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authorLucio Rossi <lucio.rossi75@gmail.com>2017-06-10 15:29:54 +0300
committerLucio Rossi <lucio.rossi75@gmail.com>2017-06-10 15:30:36 +0300
commitc60d7e325716a308a7663428df5b5be04ef0d6cc (patch)
tree5ce37541833854fa0abaf21a52bb0e9e0b4ca203
parent8d5d983116b19b9f84230b387e59b735a758b226 (diff)
Rigify 0.5 advanced generation options, fixes and improvements. removed CREDITS and README files
-rw-r--r--rigify/CREDITS32
-rw-r--r--rigify/README250
-rw-r--r--rigify/__init__.py26
-rw-r--r--rigify/generate.py70
-rw-r--r--rigify/ui.py29
-rw-r--r--rigify/utils.py8
6 files changed, 107 insertions, 308 deletions
diff --git a/rigify/CREDITS b/rigify/CREDITS
deleted file mode 100644
index 38f6de46..00000000
--- a/rigify/CREDITS
+++ /dev/null
@@ -1,32 +0,0 @@
-A big thank you to all the people listed here for supporting Rigify.
-
-Original prototyping and development, and Python API support:
-- Campbell Barton
-
-Development:
-- PitchiPoy Animation Productions
-- Kfir Merlaub
-- Tamir Lousky
-
-General financial support:
-- Benjamin Tolputt
-- Nesterenko Viktoriya
-- Jeff Hogan
-- PitchiPoy Animation Productions
-
-IK/FK snapping financial support:
-- Benjamin Tolputt
-- Nesterenko Viktoriya
-- Leslie Chih
-- Isaac Ah-Loe
-- Casey "TheLorax" Jones
-
-### Rigify Version 0.5 ###
-Development:
-- Lucio Rossi
-
-Design:
-- Ivan Cappiello
-
-General financial support:
-- Mad Entertainment Animation \ No newline at end of file
diff --git a/rigify/README b/rigify/README
deleted file mode 100644
index f8cb7656..00000000
--- a/rigify/README
+++ /dev/null
@@ -1,250 +0,0 @@
-INTRODUCTION
-------------
-Rigify is an auto-rigging system based on a "building blocks" paradigm. The
-user can create a rig by putting together any combination of rig types, in any
-configuration that they want.
-
-A rig type is something like "biped arm" or "spine" or "finger".
-
-The input to the Rigify system is something called a "metarig". It is an
-armature that contains data about how to construct the rig. In particular, it
-contains bones in the basic configuration of the rig, with some bones tagged
-to indicate the rig type.
-
-For example, a metarig might contain a chain of three bones, the root-most of
-which is tagged as being a biped arm. When given as input to Rigify, Rigify
-will then generate a fully-featured biped arm rig in the same position and
-proportions as the 3-bone chain.
-
-One could also have another chain of bones, the root-most of which is tagged as
-being a spine. And the root-most bone of the arm chain could be the child of
-any of those spine bones. Then the rig that Rigify generates would be a
-spine rig with an arm rig attached to it.
-
-
-THE GUTS OF RIGIFY, SUMMARIZED
-------------------------------
-The concept behind rigify is fairly simple. It recieves an armature as input
-with some of the bones tagged as being certain rig types (arm, leg, etc.)
-
-When Rigify recieves that armature as input, the first thing it does is
-duplicate the armature. From here on out, the original armature is totally
-ignored. Only the duplicate is used. And this duplicate armature object will
-become the generated rig.
-
-Rigify next prepends "ORG-" to all of the bones. These are the "original"
-bones of the metarig, and they are used as the glue between rig types, as I
-will explain later.
-
-Rigify then generates the rig in two passes. The first pass is the
-"information gathering" stage.
-
-The information gathering stage doesn't modify the armature at all. It simply
-gathers information about it. Or, rather, it lets the rig types gather
-information about it.
-It traverses the bones in a root-most to leaf-most order, and whenever it
-stumbles upon a bone that has a rig type tagged on it, it creates a rig-type
-python object (rig types will be explained further down) for that rig type,
-and executes the resulting python object's information gathering code.
-
-At the end of the information gathering stage, Rigify has a collection of
-python objects, each of which know all the information they need to generate
-their own bit of the rig.
-
-The next stage is the rig generation stage. This part is pretty simple. All
-Rigify does is it loops over all of the rig-type python objects that it created
-in the previous stage (also in root-most to leaf-most order), and executes
-their rig-generate code. All of the actual rig generation happens in the
-rig-type python objects.
-
-And that's pretty much it. As you can see, most of the important code is
-actually in the rig types themselves, not in Rigify. Rigify is pretty sparse
-when it comes right down to it.
-
-There is one final stage to rig generation. Rigify checks all of the bones
-for "DEF-", "MCH-", and "ORG-" prefixes, and moves those bones to their own
-layers. It also sets all of the "DEF-" bones to deform, and sets all other
-bones to _not_ deform. And finally, it looks for any bone that does not have
-a parent, and sets the root bone (which Rigify creates) as their parent.
-
-
-THE GUTS OF A RIG TYPE, BASIC
------------------------------
-A rig type is simply a python module containing a class named "Rig", and some
-optional module functions. The Rig class has only two methods:
-__init__() and generate()
-
-__init__() is the "information gathering" code for the rig type. When Rigify
-loops through the bones and finds a tagged bone, it will create a python
-object from the Rig class, executing this method.
-In addition to the default "self" parameter, __init__() needs to take the
-armature object, the name of the bone that was tagged, and a parameters object.
-
-A proper rig-type __init__() will look like this:
-
- def __init__(self, obj, bone_name, params):
- # code goes here
-
-At the bare minimum, you are going to want to store the object and bone name
-in the rig type object for later reference in the generate() method. So:
-
- def __init__(self, obj, bone_name, params):
- self.obj = obj
- self.org_bone = bone_name
-
-Most rig types involve more than just that one bone, though, so you will also
-want to store the names of any other relevant bones. For example, maybe the
-parent of the tagged bone is important to the rig type:
-
- def __init__(self, obj, bone_name, params):
- self.obj = obj
- self.org_bone = bone_name
- self.org_parent = obj.data.bones[bone_name].parent.name
-
-It is important that you store the _names_ of the bones, and not direct
-references. Due to the inner workings of Blender's armature system, direct
-edit-bone and pose-bone references are lost when flipping in and out of
-armature edit mode. (Arg...)
-
-Remember that it is critical that the information-gathering method does _not_
-modify the armature in any way. This way all of the rig type's info-gathering
-methods can execute on a clean armature. Many rig types depend on traversing
-parent-child relationships to figure out what bones are relevant to them, for
-example.
-
-
-Next is the generate() method. This is the method that Rigify calls to
-actually generate the rig. It takes the form:
-
- def generate(self):
- # code goes here
-
-It doesn't take any parameters beyond "self". So you have to store any
-information you need with the __init__() method.
-
-generate() pretty much has free reign to do whatever it wants, with the exception
-of two simple rules:
-1. Other than the "ORG-" bones, do not touch anything that is not created by
-the rig type (this prevents rig types from messing each other up).
-2. Even with "ORG-" bones, the only thing you are allowed to do is add children
-and add constraints. Do not rename them, do not remove children or
-constraints, and especially do not change their parents. (Adding constraints
-and adding children are encouraged, though. ;-)) This is because the "ORG-"
-bones are the glue that holds everything together, and changing them beyond
-adding children/constraints ruins the glue, so to speak.
-
-In short: with the exception of adding children/constraints to "ORG-"
-bones, only mess with things that you yourself create.
-
-It is also generally a good idea (though not strictly required) that the rig
-type add constraints to the "ORG-" bones it was generated from so that the
-"ORG-" bones move with the animation controls.
-For example, if I make a simple arm rig type, the controls that the animator
-uses should also move the "ORG-" bones. That way, any other rig-types that are
-children of those "ORG-" bones will move along with them. For example, any
-fingers on the end of the arm.
-
-Also, any bones that the animator should not directly animate with should have
-their names prefixed with "DEF-" or "MCH-". The former if it is a bone that
-is intended to deform the mesh, the latter if it is not.
-It should be obvious, then, that a bone cannot be both an animation control and
-a deforming bone in Rigify. This is on purpose.
-
-Also note that there are convenience functions in utils.py for prepending
-"DEF-" and "MCH-" to bone names: deformer() and mch()
-There is also a convenience function for stripping "ORG-" from a bone name:
-strip_org()
-Which is useful for removing "ORG-" from bones you create by duplicating
-the "ORG-" bones.
-I recommend you use these functions instead of manually adding/stripping
-these prefixes. That way if the prefixes are changed, it can be changed in
-one place (those functions) and all the rig types will still work.
-
-
-THE GUTS OF A RIG TYPE, ADVANCED
---------------------------------
-If you look at any of the rig types included with Rigify, you'll note that they
-have several functions outside of the Rig class.
-THESE ADDITIONAL FUNCTIONS ARE _NOT_ REQUIRED for a rig type to function. But
-they can add some nifty functionality to your rig.
-
-Here are the additional functions relevant to Rigify, with brief decriptions of
-what they are for:
-
-
-RIG PARAMETERS
---------------
-For many rig types, it is handy for the user to be able to tweak how they are
-generated. For example, the included biped arm rig allows the user to specify
-the axis of rotation for the elbow.
-
-There are two functions necessary to give a rig type user-tweakable parameters:
-add_parameters()
-parameters_ui()
-
-add_parameters() takes an IDPropertyGroup as input, and adds its parameters
-to that group as RNA properties. For example:
-
- def add_parameters(params):
- params.toggle_param = bpy.props.BoolProperty(name="Test toggle:", default=False, description="Just a test, not really used for anything.")
-
-parameters_ui() recieves a Blender UILayout object and an IDPropertyGroup
-containing the parameters added by add_parameters(). It creates a GUI in the
-UILayout for the user to tweak those parameters. For example:
-
- def parameters_ui(layout, params):
- r = layout.row()
- r.prop(params, "toggle_param")
-
-
-SAMPLE METARIG
---------------
-It is a good idea for all rig types to have a sample metarig that the user can
-add to their own metarig. This is what the create_sample() function is for.
-
-create_sample() takes the current armature object as input, and adds the bones
-for its rig-type's metarig. For example:
-
- def create_sample(obj):
- bpy.ops.object.mode_set(mode='EDIT')
- arm = obj.data
-
- bone = arm.edit_bones.new('Bone')
- bone.head[:] = 0.0000, 0.0000, 0.0000
- bone.tail[:] = 0.0000, 0.0000, 1.0000
- bone.roll = 0.0000
- bone.use_connect = False
-
- bpy.ops.object.mode_set(mode='OBJECT')
- pbone = obj.pose.bones[bone]
- pbone.rigify_type = 'copy'
- pbone.rigify_parameters.add()
-
-Obviously, this isn't something that you generally want to hand-code,
-especially with more complex samples. When in edit-mode on an armature,
-there is a "Rigify Dev Tools" panel in the View3d tools panel containing a
-button labeled "Encode Sample to Python". This button will generate the python
-code for create_sample() from the armature you are editing. The generated code
-appears in a text block called "metarig_sample.py"
-
-IMPLEMENTATION RIGS
--------------------
-Starting from version 0.5 you can create a Rig class as an implementation of a wrapper class.
-This happens for limb rigs for example, where super_limb is kind of a wrapper class for arm, leg and paws.
-To declare a class as an implementation just declare an IMPLEMENTATION constant in the module and set it to True.
-Implementation classes are shown in the metarig samples list and generate a sample if a proper create_sample function is implemented, but cannot be directly assigned as a rigify type.
-
-GENERATING A PYTHON UI
-----------------------
-The generate() method can also, optionally, return python code as a single
-string. This python code is added to the "rig properties" panel that gets
-auto-generated along with the rig. This is useful for exposing things like
-IK/FK switches in a nice way to the animator.
-
-The string must be returned in a list, e.g.:
-
-return ["my python code"]
-
-The reason it needs to be put in a list is to leave room for expanding the API
-in the future, for returning additional information.
-
diff --git a/rigify/__init__.py b/rigify/__init__.py
index 2b065092..b86b7038 100644
--- a/rigify/__init__.py
+++ b/rigify/__init__.py
@@ -286,24 +286,38 @@ def register():
IDStore.rigify_types = bpy.props.CollectionProperty(type=RigifyName)
IDStore.rigify_active_type = bpy.props.IntProperty(name="Rigify Active Type", description="The selected rig type")
- IDStore.rigify_advanced_generation = bpy.props.BoolProperty(name="Rigify Advanced Generation",
- description="Rigify Advanced Generation Parameters",
+ IDStore.rigify_advanced_generation = bpy.props.BoolProperty(name="Advanced Options",
+ description="Enables/disables advanced options for Rigify rig generation",
default=False)
+ def update_mode(self, context):
+ if self.rigify_generate_mode == 'new':
+ self.rigify_force_widget_update = False
+
+ IDStore.rigify_generate_mode = bpy.props.EnumProperty(name="Rigify Generate Rig Mode",
+ description="'Generate Rig' mode. In 'overwrite' mode the features of the target rig will be updated as defined by the metarig. In 'new' mode a new rig will be created as defined by the metarig. Current mode",
+ update=update_mode,
+ items=(('overwrite', 'overwrite', ''),
+ ('new', 'new', '')))
+
IDStore.rigify_force_widget_update = bpy.props.BoolProperty(name="Force Widget Update",
- description="Rigify Force Widget Update",
+ description="Forces Rigify to delete and rebuild all the rig widgets. if unset, only missing widgets will be created",
default=False)
IDStore.rigify_target_rigs = bpy.props.CollectionProperty(type=RigifyName)
IDStore.rigify_target_rig = bpy.props.StringProperty(name="Rigify Target Rig",
- description="The Rig, Generate will run upon",
+ description="Defines which rig to overwrite. If unset, a new one called 'rig' will be created.",
default="")
IDStore.rigify_rig_uis = bpy.props.CollectionProperty(type=RigifyName)
IDStore.rigify_rig_ui = bpy.props.StringProperty(name="Rigify Target Rig UI",
- description="The Rig UI to overwrite",
+ description="Defines the UI to overwrite. It should always be the same as the target rig. If unset, 'rig_ui.py' will be used",
default="")
+ IDStore.rigify_rig_basename = bpy.props.StringProperty(name="Rigify Rig Name",
+ description="Defines the name of the Rig. If unset, in 'new' mode 'rig' will be used, in 'overwrite' mode the target rig name will be used",
+ default="")
+
if (ui and 'legacy' in str(ui)) or bpy.context.user_preferences.addons['rigify'].preferences.legacy_mode:
# update legacy on restart or reload
bpy.context.user_preferences.addons['rigify'].preferences.legacy_mode = True
@@ -326,11 +340,13 @@ def unregister():
del IDStore.rigify_types
del IDStore.rigify_active_type
del IDStore.rigify_advanced_generation
+ del IDStore.rigify_generate_mode
del IDStore.rigify_force_widget_update
del IDStore.rigify_target_rig
del IDStore.rigify_target_rigs
del IDStore.rigify_rig_uis
del IDStore.rigify_rig_ui
+ del IDStore.rigify_rig_basename
bpy.utils.unregister_class(RigifyName)
bpy.utils.unregister_class(RigifyParameters)
diff --git a/rigify/generate.py b/rigify/generate.py
index 1af872d6..01e5de28 100644
--- a/rigify/generate.py
+++ b/rigify/generate.py
@@ -81,15 +81,30 @@ def generate_rig(context, metarig):
# object to generate the rig in.
print("Fetch rig.")
- name = id_store.rigify_target_rig or "rig"
+ rig_new_name = ""
+ rig_old_name = ""
+ if id_store.rigify_rig_basename:
+ rig_new_name = id_store.rigify_rig_basename + "_rig"
- try:
- obj = scene.objects[name]
- except KeyError:
- obj = bpy.data.objects.new(name, bpy.data.armatures.new(name))
+ if id_store.rigify_generate_mode == 'overwrite':
+ name = id_store.rigify_target_rig or "rig"
+ try:
+ obj = scene.objects[name]
+ rig_old_name = name
+ obj.name = rig_new_name or name
+ except KeyError:
+ rig_old_name = name
+ name = rig_new_name or name
+ obj = bpy.data.objects.new(name, bpy.data.armatures.new(name))
+ obj.draw_type = 'WIRE'
+ scene.objects.link(obj)
+ else:
+ name = rig_new_name or "rig"
+ obj = bpy.data.objects.new(name, bpy.data.armatures.new(name)) # in case name 'rig' exists it will be rig.001
obj.draw_type = 'WIRE'
scene.objects.link(obj)
+ id_store.rigify_target_rig = obj.name
obj.data.pose_position = 'POSE'
# Get rid of anim data in case the rig already existed
@@ -102,17 +117,22 @@ def generate_rig(context, metarig):
scene.objects.active = obj
# Remove wgts if force update is set
- if "WGTS" in scene.objects and id_store.rigify_force_widget_update:
+ 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')
for i, lyr in enumerate(WGT_LAYERS):
if lyr:
context.scene.layers[i] = True
- for wgt in bpy.data.objects["WGTS"].children:
+ for wgt in bpy.data.objects[wgts_group_name].children:
wgt.select = True
bpy.ops.object.delete(use_global=False)
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
+
+ wgts_group_name = "WGTS_" + obj.name
# Remove all bones from the generated rig armature.
bpy.ops.object.mode_set(mode='EDIT')
@@ -281,7 +301,7 @@ def generate_rig(context, metarig):
t.tick("Create root bone: ")
# Create Group widget
- wgts_group_name = "WGTS"
+ # wgts_group_name = "WGTS"
if wgts_group_name not in scene.objects:
if wgts_group_name in bpy.data.objects:
bpy.data.objects[wgts_group_name].user_clear()
@@ -291,6 +311,18 @@ def generate_rig(context, metarig):
scene.objects.link(wgts_obj)
wgts_obj.layers = WGT_LAYERS
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 = True
+ # 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:
@@ -410,7 +442,7 @@ def generate_rig(context, metarig):
# Assign shapes to bones
# Object's with name WGT-<bone_name> get used as that bone's shape.
for bone in bones:
- wgt_name = (WGT_PREFIX + obj.data.bones[bone].name)[:63] # Object names are limited to 63 characters... arg
+ wgt_name = (WGT_PREFIX + obj.name + '_' + obj.data.bones[bone].name)[:63] # Object names are limited to 63 characters... arg
if wgt_name in context.scene.objects:
# Weird temp thing because it won't let me index by object name
for ob in context.scene.objects:
@@ -439,13 +471,24 @@ def generate_rig(context, metarig):
layer_layout += [(l.name, l.row)]
# Generate the UI script
- rig_ui_name = id_store.rigify_rig_ui or 'rig_ui.py'
+ if id_store.rigify_generate_mode == 'overwrite':
+ rig_ui_name = id_store.rigify_rig_ui or 'rig_ui.py'
+ else:
+ rig_ui_name = 'rig_ui.py'
- if rig_ui_name in bpy.data.texts.keys():
+ if id_store.rigify_generate_mode == 'overwrite' and rig_ui_name in bpy.data.texts.keys():
script = bpy.data.texts[rig_ui_name]
script.clear()
else:
script = bpy.data.texts.new("rig_ui.py")
+
+ rig_ui_old_name = ""
+ if id_store.rigify_rig_basename:
+ rig_ui_old_name = script.name
+ script.name = id_store.rigify_rig_basename + "_rig_ui.py"
+
+ id_store.rigify_rig_ui = script.name
+
script.write(UI_SLIDERS % rig_id)
for s in ui_scripts:
script.write("\n " + s.replace("\n", "\n ") + "\n")
@@ -465,14 +508,15 @@ def generate_rig(context, metarig):
# Add rig_ui to logic
skip = False
ctrls = obj.game.controllers
+
for c in ctrls:
- if 'Python' in c.name and c.text.name == 'rig_ui.py':
+ if 'Python' in c.name and c.text.name == script.name:
skip = True
break
if not skip:
bpy.ops.logic.controller_add(type='PYTHON', object=obj.name)
ctrl = obj.game.controllers[-1]
- ctrl.text = bpy.data.texts['rig_ui.py']
+ ctrl.text = bpy.data.texts[script.name]
t.tick("The rest: ")
diff --git a/rigify/ui.py b/rigify/ui.py
index b4feb2b6..b35bda77 100644
--- a/rigify/ui.py
+++ b/rigify/ui.py
@@ -69,19 +69,33 @@ class DATA_PT_rigify_buttons(bpy.types.Panel):
if show_warning:
layout.label(text=WARNING, icon='ERROR')
- layout.operator("pose.rigify_generate", text="Generate Rig")
- layout.prop(id_store, "rigify_advanced_generation")
+ layout.operator("pose.rigify_generate", text="Generate Rig", icon='POSE_HLT')
+ if id_store.rigify_advanced_generation:
+ icon = 'UNLOCKED'
+ else:
+ icon = 'LOCKED'
+ layout.prop(id_store, "rigify_advanced_generation", toggle=True, icon=icon)
if id_store.rigify_advanced_generation:
+ row = layout.row(align=True)
+ row.prop(id_store, "rigify_generate_mode", expand=True)
+
main_row = layout.row(align=True).split(percentage=0.3)
col1 = main_row.column()
col2 = main_row.column()
- col1.label(text="Target Rig")
- col1.label(text="Target UI")
+ col1.label(text="Rig Name")
+ row = col1.row()
+ row.label(text="Target Rig")
+ row.enabled = (id_store.rigify_generate_mode == "overwrite")
+ row = col1.row()
+ row.label(text="Target UI")
+ row.enabled = (id_store.rigify_generate_mode == "overwrite")
row = col2.row(align=True)
+ row.prop(id_store, "rigify_rig_basename", text="", icon="SORTALPHA")
+ row = col2.row(align=True)
for i in range(0, len(id_store.rigify_target_rigs)):
id_store.rigify_target_rigs.remove(0)
@@ -92,6 +106,7 @@ class DATA_PT_rigify_buttons(bpy.types.Panel):
row.prop_search(id_store, "rigify_target_rig", id_store, "rigify_target_rigs", text="",
icon='OUTLINER_OB_ARMATURE')
+ row.enabled = (id_store.rigify_generate_mode == "overwrite")
for i in range(0, len(id_store.rigify_rig_uis)):
id_store.rigify_rig_uis.remove(0)
@@ -102,8 +117,12 @@ class DATA_PT_rigify_buttons(bpy.types.Panel):
row = col2.row()
row.prop_search(id_store, "rigify_rig_ui", id_store, "rigify_rig_uis", text="", icon='TEXT')
+ row.enabled = (id_store.rigify_generate_mode == "overwrite")
- layout.prop(id_store, "rigify_force_widget_update")
+ row = layout.row()
+ row.prop(id_store, "rigify_force_widget_update")
+ if id_store.rigify_generate_mode == 'new':
+ row.enabled = False
if show_update_metarig:
layout.label(text="Some bones have old legacy rigify_type. Click to upgrade", icon='ERROR')
diff --git a/rigify/utils.py b/rigify/utils.py
index ee5856c7..a1a1dbec 100644
--- a/rigify/utils.py
+++ b/rigify/utils.py
@@ -412,8 +412,9 @@ def create_widget(rig, bone_name, bone_transform_name=None):
if bone_transform_name is None:
bone_transform_name = bone_name
- obj_name = WGT_PREFIX + bone_name
+ obj_name = WGT_PREFIX + rig.name + '_' + bone_name
scene = bpy.context.scene
+ id_store = bpy.context.window_manager
# Check if it already exists in the scene
if obj_name in scene.objects:
@@ -437,8 +438,9 @@ 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)
- if 'WGTS' in bpy.data.objects.keys():
- obj.parent = bpy.data.objects['WGTS']
+ 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
return obj