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authormeta-androcto <meta.androcto1@gmail.com>2017-04-02 02:50:03 +0300
committermeta-androcto <meta.androcto1@gmail.com>2017-04-02 02:50:03 +0300
commitd9c25b43907a2620a77b6fd889af9302f859c9d2 (patch)
treee545297d95c80b57dec9cce12f4b62ce53bfe9aa /object_skinify.py
parent3f0494c33432b411b16c108827977bfc66371e8f (diff)
initial commit: Skinify by karab44: T51036
Diffstat (limited to 'object_skinify.py')
-rw-r--r--object_skinify.py558
1 files changed, 558 insertions, 0 deletions
diff --git a/object_skinify.py b/object_skinify.py
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+++ b/object_skinify.py
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+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+bl_info = {
+ "name": "Skinify Rig",
+ "author": "Albert Makac (karab44)",
+ "version": (0, 8),
+ "blender": (2, 7, 8),
+ "location": "Properties > Bone > Skinify Rig (visible on pose mode only)",
+ "description": "Creates a mesh object from selected bones",
+ "warning": "",
+ "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Skinify",
+ "category": "Object"}
+
+# NOTE: there are some unused scene variables around commented out
+# is the persintent scene props needed or can a property group be used instead?
+
+import bpy
+from bpy.props import (
+ FloatProperty,
+ IntProperty,
+ BoolProperty
+ )
+# from bpy_extras import object_utils
+from mathutils import Vector, Euler
+from bpy.app.handlers import persistent
+
+bpy.types.Scene.sub_level = IntProperty(
+ name="sub_level",
+ min=0, max=4,
+ default=1,
+ description="mesh density"
+ )
+bpy.types.Scene.thickness = FloatProperty(
+ name="thickness",
+ min=0.01,
+ default=0.8,
+ description="adjust shape thickness"
+ )
+bpy.types.Scene.finger_thickness = FloatProperty(
+ name="finger_thickness",
+ min=0.01, max=1.0,
+ default=0.25,
+ description="adjust finger thickness relative to body"
+ )
+bpy.types.Scene.connect_mesh = BoolProperty(
+ name="solid_shape",
+ default=False,
+ description="makes solid shape from bone chains"
+ )
+bpy.types.Scene.connect_parents = BoolProperty(
+ name="fill_gaps",
+ default=False,
+ description="fills the gaps between parented bones"
+ )
+bpy.types.Scene.generate_all = BoolProperty(
+ name="all_shapes",
+ default=False,
+ description="generates shapes from all bones"
+ )
+bpy.types.Scene.head_ornaments = BoolProperty(
+ name="head_ornaments",
+ default=False,
+ description="includes head ornaments"
+ )
+bpy.types.Scene.apply_mod = BoolProperty(
+ name="apply_modifiers",
+ default=True,
+ description="applies Modifiers to mesh"
+ )
+bpy.types.Scene.parent_armature = BoolProperty(
+ name="parent_armature",
+ default=True,
+ description="applies mesh to Armature"
+ )
+
+
+# initialize properties
+def init_props():
+ scn = bpy.context.scene
+
+ scn.connect_mesh = False
+ scn.connect_parents = False
+ scn.generate_all = False
+ scn.thickness = 0.8
+ scn.finger_thickness = 0.25
+ scn.apply_mod = True
+ scn.parent_armature = True
+ scn.sub_level = 1
+
+
+# selects vertices
+def select_vertices(mesh_obj, idx):
+ bpy.context.scene.objects.active = mesh_obj
+ mode = mesh_obj.mode
+ bpy.ops.object.mode_set(mode='EDIT')
+ bpy.ops.mesh.select_all(action='DESELECT')
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ for i in idx:
+ mesh_obj.data.vertices[i].select = True
+
+ selectedVerts = [v.index for v in mesh_obj.data.vertices if v.select]
+
+ bpy.ops.object.mode_set(mode=mode)
+ return selectedVerts
+
+
+# generates edges from vertices used by skin modifier
+def generate_edges(mesh, shape_object, bones, scale, connect_mesh=False, connect_parents=False,
+ head_ornaments=False, generate_all=False):
+ """
+ This function adds vertices for all heads and tails
+ """
+ # scene preferences
+ # scn = bpy.context.scene
+
+ # detect the head, face, hands, breast, heels or other exceptionary bones to exclusion or customization
+ common_ignore_list = ['eye', 'heel', 'breast', 'root']
+
+ # bvh_ignore_list = []
+ rigify_ignore_list = []
+ pitchipoy_ignore_list = ['face', 'breast', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
+ 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue']
+
+ alternate_scale_list = []
+ # rig_type rigify = 1, pitchipoy = 2
+ rig_type = 0
+ me = mesh
+ verts = []
+ edges = []
+ idx = 0
+ alternate_scale_idx_list = list()
+
+ ignore_list = common_ignore_list
+ # detect rig type
+ for b in bones:
+ if b.name == 'hips' and b.rigify_type == 'spine':
+ ignore_list = ignore_list + rigify_ignore_list
+ rig_type = 1
+ break
+ if b.name == 'spine' and b.rigify_type == 'pitchipoy.super_torso_turbo':
+ ignore_list = ignore_list + pitchipoy_ignore_list
+ rig_type = 2
+ break
+
+ # edge generator loop
+ for b in bones:
+ # look for rig's hands and their childs
+ if 'hand' in b.name.lower():
+ # prepare the list
+ for c in b.children_recursive:
+ alternate_scale_list.append(c.name)
+
+ found = False
+
+ for i in ignore_list:
+ if i in b.name.lower():
+
+ found = True
+ break
+
+ if found and generate_all is False:
+ continue
+
+ #fix for drawing rootbone and relationship lines
+ if 'root' in b.name.lower() and generate_all is False:
+ continue
+
+
+ # ignore any head ornaments
+ if head_ornaments is False:
+ if b.parent is not None:
+ if 'head' in b.parent.name.lower():
+ continue
+
+ if connect_parents:
+ if b.parent is not None and b.parent.bone.select is True and b.bone.use_connect is False:
+ if 'root' in b.parent.name.lower() and generate_all is False:
+ continue
+ #ignore shoulder
+ if 'shoulder' in b.name.lower() and connect_mesh is True:
+ continue
+ #connect the upper arm directly with chest ommiting shoulders
+ if 'shoulder' in b.parent.name.lower() and connect_mesh is True:
+ vert1 = b.head
+ vert2 = b.parent.parent.tail
+
+ else:
+ vert1 = b.head
+ vert2 = b.parent.tail
+
+ verts.append(vert1)
+ verts.append(vert2)
+ edges.append([idx, idx + 1])
+
+ # also make list of edges made of gaps between the bones
+ for a in alternate_scale_list:
+ if b.name == a:
+ alternate_scale_idx_list.append(idx)
+ alternate_scale_idx_list.append(idx + 1)
+
+ idx = idx + 2
+ # for bvh free floating hips and hips correction for rigify and pitchipoy
+ if ((generate_all is False and 'hip' in b.name.lower()) or
+ (generate_all is False and (b.name == 'hips' and rig_type == 1) or
+ (b.name == 'spine' and rig_type == 2))):
+ continue
+
+
+ vert1 = b.head
+ vert2 = b.tail
+ verts.append(vert1)
+ verts.append(vert2)
+
+ edges.append([idx, idx + 1])
+
+ for a in alternate_scale_list:
+ if b.name == a:
+ alternate_scale_idx_list.append(idx)
+ alternate_scale_idx_list.append(idx + 1)
+
+ idx = idx + 2
+
+ # Create mesh from given verts, faces
+ me.from_pydata(verts, edges, [])
+ # Update mesh with new data
+ me.update()
+
+ # set object scale exact as armature's scale
+ shape_object.scale = scale
+
+ return alternate_scale_idx_list, rig_type
+
+
+def generate_mesh(shape_object, size, thickness=0.8, finger_thickness=0.25, sub_level=1,
+ connect_mesh=False, connect_parents=False, generate_all=False, apply_mod=True,
+ alternate_scale_idx_list=[], rig_type=0):
+ """
+ This function adds modifiers for generated edges
+ """
+ # scn = bpy.context.scene
+
+ bpy.ops.object.mode_set(mode='EDIT')
+ bpy.ops.mesh.select_all(action='DESELECT')
+
+ # add skin modifier
+ shape_object.modifiers.new("Skin", 'SKIN')
+ bpy.ops.mesh.select_all(action='SELECT')
+
+ override = bpy.context.copy()
+ for area in bpy.context.screen.areas:
+ if area.type == 'VIEW_3D':
+ for region in area.regions:
+ if region.type == 'WINDOW':
+ override['area'] = area
+ override['region'] = region
+ override['edit_object'] = bpy.context.edit_object
+ override['scene'] = bpy.context.scene
+ override['active_object'] = shape_object
+ override['object'] = shape_object
+ override['modifier'] = bpy.context.object.modifiers
+ break
+
+ # calculate optimal thickness for defaults
+ bpy.ops.object.skin_root_mark(override)
+ bpy.ops.transform.skin_resize(override,
+ value=(1 * thickness * (size / 10), 1 * thickness * (size / 10), 1 * thickness * (size / 10)),
+ constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
+ mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
+ proportional_size=1)
+ shape_object.modifiers["Skin"].use_smooth_shade = True
+ shape_object.modifiers["Skin"].use_x_symmetry = True
+
+ # select finger vertices and calculate optimal thickness for fingers to fix proportions
+ if len(alternate_scale_idx_list) > 0:
+ select_vertices(shape_object, alternate_scale_idx_list)
+
+ bpy.ops.object.skin_loose_mark_clear(override, action='MARK')
+ # by default set fingers thickness to 25 percent of body thickness
+ bpy.ops.transform.skin_resize(override,
+ value=(finger_thickness, finger_thickness, finger_thickness),
+ constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
+ mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
+ proportional_size=1)
+ # make loose hands only for better topology
+
+ # bpy.ops.mesh.select_all(action='DESELECT')
+
+ if connect_mesh:
+ bpy.ops.object.mode_set(mode='EDIT')
+ bpy.ops.mesh.select_all(action='DESELECT')
+ bpy.ops.mesh.select_all(action='SELECT')
+ bpy.ops.mesh.remove_doubles()
+
+ # fix rigify and pitchipoy hands topology
+ if connect_mesh and connect_parents and generate_all is False and rig_type > 0:
+ # thickness will set palm vertex for both hands look pretty
+ corrective_thickness = 2.5
+ # left hand verts
+ merge_idx = []
+ if rig_type == 1:
+ merge_idx = [7, 8, 13, 17, 22, 27]
+ else:
+ merge_idx = [9, 14, 18, 23, 24, 29]
+ select_vertices(shape_object, merge_idx)
+ bpy.ops.mesh.merge(type='CENTER')
+ bpy.ops.transform.skin_resize(override,
+ value=(corrective_thickness, corrective_thickness, corrective_thickness),
+ constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
+ mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
+ proportional_size=1)
+ bpy.ops.mesh.select_all(action='DESELECT')
+
+ # right hand verts
+ if rig_type == 1:
+ merge_idx = [30, 35, 39, 44, 45, 50]
+ else:
+ merge_idx = [32, 37, 41, 46, 51, 52]
+
+ select_vertices(shape_object, merge_idx)
+ bpy.ops.mesh.merge(type='CENTER')
+ bpy.ops.transform.skin_resize(override,
+ value=(corrective_thickness, corrective_thickness, corrective_thickness),
+ constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
+ mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
+ proportional_size=1)
+
+ # making hands even more pretty
+ bpy.ops.mesh.select_all(action='DESELECT')
+ hands_idx = [] # left and right hand vertices
+ if rig_type == 1:
+ #hands_idx = [8, 33] #L and R
+ hands_idx = [6, 29]
+ else:
+ #hands_idx = [10, 35] #L and R
+ hands_idx = [8, 31]
+ select_vertices(shape_object, hands_idx)
+ # change the thickness to make hands look less blocky and more sexy
+ corrective_thickness = 0.7
+ bpy.ops.transform.skin_resize(override,
+ value=(corrective_thickness, corrective_thickness, corrective_thickness),
+ constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
+ mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
+ proportional_size=1)
+ bpy.ops.mesh.select_all(action='DESELECT')
+
+ # todo optionally take root from rig's hip tail or head depending on scenario
+ root_idx = []
+ if rig_type == 1:
+ root_idx = [59]
+ elif rig_type == 2:
+ root_idx = [56]
+ else:
+ root_idx = [0]
+
+ select_vertices(shape_object, root_idx)
+ bpy.ops.object.skin_root_mark(override)
+ # skin in edit mode
+ # add Subsurf modifier
+ shape_object.modifiers.new("Subsurf", 'SUBSURF')
+ shape_object.modifiers["Subsurf"].levels = sub_level
+ shape_object.modifiers["Subsurf"].render_levels = sub_level
+
+ bpy.ops.object.mode_set(mode='OBJECT')
+
+ # object mode apply all modifiers
+ if apply_mod:
+ bpy.ops.object.modifier_apply(override, apply_as='DATA', modifier="Skin")
+ bpy.ops.object.modifier_apply(override, apply_as='DATA', modifier="Subsurf")
+
+ return {'FINISHED'}
+
+
+def main(context):
+ """
+ This script will create a custome shape
+ """
+
+ # ### Check if selection is OK ###
+ if len(context.selected_pose_bones) == 0 or \
+ context.selected_objects[0].type != 'ARMATURE':
+ return {'CANCELLED'}, "No bone selected"
+
+ scn = bpy.context.scene
+
+ # initialize the mesh object
+ mesh_name = context.selected_objects[0].name + "_mesh"
+ obj_name = context.selected_objects[0].name + "_object"
+ armature_object = context.object
+
+ origin = context.object.location
+ bone_selection = context.selected_pose_bones
+ oldLocation = None
+ oldRotation = None
+ oldScale = None
+ armature_object = scn.objects.active
+ armature_object.select = True
+
+ old_pose_pos = armature_object.data.pose_position
+ bpy.ops.object.mode_set(mode='OBJECT')
+ oldLocation = Vector(armature_object.location)
+ oldRotation = Euler(armature_object.rotation_euler)
+ oldScale = Vector(armature_object.scale)
+
+ bpy.ops.object.rotation_clear(clear_delta=False)
+ bpy.ops.object.location_clear(clear_delta=False)
+ bpy.ops.object.scale_clear(clear_delta=False)
+ if scn.apply_mod and scn.parent_armature:
+ armature_object.data.pose_position = 'REST'
+
+ scale = bpy.context.object.scale
+ size = bpy.context.object.dimensions[2]
+
+ bpy.ops.object.mode_set(mode='OBJECT')
+ bpy.ops.object.select_all(action='DESELECT')
+
+ bpy.ops.object.add(type='MESH', enter_editmode=False, location=origin)
+
+ # get the mesh object
+ ob = scn.objects.active
+ ob.name = obj_name
+ me = ob.data
+ me.name = mesh_name
+
+ # this way we fit mesh and bvh with armature modifier correctly
+
+ alternate_scale_idx_list, rig_type = generate_edges(me, ob, bone_selection, scale, scn.connect_mesh,
+ scn.connect_parents, scn.head_ornaments,
+ scn.generate_all)
+
+ generate_mesh(ob, size, scn.thickness, scn.finger_thickness, scn.sub_level,
+ scn.connect_mesh, scn.connect_parents, scn.generate_all,
+ scn.apply_mod, alternate_scale_idx_list, rig_type)
+
+ # parent mesh with armature only if modifiers are applied
+ if scn.apply_mod and scn.parent_armature:
+ bpy.ops.object.mode_set(mode='OBJECT')
+ bpy.ops.object.select_all(action='DESELECT')
+ ob.select = True
+ armature_object.select = True
+ scn.objects.active = armature_object
+
+ bpy.ops.object.parent_set(type='ARMATURE_AUTO')
+ armature_object.data.pose_position = old_pose_pos
+ armature_object.select = False
+ else:
+ bpy.ops.object.mode_set(mode='OBJECT')
+ ob.location = oldLocation
+ ob.rotation_euler = oldRotation
+ ob.scale = oldScale
+ ob.select = False
+ armature_object.select = True
+ scn.objects.active = armature_object
+
+ armature_object.location = oldLocation
+ armature_object.rotation_euler = oldRotation
+ armature_object.scale = oldScale
+ bpy.ops.object.mode_set(mode='POSE')
+
+ return {'FINISHED'}, me
+
+
+class BONE_OT_custom_shape(bpy.types.Operator):
+ '''Creates a mesh object at the selected bones positions'''
+ bl_idname = "object.skinify_rig"
+ bl_label = "Skinify Rig"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ @classmethod
+ def poll(cls, context):
+ return context.active_object is not None
+
+ def execute(self, context):
+ Mesh = main(context)
+ if Mesh[0] == {'CANCELLED'}:
+ self.report({'WARNING'}, Mesh[1])
+ return {'CANCELLED'}
+ else:
+ self.report({'INFO'}, Mesh[1].name + " has been created")
+
+ return {'FINISHED'}
+
+
+class BONE_PT_custom_shape(bpy.types.Panel):
+ bl_space_type = 'PROPERTIES'
+ bl_region_type = 'WINDOW'
+ bl_context = "bone"
+ bl_label = "Skinify rig"
+
+ @classmethod
+ def poll(cls, context):
+ ob = context.object
+ return ob and ob.mode == 'POSE' and context.bone
+
+ def draw(self, context):
+ layout = self.layout
+ scn = context.scene
+
+ row = layout.row()
+ row.operator("object.skinify_rig", text="Add Shape", icon='BONE_DATA')
+ row = layout.row()
+ row.label("Thickness:")
+ row.prop(scn, "thickness", text="Body", icon='MOD_SKIN')
+ row.prop(scn, "finger_thickness", text="fingers", icon='HAND')
+ row = layout.row()
+ row.label("Mesh Density:")
+ row.label(text="")
+ row.prop(scn, "sub_level", icon='MESH_ICOSPHERE')
+ row = layout.row()
+ row.prop(scn, "connect_mesh", text="solid shape", icon='EDITMODE_HLT')
+ row.prop(scn, "connect_parents", text="fill gaps", icon='CONSTRAINT_BONE')
+ row = layout.row()
+ row.prop(scn, "head_ornaments", text="head ornaments", icon='GROUP_BONE')
+ row.prop(scn, "generate_all", text="all shapes", icon='GROUP_BONE')
+ row = layout.row()
+ row.prop(scn, "apply_mod", text="apply Modifiers", icon='FILE_TICK')
+ if scn.apply_mod:
+ row = layout.row()
+ row.prop(scn, "parent_armature", text="parent to Armature", icon='POSE_HLT')
+
+
+# startup defaults
+@persistent
+def startup_init(dummy):
+ init_props()
+
+
+def register():
+ bpy.utils.register_class(BONE_OT_custom_shape)
+ bpy.utils.register_class(BONE_PT_custom_shape)
+
+ # startup defaults
+ bpy.app.handlers.load_post.append(startup_init)
+
+
+def unregister():
+ bpy.utils.unregister_class(BONE_OT_custom_shape)
+ bpy.utils.unregister_class(BONE_PT_custom_shape)
+
+
+if __name__ == "__main__":
+ register()