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authorDalai Felinto <dfelinto@gmail.com>2018-10-23 23:11:13 +0300
committerDalai Felinto <dfelinto@gmail.com>2018-10-23 23:12:43 +0300
commit7a3d1e3ffd8b1166a01acbbe0fa5c204098f0fb1 (patch)
tree74dafbb716bfc7b3f92459690563c41fc6e65ea2
parentea1c120920d1d7ddc9357d199d8d60ce423ec980 (diff)
Rigify: Fix collections/layers
Now all the widget elements are in the Widgets collection. And the collection is hidden for the viewport. There is one thing still not fully working, but it is a bug in Blender I believe. Basically not all the custom bones are shown until you go to an object that has its mesh and toggle in and out of edit mode.
-rw-r--r--rigify/generate.py36
-rw-r--r--rigify/legacy/generate.py12
-rw-r--r--rigify/legacy/rigs/pitchipoy/super_widgets.py1
-rw-r--r--rigify/legacy/utils.py41
-rw-r--r--rigify/rigs/widgets.py1
-rw-r--r--rigify/utils.py41
6 files changed, 96 insertions, 36 deletions
diff --git a/rigify/generate.py b/rigify/generate.py
index 9d0d6051..948ece11 100644
--- a/rigify/generate.py
+++ b/rigify/generate.py
@@ -29,6 +29,7 @@ from .utils import MetarigError, new_bone, get_rig_type
from .utils import ORG_PREFIX, MCH_PREFIX, DEF_PREFIX, WGT_PREFIX, ROOT_NAME, make_original_name
from .utils import RIG_DIR
from .utils import create_root_widget
+from .utils import ensure_widget_collection
from .utils import random_id
from .utils import copy_attributes
from .utils import gamma_correct
@@ -40,7 +41,6 @@ ORG_LAYER = [n == 31 for n in range(0, 32)] # Armature layer that original bone
MCH_LAYER = [n == 30 for n in range(0, 32)] # Armature layer that mechanism bones should be moved to.
DEF_LAYER = [n == 29 for n in range(0, 32)] # Armature layer that deformation bones should be moved to.
ROOT_LAYER = [n == 28 for n in range(0, 32)] # Armature layer that root bone should be moved to.
-WGT_LAYERS = [x == 19 for x in range(0, 20)] # Widgets go on the last scene layer.
class Timer:
@@ -73,8 +73,10 @@ def generate_rig(context, metarig):
scene = context.scene
view_layer = context.view_layer
- collection = scene.collection
+ collection = context.collection
+ layer_collection = context.layer_collection
id_store = context.window_manager
+
#------------------------------------------
# Create/find the rig object and set it up
@@ -122,21 +124,9 @@ def generate_rig(context, metarig):
wgts_group_name = "WGTS_" + (rig_old_name or obj.name)
if wgts_group_name in scene.objects and id_store.rigify_force_widget_update:
bpy.ops.object.select_all(action='DESELECT')
- # TODO handle collections visibility WGT_LAYERS
- """
- for i, lyr in enumerate(WGT_LAYERS):
- if lyr:
- context.scene.layers[i] = True
- """
for wgt in bpy.data.objects[wgts_group_name].children:
wgt.select_set('SELECT')
bpy.ops.object.delete(use_global=False)
- # TODO handle collections visibility WGT_LAYERS
- """
- for i, lyr in enumerate(WGT_LAYERS):
- if lyr:
- context.scene.layers[i] = False
- """
if rig_old_name:
bpy.data.objects[wgts_group_name].name = "WGTS_" + obj.name
@@ -311,7 +301,8 @@ def generate_rig(context, metarig):
rna_idprop_ui_prop_get(obj.data, "rig_id", create=True)
obj.data["rig_id"] = rig_id
- t.tick("Create root bone: ")
+ # Create/find widge collection
+ widget_collection = ensure_widget_collection(context)
# Create Group widget
# wgts_group_name = "WGTS"
@@ -321,22 +312,14 @@ def generate_rig(context, metarig):
bpy.data.objects.remove(bpy.data.objects[wgts_group_name])
mesh = bpy.data.meshes.new(wgts_group_name)
wgts_obj = bpy.data.objects.new(wgts_group_name, mesh)
- collection.objects.link(wgts_obj)
- # TODO MOVE objects to all WGT_LAYERS collection
- #wgts_obj.layers = WGT_LAYERS
+ widget_collection.objects.link(wgts_obj)
t.tick("Create main WGTS: ")
#
# if id_store.rigify_generate_mode == 'new':
# bpy.ops.object.select_all(action='DESELECT')
# for wgt in bpy.data.objects[wgts_group_name].children:
# wgt.select_set('SELECT')
- # for i, lyr in enumerate(WGT_LAYERS):
- # if lyr:
- # context.scene.layers[i] = True
# bpy.ops.object.make_single_user(obdata=True)
- # for i, lyr in enumerate(WGT_LAYERS):
- # if lyr:
- # context.scene.layers[i] = False
#----------------------------------
try:
@@ -536,6 +519,11 @@ def generate_rig(context, metarig):
child.parent_bone = sub_parent
child.matrix_world = mat
+ #----------------------------------
+ # Restore active collection
+ view_layer.collections.active = layer_collection
+
+
def create_selection_sets(obj, metarig):
# Check if selection sets addon is installed
diff --git a/rigify/legacy/generate.py b/rigify/legacy/generate.py
index 4cc725b1..9a39e333 100644
--- a/rigify/legacy/generate.py
+++ b/rigify/legacy/generate.py
@@ -28,7 +28,7 @@ from rna_prop_ui import rna_idprop_ui_prop_get
from .utils import MetarigError, new_bone, get_rig_type
from .utils import ORG_PREFIX, MCH_PREFIX, DEF_PREFIX, WGT_PREFIX, ROOT_NAME, make_original_name
from .utils import RIG_DIR
-from .utils import create_root_widget
+from .utils import create_root_widget, ensure_widget_collection
from .utils import random_id
from .utils import copy_attributes
from .rig_ui_template import UI_SLIDERS, layers_ui, UI_REGISTER
@@ -73,6 +73,7 @@ def generate_rig(context, metarig):
scene = context.scene
view_layer = context.view_layer
collection = scene.collection
+ layer_collection = context.layer_collection
#------------------------------------------
# Create/find the rig object and set it up
@@ -355,7 +356,10 @@ def generate_rig(context, metarig):
if obj.data.bones[bone].name.startswith(DEF_PREFIX):
obj.data.bones[bone].layers = DEF_LAYER
- # Create root bone widget
+ # Create/find widge collection
+ ensure_widget_collection(context)
+
+ # Create root bone widget
create_root_widget(obj, "root")
# Assign shapes to bones
@@ -429,6 +433,10 @@ def generate_rig(context, metarig):
metarig.data.pose_position = rest_backup
obj.data.pose_position = 'POSE'
+ #----------------------------------
+ # Restore active collection
+ view_layer.collections.active = layer_collection
+
def get_bone_rigs(obj, bone_name, halt_on_missing=False):
""" Fetch all the rigs specified on a bone.
diff --git a/rigify/legacy/rigs/pitchipoy/super_widgets.py b/rigify/legacy/rigs/pitchipoy/super_widgets.py
index 72384a7c..f442c590 100644
--- a/rigify/legacy/rigs/pitchipoy/super_widgets.py
+++ b/rigify/legacy/rigs/pitchipoy/super_widgets.py
@@ -3,7 +3,6 @@ import importlib
import importlib
from ...utils import create_widget
-WGT_LAYERS = [x == 19 for x in range(0, 20)] # Widgets go on the last scene layer.
MODULE_NAME = "super_widgets" # Windows/Mac blender is weird, so __package__ doesn't work
diff --git a/rigify/legacy/utils.py b/rigify/legacy/utils.py
index f70a9967..0f3a092e 100644
--- a/rigify/legacy/utils.py
+++ b/rigify/legacy/utils.py
@@ -36,8 +36,6 @@ DEF_PREFIX = "DEF-" # Prefix of deformation bones.
WGT_PREFIX = "WGT-" # Prefix for widget objects
ROOT_NAME = "root" # Name of the root bone.
-WGT_LAYERS = [x == 19 for x in range(0, 20)] # Widgets go on the last scene layer.
-
MODULE_NAME = "rigify" # Windows/Mac blender is weird, so __package__ doesn't work
@@ -397,6 +395,7 @@ def create_widget(rig, bone_name, bone_transform_name=None):
obj_name = WGT_PREFIX + bone_name
scene = bpy.context.scene
+ collection = bpy.context.collection
# Check if it already exists in the scene
if obj_name in scene.objects:
@@ -420,8 +419,6 @@ def create_widget(rig, bone_name, bone_transform_name=None):
# Move object to bone position and set layers
obj_to_bone(obj, rig, bone_transform_name)
- # TODO move colleciton to all the WGT_LAYERS collections
- # obj.layers = WGT_LAYERS
return obj
@@ -938,3 +935,39 @@ def random_id(length=8):
text += random.choice(chars)
text += str(hex(int(time.time())))[2:][-tlength:].rjust(tlength, '0')[::-1]
return text
+
+
+def get_layer_collection_from_collection(children, collection):
+ for layer_collection in children:
+ if collection == layer_collection.collection:
+ return layer_collection
+
+ # go recursive
+ layer_collection = get_layer_collection_from_collection(layer_collection.children, collection)
+ if layer_collection:
+ return layer_collection
+
+
+def ensure_widget_collection(context):
+ wgts_collection_name = "Widgets"
+
+ view_layer = context.view_layer
+ layer_collection = bpy.context.layer_collection
+ collection = layer_collection.collection
+
+ widget_collection = bpy.data.collections.get(wgts_collection_name)
+ if not widget_collection:
+ # ------------------------------------------
+ # Create the widget collection
+ widget_collection = bpy.data.collections.new(wgts_collection_name)
+ widget_collection.hide_viewport = True
+ widget_collection.hide_render = True
+
+ collection.children.link(widget_collection)
+ widget_layer_collection = [c for c in layer_collection.children if c.collection == widget_collection][0]
+ else:
+ widget_layer_collection = get_layer_collection_from_collection(view_layer.collections, widget_collection)
+
+ # Make the widget the active collection for the upcoming added (widget) objects
+ view_layer.collections.active = widget_layer_collection
+ return widget_collection
diff --git a/rigify/rigs/widgets.py b/rigify/rigs/widgets.py
index 8461d82a..aebe7139 100644
--- a/rigify/rigs/widgets.py
+++ b/rigify/rigs/widgets.py
@@ -4,7 +4,6 @@ import importlib
from mathutils import Matrix
from ..utils import create_widget
-WGT_LAYERS = [x == 19 for x in range(0, 20)] # Widgets go on the last scene layer.
MODULE_NAME = "super_widgets" # Windows/Mac blender is weird, so __package__ doesn't work
diff --git a/rigify/utils.py b/rigify/utils.py
index 2d5ac3f5..23596b3c 100644
--- a/rigify/utils.py
+++ b/rigify/utils.py
@@ -38,8 +38,6 @@ DEF_PREFIX = "DEF-" # Prefix of deformation bones.
WGT_PREFIX = "WGT-" # Prefix for widget objects
ROOT_NAME = "root" # Name of the root bone.
-WGT_LAYERS = [x == 19 for x in range(0, 20)] # Widgets go on the last scene layer.
-
MODULE_NAME = "rigify" # Windows/Mac blender is weird, so __package__ doesn't work
outdated_types = {"pitchipoy.limbs.super_limb": "limbs.super_limb",
@@ -440,7 +438,7 @@ def create_widget(rig, bone_name, bone_transform_name=None):
obj_name = WGT_PREFIX + rig.name + '_' + bone_name
scene = bpy.context.scene
- collection = scene.collection #TODO WGT_LAYERS
+ collection = bpy.context.collection
id_store = bpy.context.window_manager
# Check if it already exists in the scene
@@ -468,7 +466,6 @@ def create_widget(rig, bone_name, bone_transform_name=None):
wgts_group_name = 'WGTS_' + rig.name
if wgts_group_name in bpy.data.objects.keys():
obj.parent = bpy.data.objects[wgts_group_name]
- #obj.layers = WGT_LAYERS #TODO WGT_LAYERS
return obj
@@ -1263,3 +1260,39 @@ def overwrite_prop_animation(rig, bone, prop_name, value, frames):
for kp in curve.keyframe_points:
if kp.co[0] in frames:
kp.co[1] = value
+
+
+def get_layer_collection_from_collection(children, collection):
+ for layer_collection in children:
+ if collection == layer_collection.collection:
+ return layer_collection
+
+ # go recursive
+ layer_collection = get_layer_collection_from_collection(layer_collection.children, collection)
+ if layer_collection:
+ return layer_collection
+
+
+def ensure_widget_collection(context):
+ wgts_collection_name = "Widgets"
+
+ view_layer = context.view_layer
+ layer_collection = bpy.context.layer_collection
+ collection = layer_collection.collection
+
+ widget_collection = bpy.data.collections.get(wgts_collection_name)
+ if not widget_collection:
+ # ------------------------------------------
+ # Create the widget collection
+ widget_collection = bpy.data.collections.new(wgts_collection_name)
+ widget_collection.hide_viewport = True
+ widget_collection.hide_render = True
+
+ collection.children.link(widget_collection)
+ widget_layer_collection = [c for c in layer_collection.children if c.collection == widget_collection][0]
+ else:
+ widget_layer_collection = get_layer_collection_from_collection(view_layer.collections, widget_collection)
+
+ # Make the widget the active collection for the upcoming added (widget) objects
+ view_layer.collections.active = widget_layer_collection
+ return widget_collection