') if side == "R": outPos = pm.PyNode(intCorner) normalVec = npw - bboxCenter else: outPos = pm.PyNode(extCorner) normalVec = bboxCenter - npw except pm.MayaNodeError: pm.displayWarning("%s can not be found" % extCorner) return else: pm.displayWarning("Please set the external eyelid corner") return # Check if we have prefix: if namePrefix: namePrefix = string.removeInvalidCharacter(namePrefix) else: pm.displayWarning("Prefix is needed") return def setName(name, ind=None): namesList = [namePrefix, side, name] if ind is not None: namesList[1] = side + str(ind) name = "_".join(namesList) return name if pm.ls(setName("root")): pm.displayWarning("The object %s already exist in the scene. Please " "choose another name prefix" % setName("root")) return # Eye root eye_root = primitive.addTransform(None, setName("root")) eyeCrv_root = primitive.addTransform(eye_root, setName("crvs")) # Eyelid Main crvs try: upEyelid = meshNavigation.edgeRangeInLoopFromMid( edgeList, upPos, inPos, outPos) upCrv = curve.createCurveFromOrderedEdges( upEyelid, inPos, setName("upperEyelid"), parent=eyeCrv_root) upCrv_ctl = curve.createCurveFromOrderedEdges( upEyelid, inPos, setName("upCrv_%s" % ctlName), parent=eyeCrv_root) pm.rebuildCurve(upCrv_ctl, s=2, rt=0, rpo=True, ch=False) lowEyelid = meshNavigation.edgeRangeInLoopFromMid( edgeList, lowPos, inPos, outPos) lowCrv = curve.createCurveFromOrderedEdges( lowEyelid, inPos, setName("lowerEyelid"), parent=eyeCrv_root) lowCrv_ctl = curve.createCurveFromOrderedEdges( lowEyelid, inPos, setName("lowCrv_%s" % ctlName), parent=eyeCrv_root) pm.rebuildCurve(lowCrv_ctl, s=2, rt=0, rpo=True, ch=False) except UnboundLocalError: if customCorner: pm.displayWarning("This error is maybe caused because the custom " "Corner vertex is not part of the edge loop") pm.displayError(traceback.format_exc()) return upBlink = curve.createCurveFromCurve( upCrv, setName("upblink_crv"), nbPoints=30, parent=eyeCrv_root) lowBlink = curve.createCurveFromCurve( lowCrv, setName("lowBlink_crv"), nbPoints=30, parent=eyeCrv_root) upTarget = curve.createCurveFromCurve( upCrv, setName("upblink_target"), nbPoints=30, parent=eyeCrv_root) lowTarget = curve.createCurveFromCurve( lowCrv, setName("lowBlink_target"), nbPoints=30, parent=eyeCrv_root) midTarget = curve.createCurveFromCurve( lowCrv, setName("midBlink_target"), nbPoints=30, parent=eyeCrv_root) rigCrvs = [upCrv, lowCrv, upCrv_ctl, lowCrv_ctl, upBlink, lowBlink, upTarget, lowTarget, midTarget] for crv in rigCrvs: crv.attr("visibility").set(False) # localBBOX localBBox = eyeMesh.getBoundingBox(invisible=True, space='world') wRadius = abs((localBBox[0][0] - localBBox[1][0])) dRadius = abs((localBBox[0][1] - localBBox[1][1]) / 1.7) # Groups if not ctlGrp: ctlGrp = "rig_controllers_grp" try: ctlSet = pm.PyNode(ctlGrp) except pm.MayaNodeError: pm.sets(n=ctlGrp, em=True) ctlSet = pm.PyNode(ctlGrp) if not defGrp: defGrp = "rig_deformers_grp" try: defset = pm.PyNode(defGrp) except pm.MayaNodeError: pm.sets(n=defGrp, em=True) defset = pm.PyNode(defGrp) # Calculate center looking at averagePosition = ((upPos.getPosition(space='world') + lowPos.getPosition(space='world') + inPos.getPosition(space='world') + outPos.getPosition(space='world')) / 4) if side == "R": negate = False offset = offset over_offset = dRadius else: negate = False over_offset = dRadius if side == "R" and sideRange or side == "R" and customCorner: axis = "z-x" # axis = "zx" else: axis = "z-x" t = transform.getTransformLookingAt( bboxCenter, averagePosition, normalVec, axis=axis, negate=negate) over_npo = primitive.addTransform( eye_root, setName("center_lookatRoot"), t) over_ctl = icon.create(over_npo, setName("over_%s" % ctlName), t, icon="square", w=wRadius, d=dRadius, ro=datatypes.Vector(1.57079633, 0, 0), po=datatypes.Vector(0, 0, over_offset), color=4) node.add_controller_tag(over_ctl) attribute.add_mirror_config_channels(over_ctl) attribute.setKeyableAttributes( over_ctl, params=["tx", "ty", "tz", "ro", "rx", "ry", "rz", "sx", "sy", "sz"]) if side == "R": over_npo.attr("rx").set(over_npo.attr("rx").get() * -1) over_npo.attr("ry").set(over_npo.attr("ry").get() + 180) over_npo.attr("sz").set(-1) if len(ctlName.split("_")) == 2 and ctlName.split("_")[-1] == "ghost": pass else: pm.sets(ctlSet, add=over_ctl) center_lookat = primitive.addTransform( over_ctl, setName("center_lookat"), t) # Tracking # Eye aim control t_arrow = transform.getTransformLookingAt(bboxCenter, averagePosition, upPos.getPosition(space='world'), axis="zy", negate=False) radius = abs((localBBox[0][0] - localBBox[1][0]) / 1.7) arrow_npo = primitive.addTransform(eye_root, setName("aim_npo"), t_arrow) arrow_ctl = icon.create(arrow_npo, setName("aim_%s" % ctlName), t_arrow, icon="arrow", w=1, po=datatypes.Vector(0, 0, radius), color=4) if len(ctlName.split("_")) == 2 and ctlName.split("_")[-1] == "ghost": pass else: pm.sets(ctlSet, add=arrow_ctl) attribute.setKeyableAttributes(arrow_ctl, params=["rx", "ry", "rz"]) # tracking custom trigger if side == "R": tt = t_arrow else: tt = t aimTrigger_root = primitive.addTransform( center_lookat, setName("aimTrigger_root"), tt) aimTrigger_lvl = primitive.addTransform( aimTrigger_root, setName("aimTrigger_lvl"), tt) aimTrigger_lvl.attr("tz").set(1.0) aimTrigger_ref = primitive.addTransform( aimTrigger_lvl, setName("aimTrigger_ref"), tt) aimTrigger_ref.attr("tz").set(0.0) # connect trigger with arrow_ctl pm.parentConstraint(arrow_ctl, aimTrigger_ref, mo=True) # Controls lists upControls = [] trackLvl = [] # upper eyelid controls upperCtlNames = ["inCorner", "upInMid", "upMid", "upOutMid", "outCorner"] cvs = upCrv_ctl.getCVs(space="world") if side == "R" and not sideRange: # if side == "R": cvs = [cv for cv in reversed(cvs)] for i, cv in enumerate(cvs): if utils.is_odd(i): color = 14 wd = .5 icon_shape = "circle" params = ["tx", "ty", "tz"] else: color = 4 wd = .7 icon_shape = "square" params = ["tx", "ty", "tz", "ro", "rx", "ry", "rz", "sx", "sy", "sz"] t = transform.setMatrixPosition(t, cvs[i]) npo = primitive.addTransform(center_lookat, setName("%s_npo" % upperCtlNames[i]), t) npoBase = npo if i == 2: # we add an extra level to input the tracking ofset values npo = primitive.addTransform(npo, setName("%s_trk" % upperCtlNames[i]), t) trackLvl.append(npo) ctl = icon.create(npo, setName("%s_%s" % (upperCtlNames[i], ctlName)), t, icon=icon_shape, w=wd, d=wd, ro=datatypes.Vector(1.57079633, 0, 0), po=datatypes.Vector(0, 0, offset), color=color) attribute.add_mirror_config_channels(ctl) node.add_controller_tag(ctl, over_ctl) upControls.append(ctl) if len(ctlName.split("_")) == 2 and ctlName.split("_")[-1] == "ghost": pass else: pm.sets(ctlSet, add=ctl) attribute.setKeyableAttributes(ctl, params) if side == "R": npoBase.attr("ry").set(180) npoBase.attr("sz").set(-1) # adding parent average contrains to odd controls for i, ctl in enumerate(upControls): if utils.is_odd(i): pm.parentConstraint(upControls[i - 1], upControls[i + 1], ctl.getParent(), mo=True) # lower eyelid controls lowControls = [upControls[0]] lowerCtlNames = ["inCorner", "lowInMid", "lowMid", "lowOutMid", "outCorner"] cvs = lowCrv_ctl.getCVs(space="world") if side == "R" and not sideRange: cvs = [cv for cv in reversed(cvs)] for i, cv in enumerate(cvs): # we skip the first and last point since is already in the uper eyelid if i in [0, 4]: continue if utils.is_odd(i): color = 14 wd = .5 icon_shape = "circle" params = ["tx", "ty", "tz"] else: color = 4 wd = .7 icon_shape = "square" params = ["tx", "ty", "tz", "ro", "rx", "ry", "rz", "sx", "sy", "sz"] t = transform.setMatrixPosition(t, cvs[i]) npo = primitive.addTransform(center_lookat, setName("%s_npo" % lowerCtlNames[i]), t) npoBase = npo if i == 2: # we add an extra level to input the tracking ofset values npo = primitive.addTransform(npo, setName("%s_trk" % lowerCtlNames[i]), t) trackLvl.append(npo) ctl = icon.create(npo, setName("%s_%s" % (lowerCtlNames[i], ctlName)), t, icon=icon_shape, w=wd, d=wd, ro=datatypes.Vector(1.57079633, 0, 0), po=datatypes.Vector(0, 0, offset), color=color) attribute.add_mirror_config_channels(ctl) lowControls.append(ctl) if len(ctlName.split("_")) == 2 and ctlName.split("_")[-1] == "ghost": pass else: pm.sets(ctlSet, add=ctl) attribute.setKeyableAttributes(ctl, params) # mirror behaviout on R side controls if side == "R": npoBase.attr("ry").set(180) npoBase.attr("sz").set(-1) for lctl in reversed(lowControls[1:]): node.add_controller_tag(lctl, over_ctl) lowControls.append(upControls[-1]) # adding parent average contrains to odd controls for i, ctl in enumerate(lowControls): if utils.is_odd(i): pm.parentConstraint(lowControls[i - 1], lowControls[i + 1], ctl.getParent(), mo=True) # Connecting control crvs with controls applyop.gear_curvecns_op(upCrv_ctl, upControls) applyop.gear_curvecns_op(lowCrv_ctl, lowControls) # adding wires w1 = pm.wire(upCrv, w=upBlink)[0] w2 = pm.wire(lowCrv, w=lowBlink)[0] w3 = pm.wire(upTarget, w=upCrv_ctl)[0] w4 = pm.wire(lowTarget, w=lowCrv_ctl)[0] # adding blendshapes bs_upBlink = pm.blendShape(upTarget, midTarget, upBlink, n="blendShapeUpBlink") bs_lowBlink = pm.blendShape(lowTarget, midTarget, lowBlink, n="blendShapeLowBlink") bs_mid = pm.blendShape(lowTarget, upTarget, midTarget, n="blendShapeLowBlink") # setting blendshape reverse connections rev_node = pm.createNode("reverse") pm.connectAttr(bs_upBlink[0].attr(midTarget.name()), rev_node + ".inputX") pm.connectAttr(rev_node + ".outputX", bs_upBlink[0].attr(upTarget.name())) rev_node = pm.createNode("reverse") pm.connectAttr(bs_lowBlink[0].attr(midTarget.name()), rev_node + ".inputX") pm.connectAttr(rev_node + ".outputX", bs_lowBlink[0].attr(lowTarget.name())) rev_node = pm.createNode("reverse") pm.connectAttr(bs_mid[0].attr(upTarget.name()), rev_node + ".inputX") pm.connectAttr(rev_node + ".outputX", bs_mid[0].attr(lowTarget.name())) # setting default values bs_mid[0].attr(upTarget.name()).set(blinkH) # joints root jnt_root = primitive.addTransformFromPos( eye_root, setName("joints"), pos=bboxCenter) # head joint if headJnt: try: headJnt = pm.PyNode(headJnt) jnt_base = headJnt except pm.MayaNodeError: pm.displayWarning( "Aborted can not find %s " % headJnt) return else: # Eye root jnt_base = jnt_root eyeTargets_root = primitive.addTransform(eye_root, setName("targets")) eyeCenter_jnt = rigbits.addJnt(arrow_ctl, jnt_base, grp=defset, jntName=setName("center_jnt")) # Upper Eyelid joints ################################################## cvs = upCrv.getCVs(space="world") upCrv_info = node.createCurveInfoNode(upCrv) # aim constrain targets and joints upperEyelid_aimTargets = [] upperEyelid_jnt = [] upperEyelid_jntRoot = [] for i, cv in enumerate(cvs): # aim targets trn = primitive.addTransformFromPos(eyeTargets_root, setName("upEyelid_aimTarget", i), pos=cv) upperEyelid_aimTargets.append(trn) # connecting positions with crv pm.connectAttr(upCrv_info + ".controlPoints[%s]" % str(i), trn.attr("translate")) # joints jntRoot = primitive.addJointFromPos(jnt_root, setName("upEyelid_jnt_base", i), pos=bboxCenter) jntRoot.attr("radius").set(.08) jntRoot.attr("visibility").set(False) upperEyelid_jntRoot.append(jntRoot) applyop.aimCns(jntRoot, trn, axis="zy", wupObject=jnt_root) jnt_ref = primitive.addJointFromPos(jntRoot, setName("upEyelid_jnt_ref", i), pos=cv) jnt_ref.attr("radius").set(.08) jnt_ref.attr("visibility").set(False) jnt = rigbits.addJnt(jnt_ref, jnt_base, grp=defset, jntName=setName("upEyelid_jnt", i)) upperEyelid_jnt.append(jnt) # Lower Eyelid joints ################################################## cvs = lowCrv.getCVs(space="world") lowCrv_info = node.createCurveInfoNode(lowCrv) # aim constrain targets and joints lowerEyelid_aimTargets = [] lowerEyelid_jnt = [] lowerEyelid_jntRoot = [] for i, cv in enumerate(cvs): if i in [0, len(cvs) - 1]: continue # aim targets trn = primitive.addTransformFromPos(eyeTargets_root, setName("lowEyelid_aimTarget", i), pos=cv) lowerEyelid_aimTargets.append(trn) # connecting positions with crv pm.connectAttr(lowCrv_info + ".controlPoints[%s]" % str(i), trn.attr("translate")) # joints jntRoot = primitive.addJointFromPos(jnt_root, setName("lowEyelid_base", i), pos=bboxCenter) jntRoot.attr("radius").set(.08) jntRoot.attr("visibility").set(False) lowerEyelid_jntRoot.append(jntRoot) applyop.aimCns(jntRoot, trn, axis="zy", wupObject=jnt_root) jnt_ref = primitive.addJointFromPos(jntRoot, setName("lowEyelid_jnt_ref", i), pos=cv) jnt_ref.attr("radius").set(.08) jnt_ref.attr("visibility").set(False) jnt = rigbits.addJnt(jnt_ref, jnt_base, grp=defset, jntName=setName("lowEyelid_jnt", i)) lowerEyelid_jnt.append(jnt) # Channels # Adding and connecting attributes for the blink up_ctl = upControls[2] blink_att = attribute.addAttribute( over_ctl, "blink", "float", 0, minValue=0, maxValue=1) blinkMult_att = attribute.addAttribute( over_ctl, "blinkMult", "float", 1, minValue=1, maxValue=2) midBlinkH_att = attribute.addAttribute( over_ctl, "blinkHeight", "float", blinkH, minValue=0, maxValue=1) mult_node = node.createMulNode(blink_att, blinkMult_att) pm.connectAttr(mult_node + ".outputX", bs_upBlink[0].attr(midTarget.name())) pm.connectAttr(mult_node + ".outputX", bs_lowBlink[0].attr(midTarget.name())) pm.connectAttr(midBlinkH_att, bs_mid[0].attr(upTarget.name())) low_ctl = lowControls[2] # Adding channels for eye tracking upVTracking_att = attribute.addAttribute(up_ctl, "vTracking", "float", .02, minValue=0, maxValue=1, keyable=False, channelBox=True) upHTracking_att = attribute.addAttribute(up_ctl, "hTracking", "float", .01, minValue=0, maxValue=1, keyable=False, channelBox=True) lowVTracking_att = attribute.addAttribute(low_ctl, "vTracking", "float", .01, minValue=0, maxValue=1, keyable=False, channelBox=True) lowHTracking_att = attribute.addAttribute(low_ctl, "hTracking", "float", .01, minValue=0, maxValue=1, keyable=False, channelBox=True) mult_node = node.createMulNode(upVTracking_att, aimTrigger_ref.attr("ty")) pm.connectAttr(mult_node + ".outputX", trackLvl[0].attr("ty")) mult_node = node.createMulNode(upHTracking_att, aimTrigger_ref.attr("tx")) pm.connectAttr(mult_node + ".outputX", trackLvl[0].attr("tx")) mult_node = node.createMulNode(lowVTracking_att, aimTrigger_ref.attr("ty")) pm.connectAttr(mult_node + ".outputX", trackLvl[1].attr("ty")) mult_node = node.createMulNode(lowHTracking_att, aimTrigger_ref.attr("tx")) pm.connectAttr(mult_node + ".outputX", trackLvl[1].attr("tx")) # Tension on blink node.createReverseNode(blink_att, w1.scale[0]) node.createReverseNode(blink_att, w3.scale[0]) node.createReverseNode(blink_att, w2.scale[0]) node.createReverseNode(blink_att, w4.scale[0]) ########################################### # Reparenting ########################################### if parent: try: if isinstance(parent, basestring): parent = pm.PyNode(parent) parent.addChild(eye_root) except pm.MayaNodeError: pm.displayWarning("The eye rig can not be parent to: %s. Maybe " "this object doesn't exist." % parent) ########################################### # Auto Skinning ########################################### if doSkin: # eyelid vertex rows totalLoops = rigidLoops + falloffLoops vertexLoopList = meshNavigation.getConcentricVertexLoop(vertexList, totalLoops) vertexRowList = meshNavigation.getVertexRowsFromLoops(vertexLoopList) # we set the first value 100% for the first initial loop skinPercList = [1.0] # we expect to have a regular grid topology for r in range(rigidLoops): for rr in range(2): skinPercList.append(1.0) increment = 1.0 / float(falloffLoops) # we invert to smooth out from 100 to 0 inv = 1.0 - increment for r in range(falloffLoops): for rr in range(2): if inv < 0.0: inv = 0.0 skinPercList.append(inv) inv -= increment # this loop add an extra 0.0 indices to avoid errors for r in range(10): for rr in range(2): skinPercList.append(0.0) # base skin geo = pm.listRelatives(edgeLoopList[0], parent=True)[0] # Check if the object has a skinCluster objName = pm.listRelatives(geo, parent=True)[0] skinCluster = skin.getSkinCluster(objName) if not skinCluster: skinCluster = pm.skinCluster(headJnt, geo, tsb=True, nw=2, n='skinClsEyelid') eyelidJoints = upperEyelid_jnt + lowerEyelid_jnt pm.progressWindow(title='Auto skinning process', progress=0, max=len(eyelidJoints)) firstBoundary = False for jnt in eyelidJoints: pm.progressWindow(e=True, step=1, status='\nSkinning %s' % jnt) skinCluster.addInfluence(jnt, weight=0) v = meshNavigation.getClosestVertexFromTransform(geo, jnt) for row in vertexRowList: if v in row: it = 0 # iterator inc = 1 # increment for i, rv in enumerate(row): try: perc = skinPercList[it] t_val = [(jnt, perc), (headJnt, 1.0 - perc)] pm.skinPercent(skinCluster, rv, transformValue=t_val) if rv.isOnBoundary(): # we need to compare with the first boundary # to check if the row have inverted direction # and offset the value if not firstBoundary: firstBoundary = True firstBoundaryValue = it else: if it < firstBoundaryValue: it -= 1 elif it > firstBoundaryValue: it += 1 inc = 2 except IndexError: continue it = it + inc pm.progressWindow(e=True, endProgress=True) # Eye Mesh skinning skinCluster = skin.getSkinCluster(eyeMesh) if not skinCluster: skinCluster = pm.skinCluster(eyeCenter_jnt, eyeMesh, tsb=True, nw=1, n='skinClsEye')
def addOperators(self): # Visibilities ------------------------------------- # fk fkvis_node = nod.createReverseNode(self.blend_att) for shp in self.fk0_ctl.getShapes(): connectAttr(fkvis_node+".outputX", shp.attr("visibility")) for shp in self.fk1_ctl.getShapes(): connectAttr(fkvis_node+".outputX", shp.attr("visibility")) for shp in self.fk2_ctl.getShapes(): connectAttr(fkvis_node+".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): connectAttr(self.blend_att, shp.attr("visibility")) # IK Solver ----------------------------------------- out = [self.bone0, self.bone1, self.ctrn_loc, self.eff_loc] node = aop.gear_ikfk2bone_op(out, self.root, self.ik_ref, self.upv_ctl, self.fk_ctl[0], self.fk_ctl[1], self.fk_ref, self.length0, self.length1, self.negate) connectAttr(self.blend_att, node+".blend") connectAttr(self.roll_att, node+".roll") connectAttr(self.scale_att, node+".scaleA") connectAttr(self.scale_att, node+".scaleB") connectAttr(self.maxstretch_att, node+".maxstretch") connectAttr(self.slide_att, node+".slide") connectAttr(self.softness_att, node+".softness") connectAttr(self.reverse_att, node+".reverse") # Twist references --------------------------------- pointConstraint(self.root, self.tws0_loc, maintainOffset=True) aop.aimCns(self.tws0_loc, self.mid_ctl, self.n_sign+"xz", 2, [0,1,0], self.root, False) pointConstraint(self.mid_ctl, self.tws1_loc, maintainOffset=False) scaleConstraint(self.mid_ctl, self.tws1_loc, maintainOffset=False) orientConstraint(self.mid_ctl, self.tws1_rot, maintainOffset=False) pointConstraint(self.eff_loc, self.tws2_loc, maintainOffset=False) scaleConstraint(self.eff_loc, self.tws2_loc, maintainOffset=False) orientConstraint(self.bone1, self.tws2_loc, maintainOffset=False) # orientConstraint(self.eff_loc, self.tws2_rot, maintainOffset=False) node = aop.gear_mulmatrix_op(self.eff_loc.attr("worldMatrix"), self.tws2_rot.attr("parentInverseMatrix")) dm_node = createNode("decomposeMatrix") connectAttr(node+".output", dm_node+".inputMatrix") connectAttr(dm_node+".outputRotate", self.tws2_rot+".rotate") # att.setRotOrder(self.tws2_rot, "YZX") self.tws0_loc.setAttr("sx", .001) self.tws2_loc.setAttr("sx", .001) add_node = nod.createAddNode(self.roundness_att, .001) connectAttr(add_node+".output", self.tws1_rot.attr("sx")) # Volume ------------------------------------------- distA_node = nod.createDistNode(self.tws0_loc, self.tws1_loc) distB_node = nod.createDistNode(self.tws1_loc, self.tws2_loc) add_node = nod.createAddNode(distA_node+".distance", distB_node+".distance") div_node = nod.createDivNode(add_node+".output", self.root.attr("sx")) self.volDriver_att = div_node+".outputX" # Divisions ---------------------------------------- # at 0 or 1 the division will follow exactly the rotation of the controler.. and we wont have this nice tangent + roll for i, div_cns in enumerate(self.div_cns): if i < (self.settings["div0"]+1): perc = i*.5 / (self.settings["div0"]+1.0) else: perc = .5 + (i-self.settings["div0"]-1.0)*.5 / (self.settings["div1"]+1.0) perc = max(.001, min(.999, perc)) # Roll if self.negate: node = aop.gear_rollsplinekine_op(div_cns, [self.tws2_rot, self.tws1_rot, self.tws0_rot], 1-perc) else: node = aop.gear_rollsplinekine_op(div_cns, [self.tws0_rot, self.tws1_rot, self.tws2_rot], perc) connectAttr(self.resample_att, node+".resample") connectAttr(self.absolute_att, node+".absolute") # Squash n Stretch node = aop.gear_squashstretch2_op(div_cns, None, getAttr(self.volDriver_att), "x") connectAttr(self.volume_att, node+".blend") connectAttr(self.volDriver_att, node+".driver") connectAttr(self.st_att[i], node+".stretch") connectAttr(self.sq_att[i], node+".squash") return
def addOperators(self): # Visibilities ------------------------------------- if self.isFkIk: # fk fkvis_node = nod.createReverseNode(self.blend_att) for fk_ctl in self.fk_ctl: for shp in fk_ctl.getShapes(): pm.connectAttr(fkvis_node+".outputX", shp.attr("visibility")) # ik for shp in self.upv_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ikcns_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) for shp in self.ik_ctl.getShapes(): pm.connectAttr(self.blend_att, shp.attr("visibility")) # IK Chain ----------------------------------------- if self.isIk: self.ikh = pri.addIkHandle(self.root, self.getName("ikh"), self.chain) self.ikh.attr("visibility").set(False) #Constraint and up vector pm.pointConstraint(self.ik_ctl, self.ikh, maintainOffset=False) pm.poleVectorConstraint(self.upv_ctl, self.ikh) # TwistTest if [round(elem, 4) for elem in tra.getTranslation(self.chain[1])] != [round(elem, 4) for elem in self.guide.apos[1]]: add_nodeTwist = nod.createAddNode(180.0, self.roll_att) pm.connectAttr(add_nodeTwist+".output", self.ikh.attr("twist")) else: pm.connectAttr(self.roll_att, self.ikh.attr("twist")) # Chain of deformers ------------------------------- for i, loc in enumerate(self.loc): if self.settings["mode"] == 0: # fk only pm.parentConstraint(self.fk_ctl[i], loc, maintainOffset=False) pm.connectAttr(self.fk_ctl[i]+".scale", loc+".scale") elif self.settings["mode"] == 1: # ik only pm.parentConstraint( self.chain[i], loc, maintainOffset=False) elif self.settings["mode"] == 2: # fk/ik rev_node = nod.createReverseNode(self.blend_att) # orientation cns = pm.parentConstraint(self.fk_ctl[i], self.chain[i], loc, maintainOffset=False) weight_att = pm.parentConstraint(cns, query=True, weightAliasList=True) pm.connectAttr(rev_node+".outputX", weight_att[0]) pm.connectAttr(self.blend_att, weight_att[1]) #scaling blend_node = pm.createNode("blendColors") pm.connectAttr(self.chain[i].attr("scale"), blend_node+".color1") pm.connectAttr(self.fk_ctl[i].attr("scale"), blend_node+".color2") pm.connectAttr(self.blend_att, blend_node+".blender") pm.connectAttr(blend_node+".output", loc+".scale")