diff options
author | Lucio Rossi <lucio.rossi75@gmail.com> | 2017-05-14 19:30:06 +0300 |
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committer | Lucio Rossi <lucio.rossi75@gmail.com> | 2017-05-14 19:30:06 +0300 |
commit | f36789d8bc728bc7ec3c9738f1ca76e8f017ce7a (patch) | |
tree | b21bf3b259ee87b4eafb1503936b15bee38be1ca /rigify/legacy | |
parent | 8e68bf2879d81780e51dbdc3481bb486e7430e74 (diff) |
Rigify 0.5 with legacy mode
Diffstat (limited to 'rigify/legacy')
47 files changed, 19242 insertions, 0 deletions
diff --git a/rigify/legacy/__init__.py b/rigify/legacy/__init__.py new file mode 100644 index 00000000..6e6f751c --- /dev/null +++ b/rigify/legacy/__init__.py @@ -0,0 +1,103 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +bl_info = { + "name": "Rigify", + "version": (0, 4), + "author": "Nathan Vegdahl", + "blender": (2, 66, 0), + "description": "Automatic rigging from building-block components", + "location": "Armature properties, Bone properties, View3d tools panel, Armature Add menu", + "wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/" + "Scripts/Rigging/Rigify", + "tracker_url": "http://github.com/cessen/rigify/issues", + "category": "Rigging"} + + +if "bpy" in locals(): + import importlib + importlib.reload(generate) + importlib.reload(ui) + importlib.reload(utils) + importlib.reload(metarig_menu) + importlib.reload(rig_lists) +else: + from . import utils, rig_lists, generate, ui, metarig_menu + +import bpy + + +class RigifyName(bpy.types.PropertyGroup): + name = bpy.props.StringProperty() + + +class RigifyParameters(bpy.types.PropertyGroup): + name = bpy.props.StringProperty() + + +class RigifyArmatureLayer(bpy.types.PropertyGroup): + name = bpy.props.StringProperty(name="Layer Name", default=" ") + row = bpy.props.IntProperty(name="Layer Row", default=1, min=1, max=32) + + +##### REGISTER ##### + +def register(): + ui.register() + metarig_menu.register() + + bpy.utils.register_class(RigifyName) + bpy.utils.register_class(RigifyParameters) + bpy.utils.register_class(RigifyArmatureLayer) + + bpy.types.PoseBone.rigify_type = bpy.props.StringProperty(name="Rigify Type", description="Rig type for this bone") + bpy.types.PoseBone.rigify_parameters = bpy.props.PointerProperty(type=RigifyParameters) + + bpy.types.Armature.rigify_layers = bpy.props.CollectionProperty(type=RigifyArmatureLayer) + + IDStore = bpy.types.WindowManager + IDStore.rigify_collection = bpy.props.EnumProperty(items=rig_lists.col_enum_list, default="All", name="Rigify Active Collection", description="The selected rig collection") + IDStore.rigify_types = bpy.props.CollectionProperty(type=RigifyName) + IDStore.rigify_active_type = bpy.props.IntProperty(name="Rigify Active Type", description="The selected rig type") + + # Add rig parameters + for rig in rig_lists.rig_list: + r = utils.get_rig_type(rig) + try: + r.add_parameters(RigifyParameters) + except AttributeError: + pass + + +def unregister(): + del bpy.types.PoseBone.rigify_type + del bpy.types.PoseBone.rigify_parameters + + IDStore = bpy.types.WindowManager + del IDStore.rigify_collection + del IDStore.rigify_types + del IDStore.rigify_active_type + + bpy.utils.unregister_class(RigifyName) + bpy.utils.unregister_class(RigifyParameters) + bpy.utils.unregister_class(RigifyArmatureLayer) + + metarig_menu.unregister() + ui.unregister() diff --git a/rigify/legacy/generate.py b/rigify/legacy/generate.py new file mode 100644 index 00000000..0536377e --- /dev/null +++ b/rigify/legacy/generate.py @@ -0,0 +1,482 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy +import re +import time +import traceback +import sys +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 random_id +from .utils import copy_attributes +from .rig_ui_template import UI_SLIDERS, layers_ui, UI_REGISTER +from .rig_ui_pitchipoy_template import UI_P_SLIDERS, layers_P_ui, UI_P_REGISTER + + +RIG_MODULE = "rigs" +ORG_LAYER = [n == 31 for n in range(0, 32)] # Armature layer that original bones should be moved to. +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. + + +class Timer: + def __init__(self): + self.timez = time.time() + + def tick(self, string): + t = time.time() + print(string + "%.3f" % (t - self.timez)) + self.timez = t + + +# TODO: generalize to take a group as input instead of an armature. +def generate_rig(context, metarig): + """ Generates a rig from a metarig. + + """ + t = Timer() + + # Random string with time appended so that + # different rigs don't collide id's + rig_id = random_id(16) + + # Initial configuration + # mode_orig = context.mode # UNUSED + rest_backup = metarig.data.pose_position + metarig.data.pose_position = 'REST' + + bpy.ops.object.mode_set(mode='OBJECT') + + scene = context.scene + + #------------------------------------------ + # Create/find the rig object and set it up + + # Check if the generated rig already exists, so we can + # regenerate in the same object. If not, create a new + # object to generate the rig in. + print("Fetch rig.") + try: + name = metarig["rig_object_name"] + except KeyError: + name = "rig" + + try: + obj = scene.objects[name] + except KeyError: + obj = bpy.data.objects.new(name, bpy.data.armatures.new(name)) + obj.draw_type = 'WIRE' + scene.objects.link(obj) + + obj.data.pose_position = 'POSE' + + # Get rid of anim data in case the rig already existed + print("Clear rig animation data.") + obj.animation_data_clear() + + # Select generated rig object + metarig.select = False + obj.select = True + scene.objects.active = obj + + # Remove all bones from the generated rig armature. + bpy.ops.object.mode_set(mode='EDIT') + for bone in obj.data.edit_bones: + obj.data.edit_bones.remove(bone) + bpy.ops.object.mode_set(mode='OBJECT') + + # Create temporary duplicates for merging + temp_rig_1 = metarig.copy() + temp_rig_1.data = metarig.data.copy() + scene.objects.link(temp_rig_1) + + temp_rig_2 = metarig.copy() + temp_rig_2.data = obj.data + scene.objects.link(temp_rig_2) + + # Select the temp rigs for merging + for objt in scene.objects: + objt.select = False # deselect all objects + temp_rig_1.select = True + temp_rig_2.select = True + scene.objects.active = temp_rig_2 + + # Merge the temporary rigs + bpy.ops.object.join() + + # Delete the second temp rig + bpy.ops.object.delete() + + # Select the generated rig + for objt in scene.objects: + objt.select = False # deselect all objects + obj.select = True + scene.objects.active = obj + + # Copy over bone properties + for bone in metarig.data.bones: + bone_gen = obj.data.bones[bone.name] + + # B-bone stuff + bone_gen.bbone_segments = bone.bbone_segments + bone_gen.bbone_in = bone.bbone_in + bone_gen.bbone_out = bone.bbone_out + + # Copy over the pose_bone properties + for bone in metarig.pose.bones: + bone_gen = obj.pose.bones[bone.name] + + # Rotation mode and transform locks + bone_gen.rotation_mode = bone.rotation_mode + bone_gen.lock_rotation = tuple(bone.lock_rotation) + bone_gen.lock_rotation_w = bone.lock_rotation_w + bone_gen.lock_rotations_4d = bone.lock_rotations_4d + bone_gen.lock_location = tuple(bone.lock_location) + bone_gen.lock_scale = tuple(bone.lock_scale) + + # rigify_type and rigify_parameters + bone_gen.rigify_type = bone.rigify_type + for prop in dir(bone_gen.rigify_parameters): + if (not prop.startswith("_")) \ + and (not prop.startswith("bl_")) \ + and (prop != "rna_type"): + try: + setattr(bone_gen.rigify_parameters, prop, \ + getattr(bone.rigify_parameters, prop)) + except AttributeError: + print("FAILED TO COPY PARAMETER: " + str(prop)) + + # Custom properties + for prop in bone.keys(): + try: + bone_gen[prop] = bone[prop] + except KeyError: + pass + + # Constraints + for con1 in bone.constraints: + con2 = bone_gen.constraints.new(type=con1.type) + copy_attributes(con1, con2) + + # Set metarig target to rig target + if "target" in dir(con2): + if con2.target == metarig: + con2.target = obj + + # Copy drivers + if metarig.animation_data: + for d1 in metarig.animation_data.drivers: + d2 = obj.driver_add(d1.data_path) + copy_attributes(d1, d2) + copy_attributes(d1.driver, d2.driver) + + # Remove default modifiers, variables, etc. + for m in d2.modifiers: + d2.modifiers.remove(m) + for v in d2.driver.variables: + d2.driver.variables.remove(v) + + # Copy modifiers + for m1 in d1.modifiers: + m2 = d2.modifiers.new(type=m1.type) + copy_attributes(m1, m2) + + # Copy variables + for v1 in d1.driver.variables: + v2 = d2.driver.variables.new() + copy_attributes(v1, v2) + for i in range(len(v1.targets)): + copy_attributes(v1.targets[i], v2.targets[i]) + # Switch metarig targets to rig targets + if v2.targets[i].id == metarig: + v2.targets[i].id = obj + + # Mark targets that may need to be altered after rig generation + tar = v2.targets[i] + # If a custom property + if v2.type == 'SINGLE_PROP' \ + and re.match('^pose.bones\["[^"\]]*"\]\["[^"\]]*"\]$', tar.data_path): + tar.data_path = "RIGIFY-" + tar.data_path + + # Copy key frames + for i in range(len(d1.keyframe_points)): + d2.keyframe_points.add() + k1 = d1.keyframe_points[i] + k2 = d2.keyframe_points[i] + copy_attributes(k1, k2) + + t.tick("Duplicate rig: ") + #---------------------------------- + # Make a list of the original bones so we can keep track of them. + original_bones = [bone.name for bone in obj.data.bones] + + # Add the ORG_PREFIX to the original bones. + bpy.ops.object.mode_set(mode='OBJECT') + for i in range(0, len(original_bones)): + obj.data.bones[original_bones[i]].name = make_original_name(original_bones[i]) + original_bones[i] = make_original_name(original_bones[i]) + + # Create a sorted list of the original bones, sorted in the order we're + # going to traverse them for rigging. + # (root-most -> leaf-most, alphabetical) + bones_sorted = [] + for name in original_bones: + bones_sorted += [name] + bones_sorted.sort() # first sort by names + bones_sorted.sort(key=lambda bone: len(obj.pose.bones[bone].parent_recursive)) # then parents before children + + t.tick("Make list of org bones: ") + #---------------------------------- + # Create the root bone. + bpy.ops.object.mode_set(mode='EDIT') + root_bone = new_bone(obj, ROOT_NAME) + obj.data.edit_bones[root_bone].head = (0, 0, 0) + obj.data.edit_bones[root_bone].tail = (0, 1, 0) + obj.data.edit_bones[root_bone].roll = 0 + bpy.ops.object.mode_set(mode='OBJECT') + obj.data.bones[root_bone].layers = ROOT_LAYER + # Put the rig_name in the armature custom properties + rna_idprop_ui_prop_get(obj.data, "rig_id", create=True) + obj.data["rig_id"] = rig_id + + t.tick("Create root bone: ") + #---------------------------------- + try: + # Collect/initialize all the rigs. + rigs = [] + for bone in bones_sorted: + bpy.ops.object.mode_set(mode='EDIT') + rigs += get_bone_rigs(obj, bone) + t.tick("Initialize rigs: ") + + # Generate all the rigs. + ui_scripts = [] + for rig in rigs: + # Go into editmode in the rig armature + bpy.ops.object.mode_set(mode='OBJECT') + context.scene.objects.active = obj + obj.select = True + bpy.ops.object.mode_set(mode='EDIT') + scripts = rig.generate() + if scripts is not None: + ui_scripts += [scripts[0]] + t.tick("Generate rigs: ") + except Exception as e: + # Cleanup if something goes wrong + print("Rigify: failed to generate rig.") + metarig.data.pose_position = rest_backup + obj.data.pose_position = 'POSE' + bpy.ops.object.mode_set(mode='OBJECT') + + # Continue the exception + raise e + + #---------------------------------- + bpy.ops.object.mode_set(mode='OBJECT') + + # Get a list of all the bones in the armature + bones = [bone.name for bone in obj.data.bones] + + # Parent any free-floating bones to the root. + bpy.ops.object.mode_set(mode='EDIT') + for bone in bones: + if obj.data.edit_bones[bone].parent is None: + obj.data.edit_bones[bone].use_connect = False + obj.data.edit_bones[bone].parent = obj.data.edit_bones[root_bone] + bpy.ops.object.mode_set(mode='OBJECT') + + # Lock transforms on all non-control bones + r = re.compile("[A-Z][A-Z][A-Z]-") + for bone in bones: + if r.match(bone): + pb = obj.pose.bones[bone] + pb.lock_location = (True, True, True) + pb.lock_rotation = (True, True, True) + pb.lock_rotation_w = True + pb.lock_scale = (True, True, True) + + # Every bone that has a name starting with "DEF-" make deforming. All the + # others make non-deforming. + for bone in bones: + if obj.data.bones[bone].name.startswith(DEF_PREFIX): + obj.data.bones[bone].use_deform = True + else: + obj.data.bones[bone].use_deform = False + + # Alter marked driver targets + if obj.animation_data: + for d in obj.animation_data.drivers: + for v in d.driver.variables: + for tar in v.targets: + if tar.data_path.startswith("RIGIFY-"): + temp, bone, prop = tuple([x.strip('"]') for x in tar.data_path.split('["')]) + if bone in obj.data.bones \ + and prop in obj.pose.bones[bone].keys(): + tar.data_path = tar.data_path[7:] + else: + tar.data_path = 'pose.bones["%s"]["%s"]' % (make_original_name(bone), prop) + + # Move all the original bones to their layer. + for bone in original_bones: + obj.data.bones[bone].layers = ORG_LAYER + + # Move all the bones with names starting with "MCH-" to their layer. + for bone in bones: + if obj.data.bones[bone].name.startswith(MCH_PREFIX): + obj.data.bones[bone].layers = MCH_LAYER + + # Move all the bones with names starting with "DEF-" to their layer. + for bone in bones: + if obj.data.bones[bone].name.startswith(DEF_PREFIX): + obj.data.bones[bone].layers = DEF_LAYER + + # Create root bone widget + create_root_widget(obj, "root") + + # 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 + 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: + if ob.name == wgt_name: + obj.pose.bones[bone].custom_shape = ob + break + # This is what it should do: + # obj.pose.bones[bone].custom_shape = context.scene.objects[wgt_name] + # Reveal all the layers with control bones on them + vis_layers = [False for n in range(0, 32)] + for bone in bones: + for i in range(0, 32): + vis_layers[i] = vis_layers[i] or obj.data.bones[bone].layers[i] + for i in range(0, 32): + vis_layers[i] = vis_layers[i] and not (ORG_LAYER[i] or MCH_LAYER[i] or DEF_LAYER[i]) + obj.data.layers = vis_layers + + # Ensure the collection of layer names exists + for i in range(1 + len(metarig.data.rigify_layers), 29): + metarig.data.rigify_layers.add() + + # Create list of layer name/row pairs + layer_layout = [] + for l in metarig.data.rigify_layers: + print( l.name ) + layer_layout += [(l.name, l.row)] + + + if isPitchipoy(metarig): + + # Generate the UI Pitchipoy script + if "rig_ui.py" in bpy.data.texts: + script = bpy.data.texts["rig_ui.py"] + script.clear() + else: + script = bpy.data.texts.new("rig_ui.py") + script.write(UI_P_SLIDERS % rig_id) + for s in ui_scripts: + script.write("\n " + s.replace("\n", "\n ") + "\n") + script.write(layers_P_ui(vis_layers, layer_layout)) + script.write(UI_P_REGISTER) + script.use_module = True + + else: + # Generate the UI script + if "rig_ui.py" in bpy.data.texts: + script = bpy.data.texts["rig_ui.py"] + script.clear() + else: + script = bpy.data.texts.new("rig_ui.py") + script.write(UI_SLIDERS % rig_id) + for s in ui_scripts: + script.write("\n " + s.replace("\n", "\n ") + "\n") + script.write(layers_ui(vis_layers, layer_layout)) + script.write(UI_REGISTER) + script.use_module = True + + # Run UI script + exec(script.as_string(), {}) + + t.tick("The rest: ") + #---------------------------------- + # Deconfigure + bpy.ops.object.mode_set(mode='OBJECT') + metarig.data.pose_position = rest_backup + obj.data.pose_position = 'POSE' + + +def get_bone_rigs(obj, bone_name, halt_on_missing=False): + """ Fetch all the rigs specified on a bone. + """ + rigs = [] + rig_type = obj.pose.bones[bone_name].rigify_type + rig_type = rig_type.replace(" ", "") + + if rig_type == "": + pass + else: + # Gather parameters + params = obj.pose.bones[bone_name].rigify_parameters + + # Get the rig + try: + rig = get_rig_type(rig_type).Rig(obj, bone_name, params) + except ImportError: + message = "Rig Type Missing: python module for type '%s' not found (bone: %s)" % (rig_type, bone_name) + if halt_on_missing: + raise MetarigError(message) + else: + print(message) + print('print_exc():') + traceback.print_exc(file=sys.stdout) + else: + rigs += [rig] + return rigs + + +def param_matches_type(param_name, rig_type): + """ Returns True if the parameter name is consistent with the rig type. + """ + if param_name.rsplit(".", 1)[0] == rig_type: + return True + else: + return False + + +def param_name(param_name, rig_type): + """ Get the actual parameter name, sans-rig-type. + """ + return param_name[len(rig_type) + 1:] + +def isPitchipoy(metarig): + """ Returns True if metarig is type pitchipoy. + """ + pbones=metarig.pose.bones + for pb in pbones: + words = pb.rigify_type.partition('.') + if words[0] == 'pitchipoy': + return True + return False
\ No newline at end of file diff --git a/rigify/legacy/metarig_menu.py b/rigify/legacy/metarig_menu.py new file mode 100644 index 00000000..4bdf2701 --- /dev/null +++ b/rigify/legacy/metarig_menu.py @@ -0,0 +1,125 @@ +# ##### 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 ##### + +# <pep8 compliant> + +import os +from string import capwords + +import bpy + +from . import utils + + +def get_metarig_list(path): + """ Searches for metarig modules, and returns a list of the + imported modules. + """ + metarigs = [] + MODULE_DIR = os.path.dirname(__file__) + METARIG_DIR_ABS = os.path.join(MODULE_DIR, utils.METARIG_DIR) + SEARCH_DIR_ABS = os.path.join(METARIG_DIR_ABS, path) + files = os.listdir(SEARCH_DIR_ABS) + files.sort() + + for f in files: + # Is it a directory? + if os.path.isdir(os.path.join(SEARCH_DIR_ABS, f)): + continue + elif not f.endswith(".py"): + continue + elif f == "__init__.py": + continue + else: + module_name = f[:-3] + try: + metarigs += [utils.get_metarig_module(module_name)] + except (ImportError): + pass + return metarigs + + +def make_metarig_add_execute(m): + """ Create an execute method for a metarig creation operator. + """ + def execute(self, context): + # Add armature object + bpy.ops.object.armature_add() + obj = context.active_object + obj.name = "metarig" + + # Remove default bone + bpy.ops.object.mode_set(mode='EDIT') + bones = context.active_object.data.edit_bones + bones.remove(bones[0]) + + # Create metarig + m.create(obj) + + bpy.ops.object.mode_set(mode='OBJECT') + return {'FINISHED'} + return execute + + +def make_metarig_menu_func(bl_idname, text): + """ For some reason lambda's don't work for adding multiple menu + items, so we use this instead to generate the functions. + """ + def metarig_menu(self, context): + self.layout.operator(bl_idname, icon='OUTLINER_OB_ARMATURE', text=text) + return metarig_menu + + +# Get the metarig modules +metarigs = get_metarig_list("") + +# Create metarig add Operators +metarig_ops = [] +for m in metarigs: + name = m.__name__.rsplit('.', 1)[1] + + # Dynamically construct an Operator + T = type("Add_" + name + "_Metarig", (bpy.types.Operator,), {}) + T.bl_idname = "object.armature_" + name + "_metarig_add" + T.bl_label = "Add " + name.replace("_", " ").capitalize() + " (metarig)" + T.bl_options = {'REGISTER', 'UNDO'} + T.execute = make_metarig_add_execute(m) + + metarig_ops.append((T, name)) + +# Create menu functions +menu_funcs = [] +for mop, name in metarig_ops: + text = capwords(name.replace("_", " ")) + " (Meta-Rig)" + menu_funcs += [make_metarig_menu_func(mop.bl_idname, text)] + + +def register(): + for mop, name in metarig_ops: + bpy.utils.register_class(mop) + + for mf in menu_funcs: + bpy.types.INFO_MT_armature_add.append(mf) + + +def unregister(): + for mop, name in metarig_ops: + bpy.utils.unregister_class(mop) + + for mf in menu_funcs: + bpy.types.INFO_MT_armature_add.remove(mf) diff --git a/rigify/legacy/metarigs/__init__.py b/rigify/legacy/metarigs/__init__.py new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/rigify/legacy/metarigs/__init__.py diff --git a/rigify/legacy/metarigs/human.py b/rigify/legacy/metarigs/human.py new file mode 100644 index 00000000..7adc03d7 --- /dev/null +++ b/rigify/legacy/metarigs/human.py @@ -0,0 +1,1200 @@ +# ##### 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 ##### + +# <pep8 compliant> + +import bpy + +def create(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + for i in range(28): + arm.rigify_layers.add() + + arm.rigify_layers[0].name = "head" + arm.rigify_layers[0].row = 1 + arm.rigify_layers[1].name = " " + arm.rigify_layers[1].row = 1 + arm.rigify_layers[2].name = "Torso" + arm.rigify_layers[2].row = 2 + arm.rigify_layers[3].name = " " + arm.rigify_layers[3].row = 1 + arm.rigify_layers[4].name = "Fingers" + arm.rigify_layers[4].row = 3 + arm.rigify_layers[5].name = "(Tweak)" + arm.rigify_layers[5].row = 3 + arm.rigify_layers[6].name = "Arm.L (FK)" + arm.rigify_layers[6].row = 4 + arm.rigify_layers[7].name = "Arm.L (IK)" + arm.rigify_layers[7].row = 5 + arm.rigify_layers[8].name = "Arm.L (Tweak)" + arm.rigify_layers[8].row = 6 + arm.rigify_layers[9].name = "Arm.R (FK)" + arm.rigify_layers[9].row = 4 + arm.rigify_layers[10].name = "Arm.R (IK)" + arm.rigify_layers[10].row = 5 + arm.rigify_layers[11].name = "Arm.R (Tweak)" + arm.rigify_layers[11].row = 6 + arm.rigify_layers[12].name = "Leg.L (FK)" + arm.rigify_layers[12].row = 7 + arm.rigify_layers[13].name = "Leg.L (IK)" + arm.rigify_layers[13].row = 8 + arm.rigify_layers[14].name = "Leg.L (Tweak)" + arm.rigify_layers[14].row = 9 + arm.rigify_layers[15].name = "Leg.R (FK)" + arm.rigify_layers[15].row = 7 + arm.rigify_layers[16].name = "Leg.R (IK)" + arm.rigify_layers[16].row = 8 + arm.rigify_layers[17].name = "Leg.R (Tweak)" + arm.rigify_layers[17].row = 9 + arm.rigify_layers[18].name = " " + arm.rigify_layers[18].row = 1 + arm.rigify_layers[19].name = " " + arm.rigify_layers[19].row = 1 + arm.rigify_layers[20].name = " " + arm.rigify_layers[20].row = 1 + arm.rigify_layers[21].name = " " + arm.rigify_layers[21].row = 1 + arm.rigify_layers[22].name = " " + arm.rigify_layers[22].row = 1 + arm.rigify_layers[23].name = " " + arm.rigify_layers[23].row = 1 + arm.rigify_layers[24].name = " " + arm.rigify_layers[24].row = 1 + arm.rigify_layers[25].name = " " + arm.rigify_layers[25].row = 1 + arm.rigify_layers[26].name = " " + arm.rigify_layers[26].row = 1 + arm.rigify_layers[27].name = " " + arm.rigify_layers[27].row = 1 + + bones = {} + + bone = arm.edit_bones.new('hips') + bone.head[:] = 0.0000, 0.0552, 1.0099 + bone.tail[:] = 0.0000, 0.0172, 1.1837 + bone.roll = 0.0000 + bone.use_connect = False + bones['hips'] = bone.name + bone = arm.edit_bones.new('spine') + bone.head[:] = 0.0000, 0.0172, 1.1837 + bone.tail[:] = 0.0000, 0.0004, 1.3418 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['hips']] + bones['spine'] = bone.name + bone = arm.edit_bones.new('thigh.L') + bone.head[:] = 0.0980, 0.0124, 1.0720 + bone.tail[:] = 0.0980, -0.0286, 0.5372 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hips']] + bones['thigh.L'] = bone.name + bone = arm.edit_bones.new('thigh.R') + bone.head[:] = -0.0980, 0.0124, 1.0720 + bone.tail[:] = -0.0980, -0.0286, 0.5372 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hips']] + bones['thigh.R'] = bone.name + bone = arm.edit_bones.new('chest') + bone.head[:] = 0.0000, 0.0004, 1.3418 + bone.tail[:] = 0.0000, 0.0114, 1.6582 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine']] + bones['chest'] = bone.name + bone = arm.edit_bones.new('shin.L') + bone.head[:] = 0.0980, -0.0286, 0.5372 + bone.tail[:] = 0.0980, 0.0162, 0.0852 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thigh.L']] + bones['shin.L'] = bone.name + bone = arm.edit_bones.new('shin.R') + bone.head[:] = -0.0980, -0.0286, 0.5372 + bone.tail[:] = -0.0980, 0.0162, 0.0852 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thigh.R']] + bones['shin.R'] = bone.name + bone = arm.edit_bones.new('neck') + bone.head[:] = 0.0000, 0.0114, 1.6582 + bone.tail[:] = 0.0000, -0.0247, 1.7813 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['chest']] + bones['neck'] = bone.name + bone = arm.edit_bones.new('shoulder.L') + bone.head[:] = 0.0183, -0.0684, 1.6051 + bone.tail[:] = 0.1694, 0.0205, 1.6050 + bone.roll = 0.0004 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['chest']] + bones['shoulder.L'] = bone.name + bone = arm.edit_bones.new('shoulder.R') + bone.head[:] = -0.0183, -0.0684, 1.6051 + bone.tail[:] = -0.1694, 0.0205, 1.6050 + bone.roll = -0.0004 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['chest']] + bones['shoulder.R'] = bone.name + bone = arm.edit_bones.new('foot.L') + bone.head[:] = 0.0980, 0.0162, 0.0852 + bone.tail[:] = 0.0980, -0.0934, 0.0167 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['shin.L']] + bones['foot.L'] = bone.name + bone = arm.edit_bones.new('heel.L') + bone.head[:] = 0.0980, 0.0162, 0.0852 + bone.tail[:] = 0.0980, 0.0882, -0.0000 + bone.roll = -3.1416 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['shin.L']] + bones['heel.L'] = bone.name + bone = arm.edit_bones.new('foot.R') + bone.head[:] = -0.0980, 0.0162, 0.0852 + bone.tail[:] = -0.0980, -0.0934, 0.0167 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['shin.R']] + bones['foot.R'] = bone.name + bone = arm.edit_bones.new('heel.R') + bone.head[:] = -0.0980, 0.0162, 0.0852 + bone.tail[:] = -0.0980, 0.0882, -0.0000 + bone.roll = 3.1416 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['shin.R']] + bones['heel.R'] = bone.name + bone = arm.edit_bones.new('head') + bone.head[:] = 0.0000, -0.0247, 1.7813 + bone.tail[:] = 0.0000, -0.0247, 1.9347 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['neck']] + bones['head'] = bone.name + bone = arm.edit_bones.new('upper_arm.L') + bone.head[:] = 0.1953, 0.0267, 1.5846 + bone.tail[:] = 0.4424, 0.0885, 1.4491 + bone.roll = 2.0691 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['shoulder.L']] + bones['upper_arm.L'] = bone.name + bone = arm.edit_bones.new('upper_arm.R') + bone.head[:] = -0.1953, 0.0267, 1.5846 + bone.tail[:] = -0.4424, 0.0885, 1.4491 + bone.roll = -2.0691 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['shoulder.R']] + bones['upper_arm.R'] = bone.name + bone = arm.edit_bones.new('toe.L') + bone.head[:] = 0.0980, -0.0934, 0.0167 + bone.tail[:] = 0.0980, -0.1606, 0.0167 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['foot.L']] + bones['toe.L'] = bone.name + bone = arm.edit_bones.new('heel.02.L') + bone.head[:] = 0.0600, 0.0000, 0.0000 + bone.tail[:] = 0.1400, 0.0000, 0.0000 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['heel.L']] + bones['heel.02.L'] = bone.name + bone = arm.edit_bones.new('toe.R') + bone.head[:] = -0.0980, -0.0934, 0.0167 + bone.tail[:] = -0.0980, -0.1606, 0.0167 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['foot.R']] + bones['toe.R'] = bone.name + bone = arm.edit_bones.new('heel.02.R') + bone.head[:] = -0.0600, 0.0000, 0.0000 + bone.tail[:] = -0.1400, 0.0000, 0.0000 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['heel.R']] + bones['heel.02.R'] = bone.name + bone = arm.edit_bones.new('forearm.L') + bone.head[:] = 0.4424, 0.0885, 1.4491 + bone.tail[:] = 0.6594, 0.0492, 1.3061 + bone.roll = 2.1459 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['upper_arm.L']] + bones['forearm.L'] = bone.name + bone = arm.edit_bones.new('forearm.R') + bone.head[:] = -0.4424, 0.0885, 1.4491 + bone.tail[:] = -0.6594, 0.0492, 1.3061 + bone.roll = -2.1459 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['upper_arm.R']] + bones['forearm.R'] = bone.name + bone = arm.edit_bones.new('hand.L') + bone.head[:] = 0.6594, 0.0492, 1.3061 + bone.tail[:] = 0.7234, 0.0412, 1.2585 + bone.roll = -2.4946 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['forearm.L']] + bones['hand.L'] = bone.name + bone = arm.edit_bones.new('hand.R') + bone.head[:] = -0.6594, 0.0492, 1.3061 + bone.tail[:] = -0.7234, 0.0412, 1.2585 + bone.roll = 2.4946 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['forearm.R']] + bones['hand.R'] = bone.name + bone = arm.edit_bones.new('palm.01.L') + bone.head[:] = 0.6921, 0.0224, 1.2882 + bone.tail[:] = 0.7464, 0.0051, 1.2482 + bone.roll = -2.4928 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.L']] + bones['palm.01.L'] = bone.name + bone = arm.edit_bones.new('palm.02.L') + bone.head[:] = 0.6970, 0.0389, 1.2877 + bone.tail[:] = 0.7518, 0.0277, 1.2487 + bone.roll = -2.5274 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.L']] + bones['palm.02.L'] = bone.name + bone = arm.edit_bones.new('palm.03.L') + bone.head[:] = 0.6963, 0.0545, 1.2874 + bone.tail[:] = 0.7540, 0.0521, 1.2482 + bone.roll = -2.5843 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.L']] + bones['palm.03.L'] = bone.name + bone = arm.edit_bones.new('palm.04.L') + bone.head[:] = 0.6929, 0.0696, 1.2871 + bone.tail[:] = 0.7528, 0.0763, 1.2428 + bone.roll = -2.5155 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.L']] + bones['palm.04.L'] = bone.name + bone = arm.edit_bones.new('palm.01.R') + bone.head[:] = -0.6921, 0.0224, 1.2882 + bone.tail[:] = -0.7464, 0.0051, 1.2482 + bone.roll = 2.4928 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.R']] + bones['palm.01.R'] = bone.name + bone = arm.edit_bones.new('palm.02.R') + bone.head[:] = -0.6970, 0.0389, 1.2877 + bone.tail[:] = -0.7518, 0.0277, 1.2487 + bone.roll = 2.5274 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.R']] + bones['palm.02.R'] = bone.name + bone = arm.edit_bones.new('palm.03.R') + bone.head[:] = -0.6963, 0.0544, 1.2874 + bone.tail[:] = -0.7540, 0.0521, 1.2482 + bone.roll = 2.5843 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.R']] + bones['palm.03.R'] = bone.name + bone = arm.edit_bones.new('palm.04.R') + bone.head[:] = -0.6929, 0.0696, 1.2871 + bone.tail[:] = -0.7528, 0.0763, 1.2428 + bone.roll = 2.5155 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.R']] + bones['palm.04.R'] = bone.name + bone = arm.edit_bones.new('f_index.01.L') + bone.head[:] = 0.7464, 0.0051, 1.2482 + bone.tail[:] = 0.7718, 0.0013, 1.2112 + bone.roll = -2.0315 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['palm.01.L']] + bones['f_index.01.L'] = bone.name + bone = arm.edit_bones.new('thumb.01.L') + bone.head[:] = 0.6705, 0.0214, 1.2738 + bone.tail[:] = 0.6857, 0.0015, 1.2404 + bone.roll = -0.1587 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.01.L']] + bones['thumb.01.L'] = bone.name + bone = arm.edit_bones.new('f_middle.01.L') + bone.head[:] = 0.7518, 0.0277, 1.2487 + bone.tail[:] = 0.7762, 0.0234, 1.2058 + bone.roll = -2.0067 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['palm.02.L']] + bones['f_middle.01.L'] = bone.name + bone = arm.edit_bones.new('f_ring.01.L') + bone.head[:] = 0.7540, 0.0521, 1.2482 + bone.tail[:] = 0.7715, 0.0499, 1.2070 + bone.roll = -2.0082 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['palm.03.L']] + bones['f_ring.01.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.01.L') + bone.head[:] = 0.7528, 0.0763, 1.2428 + bone.tail[:] = 0.7589, 0.0765, 1.2156 + bone.roll = -1.9749 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['palm.04.L']] + bones['f_pinky.01.L'] = bone.name + bone = arm.edit_bones.new('f_index.01.R') + bone.head[:] = -0.7464, 0.0051, 1.2482 + bone.tail[:] = -0.7718, 0.0012, 1.2112 + bone.roll = 2.0315 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['palm.01.R']] + bones['f_index.01.R'] = bone.name + bone = arm.edit_bones.new('thumb.01.R') + bone.head[:] = -0.6705, 0.0214, 1.2738 + bone.tail[:] = -0.6857, 0.0015, 1.2404 + bone.roll = 0.1587 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.01.R']] + bones['thumb.01.R'] = bone.name + bone = arm.edit_bones.new('f_middle.01.R') + bone.head[:] = -0.7518, 0.0277, 1.2487 + bone.tail[:] = -0.7762, 0.0233, 1.2058 + bone.roll = 2.0067 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['palm.02.R']] + bones['f_middle.01.R'] = bone.name + bone = arm.edit_bones.new('f_ring.01.R') + bone.head[:] = -0.7540, 0.0521, 1.2482 + bone.tail[:] = -0.7715, 0.0499, 1.2070 + bone.roll = 2.0082 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['palm.03.R']] + bones['f_ring.01.R'] = bone.name + bone = arm.edit_bones.new('f_pinky.01.R') + bone.head[:] = -0.7528, 0.0763, 1.2428 + bone.tail[:] = -0.7589, 0.0765, 1.2156 + bone.roll = 1.9749 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['palm.04.R']] + bones['f_pinky.01.R'] = bone.name + bone = arm.edit_bones.new('f_index.02.L') + bone.head[:] = 0.7718, 0.0013, 1.2112 + bone.tail[:] = 0.7840, -0.0003, 1.1858 + bone.roll = -1.8799 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_index.01.L']] + bones['f_index.02.L'] = bone.name + bone = arm.edit_bones.new('thumb.02.L') + bone.head[:] = 0.6857, 0.0015, 1.2404 + bone.tail[:] = 0.7056, -0.0057, 1.2145 + bone.roll = -0.4798 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thumb.01.L']] + bones['thumb.02.L'] = bone.name + bone = arm.edit_bones.new('f_middle.02.L') + bone.head[:] = 0.7762, 0.0234, 1.2058 + bone.tail[:] = 0.7851, 0.0218, 1.1749 + bone.roll = -1.8283 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_middle.01.L']] + bones['f_middle.02.L'] = bone.name + bone = arm.edit_bones.new('f_ring.02.L') + bone.head[:] = 0.7715, 0.0499, 1.2070 + bone.tail[:] = 0.7794, 0.0494, 1.1762 + bone.roll = -1.8946 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_ring.01.L']] + bones['f_ring.02.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.02.L') + bone.head[:] = 0.7589, 0.0765, 1.2156 + bone.tail[:] = 0.7618, 0.0770, 1.1932 + bone.roll = -1.9059 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.01.L']] + bones['f_pinky.02.L'] = bone.name + bone = arm.edit_bones.new('f_index.02.R') + bone.head[:] = -0.7718, 0.0012, 1.2112 + bone.tail[:] = -0.7840, -0.0003, 1.1858 + bone.roll = 1.8799 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_index.01.R']] + bones['f_index.02.R'] = bone.name + bone = arm.edit_bones.new('thumb.02.R') + bone.head[:] = -0.6857, 0.0015, 1.2404 + bone.tail[:] = -0.7056, -0.0057, 1.2145 + bone.roll = 0.4798 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thumb.01.R']] + bones['thumb.02.R'] = bone.name + bone = arm.edit_bones.new('f_middle.02.R') + bone.head[:] = -0.7762, 0.0233, 1.2058 + bone.tail[:] = -0.7851, 0.0218, 1.1749 + bone.roll = 1.8283 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_middle.01.R']] + bones['f_middle.02.R'] = bone.name + bone = arm.edit_bones.new('f_ring.02.R') + bone.head[:] = -0.7715, 0.0499, 1.2070 + bone.tail[:] = -0.7794, 0.0494, 1.1762 + bone.roll = 1.8946 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_ring.01.R']] + bones['f_ring.02.R'] = bone.name + bone = arm.edit_bones.new('f_pinky.02.R') + bone.head[:] = -0.7589, 0.0765, 1.2156 + bone.tail[:] = -0.7618, 0.0770, 1.1932 + bone.roll = 1.9059 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.01.R']] + bones['f_pinky.02.R'] = bone.name + bone = arm.edit_bones.new('f_index.03.L') + bone.head[:] = 0.7840, -0.0003, 1.1858 + bone.tail[:] = 0.7892, 0.0006, 1.1636 + bone.roll = -1.6760 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_index.02.L']] + bones['f_index.03.L'] = bone.name + bone = arm.edit_bones.new('thumb.03.L') + bone.head[:] = 0.7056, -0.0057, 1.2145 + bone.tail[:] = 0.7194, -0.0098, 1.1995 + bone.roll = -0.5826 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thumb.02.L']] + bones['thumb.03.L'] = bone.name + bone = arm.edit_bones.new('f_middle.03.L') + bone.head[:] = 0.7851, 0.0218, 1.1749 + bone.tail[:] = 0.7888, 0.0216, 1.1525 + bone.roll = -1.7483 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_middle.02.L']] + bones['f_middle.03.L'] = bone.name + bone = arm.edit_bones.new('f_ring.03.L') + bone.head[:] = 0.7794, 0.0494, 1.1762 + bone.tail[:] = 0.7781, 0.0498, 1.1577 + bone.roll = -1.6582 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_ring.02.L']] + bones['f_ring.03.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.03.L') + bone.head[:] = 0.7618, 0.0770, 1.1932 + bone.tail[:] = 0.7611, 0.0772, 1.1782 + bone.roll = -1.7639 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.02.L']] + bones['f_pinky.03.L'] = bone.name + bone = arm.edit_bones.new('f_index.03.R') + bone.head[:] = -0.7840, -0.0003, 1.1858 + bone.tail[:] = -0.7892, 0.0006, 1.1636 + bone.roll = 1.6760 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_index.02.R']] + bones['f_index.03.R'] = bone.name + bone = arm.edit_bones.new('thumb.03.R') + bone.head[:] = -0.7056, -0.0057, 1.2145 + bone.tail[:] = -0.7194, -0.0098, 1.1995 + bone.roll = 0.5826 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thumb.02.R']] + bones['thumb.03.R'] = bone.name + bone = arm.edit_bones.new('f_middle.03.R') + bone.head[:] = -0.7851, 0.0218, 1.1749 + bone.tail[:] = -0.7888, 0.0216, 1.1525 + bone.roll = 1.7483 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_middle.02.R']] + bones['f_middle.03.R'] = bone.name + bone = arm.edit_bones.new('f_ring.03.R') + bone.head[:] = -0.7794, 0.0494, 1.1762 + bone.tail[:] = -0.7781, 0.0498, 1.1577 + bone.roll = 1.6582 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_ring.02.R']] + bones['f_ring.03.R'] = bone.name + bone = arm.edit_bones.new('f_pinky.03.R') + bone.head[:] = -0.7618, 0.0770, 1.1932 + bone.tail[:] = -0.7611, 0.0772, 1.1782 + bone.roll = 1.7639 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.02.R']] + bones['f_pinky.03.R'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['hips']] + pbone.rigify_type = 'spine' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.chain_bone_controls = "1, 2, 3" + except AttributeError: + pass + pbone = obj.pose.bones[bones['spine']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thigh.L']] + pbone.rigify_type = 'biped.leg' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['thigh.R']] + pbone.rigify_type = 'biped.leg' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['chest']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['shin.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['shin.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['neck']] + pbone.rigify_type = 'neck_short' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['shoulder.L']] + pbone.rigify_type = 'basic.copy' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, True, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['shoulder.R']] + pbone.rigify_type = 'basic.copy' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, True, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['foot.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['heel.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['foot.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['heel.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['head']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['upper_arm.L']] + pbone.rigify_type = 'biped.arm' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['upper_arm.R']] + pbone.rigify_type = 'biped.arm' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['toe.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['heel.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['toe.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['heel.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forearm.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forearm.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['hand.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['hand.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.01.L']] + pbone.rigify_type = 'palm' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.04.L']] + pbone.rigify_type = '' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.01.R']] + pbone.rigify_type = 'palm' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.04.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.01.L']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['thumb.01.L']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_middle.01.L']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_ring.01.L']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_pinky.01.L']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_index.01.R']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + pbone = obj.pose.bones[bones['thumb.01.R']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_middle.01.R']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_ring.01.R']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_pinky.01.R']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_index.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thumb.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_middle.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_ring.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_pinky.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thumb.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_middle.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_ring.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_pinky.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thumb.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_middle.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_ring.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_pinky.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thumb.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_middle.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_ring.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_pinky.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone + + arm.layers = [(x in [0, 2, 4, 6, 9, 12, 15]) for x in range(32)] + +if __name__ == "__main__": + create(bpy.context.active_object) diff --git a/rigify/legacy/metarigs/pitchipoy_human.py b/rigify/legacy/metarigs/pitchipoy_human.py new file mode 100644 index 00000000..56748768 --- /dev/null +++ b/rigify/legacy/metarigs/pitchipoy_human.py @@ -0,0 +1,2720 @@ +import bpy + +def create(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + for i in range(28): + arm.rigify_layers.add() + + arm.rigify_layers[0].name = "Face" + arm.rigify_layers[0].row = 1 + arm.rigify_layers[1].name = "Face (Primary)" + arm.rigify_layers[1].row = 2 + arm.rigify_layers[2].name = "Face (Secondary)" + arm.rigify_layers[2].row = 2 + arm.rigify_layers[3].name = "Torso" + arm.rigify_layers[3].row = 3 + arm.rigify_layers[4].name = "Torso (Tweak)" + arm.rigify_layers[4].row = 4 + arm.rigify_layers[5].name = "Fingers" + arm.rigify_layers[5].row = 5 + arm.rigify_layers[6].name = "Fingers (Tweak)" + arm.rigify_layers[6].row = 6 + arm.rigify_layers[7].name = "Arm.L (IK)" + arm.rigify_layers[7].row = 7 + arm.rigify_layers[8].name = "Arm.L (FK)" + arm.rigify_layers[8].row = 8 + arm.rigify_layers[9].name = "Arm.L (Tweak)" + arm.rigify_layers[9].row = 9 + arm.rigify_layers[10].name = "Arm.R (IK)" + arm.rigify_layers[10].row = 7 + arm.rigify_layers[11].name = "Arm.R (FK)" + arm.rigify_layers[11].row = 8 + arm.rigify_layers[12].name = "Arm.R (Tweak)" + arm.rigify_layers[12].row = 9 + arm.rigify_layers[13].name = "Leg.L (IK)" + arm.rigify_layers[13].row = 10 + arm.rigify_layers[14].name = "Leg.L (FK)" + arm.rigify_layers[14].row = 11 + arm.rigify_layers[15].name = "Leg.L (Tweak)" + arm.rigify_layers[15].row = 12 + arm.rigify_layers[16].name = "Leg.R (IK)" + arm.rigify_layers[16].row = 10 + arm.rigify_layers[17].name = "Leg.R (FK)" + arm.rigify_layers[17].row = 11 + arm.rigify_layers[18].name = "Leg.R (Tweak)" + arm.rigify_layers[18].row = 12 + arm.rigify_layers[19].name = "" + arm.rigify_layers[19].row = 1 + arm.rigify_layers[20].name = "" + arm.rigify_layers[20].row = 1 + arm.rigify_layers[21].name = "" + arm.rigify_layers[21].row = 1 + arm.rigify_layers[22].name = "" + arm.rigify_layers[22].row = 1 + arm.rigify_layers[23].name = "" + arm.rigify_layers[23].row = 1 + arm.rigify_layers[24].name = "" + arm.rigify_layers[24].row = 1 + arm.rigify_layers[25].name = "" + arm.rigify_layers[25].row = 1 + arm.rigify_layers[26].name = "" + arm.rigify_layers[26].row = 1 + arm.rigify_layers[27].name = "" + arm.rigify_layers[27].row = 1 + + bones = {} + + bone = arm.edit_bones.new('spine') + bone.head[:] = 0.0000, 0.0552, 1.0099 + bone.tail[:] = 0.0000, 0.0172, 1.1573 + bone.roll = 0.0000 + bone.use_connect = False + bones['spine'] = bone.name + bone = arm.edit_bones.new('spine.001') + bone.head[:] = 0.0000, 0.0172, 1.1573 + bone.tail[:] = 0.0000, 0.0004, 1.2929 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine']] + bones['spine.001'] = bone.name + bone = arm.edit_bones.new('pelvis.L') + bone.head[:] = 0.0000, 0.0552, 1.0099 + bone.tail[:] = 0.1112, -0.0451, 1.1533 + bone.roll = -1.0756 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine']] + bones['pelvis.L'] = bone.name + bone = arm.edit_bones.new('pelvis.R') + bone.head[:] = -0.0000, 0.0552, 1.0099 + bone.tail[:] = -0.1112, -0.0451, 1.1533 + bone.roll = 1.0756 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine']] + bones['pelvis.R'] = bone.name + bone = arm.edit_bones.new('thigh.L') + bone.head[:] = 0.0980, 0.0124, 1.0720 + bone.tail[:] = 0.0980, -0.0286, 0.5372 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine']] + bones['thigh.L'] = bone.name + bone = arm.edit_bones.new('thigh.R') + bone.head[:] = -0.0980, 0.0124, 1.0720 + bone.tail[:] = -0.0980, -0.0286, 0.5372 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine']] + bones['thigh.R'] = bone.name + bone = arm.edit_bones.new('spine.002') + bone.head[:] = 0.0000, 0.0004, 1.2929 + bone.tail[:] = 0.0000, 0.0059, 1.4657 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.001']] + bones['spine.002'] = bone.name + bone = arm.edit_bones.new('shin.L') + bone.head[:] = 0.0980, -0.0286, 0.5372 + bone.tail[:] = 0.0980, 0.0162, 0.0852 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thigh.L']] + bones['shin.L'] = bone.name + bone = arm.edit_bones.new('shin.R') + bone.head[:] = -0.0980, -0.0286, 0.5372 + bone.tail[:] = -0.0980, 0.0162, 0.0852 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thigh.R']] + bones['shin.R'] = bone.name + bone = arm.edit_bones.new('spine.003') + bone.head[:] = 0.0000, 0.0059, 1.4657 + bone.tail[:] = 0.0000, 0.0114, 1.6582 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.002']] + bones['spine.003'] = bone.name + bone = arm.edit_bones.new('foot.L') + bone.head[:] = 0.0980, 0.0162, 0.0852 + bone.tail[:] = 0.0980, -0.0934, 0.0167 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['shin.L']] + bones['foot.L'] = bone.name + bone = arm.edit_bones.new('foot.R') + bone.head[:] = -0.0980, 0.0162, 0.0852 + bone.tail[:] = -0.0980, -0.0934, 0.0167 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['shin.R']] + bones['foot.R'] = bone.name + bone = arm.edit_bones.new('spine.004') + bone.head[:] = 0.0000, 0.0114, 1.6582 + bone.tail[:] = 0.0000, -0.0067, 1.7197 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.003']] + bones['spine.004'] = bone.name + bone = arm.edit_bones.new('shoulder.L') + bone.head[:] = 0.0183, -0.0684, 1.6051 + bone.tail[:] = 0.1694, 0.0205, 1.6050 + bone.roll = 0.0004 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine.003']] + bones['shoulder.L'] = bone.name + bone = arm.edit_bones.new('shoulder.R') + bone.head[:] = -0.0183, -0.0684, 1.6051 + bone.tail[:] = -0.1694, 0.0205, 1.6050 + bone.roll = -0.0004 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine.003']] + bones['shoulder.R'] = bone.name + bone = arm.edit_bones.new('breast.L') + bone.head[:] = 0.1184, 0.0485, 1.4596 + bone.tail[:] = 0.1184, -0.0907, 1.4596 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine.003']] + bones['breast.L'] = bone.name + bone = arm.edit_bones.new('breast.R') + bone.head[:] = -0.1184, 0.0485, 1.4596 + bone.tail[:] = -0.1184, -0.0907, 1.4596 + bone.roll = -0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine.003']] + bones['breast.R'] = bone.name + bone = arm.edit_bones.new('toe.L') + bone.head[:] = 0.0980, -0.0934, 0.0167 + bone.tail[:] = 0.0980, -0.1606, 0.0167 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['foot.L']] + bones['toe.L'] = bone.name + bone = arm.edit_bones.new('heel.02.L') + bone.head[:] = 0.0600, 0.0459, 0.0000 + bone.tail[:] = 0.1400, 0.0459, 0.0000 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['foot.L']] + bones['heel.02.L'] = bone.name + bone = arm.edit_bones.new('toe.R') + bone.head[:] = -0.0980, -0.0934, 0.0167 + bone.tail[:] = -0.0980, -0.1606, 0.0167 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['foot.R']] + bones['toe.R'] = bone.name + bone = arm.edit_bones.new('heel.02.R') + bone.head[:] = -0.0600, 0.0459, 0.0000 + bone.tail[:] = -0.1400, 0.0459, 0.0000 + bone.roll = -0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['foot.R']] + bones['heel.02.R'] = bone.name + bone = arm.edit_bones.new('spine.005') + bone.head[:] = 0.0000, -0.0067, 1.7197 + bone.tail[:] = 0.0000, -0.0247, 1.7813 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.004']] + bones['spine.005'] = bone.name + bone = arm.edit_bones.new('upper_arm.L') + bone.head[:] = 0.1953, 0.0267, 1.5846 + bone.tail[:] = 0.4424, 0.0885, 1.4491 + bone.roll = 2.0724 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['shoulder.L']] + bones['upper_arm.L'] = bone.name + bone = arm.edit_bones.new('upper_arm.R') + bone.head[:] = -0.1953, 0.0267, 1.5846 + bone.tail[:] = -0.4424, 0.0885, 1.4491 + bone.roll = -2.0724 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['shoulder.R']] + bones['upper_arm.R'] = bone.name + bone = arm.edit_bones.new('spine.006') + bone.head[:] = 0.0000, -0.0247, 1.7813 + bone.tail[:] = 0.0000, -0.0247, 1.9796 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.005']] + bones['spine.006'] = bone.name + bone = arm.edit_bones.new('forearm.L') + bone.head[:] = 0.4424, 0.0885, 1.4491 + bone.tail[:] = 0.6594, 0.0492, 1.3061 + bone.roll = 2.1535 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['upper_arm.L']] + bones['forearm.L'] = bone.name + bone = arm.edit_bones.new('forearm.R') + bone.head[:] = -0.4424, 0.0885, 1.4491 + bone.tail[:] = -0.6594, 0.0492, 1.3061 + bone.roll = -2.1535 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['upper_arm.R']] + bones['forearm.R'] = bone.name + bone = arm.edit_bones.new('face') + bone.head[:] = 0.0000, -0.0247, 1.7813 + bone.tail[:] = 0.0000, -0.0247, 1.8725 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['spine.006']] + bones['face'] = bone.name + bone = arm.edit_bones.new('hand.L') + bone.head[:] = 0.6594, 0.0492, 1.3061 + bone.tail[:] = 0.7234, 0.0412, 1.2585 + bone.roll = 2.2103 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['forearm.L']] + bones['hand.L'] = bone.name + bone = arm.edit_bones.new('hand.R') + bone.head[:] = -0.6594, 0.0492, 1.3061 + bone.tail[:] = -0.7234, 0.0412, 1.2585 + bone.roll = -2.2103 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['forearm.R']] + bones['hand.R'] = bone.name + bone = arm.edit_bones.new('nose') + bone.head[:] = 0.0000, -0.1536, 1.8978 + bone.tail[:] = 0.0000, -0.1834, 1.8589 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['nose'] = bone.name + bone = arm.edit_bones.new('lip.T.L') + bone.head[:] = -0.0000, -0.1710, 1.8140 + bone.tail[:] = 0.0195, -0.1656, 1.8146 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lip.T.L'] = bone.name + bone = arm.edit_bones.new('lip.B.L') + bone.head[:] = -0.0000, -0.1667, 1.7978 + bone.tail[:] = 0.0185, -0.1585, 1.8028 + bone.roll = -0.0789 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lip.B.L'] = bone.name + bone = arm.edit_bones.new('jaw') + bone.head[:] = 0.0000, -0.0945, 1.7439 + bone.tail[:] = 0.0000, -0.1519, 1.7392 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['jaw'] = bone.name + bone = arm.edit_bones.new('ear.L') + bone.head[:] = 0.0919, -0.0309, 1.8622 + bone.tail[:] = 0.0989, -0.0336, 1.9017 + bone.roll = -0.0324 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['ear.L'] = bone.name + bone = arm.edit_bones.new('ear.R') + bone.head[:] = -0.0919, -0.0309, 1.8622 + bone.tail[:] = -0.0989, -0.0336, 1.9017 + bone.roll = 0.0324 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['ear.R'] = bone.name + bone = arm.edit_bones.new('lip.T.R') + bone.head[:] = 0.0000, -0.1710, 1.8140 + bone.tail[:] = -0.0195, -0.1656, 1.8146 + bone.roll = -0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lip.T.R'] = bone.name + bone = arm.edit_bones.new('lip.B.R') + bone.head[:] = 0.0000, -0.1667, 1.7978 + bone.tail[:] = -0.0185, -0.1585, 1.8028 + bone.roll = 0.0789 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lip.B.R'] = bone.name + bone = arm.edit_bones.new('brow.B.L') + bone.head[:] = 0.0791, -0.1237, 1.9020 + bone.tail[:] = 0.0704, -0.1349, 1.9078 + bone.roll = 0.0412 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['brow.B.L'] = bone.name + bone = arm.edit_bones.new('lid.T.L') + bone.head[:] = 0.0768, -0.1218, 1.8947 + bone.tail[:] = 0.0678, -0.1356, 1.8995 + bone.roll = -0.2079 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lid.T.L'] = bone.name + bone = arm.edit_bones.new('brow.B.R') + bone.head[:] = -0.0791, -0.1237, 1.9020 + bone.tail[:] = -0.0704, -0.1349, 1.9078 + bone.roll = -0.0412 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['brow.B.R'] = bone.name + bone = arm.edit_bones.new('lid.T.R') + bone.head[:] = -0.0768, -0.1218, 1.8947 + bone.tail[:] = -0.0678, -0.1356, 1.8995 + bone.roll = 0.2079 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lid.T.R'] = bone.name + bone = arm.edit_bones.new('forehead.L') + bone.head[:] = 0.0168, -0.1325, 1.9704 + bone.tail[:] = 0.0215, -0.1546, 1.9144 + bone.roll = 1.4313 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['forehead.L'] = bone.name + bone = arm.edit_bones.new('forehead.R') + bone.head[:] = -0.0168, -0.1325, 1.9704 + bone.tail[:] = -0.0215, -0.1546, 1.9144 + bone.roll = -1.4313 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['forehead.R'] = bone.name + bone = arm.edit_bones.new('eye.L') + bone.head[:] = 0.0516, -0.1209, 1.8941 + bone.tail[:] = 0.0516, -0.1451, 1.8941 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['eye.L'] = bone.name + bone = arm.edit_bones.new('eye.R') + bone.head[:] = -0.0516, -0.1209, 1.8941 + bone.tail[:] = -0.0516, -0.1451, 1.8941 + bone.roll = -0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['eye.R'] = bone.name + bone = arm.edit_bones.new('cheek.T.L') + bone.head[:] = 0.0848, -0.0940, 1.8870 + bone.tail[:] = 0.0565, -0.1430, 1.8517 + bone.roll = -0.0096 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['cheek.T.L'] = bone.name + bone = arm.edit_bones.new('cheek.T.R') + bone.head[:] = -0.0848, -0.0940, 1.8870 + bone.tail[:] = -0.0565, -0.1430, 1.8517 + bone.roll = 0.0096 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['cheek.T.R'] = bone.name + bone = arm.edit_bones.new('teeth.T') + bone.head[:] = 0.0000, -0.1568, 1.8214 + bone.tail[:] = 0.0000, -0.1112, 1.8214 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['teeth.T'] = bone.name + bone = arm.edit_bones.new('teeth.B') + bone.head[:] = 0.0000, -0.1500, 1.7892 + bone.tail[:] = 0.0000, -0.1043, 1.7892 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['teeth.B'] = bone.name + bone = arm.edit_bones.new('tongue') + bone.head[:] = 0.0000, -0.1354, 1.7946 + bone.tail[:] = 0.0000, -0.1101, 1.8002 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['tongue'] = bone.name + bone = arm.edit_bones.new('palm.01.L') + bone.head[:] = 0.6921, 0.0224, 1.2882 + bone.tail[:] = 0.7464, 0.0051, 1.2482 + bone.roll = -2.4928 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.L']] + bones['palm.01.L'] = bone.name + bone = arm.edit_bones.new('palm.02.L') + bone.head[:] = 0.6970, 0.0389, 1.2877 + bone.tail[:] = 0.7518, 0.0277, 1.2487 + bone.roll = -2.5274 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.L']] + bones['palm.02.L'] = bone.name + bone = arm.edit_bones.new('palm.03.L') + bone.head[:] = 0.6963, 0.0545, 1.2874 + bone.tail[:] = 0.7540, 0.0521, 1.2482 + bone.roll = -2.5843 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.L']] + bones['palm.03.L'] = bone.name + bone = arm.edit_bones.new('palm.04.L') + bone.head[:] = 0.6929, 0.0696, 1.2871 + bone.tail[:] = 0.7528, 0.0763, 1.2428 + bone.roll = -2.5155 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.L']] + bones['palm.04.L'] = bone.name + bone = arm.edit_bones.new('palm.01.R') + bone.head[:] = -0.6921, 0.0224, 1.2882 + bone.tail[:] = -0.7464, 0.0051, 1.2482 + bone.roll = 2.4928 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.R']] + bones['palm.01.R'] = bone.name + bone = arm.edit_bones.new('palm.02.R') + bone.head[:] = -0.6970, 0.0389, 1.2877 + bone.tail[:] = -0.7518, 0.0277, 1.2487 + bone.roll = 2.5274 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.R']] + bones['palm.02.R'] = bone.name + bone = arm.edit_bones.new('palm.03.R') + bone.head[:] = -0.6963, 0.0544, 1.2874 + bone.tail[:] = -0.7540, 0.0521, 1.2482 + bone.roll = 2.5843 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.R']] + bones['palm.03.R'] = bone.name + bone = arm.edit_bones.new('palm.04.R') + bone.head[:] = -0.6929, 0.0696, 1.2871 + bone.tail[:] = -0.7528, 0.0763, 1.2428 + bone.roll = 2.5155 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['hand.R']] + bones['palm.04.R'] = bone.name + bone = arm.edit_bones.new('nose.001') + bone.head[:] = 0.0000, -0.1834, 1.8589 + bone.tail[:] = 0.0000, -0.1965, 1.8450 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose']] + bones['nose.001'] = bone.name + bone = arm.edit_bones.new('lip.T.L.001') + bone.head[:] = 0.0195, -0.1656, 1.8146 + bone.tail[:] = 0.0352, -0.1494, 1.8074 + bone.roll = 0.0236 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lip.T.L']] + bones['lip.T.L.001'] = bone.name + bone = arm.edit_bones.new('lip.B.L.001') + bone.head[:] = 0.0185, -0.1585, 1.8028 + bone.tail[:] = 0.0352, -0.1494, 1.8074 + bone.roll = 0.0731 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lip.B.L']] + bones['lip.B.L.001'] = bone.name + bone = arm.edit_bones.new('chin') + bone.head[:] = 0.0000, -0.1519, 1.7392 + bone.tail[:] = 0.0000, -0.1634, 1.7692 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw']] + bones['chin'] = bone.name + bone = arm.edit_bones.new('ear.L.001') + bone.head[:] = 0.0989, -0.0336, 1.9017 + bone.tail[:] = 0.1200, -0.0088, 1.9074 + bone.roll = 0.0656 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.L']] + bones['ear.L.001'] = bone.name + bone = arm.edit_bones.new('ear.R.001') + bone.head[:] = -0.0989, -0.0336, 1.9017 + bone.tail[:] = -0.1200, -0.0088, 1.9074 + bone.roll = -0.0656 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.R']] + bones['ear.R.001'] = bone.name + bone = arm.edit_bones.new('lip.T.R.001') + bone.head[:] = -0.0195, -0.1656, 1.8146 + bone.tail[:] = -0.0352, -0.1494, 1.8074 + bone.roll = -0.0236 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lip.T.R']] + bones['lip.T.R.001'] = bone.name + bone = arm.edit_bones.new('lip.B.R.001') + bone.head[:] = -0.0185, -0.1585, 1.8028 + bone.tail[:] = -0.0352, -0.1494, 1.8074 + bone.roll = -0.0731 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lip.B.R']] + bones['lip.B.R.001'] = bone.name + bone = arm.edit_bones.new('brow.B.L.001') + bone.head[:] = 0.0704, -0.1349, 1.9078 + bone.tail[:] = 0.0577, -0.1427, 1.9093 + bone.roll = 0.0192 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.L']] + bones['brow.B.L.001'] = bone.name + bone = arm.edit_bones.new('lid.T.L.001') + bone.head[:] = 0.0678, -0.1356, 1.8995 + bone.tail[:] = 0.0550, -0.1436, 1.9022 + bone.roll = 0.1837 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.L']] + bones['lid.T.L.001'] = bone.name + bone = arm.edit_bones.new('brow.B.R.001') + bone.head[:] = -0.0704, -0.1349, 1.9078 + bone.tail[:] = -0.0577, -0.1427, 1.9093 + bone.roll = -0.0192 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.R']] + bones['brow.B.R.001'] = bone.name + bone = arm.edit_bones.new('lid.T.R.001') + bone.head[:] = -0.0678, -0.1356, 1.8995 + bone.tail[:] = -0.0550, -0.1436, 1.9022 + bone.roll = -0.1837 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.R']] + bones['lid.T.R.001'] = bone.name + bone = arm.edit_bones.new('forehead.L.001') + bone.head[:] = 0.0479, -0.1174, 1.9756 + bone.tail[:] = 0.0588, -0.1421, 1.9255 + bone.roll = 0.9928 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.L']] + bones['forehead.L.001'] = bone.name + bone = arm.edit_bones.new('forehead.R.001') + bone.head[:] = -0.0479, -0.1174, 1.9756 + bone.tail[:] = -0.0588, -0.1421, 1.9255 + bone.roll = -0.9928 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.R']] + bones['forehead.R.001'] = bone.name + bone = arm.edit_bones.new('cheek.T.L.001') + bone.head[:] = 0.0565, -0.1430, 1.8517 + bone.tail[:] = 0.0188, -0.1448, 1.8822 + bone.roll = 0.1387 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.T.L']] + bones['cheek.T.L.001'] = bone.name + bone = arm.edit_bones.new('cheek.T.R.001') + bone.head[:] = -0.0565, -0.1430, 1.8517 + bone.tail[:] = -0.0188, -0.1448, 1.8822 + bone.roll = -0.1387 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.T.R']] + bones['cheek.T.R.001'] = bone.name + bone = arm.edit_bones.new('tongue.001') + bone.head[:] = 0.0000, -0.1101, 1.8002 + bone.tail[:] = 0.0000, -0.0761, 1.7949 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['tongue']] + bones['tongue.001'] = bone.name + bone = arm.edit_bones.new('f_index.01.L') + bone.head[:] = 0.7464, 0.0051, 1.2482 + bone.tail[:] = 0.7718, 0.0013, 1.2112 + bone.roll = -2.0315 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.01.L']] + bones['f_index.01.L'] = bone.name + bone = arm.edit_bones.new('thumb.01.L') + bone.head[:] = 0.6705, 0.0214, 1.2738 + bone.tail[:] = 0.6857, 0.0015, 1.2404 + bone.roll = -0.1587 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.01.L']] + bones['thumb.01.L'] = bone.name + bone = arm.edit_bones.new('f_middle.01.L') + bone.head[:] = 0.7518, 0.0277, 1.2487 + bone.tail[:] = 0.7762, 0.0234, 1.2058 + bone.roll = -2.0067 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.02.L']] + bones['f_middle.01.L'] = bone.name + bone = arm.edit_bones.new('f_ring.01.L') + bone.head[:] = 0.7540, 0.0521, 1.2482 + bone.tail[:] = 0.7715, 0.0499, 1.2070 + bone.roll = -2.0082 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.03.L']] + bones['f_ring.01.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.01.L') + bone.head[:] = 0.7528, 0.0763, 1.2428 + bone.tail[:] = 0.7589, 0.0765, 1.2156 + bone.roll = -1.9749 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.04.L']] + bones['f_pinky.01.L'] = bone.name + bone = arm.edit_bones.new('f_index.01.R') + bone.head[:] = -0.7464, 0.0051, 1.2482 + bone.tail[:] = -0.7718, 0.0012, 1.2112 + bone.roll = 2.0315 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.01.R']] + bones['f_index.01.R'] = bone.name + bone = arm.edit_bones.new('thumb.01.R') + bone.head[:] = -0.6705, 0.0214, 1.2738 + bone.tail[:] = -0.6857, 0.0015, 1.2404 + bone.roll = 0.1587 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.01.R']] + bones['thumb.01.R'] = bone.name + bone = arm.edit_bones.new('f_middle.01.R') + bone.head[:] = -0.7518, 0.0277, 1.2487 + bone.tail[:] = -0.7762, 0.0233, 1.2058 + bone.roll = 2.0067 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.02.R']] + bones['f_middle.01.R'] = bone.name + bone = arm.edit_bones.new('f_ring.01.R') + bone.head[:] = -0.7540, 0.0521, 1.2482 + bone.tail[:] = -0.7715, 0.0499, 1.2070 + bone.roll = 2.0082 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.03.R']] + bones['f_ring.01.R'] = bone.name + bone = arm.edit_bones.new('f_pinky.01.R') + bone.head[:] = -0.7528, 0.0763, 1.2428 + bone.tail[:] = -0.7589, 0.0765, 1.2156 + bone.roll = 1.9749 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.04.R']] + bones['f_pinky.01.R'] = bone.name + bone = arm.edit_bones.new('nose.002') + bone.head[:] = 0.0000, -0.1965, 1.8450 + bone.tail[:] = 0.0000, -0.1854, 1.8402 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.001']] + bones['nose.002'] = bone.name + bone = arm.edit_bones.new('chin.001') + bone.head[:] = 0.0000, -0.1634, 1.7692 + bone.tail[:] = 0.0000, -0.1599, 1.7909 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['chin']] + bones['chin.001'] = bone.name + bone = arm.edit_bones.new('ear.L.002') + bone.head[:] = 0.1200, -0.0088, 1.9074 + bone.tail[:] = 0.1206, -0.0101, 1.8695 + bone.roll = -0.0265 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.L.001']] + bones['ear.L.002'] = bone.name + bone = arm.edit_bones.new('ear.R.002') + bone.head[:] = -0.1200, -0.0088, 1.9074 + bone.tail[:] = -0.1206, -0.0101, 1.8695 + bone.roll = 0.0265 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.R.001']] + bones['ear.R.002'] = bone.name + bone = arm.edit_bones.new('brow.B.L.002') + bone.head[:] = 0.0577, -0.1427, 1.9093 + bone.tail[:] = 0.0388, -0.1418, 1.9069 + bone.roll = 0.0847 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.L.001']] + bones['brow.B.L.002'] = bone.name + bone = arm.edit_bones.new('lid.T.L.002') + bone.head[:] = 0.0550, -0.1436, 1.9022 + bone.tail[:] = 0.0425, -0.1427, 1.8987 + bone.roll = -0.0940 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.L.001']] + bones['lid.T.L.002'] = bone.name + bone = arm.edit_bones.new('brow.B.R.002') + bone.head[:] = -0.0577, -0.1427, 1.9093 + bone.tail[:] = -0.0388, -0.1418, 1.9069 + bone.roll = -0.0847 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.R.001']] + bones['brow.B.R.002'] = bone.name + bone = arm.edit_bones.new('lid.T.R.002') + bone.head[:] = -0.0550, -0.1436, 1.9022 + bone.tail[:] = -0.0425, -0.1427, 1.8987 + bone.roll = 0.0940 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.R.001']] + bones['lid.T.R.002'] = bone.name + bone = arm.edit_bones.new('forehead.L.002') + bone.head[:] = 0.0719, -0.0940, 1.9717 + bone.tail[:] = 0.0830, -0.1213, 1.9164 + bone.roll = 0.4509 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.L.001']] + bones['forehead.L.002'] = bone.name + bone = arm.edit_bones.new('forehead.R.002') + bone.head[:] = -0.0719, -0.0940, 1.9717 + bone.tail[:] = -0.0830, -0.1213, 1.9164 + bone.roll = -0.4509 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.R.001']] + bones['forehead.R.002'] = bone.name + bone = arm.edit_bones.new('nose.L') + bone.head[:] = 0.0188, -0.1448, 1.8822 + bone.tail[:] = 0.0176, -0.1627, 1.8429 + bone.roll = 0.0997 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.T.L.001']] + bones['nose.L'] = bone.name + bone = arm.edit_bones.new('nose.R') + bone.head[:] = -0.0188, -0.1448, 1.8822 + bone.tail[:] = -0.0176, -0.1627, 1.8429 + bone.roll = -0.0997 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.T.R.001']] + bones['nose.R'] = bone.name + bone = arm.edit_bones.new('tongue.002') + bone.head[:] = 0.0000, -0.0761, 1.7949 + bone.tail[:] = 0.0000, -0.0538, 1.7673 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['tongue.001']] + bones['tongue.002'] = bone.name + bone = arm.edit_bones.new('f_index.02.L') + bone.head[:] = 0.7718, 0.0013, 1.2112 + bone.tail[:] = 0.7840, -0.0003, 1.1858 + bone.roll = -1.8799 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_index.01.L']] + bones['f_index.02.L'] = bone.name + bone = arm.edit_bones.new('thumb.02.L') + bone.head[:] = 0.6857, 0.0015, 1.2404 + bone.tail[:] = 0.7056, -0.0057, 1.2145 + bone.roll = -0.4798 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thumb.01.L']] + bones['thumb.02.L'] = bone.name + bone = arm.edit_bones.new('f_middle.02.L') + bone.head[:] = 0.7762, 0.0234, 1.2058 + bone.tail[:] = 0.7851, 0.0218, 1.1749 + bone.roll = -1.8283 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_middle.01.L']] + bones['f_middle.02.L'] = bone.name + bone = arm.edit_bones.new('f_ring.02.L') + bone.head[:] = 0.7715, 0.0499, 1.2070 + bone.tail[:] = 0.7794, 0.0494, 1.1762 + bone.roll = -1.8946 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_ring.01.L']] + bones['f_ring.02.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.02.L') + bone.head[:] = 0.7589, 0.0765, 1.2156 + bone.tail[:] = 0.7618, 0.0770, 1.1932 + bone.roll = -1.9059 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.01.L']] + bones['f_pinky.02.L'] = bone.name + bone = arm.edit_bones.new('f_index.02.R') + bone.head[:] = -0.7718, 0.0012, 1.2112 + bone.tail[:] = -0.7840, -0.0003, 1.1858 + bone.roll = 1.8799 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_index.01.R']] + bones['f_index.02.R'] = bone.name + bone = arm.edit_bones.new('thumb.02.R') + bone.head[:] = -0.6857, 0.0015, 1.2404 + bone.tail[:] = -0.7056, -0.0057, 1.2145 + bone.roll = 0.4798 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thumb.01.R']] + bones['thumb.02.R'] = bone.name + bone = arm.edit_bones.new('f_middle.02.R') + bone.head[:] = -0.7762, 0.0233, 1.2058 + bone.tail[:] = -0.7851, 0.0218, 1.1749 + bone.roll = 1.8283 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_middle.01.R']] + bones['f_middle.02.R'] = bone.name + bone = arm.edit_bones.new('f_ring.02.R') + bone.head[:] = -0.7715, 0.0499, 1.2070 + bone.tail[:] = -0.7794, 0.0494, 1.1762 + bone.roll = 1.8946 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_ring.01.R']] + bones['f_ring.02.R'] = bone.name + bone = arm.edit_bones.new('f_pinky.02.R') + bone.head[:] = -0.7589, 0.0765, 1.2156 + bone.tail[:] = -0.7618, 0.0770, 1.1932 + bone.roll = 1.9059 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.01.R']] + bones['f_pinky.02.R'] = bone.name + bone = arm.edit_bones.new('nose.003') + bone.head[:] = 0.0000, -0.1854, 1.8402 + bone.tail[:] = 0.0000, -0.1706, 1.8393 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.002']] + bones['nose.003'] = bone.name + bone = arm.edit_bones.new('ear.L.003') + bone.head[:] = 0.1206, -0.0101, 1.8695 + bone.tail[:] = 0.1010, -0.0347, 1.8422 + bone.roll = 0.3033 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.L.002']] + bones['ear.L.003'] = bone.name + bone = arm.edit_bones.new('ear.R.003') + bone.head[:] = -0.1206, -0.0101, 1.8695 + bone.tail[:] = -0.1010, -0.0347, 1.8422 + bone.roll = -0.3033 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.R.002']] + bones['ear.R.003'] = bone.name + bone = arm.edit_bones.new('brow.B.L.003') + bone.head[:] = 0.0388, -0.1418, 1.9069 + bone.tail[:] = 0.0221, -0.1397, 1.8950 + bone.roll = 0.1405 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.L.002']] + bones['brow.B.L.003'] = bone.name + bone = arm.edit_bones.new('lid.T.L.003') + bone.head[:] = 0.0425, -0.1427, 1.8987 + bone.tail[:] = 0.0262, -0.1418, 1.8891 + bone.roll = 0.2194 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.L.002']] + bones['lid.T.L.003'] = bone.name + bone = arm.edit_bones.new('brow.B.R.003') + bone.head[:] = -0.0388, -0.1418, 1.9069 + bone.tail[:] = -0.0221, -0.1397, 1.8950 + bone.roll = -0.1405 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.R.002']] + bones['brow.B.R.003'] = bone.name + bone = arm.edit_bones.new('lid.T.R.003') + bone.head[:] = -0.0425, -0.1427, 1.8987 + bone.tail[:] = -0.0262, -0.1418, 1.8891 + bone.roll = -0.2194 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.R.002']] + bones['lid.T.R.003'] = bone.name + bone = arm.edit_bones.new('temple.L') + bone.head[:] = 0.0873, -0.0597, 1.9523 + bone.tail[:] = 0.0926, -0.0625, 1.8738 + bone.roll = -0.0913 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.L.002']] + bones['temple.L'] = bone.name + bone = arm.edit_bones.new('temple.R') + bone.head[:] = -0.0873, -0.0597, 1.9523 + bone.tail[:] = -0.0926, -0.0625, 1.8738 + bone.roll = 0.0913 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.R.002']] + bones['temple.R'] = bone.name + bone = arm.edit_bones.new('nose.L.001') + bone.head[:] = 0.0176, -0.1627, 1.8429 + bone.tail[:] = 0.0000, -0.1965, 1.8450 + bone.roll = 0.1070 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.L']] + bones['nose.L.001'] = bone.name + bone = arm.edit_bones.new('nose.R.001') + bone.head[:] = -0.0176, -0.1627, 1.8429 + bone.tail[:] = -0.0000, -0.1965, 1.8450 + bone.roll = -0.1070 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.R']] + bones['nose.R.001'] = bone.name + bone = arm.edit_bones.new('f_index.03.L') + bone.head[:] = 0.7840, -0.0003, 1.1858 + bone.tail[:] = 0.7892, 0.0006, 1.1636 + bone.roll = -1.6760 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_index.02.L']] + bones['f_index.03.L'] = bone.name + bone = arm.edit_bones.new('thumb.03.L') + bone.head[:] = 0.7056, -0.0057, 1.2145 + bone.tail[:] = 0.7194, -0.0098, 1.1995 + bone.roll = -0.5826 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thumb.02.L']] + bones['thumb.03.L'] = bone.name + bone = arm.edit_bones.new('f_middle.03.L') + bone.head[:] = 0.7851, 0.0218, 1.1749 + bone.tail[:] = 0.7888, 0.0216, 1.1525 + bone.roll = -1.7483 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_middle.02.L']] + bones['f_middle.03.L'] = bone.name + bone = arm.edit_bones.new('f_ring.03.L') + bone.head[:] = 0.7794, 0.0494, 1.1762 + bone.tail[:] = 0.7781, 0.0498, 1.1577 + bone.roll = -1.6582 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_ring.02.L']] + bones['f_ring.03.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.03.L') + bone.head[:] = 0.7618, 0.0770, 1.1932 + bone.tail[:] = 0.7611, 0.0772, 1.1782 + bone.roll = -1.7639 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.02.L']] + bones['f_pinky.03.L'] = bone.name + bone = arm.edit_bones.new('f_index.03.R') + bone.head[:] = -0.7840, -0.0003, 1.1858 + bone.tail[:] = -0.7892, 0.0006, 1.1636 + bone.roll = 1.6760 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_index.02.R']] + bones['f_index.03.R'] = bone.name + bone = arm.edit_bones.new('thumb.03.R') + bone.head[:] = -0.7056, -0.0057, 1.2145 + bone.tail[:] = -0.7194, -0.0098, 1.1995 + bone.roll = 0.5826 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thumb.02.R']] + bones['thumb.03.R'] = bone.name + bone = arm.edit_bones.new('f_middle.03.R') + bone.head[:] = -0.7851, 0.0218, 1.1749 + bone.tail[:] = -0.7888, 0.0216, 1.1525 + bone.roll = 1.7483 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_middle.02.R']] + bones['f_middle.03.R'] = bone.name + bone = arm.edit_bones.new('f_ring.03.R') + bone.head[:] = -0.7794, 0.0494, 1.1762 + bone.tail[:] = -0.7781, 0.0498, 1.1577 + bone.roll = 1.6582 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_ring.02.R']] + bones['f_ring.03.R'] = bone.name + bone = arm.edit_bones.new('f_pinky.03.R') + bone.head[:] = -0.7618, 0.0770, 1.1932 + bone.tail[:] = -0.7611, 0.0772, 1.1782 + bone.roll = 1.7639 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.02.R']] + bones['f_pinky.03.R'] = bone.name + bone = arm.edit_bones.new('nose.004') + bone.head[:] = 0.0000, -0.1706, 1.8393 + bone.tail[:] = 0.0000, -0.1698, 1.8244 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.003']] + bones['nose.004'] = bone.name + bone = arm.edit_bones.new('ear.L.004') + bone.head[:] = 0.1010, -0.0347, 1.8422 + bone.tail[:] = 0.0919, -0.0309, 1.8622 + bone.roll = 0.1518 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.L.003']] + bones['ear.L.004'] = bone.name + bone = arm.edit_bones.new('ear.R.004') + bone.head[:] = -0.1010, -0.0347, 1.8422 + bone.tail[:] = -0.0919, -0.0309, 1.8622 + bone.roll = -0.1518 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.R.003']] + bones['ear.R.004'] = bone.name + bone = arm.edit_bones.new('lid.B.L') + bone.head[:] = 0.0262, -0.1418, 1.8891 + bone.tail[:] = 0.0393, -0.1425, 1.8854 + bone.roll = 0.0756 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.L.003']] + bones['lid.B.L'] = bone.name + bone = arm.edit_bones.new('lid.B.R') + bone.head[:] = -0.0262, -0.1418, 1.8891 + bone.tail[:] = -0.0393, -0.1425, 1.8854 + bone.roll = -0.0756 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.R.003']] + bones['lid.B.R'] = bone.name + bone = arm.edit_bones.new('jaw.L') + bone.head[:] = 0.0926, -0.0625, 1.8738 + bone.tail[:] = 0.0783, -0.0689, 1.7975 + bone.roll = -0.0899 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['temple.L']] + bones['jaw.L'] = bone.name + bone = arm.edit_bones.new('jaw.R') + bone.head[:] = -0.0926, -0.0625, 1.8738 + bone.tail[:] = -0.0783, -0.0689, 1.7975 + bone.roll = 0.0899 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['temple.R']] + bones['jaw.R'] = bone.name + bone = arm.edit_bones.new('lid.B.L.001') + bone.head[:] = 0.0393, -0.1425, 1.8854 + bone.tail[:] = 0.0553, -0.1418, 1.8833 + bone.roll = 0.1015 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.L']] + bones['lid.B.L.001'] = bone.name + bone = arm.edit_bones.new('lid.B.R.001') + bone.head[:] = -0.0393, -0.1425, 1.8854 + bone.tail[:] = -0.0553, -0.1418, 1.8833 + bone.roll = -0.1015 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.R']] + bones['lid.B.R.001'] = bone.name + bone = arm.edit_bones.new('jaw.L.001') + bone.head[:] = 0.0783, -0.0689, 1.7975 + bone.tail[:] = 0.0387, -0.1315, 1.7536 + bone.roll = 0.1223 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw.L']] + bones['jaw.L.001'] = bone.name + bone = arm.edit_bones.new('jaw.R.001') + bone.head[:] = -0.0783, -0.0689, 1.7975 + bone.tail[:] = -0.0387, -0.1315, 1.7536 + bone.roll = -0.1223 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw.R']] + bones['jaw.R.001'] = bone.name + bone = arm.edit_bones.new('lid.B.L.002') + bone.head[:] = 0.0553, -0.1418, 1.8833 + bone.tail[:] = 0.0694, -0.1351, 1.8889 + bone.roll = -0.0748 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.L.001']] + bones['lid.B.L.002'] = bone.name + bone = arm.edit_bones.new('lid.B.R.002') + bone.head[:] = -0.0553, -0.1418, 1.8833 + bone.tail[:] = -0.0694, -0.1351, 1.8889 + bone.roll = 0.0748 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.R.001']] + bones['lid.B.R.002'] = bone.name + bone = arm.edit_bones.new('chin.L') + bone.head[:] = 0.0387, -0.1315, 1.7536 + bone.tail[:] = 0.0352, -0.1494, 1.8074 + bone.roll = -0.2078 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw.L.001']] + bones['chin.L'] = bone.name + bone = arm.edit_bones.new('chin.R') + bone.head[:] = -0.0387, -0.1315, 1.7536 + bone.tail[:] = -0.0352, -0.1494, 1.8074 + bone.roll = 0.2078 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw.R.001']] + bones['chin.R'] = bone.name + bone = arm.edit_bones.new('lid.B.L.003') + bone.head[:] = 0.0694, -0.1351, 1.8889 + bone.tail[:] = 0.0768, -0.1218, 1.8947 + bone.roll = -0.0085 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.L.002']] + bones['lid.B.L.003'] = bone.name + bone = arm.edit_bones.new('lid.B.R.003') + bone.head[:] = -0.0694, -0.1351, 1.8889 + bone.tail[:] = -0.0768, -0.1218, 1.8947 + bone.roll = 0.0085 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.R.002']] + bones['lid.B.R.003'] = bone.name + bone = arm.edit_bones.new('cheek.B.L') + bone.head[:] = 0.0352, -0.1494, 1.8074 + bone.tail[:] = 0.0736, -0.1216, 1.8243 + bone.roll = 0.0015 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['chin.L']] + bones['cheek.B.L'] = bone.name + bone = arm.edit_bones.new('cheek.B.R') + bone.head[:] = -0.0352, -0.1494, 1.8074 + bone.tail[:] = -0.0736, -0.1216, 1.8243 + bone.roll = -0.0015 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['chin.R']] + bones['cheek.B.R'] = bone.name + bone = arm.edit_bones.new('cheek.B.L.001') + bone.head[:] = 0.0736, -0.1216, 1.8243 + bone.tail[:] = 0.0848, -0.0940, 1.8870 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.B.L']] + bones['cheek.B.L.001'] = bone.name + bone = arm.edit_bones.new('cheek.B.R.001') + bone.head[:] = -0.0736, -0.1216, 1.8243 + bone.tail[:] = -0.0848, -0.0940, 1.8870 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.B.R']] + bones['cheek.B.R.001'] = bone.name + bone = arm.edit_bones.new('brow.T.L') + bone.head[:] = 0.0848, -0.0940, 1.8870 + bone.tail[:] = 0.0830, -0.1213, 1.9164 + bone.roll = 0.1990 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.B.L.001']] + bones['brow.T.L'] = bone.name + bone = arm.edit_bones.new('brow.T.R') + bone.head[:] = -0.0848, -0.0940, 1.8870 + bone.tail[:] = -0.0830, -0.1213, 1.9164 + bone.roll = -0.1990 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.B.R.001']] + bones['brow.T.R'] = bone.name + bone = arm.edit_bones.new('brow.T.L.001') + bone.head[:] = 0.0830, -0.1213, 1.9164 + bone.tail[:] = 0.0588, -0.1421, 1.9255 + bone.roll = 0.2372 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.L']] + bones['brow.T.L.001'] = bone.name + bone = arm.edit_bones.new('brow.T.R.001') + bone.head[:] = -0.0830, -0.1213, 1.9164 + bone.tail[:] = -0.0588, -0.1421, 1.9255 + bone.roll = -0.2372 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.R']] + bones['brow.T.R.001'] = bone.name + bone = arm.edit_bones.new('brow.T.L.002') + bone.head[:] = 0.0588, -0.1421, 1.9255 + bone.tail[:] = 0.0215, -0.1546, 1.9144 + bone.roll = 0.0724 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.L.001']] + bones['brow.T.L.002'] = bone.name + bone = arm.edit_bones.new('brow.T.R.002') + bone.head[:] = -0.0588, -0.1421, 1.9255 + bone.tail[:] = -0.0215, -0.1546, 1.9144 + bone.roll = -0.0724 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.R.001']] + bones['brow.T.R.002'] = bone.name + bone = arm.edit_bones.new('brow.T.L.003') + bone.head[:] = 0.0215, -0.1546, 1.9144 + bone.tail[:] = 0.0000, -0.1536, 1.8978 + bone.roll = -0.0423 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.L.002']] + bones['brow.T.L.003'] = bone.name + bone = arm.edit_bones.new('brow.T.R.003') + bone.head[:] = -0.0215, -0.1546, 1.9144 + bone.tail[:] = 0.0000, -0.1536, 1.8978 + bone.roll = 0.0423 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.R.002']] + bones['brow.T.R.003'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['spine']] + pbone.rigify_type = 'pitchipoy.super_torso_turbo' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.chain_bone_controls = "1, 2, 3" + except AttributeError: + pass + try: + pbone.rigify_parameters.neck_pos = 5 + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['spine.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['pelvis.L']] + pbone.rigify_type = 'basic.copy' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.make_control = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['pelvis.R']] + pbone.rigify_type = 'basic.copy' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.make_control = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['thigh.L']] + pbone.rigify_type = 'pitchipoy.limbs.super_limb' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.limb_type = "leg" + except AttributeError: + pass + try: + pbone.rigify_parameters.fk_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['thigh.R']] + pbone.rigify_type = 'pitchipoy.limbs.super_limb' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.fk_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.limb_type = "leg" + except AttributeError: + pass + pbone = obj.pose.bones[bones['spine.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['shin.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['shin.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['spine.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['foot.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['foot.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['spine.004']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['shoulder.L']] + pbone.rigify_type = 'basic.copy' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['shoulder.R']] + pbone.rigify_type = 'basic.copy' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['breast.L']] + pbone.rigify_type = 'pitchipoy.super_copy' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['breast.R']] + pbone.rigify_type = 'pitchipoy.super_copy' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['toe.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['heel.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['toe.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['heel.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['spine.005']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['upper_arm.L']] + pbone.rigify_type = 'pitchipoy.limbs.super_limb' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_layers = [False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.fk_layers = [False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['upper_arm.R']] + pbone.rigify_type = 'pitchipoy.limbs.super_limb' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_layers = [False, False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.fk_layers = [False, False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['spine.006']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forearm.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forearm.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['face']] + pbone.rigify_type = 'pitchipoy.super_face' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.secondary_layers = [False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['hand.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['hand.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['nose']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lip.T.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lip.B.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['jaw']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lip.T.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lip.B.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.B.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.T.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.B.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.T.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forehead.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forehead.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['eye.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['eye.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['cheek.T.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['cheek.T.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['teeth.T']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['teeth.B']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['tongue']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.01.L']] + pbone.rigify_type = 'pitchipoy.super_palm' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.04.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.01.R']] + pbone.rigify_type = 'pitchipoy.super_palm' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['palm.04.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['nose.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lip.T.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lip.B.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['chin']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lip.T.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lip.B.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.B.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.T.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.B.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.T.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forehead.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forehead.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['cheek.T.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['cheek.T.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['tongue.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.01.L']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['thumb.01.L']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_middle.01.L']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_ring.01.L']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_pinky.01.L']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_index.01.R']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['thumb.01.R']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_middle.01.R']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_ring.01.R']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_pinky.01.R']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['nose.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['chin.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.B.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.T.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.B.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.T.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forehead.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['forehead.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['nose.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['nose.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['tongue.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thumb.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_middle.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_ring.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_pinky.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thumb.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_middle.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_ring.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_pinky.02.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['nose.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.B.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.T.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.B.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.T.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['temple.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['temple.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['nose.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['nose.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thumb.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_middle.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_ring.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_pinky.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_index.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['thumb.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_middle.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_ring.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['f_pinky.03.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['nose.004']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.L.004']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['ear.R.004']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.B.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.B.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['jaw.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['jaw.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.B.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.B.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['jaw.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['jaw.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.B.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.B.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['chin.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['chin.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.B.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['lid.B.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['cheek.B.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['cheek.B.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['cheek.B.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['cheek.B.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.T.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.T.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.T.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.T.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.T.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.T.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.T.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + pbone = obj.pose.bones[bones['brow.T.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone + + arm.layers = [(x in [0, 3, 5, 7, 10, 13, 16]) for x in range(32)] + +if __name__ == "__main__": + create(bpy.context.active_object)
\ No newline at end of file diff --git a/rigify/legacy/rig_lists.py b/rigify/legacy/rig_lists.py new file mode 100644 index 00000000..8de8528e --- /dev/null +++ b/rigify/legacy/rig_lists.py @@ -0,0 +1,78 @@ +#====================== 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 ======================== + +import os + +from . import utils + + +def get_rig_list(path): + """ Recursively searches for rig types, and returns a list. + """ + rigs = [] + MODULE_DIR = os.path.dirname(__file__) + RIG_DIR_ABS = os.path.join(MODULE_DIR, utils.RIG_DIR) + SEARCH_DIR_ABS = os.path.join(RIG_DIR_ABS, path) + files = os.listdir(SEARCH_DIR_ABS) + files.sort() + + for f in files: + is_dir = os.path.isdir(os.path.join(SEARCH_DIR_ABS, f)) # Whether the file is a directory + + # Stop cases + if f[0] in [".", "_"]: + continue + if f.count(".") >= 2 or (is_dir and "." in f): + print("Warning: %r, filename contains a '.', skipping" % os.path.join(SEARCH_DIR_ABS, f)) + continue + + if is_dir: + # Check directories + module_name = os.path.join(path, f).replace(os.sep, ".") + rig = utils.get_rig_type(module_name) + # Check if it's a rig itself + if hasattr(rig, "Rig"): + rigs += [f] + else: + # Check for sub-rigs + ls = get_rig_list(os.path.join(path, f, "")) # "" adds a final slash + rigs.extend(["%s.%s" % (f, l) for l in ls]) + elif f.endswith(".py"): + # Check straight-up python files + t = f[:-3] + module_name = os.path.join(path, t).replace(os.sep, ".") + rig = utils.get_rig_type(module_name) + if hasattr(rig, "Rig"): + rigs += [t] + rigs.sort() + return rigs + + +def get_collection_list(rig_list): + collection_list = [] + for r in rig_list: + a = r.split(".") + if len(a) >= 2 and a[0] not in collection_list: + collection_list += [a[0]] + return collection_list + + +# Public variables +rig_list = get_rig_list("") +collection_list = get_collection_list(rig_list) +col_enum_list = [("All", "All", ""), ("None", "None", "")] + [(c, c, "") for c in collection_list] diff --git a/rigify/legacy/rig_ui_pitchipoy_template.py b/rigify/legacy/rig_ui_pitchipoy_template.py new file mode 100644 index 00000000..5817f9c5 --- /dev/null +++ b/rigify/legacy/rig_ui_pitchipoy_template.py @@ -0,0 +1,761 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +UI_P_SLIDERS = ''' +import bpy +from mathutils import Matrix, Vector +from math import acos, pi, radians + +rig_id = "%s" + + +############################ +## Math utility functions ## +############################ + +def perpendicular_vector(v): + """ Returns a vector that is perpendicular to the one given. + The returned vector is _not_ guaranteed to be normalized. + """ + # Create a vector that is not aligned with v. + # It doesn't matter what vector. Just any vector + # that's guaranteed to not be pointing in the same + # direction. + if abs(v[0]) < abs(v[1]): + tv = Vector((1,0,0)) + else: + tv = Vector((0,1,0)) + + # Use cross prouct to generate a vector perpendicular to + # both tv and (more importantly) v. + return v.cross(tv) + + +def rotation_difference(mat1, mat2): + """ Returns the shortest-path rotational difference between two + matrices. + """ + q1 = mat1.to_quaternion() + q2 = mat2.to_quaternion() + angle = acos(min(1,max(-1,q1.dot(q2)))) * 2 + if angle > pi: + angle = -angle + (2*pi) + return angle + +def tail_distance(angle,bone_ik,bone_fk): + """ Returns the distance between the tails of two bones + after rotating bone_ik in AXIS_ANGLE mode. + """ + rot_mod=bone_ik.rotation_mode + if rot_mod != 'AXIS_ANGLE': + bone_ik.rotation_mode = 'AXIS_ANGLE' + bone_ik.rotation_axis_angle[0] = angle + bpy.context.scene.update() + + dv = (bone_fk.tail - bone_ik.tail).length + + bone_ik.rotation_mode = rot_mod + return dv + +def find_min_range(bone_ik,bone_fk,f=tail_distance,delta=pi/8): + """ finds the range where lies the minimum of function f applied on bone_ik and bone_fk + at a certain angle. + """ + rot_mod=bone_ik.rotation_mode + if rot_mod != 'AXIS_ANGLE': + bone_ik.rotation_mode = 'AXIS_ANGLE' + + start_angle = bone_ik.rotation_axis_angle[0] + angle = start_angle + while (angle > (start_angle - 2*pi)) and (angle < (start_angle + 2*pi)): + l_dist = f(angle-delta,bone_ik,bone_fk) + c_dist = f(angle,bone_ik,bone_fk) + r_dist = f(angle+delta,bone_ik,bone_fk) + if min((l_dist,c_dist,r_dist)) == c_dist: + bone_ik.rotation_mode = rot_mod + return (angle-delta,angle+delta) + else: + angle=angle+delta + +def ternarySearch(f, left, right, bone_ik, bone_fk, absolutePrecision): + """ + Find minimum of unimodal function f() within [left, right] + To find the maximum, revert the if/else statement or revert the comparison. + """ + while True: + #left and right are the current bounds; the maximum is between them + if abs(right - left) < absolutePrecision: + return (left + right)/2 + + leftThird = left + (right - left)/3 + rightThird = right - (right - left)/3 + + if f(leftThird, bone_ik, bone_fk) > f(rightThird, bone_ik, bone_fk): + left = leftThird + else: + right = rightThird + +######################################### +## "Visual Transform" helper functions ## +######################################### + +def get_pose_matrix_in_other_space(mat, pose_bone): + """ Returns the transform matrix relative to pose_bone's current + transform space. In other words, presuming that mat is in + armature space, slapping the returned matrix onto pose_bone + should give it the armature-space transforms of mat. + TODO: try to handle cases with axis-scaled parents better. + """ + rest = pose_bone.bone.matrix_local.copy() + rest_inv = rest.inverted() + if pose_bone.parent: + par_mat = pose_bone.parent.matrix.copy() + par_inv = par_mat.inverted() + par_rest = pose_bone.parent.bone.matrix_local.copy() + else: + par_mat = Matrix() + par_inv = Matrix() + par_rest = Matrix() + + # Get matrix in bone's current transform space + smat = rest_inv * (par_rest * (par_inv * mat)) + + # Compensate for non-local location + #if not pose_bone.bone.use_local_location: + # loc = smat.to_translation() * (par_rest.inverted() * rest).to_quaternion() + # smat.translation = loc + + return smat + + +def get_local_pose_matrix(pose_bone): + """ Returns the local transform matrix of the given pose bone. + """ + return get_pose_matrix_in_other_space(pose_bone.matrix, pose_bone) + + +def set_pose_translation(pose_bone, mat): + """ Sets the pose bone's translation to the same translation as the given matrix. + Matrix should be given in bone's local space. + """ + if pose_bone.bone.use_local_location == True: + pose_bone.location = mat.to_translation() + else: + loc = mat.to_translation() + + rest = pose_bone.bone.matrix_local.copy() + if pose_bone.bone.parent: + par_rest = pose_bone.bone.parent.matrix_local.copy() + else: + par_rest = Matrix() + + q = (par_rest.inverted() * rest).to_quaternion() + pose_bone.location = q * loc + + +def set_pose_rotation(pose_bone, mat): + """ Sets the pose bone's rotation to the same rotation as the given matrix. + Matrix should be given in bone's local space. + """ + q = mat.to_quaternion() + + if pose_bone.rotation_mode == 'QUATERNION': + pose_bone.rotation_quaternion = q + elif pose_bone.rotation_mode == 'AXIS_ANGLE': + pose_bone.rotation_axis_angle[0] = q.angle + pose_bone.rotation_axis_angle[1] = q.axis[0] + pose_bone.rotation_axis_angle[2] = q.axis[1] + pose_bone.rotation_axis_angle[3] = q.axis[2] + else: + pose_bone.rotation_euler = q.to_euler(pose_bone.rotation_mode) + + +def set_pose_scale(pose_bone, mat): + """ Sets the pose bone's scale to the same scale as the given matrix. + Matrix should be given in bone's local space. + """ + pose_bone.scale = mat.to_scale() + + +def match_pose_translation(pose_bone, target_bone): + """ Matches pose_bone's visual translation to target_bone's visual + translation. + This function assumes you are in pose mode on the relevant armature. + """ + mat = get_pose_matrix_in_other_space(target_bone.matrix, pose_bone) + set_pose_translation(pose_bone, mat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + +def match_pose_rotation(pose_bone, target_bone): + """ Matches pose_bone's visual rotation to target_bone's visual + rotation. + This function assumes you are in pose mode on the relevant armature. + """ + mat = get_pose_matrix_in_other_space(target_bone.matrix, pose_bone) + set_pose_rotation(pose_bone, mat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + +def match_pose_scale(pose_bone, target_bone): + """ Matches pose_bone's visual scale to target_bone's visual + scale. + This function assumes you are in pose mode on the relevant armature. + """ + mat = get_pose_matrix_in_other_space(target_bone.matrix, pose_bone) + set_pose_scale(pose_bone, mat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + +def correct_rotation(bone_ik, bone_fk): + """ Corrects the ik rotation in ik2fk snapping functions + """ + + alfarange = find_min_range(bone_ik,bone_fk) + alfamin = ternarySearch(tail_distance,alfarange[0],alfarange[1],bone_ik,bone_fk,0.1) + + rot_mod = bone_ik.rotation_mode + if rot_mod != 'AXIS_ANGLE': + bone_ik.rotation_mode = 'AXIS_ANGLE' + bone_ik.rotation_axis_angle[0] = alfamin + bone_ik.rotation_mode = rot_mod + +############################## +## IK/FK snapping functions ## +############################## + +def match_pole_target(ik_first, ik_last, pole, match_bone, length): + """ Places an IK chain's pole target to match ik_first's + transforms to match_bone. All bones should be given as pose bones. + You need to be in pose mode on the relevant armature object. + ik_first: first bone in the IK chain + ik_last: last bone in the IK chain + pole: pole target bone for the IK chain + match_bone: bone to match ik_first to (probably first bone in a matching FK chain) + length: distance pole target should be placed from the chain center + """ + a = ik_first.matrix.to_translation() + b = ik_last.matrix.to_translation() + ik_last.vector + + # Vector from the head of ik_first to the + # tip of ik_last + ikv = b - a + + # Get a vector perpendicular to ikv + pv = perpendicular_vector(ikv).normalized() * length + + def set_pole(pvi): + """ Set pole target's position based on a vector + from the arm center line. + """ + # Translate pvi into armature space + ploc = a + (ikv/2) + pvi + + # Set pole target to location + mat = get_pose_matrix_in_other_space(Matrix.Translation(ploc), pole) + set_pose_translation(pole, mat) + + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + set_pole(pv) + + # Get the rotation difference between ik_first and match_bone + angle = rotation_difference(ik_first.matrix, match_bone.matrix) + + # Try compensating for the rotation difference in both directions + pv1 = Matrix.Rotation(angle, 4, ikv) * pv + set_pole(pv1) + ang1 = rotation_difference(ik_first.matrix, match_bone.matrix) + + pv2 = Matrix.Rotation(-angle, 4, ikv) * pv + set_pole(pv2) + ang2 = rotation_difference(ik_first.matrix, match_bone.matrix) + + # Do the one with the smaller angle + if ang1 < ang2: + set_pole(pv1) + + +def fk2ik_arm(obj, fk, ik): + """ Matches the fk bones in an arm rig to the ik bones. + obj: armature object + fk: list of fk bone names + ik: list of ik bone names + """ + uarm = obj.pose.bones[fk[0]] + farm = obj.pose.bones[fk[1]] + hand = obj.pose.bones[fk[2]] + uarmi = obj.pose.bones[ik[0]] + farmi = obj.pose.bones[ik[1]] + handi = obj.pose.bones[ik[2]] + + if 'auto_stretch' in handi.keys(): + # Stretch + if handi['auto_stretch'] == 0.0: + uarm['stretch_length'] = handi['stretch_length'] + else: + diff = (uarmi.vector.length + farmi.vector.length) / (uarm.vector.length + farm.vector.length) + uarm['stretch_length'] *= diff + + # Upper arm position + match_pose_rotation(uarm, uarmi) + match_pose_scale(uarm, uarmi) + + # Forearm position + match_pose_rotation(farm, farmi) + match_pose_scale(farm, farmi) + + # Hand position + match_pose_rotation(hand, handi) + match_pose_scale(hand, handi) + else: + # Upper arm position + match_pose_translation(uarm, uarmi) + match_pose_rotation(uarm, uarmi) + match_pose_scale(uarm, uarmi) + + # Forearm position + #match_pose_translation(hand, handi) + match_pose_rotation(farm, farmi) + match_pose_scale(farm, farmi) + + # Hand position + match_pose_translation(hand, handi) + match_pose_rotation(hand, handi) + match_pose_scale(hand, handi) + + +def ik2fk_arm(obj, fk, ik): + """ Matches the ik bones in an arm rig to the fk bones. + obj: armature object + fk: list of fk bone names + ik: list of ik bone names + """ + uarm = obj.pose.bones[fk[0]] + farm = obj.pose.bones[fk[1]] + hand = obj.pose.bones[fk[2]] + uarmi = obj.pose.bones[ik[0]] + farmi = obj.pose.bones[ik[1]] + handi = obj.pose.bones[ik[2]] + if ik[3] != "": + pole = obj.pose.bones[ik[3]] + else: + pole = None + + + if pole: + # Stretch + handi['stretch_length'] = uarm['stretch_length'] + + # Hand position + match_pose_translation(handi, hand) + match_pose_rotation(handi, hand) + match_pose_scale(handi, hand) + + # Pole target position + match_pole_target(uarmi, farmi, pole, uarm, (uarmi.length + farmi.length)) + + else: + # Hand position + match_pose_translation(handi, hand) + match_pose_rotation(handi, hand) + match_pose_scale(handi, hand) + + # Upper Arm position + match_pose_translation(uarmi, uarm) + match_pose_rotation(uarmi, uarm) + match_pose_scale(uarmi, uarm) + + # Rotation Correction + correct_rotation(uarmi, uarm) + +def fk2ik_leg(obj, fk, ik): + """ Matches the fk bones in a leg rig to the ik bones. + obj: armature object + fk: list of fk bone names + ik: list of ik bone names + """ + thigh = obj.pose.bones[fk[0]] + shin = obj.pose.bones[fk[1]] + foot = obj.pose.bones[fk[2]] + mfoot = obj.pose.bones[fk[3]] + thighi = obj.pose.bones[ik[0]] + shini = obj.pose.bones[ik[1]] + footi = obj.pose.bones[ik[2]] + mfooti = obj.pose.bones[ik[3]] + + if 'auto_stretch' in footi.keys(): + # Stretch + if footi['auto_stretch'] == 0.0: + thigh['stretch_length'] = footi['stretch_length'] + else: + diff = (thighi.vector.length + shini.vector.length) / (thigh.vector.length + shin.vector.length) + thigh['stretch_length'] *= diff + + # Thigh position + match_pose_rotation(thigh, thighi) + match_pose_scale(thigh, thighi) + + # Shin position + match_pose_rotation(shin, shini) + match_pose_scale(shin, shini) + + # Foot position + mat = mfoot.bone.matrix_local.inverted() * foot.bone.matrix_local + footmat = get_pose_matrix_in_other_space(mfooti.matrix, foot) * mat + set_pose_rotation(foot, footmat) + set_pose_scale(foot, footmat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + else: + # Thigh position + match_pose_translation(thigh, thighi) + match_pose_rotation(thigh, thighi) + match_pose_scale(thigh, thighi) + + # Shin position + match_pose_rotation(shin, shini) + match_pose_scale(shin, shini) + + # Foot position + mat = mfoot.bone.matrix_local.inverted() * foot.bone.matrix_local + footmat = get_pose_matrix_in_other_space(mfooti.matrix, foot) * mat + set_pose_rotation(foot, footmat) + set_pose_scale(foot, footmat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + +def ik2fk_leg(obj, fk, ik): + """ Matches the ik bones in a leg rig to the fk bones. + obj: armature object + fk: list of fk bone names + ik: list of ik bone names + """ + thigh = obj.pose.bones[fk[0]] + shin = obj.pose.bones[fk[1]] + mfoot = obj.pose.bones[fk[2]] + if fk[3] != "": + foot = obj.pose.bones[fk[3]] + else: + foot = None + thighi = obj.pose.bones[ik[0]] + shini = obj.pose.bones[ik[1]] + footi = obj.pose.bones[ik[2]] + footroll = obj.pose.bones[ik[3]] + if ik[4] != "": + pole = obj.pose.bones[ik[4]] + else: + pole = None + mfooti = obj.pose.bones[ik[5]] + + if (not pole) and (foot): + # Stretch + #footi['stretch_length'] = thigh['stretch_length'] + + # Clear footroll + set_pose_rotation(footroll, Matrix()) + + # Foot position + mat = mfooti.bone.matrix_local.inverted() * footi.bone.matrix_local + footmat = get_pose_matrix_in_other_space(foot.matrix, footi) * mat + set_pose_translation(footi, footmat) + set_pose_rotation(footi, footmat) + set_pose_scale(footi, footmat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + # Thigh position + match_pose_translation(thighi, thigh) + match_pose_rotation(thighi, thigh) + match_pose_scale(thighi, thigh) + + # Rotation Correction + correct_rotation(thighi,thigh) + + # Pole target position + #match_pole_target(thighi, shini, pole, thigh, (thighi.length + shini.length)) + + else: + # Stretch + footi['stretch_length'] = thigh['stretch_length'] + + # Clear footroll + set_pose_rotation(footroll, Matrix()) + + # Foot position + mat = mfooti.bone.matrix_local.inverted() * footi.bone.matrix_local + footmat = get_pose_matrix_in_other_space(mfoot.matrix, footi) * mat + set_pose_translation(footi, footmat) + set_pose_rotation(footi, footmat) + set_pose_scale(footi, footmat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + # Pole target position + match_pole_target(thighi, shini, pole, thigh, (thighi.length + shini.length)) + + +############################## +## IK/FK snapping operators ## +############################## + +class Rigify_Arm_FK2IK(bpy.types.Operator): + """ Snaps an FK arm to an IK arm. + """ + bl_idname = "pose.rigify_arm_fk2ik_" + rig_id + bl_label = "Rigify Snap FK arm to IK" + bl_options = {'UNDO'} + + uarm_fk = bpy.props.StringProperty(name="Upper Arm FK Name") + farm_fk = bpy.props.StringProperty(name="Forerm FK Name") + hand_fk = bpy.props.StringProperty(name="Hand FK Name") + + uarm_ik = bpy.props.StringProperty(name="Upper Arm IK Name") + farm_ik = bpy.props.StringProperty(name="Forearm IK Name") + hand_ik = bpy.props.StringProperty(name="Hand IK Name") + + @classmethod + def poll(cls, context): + return (context.active_object != None and context.mode == 'POSE') + + def execute(self, context): + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + fk2ik_arm(context.active_object, fk=[self.uarm_fk, self.farm_fk, self.hand_fk], ik=[self.uarm_ik, self.farm_ik, self.hand_ik]) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + return {'FINISHED'} + + +class Rigify_Arm_IK2FK(bpy.types.Operator): + """ Snaps an IK arm to an FK arm. + """ + bl_idname = "pose.rigify_arm_ik2fk_" + rig_id + bl_label = "Rigify Snap IK arm to FK" + bl_options = {'UNDO'} + + uarm_fk = bpy.props.StringProperty(name="Upper Arm FK Name") + farm_fk = bpy.props.StringProperty(name="Forerm FK Name") + hand_fk = bpy.props.StringProperty(name="Hand FK Name") + + uarm_ik = bpy.props.StringProperty(name="Upper Arm IK Name") + farm_ik = bpy.props.StringProperty(name="Forearm IK Name") + hand_ik = bpy.props.StringProperty(name="Hand IK Name") + pole = bpy.props.StringProperty(name="Pole IK Name") + + @classmethod + def poll(cls, context): + return (context.active_object != None and context.mode == 'POSE') + + def execute(self, context): + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + ik2fk_arm(context.active_object, fk=[self.uarm_fk, self.farm_fk, self.hand_fk], ik=[self.uarm_ik, self.farm_ik, self.hand_ik, self.pole]) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + return {'FINISHED'} + + +class Rigify_Leg_FK2IK(bpy.types.Operator): + """ Snaps an FK leg to an IK leg. + """ + bl_idname = "pose.rigify_leg_fk2ik_" + rig_id + bl_label = "Rigify Snap FK leg to IK" + bl_options = {'UNDO'} + + thigh_fk = bpy.props.StringProperty(name="Thigh FK Name") + shin_fk = bpy.props.StringProperty(name="Shin FK Name") + foot_fk = bpy.props.StringProperty(name="Foot FK Name") + mfoot_fk = bpy.props.StringProperty(name="MFoot FK Name") + + thigh_ik = bpy.props.StringProperty(name="Thigh IK Name") + shin_ik = bpy.props.StringProperty(name="Shin IK Name") + foot_ik = bpy.props.StringProperty(name="Foot IK Name") + mfoot_ik = bpy.props.StringProperty(name="MFoot IK Name") + + @classmethod + def poll(cls, context): + return (context.active_object != None and context.mode == 'POSE') + + def execute(self, context): + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + fk2ik_leg(context.active_object, fk=[self.thigh_fk, self.shin_fk, self.foot_fk, self.mfoot_fk], ik=[self.thigh_ik, self.shin_ik, self.foot_ik, self.mfoot_ik]) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + return {'FINISHED'} + + +class Rigify_Leg_IK2FK(bpy.types.Operator): + """ Snaps an IK leg to an FK leg. + """ + bl_idname = "pose.rigify_leg_ik2fk_" + rig_id + bl_label = "Rigify Snap IK leg to FK" + bl_options = {'UNDO'} + + thigh_fk = bpy.props.StringProperty(name="Thigh FK Name") + shin_fk = bpy.props.StringProperty(name="Shin FK Name") + mfoot_fk = bpy.props.StringProperty(name="MFoot FK Name") + foot_fk = bpy.props.StringProperty(name="Foot FK Name") + thigh_ik = bpy.props.StringProperty(name="Thigh IK Name") + shin_ik = bpy.props.StringProperty(name="Shin IK Name") + foot_ik = bpy.props.StringProperty(name="Foot IK Name") + footroll = bpy.props.StringProperty(name="Foot Roll Name") + pole = bpy.props.StringProperty(name="Pole IK Name") + mfoot_ik = bpy.props.StringProperty(name="MFoot IK Name") + + + @classmethod + def poll(cls, context): + return (context.active_object != None and context.mode == 'POSE') + + def execute(self, context): + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + ik2fk_leg(context.active_object, fk=[self.thigh_fk, self.shin_fk, self.mfoot_fk, self.foot_fk], ik=[self.thigh_ik, self.shin_ik, self.foot_ik, self.footroll, self.pole, self.mfoot_ik]) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + return {'FINISHED'} + + +################### +## Rig UI Panels ## +################### + +class RigUI(bpy.types.Panel): + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_label = "Rig Main Properties" + bl_idname = rig_id + "_PT_rig_ui" + + @classmethod + def poll(self, context): + if context.mode != 'POSE': + return False + try: + return (context.active_object.data.get("rig_id") == rig_id) + except (AttributeError, KeyError, TypeError): + return False + + def draw(self, context): + layout = self.layout + pose_bones = context.active_object.pose.bones + try: + selected_bones = [bone.name for bone in context.selected_pose_bones] + selected_bones += [context.active_pose_bone.name] + except (AttributeError, TypeError): + return + + def is_selected(names): + # Returns whether any of the named bones are selected. + if type(names) == list: + for name in names: + if name in selected_bones: + return True + elif names in selected_bones: + return True + return False + + +''' + + +def layers_P_ui(layers, layout): + """ Turn a list of booleans + a list of names into a layer UI. + """ + + code = ''' +class RigLayers(bpy.types.Panel): + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_label = "Rig Layers" + bl_idname = rig_id + "_PT_rig_layers" + + @classmethod + def poll(self, context): + try: + return (context.active_object.data.get("rig_id") == rig_id) + except (AttributeError, KeyError, TypeError): + return False + + def draw(self, context): + layout = self.layout + col = layout.column() +''' + rows = {} + for i in range(28): + if layers[i]: + if layout[i][1] not in rows: + rows[layout[i][1]] = [] + rows[layout[i][1]] += [(layout[i][0], i)] + + keys = list(rows.keys()) + keys.sort() + + for key in keys: + code += "\n row = col.row()\n" + i = 0 + for l in rows[key]: + if i > 3: + code += "\n row = col.row()\n" + i = 0 + code += " row.prop(context.active_object.data, 'layers', index=%s, toggle=True, text='%s')\n" % (str(l[1]), l[0]) + i += 1 + + # Root layer + code += "\n row = col.row()" + code += "\n row.separator()" + code += "\n row = col.row()" + code += "\n row.separator()\n" + code += "\n row = col.row()\n" + code += " row.prop(context.active_object.data, 'layers', index=28, toggle=True, text='Root')\n" + + return code + + +UI_P_REGISTER = ''' + +def register(): + bpy.utils.register_class(Rigify_Arm_FK2IK) + bpy.utils.register_class(Rigify_Arm_IK2FK) + bpy.utils.register_class(Rigify_Leg_FK2IK) + bpy.utils.register_class(Rigify_Leg_IK2FK) + bpy.utils.register_class(RigUI) + bpy.utils.register_class(RigLayers) + +def unregister(): + bpy.utils.unregister_class(Rigify_Arm_FK2IK) + bpy.utils.unregister_class(Rigify_Arm_IK2FK) + bpy.utils.unregister_class(Rigify_Leg_FK2IK) + bpy.utils.unregister_class(Rigify_Leg_IK2FK) + bpy.utils.unregister_class(RigUI) + bpy.utils.unregister_class(RigLayers) + +register() +''' diff --git a/rigify/legacy/rig_ui_template.py b/rigify/legacy/rig_ui_template.py new file mode 100644 index 00000000..717410da --- /dev/null +++ b/rigify/legacy/rig_ui_template.py @@ -0,0 +1,608 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +UI_SLIDERS = ''' +import bpy +from mathutils import Matrix, Vector +from math import acos, pi + +rig_id = "%s" + + +############################ +## Math utility functions ## +############################ + +def perpendicular_vector(v): + """ Returns a vector that is perpendicular to the one given. + The returned vector is _not_ guaranteed to be normalized. + """ + # Create a vector that is not aligned with v. + # It doesn't matter what vector. Just any vector + # that's guaranteed to not be pointing in the same + # direction. + if abs(v[0]) < abs(v[1]): + tv = Vector((1,0,0)) + else: + tv = Vector((0,1,0)) + + # Use cross prouct to generate a vector perpendicular to + # both tv and (more importantly) v. + return v.cross(tv) + + +def rotation_difference(mat1, mat2): + """ Returns the shortest-path rotational difference between two + matrices. + """ + q1 = mat1.to_quaternion() + q2 = mat2.to_quaternion() + angle = acos(min(1,max(-1,q1.dot(q2)))) * 2 + if angle > pi: + angle = -angle + (2*pi) + return angle + + +######################################### +## "Visual Transform" helper functions ## +######################################### + +def get_pose_matrix_in_other_space(mat, pose_bone): + """ Returns the transform matrix relative to pose_bone's current + transform space. In other words, presuming that mat is in + armature space, slapping the returned matrix onto pose_bone + should give it the armature-space transforms of mat. + TODO: try to handle cases with axis-scaled parents better. + """ + rest = pose_bone.bone.matrix_local.copy() + rest_inv = rest.inverted() + if pose_bone.parent: + par_mat = pose_bone.parent.matrix.copy() + par_inv = par_mat.inverted() + par_rest = pose_bone.parent.bone.matrix_local.copy() + else: + par_mat = Matrix() + par_inv = Matrix() + par_rest = Matrix() + + # Get matrix in bone's current transform space + smat = rest_inv * (par_rest * (par_inv * mat)) + + # Compensate for non-local location + #if not pose_bone.bone.use_local_location: + # loc = smat.to_translation() * (par_rest.inverted() * rest).to_quaternion() + # smat.translation = loc + + return smat + + +def get_local_pose_matrix(pose_bone): + """ Returns the local transform matrix of the given pose bone. + """ + return get_pose_matrix_in_other_space(pose_bone.matrix, pose_bone) + + +def set_pose_translation(pose_bone, mat): + """ Sets the pose bone's translation to the same translation as the given matrix. + Matrix should be given in bone's local space. + """ + if pose_bone.bone.use_local_location is True: + pose_bone.location = mat.to_translation() + else: + loc = mat.to_translation() + + rest = pose_bone.bone.matrix_local.copy() + if pose_bone.bone.parent: + par_rest = pose_bone.bone.parent.matrix_local.copy() + else: + par_rest = Matrix() + + q = (par_rest.inverted() * rest).to_quaternion() + pose_bone.location = q * loc + + +def set_pose_rotation(pose_bone, mat): + """ Sets the pose bone's rotation to the same rotation as the given matrix. + Matrix should be given in bone's local space. + """ + q = mat.to_quaternion() + + if pose_bone.rotation_mode == 'QUATERNION': + pose_bone.rotation_quaternion = q + elif pose_bone.rotation_mode == 'AXIS_ANGLE': + pose_bone.rotation_axis_angle[0] = q.angle + pose_bone.rotation_axis_angle[1] = q.axis[0] + pose_bone.rotation_axis_angle[2] = q.axis[1] + pose_bone.rotation_axis_angle[3] = q.axis[2] + else: + pose_bone.rotation_euler = q.to_euler(pose_bone.rotation_mode) + + +def set_pose_scale(pose_bone, mat): + """ Sets the pose bone's scale to the same scale as the given matrix. + Matrix should be given in bone's local space. + """ + pose_bone.scale = mat.to_scale() + + +def match_pose_translation(pose_bone, target_bone): + """ Matches pose_bone's visual translation to target_bone's visual + translation. + This function assumes you are in pose mode on the relevant armature. + """ + mat = get_pose_matrix_in_other_space(target_bone.matrix, pose_bone) + set_pose_translation(pose_bone, mat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + +def match_pose_rotation(pose_bone, target_bone): + """ Matches pose_bone's visual rotation to target_bone's visual + rotation. + This function assumes you are in pose mode on the relevant armature. + """ + mat = get_pose_matrix_in_other_space(target_bone.matrix, pose_bone) + set_pose_rotation(pose_bone, mat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + +def match_pose_scale(pose_bone, target_bone): + """ Matches pose_bone's visual scale to target_bone's visual + scale. + This function assumes you are in pose mode on the relevant armature. + """ + mat = get_pose_matrix_in_other_space(target_bone.matrix, pose_bone) + set_pose_scale(pose_bone, mat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + +############################## +## IK/FK snapping functions ## +############################## + +def match_pole_target(ik_first, ik_last, pole, match_bone, length): + """ Places an IK chain's pole target to match ik_first's + transforms to match_bone. All bones should be given as pose bones. + You need to be in pose mode on the relevant armature object. + ik_first: first bone in the IK chain + ik_last: last bone in the IK chain + pole: pole target bone for the IK chain + match_bone: bone to match ik_first to (probably first bone in a matching FK chain) + length: distance pole target should be placed from the chain center + """ + a = ik_first.matrix.to_translation() + b = ik_last.matrix.to_translation() + ik_last.vector + + # Vector from the head of ik_first to the + # tip of ik_last + ikv = b - a + + # Get a vector perpendicular to ikv + pv = perpendicular_vector(ikv).normalized() * length + + def set_pole(pvi): + """ Set pole target's position based on a vector + from the arm center line. + """ + # Translate pvi into armature space + ploc = a + (ikv/2) + pvi + + # Set pole target to location + mat = get_pose_matrix_in_other_space(Matrix.Translation(ploc), pole) + set_pose_translation(pole, mat) + + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + set_pole(pv) + + # Get the rotation difference between ik_first and match_bone + angle = rotation_difference(ik_first.matrix, match_bone.matrix) + + # Try compensating for the rotation difference in both directions + pv1 = Matrix.Rotation(angle, 4, ikv) * pv + set_pole(pv1) + ang1 = rotation_difference(ik_first.matrix, match_bone.matrix) + + pv2 = Matrix.Rotation(-angle, 4, ikv) * pv + set_pole(pv2) + ang2 = rotation_difference(ik_first.matrix, match_bone.matrix) + + # Do the one with the smaller angle + if ang1 < ang2: + set_pole(pv1) + + +def fk2ik_arm(obj, fk, ik): + """ Matches the fk bones in an arm rig to the ik bones. + obj: armature object + fk: list of fk bone names + ik: list of ik bone names + """ + uarm = obj.pose.bones[fk[0]] + farm = obj.pose.bones[fk[1]] + hand = obj.pose.bones[fk[2]] + uarmi = obj.pose.bones[ik[0]] + farmi = obj.pose.bones[ik[1]] + handi = obj.pose.bones[ik[2]] + + # Stretch + if handi['auto_stretch'] == 0.0: + uarm['stretch_length'] = handi['stretch_length'] + else: + diff = (uarmi.vector.length + farmi.vector.length) / (uarm.vector.length + farm.vector.length) + uarm['stretch_length'] *= diff + + # Upper arm position + match_pose_rotation(uarm, uarmi) + match_pose_scale(uarm, uarmi) + + # Forearm position + match_pose_rotation(farm, farmi) + match_pose_scale(farm, farmi) + + # Hand position + match_pose_rotation(hand, handi) + match_pose_scale(hand, handi) + + +def ik2fk_arm(obj, fk, ik): + """ Matches the ik bones in an arm rig to the fk bones. + obj: armature object + fk: list of fk bone names + ik: list of ik bone names + """ + uarm = obj.pose.bones[fk[0]] + farm = obj.pose.bones[fk[1]] + hand = obj.pose.bones[fk[2]] + uarmi = obj.pose.bones[ik[0]] + farmi = obj.pose.bones[ik[1]] + handi = obj.pose.bones[ik[2]] + pole = obj.pose.bones[ik[3]] + + # Stretch + handi['stretch_length'] = uarm['stretch_length'] + + # Hand position + match_pose_translation(handi, hand) + match_pose_rotation(handi, hand) + match_pose_scale(handi, hand) + + # Pole target position + match_pole_target(uarmi, farmi, pole, uarm, (uarmi.length + farmi.length)) + + +def fk2ik_leg(obj, fk, ik): + """ Matches the fk bones in a leg rig to the ik bones. + obj: armature object + fk: list of fk bone names + ik: list of ik bone names + """ + thigh = obj.pose.bones[fk[0]] + shin = obj.pose.bones[fk[1]] + foot = obj.pose.bones[fk[2]] + mfoot = obj.pose.bones[fk[3]] + thighi = obj.pose.bones[ik[0]] + shini = obj.pose.bones[ik[1]] + footi = obj.pose.bones[ik[2]] + mfooti = obj.pose.bones[ik[3]] + + # Stretch + if footi['auto_stretch'] == 0.0: + thigh['stretch_length'] = footi['stretch_length'] + else: + diff = (thighi.vector.length + shini.vector.length) / (thigh.vector.length + shin.vector.length) + thigh['stretch_length'] *= diff + + # Thigh position + match_pose_rotation(thigh, thighi) + match_pose_scale(thigh, thighi) + + # Shin position + match_pose_rotation(shin, shini) + match_pose_scale(shin, shini) + + # Foot position + mat = mfoot.bone.matrix_local.inverted() * foot.bone.matrix_local + footmat = get_pose_matrix_in_other_space(mfooti.matrix, foot) * mat + set_pose_rotation(foot, footmat) + set_pose_scale(foot, footmat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + +def ik2fk_leg(obj, fk, ik): + """ Matches the ik bones in a leg rig to the fk bones. + obj: armature object + fk: list of fk bone names + ik: list of ik bone names + """ + thigh = obj.pose.bones[fk[0]] + shin = obj.pose.bones[fk[1]] + mfoot = obj.pose.bones[fk[2]] + thighi = obj.pose.bones[ik[0]] + shini = obj.pose.bones[ik[1]] + footi = obj.pose.bones[ik[2]] + footroll = obj.pose.bones[ik[3]] + pole = obj.pose.bones[ik[4]] + mfooti = obj.pose.bones[ik[5]] + + # Stretch + footi['stretch_length'] = thigh['stretch_length'] + + # Clear footroll + set_pose_rotation(footroll, Matrix()) + + # Foot position + mat = mfooti.bone.matrix_local.inverted() * footi.bone.matrix_local + footmat = get_pose_matrix_in_other_space(mfoot.matrix, footi) * mat + set_pose_translation(footi, footmat) + set_pose_rotation(footi, footmat) + set_pose_scale(footi, footmat) + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='POSE') + + # Pole target position + match_pole_target(thighi, shini, pole, thigh, (thighi.length + shini.length)) + + +############################## +## IK/FK snapping operators ## +############################## + +class Rigify_Arm_FK2IK(bpy.types.Operator): + """ Snaps an FK arm to an IK arm. + """ + bl_idname = "pose.rigify_arm_fk2ik_" + rig_id + bl_label = "Rigify Snap FK arm to IK" + bl_options = {'UNDO'} + + uarm_fk = bpy.props.StringProperty(name="Upper Arm FK Name") + farm_fk = bpy.props.StringProperty(name="Forerm FK Name") + hand_fk = bpy.props.StringProperty(name="Hand FK Name") + + uarm_ik = bpy.props.StringProperty(name="Upper Arm IK Name") + farm_ik = bpy.props.StringProperty(name="Forearm IK Name") + hand_ik = bpy.props.StringProperty(name="Hand IK Name") + + @classmethod + def poll(cls, context): + return (context.active_object is not None and context.mode == 'POSE') + + def execute(self, context): + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + fk2ik_arm(context.active_object, fk=[self.uarm_fk, self.farm_fk, self.hand_fk], ik=[self.uarm_ik, self.farm_ik, self.hand_ik]) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + return {'FINISHED'} + + +class Rigify_Arm_IK2FK(bpy.types.Operator): + """ Snaps an IK arm to an FK arm. + """ + bl_idname = "pose.rigify_arm_ik2fk_" + rig_id + bl_label = "Rigify Snap IK arm to FK" + bl_options = {'UNDO'} + + uarm_fk = bpy.props.StringProperty(name="Upper Arm FK Name") + farm_fk = bpy.props.StringProperty(name="Forerm FK Name") + hand_fk = bpy.props.StringProperty(name="Hand FK Name") + + uarm_ik = bpy.props.StringProperty(name="Upper Arm IK Name") + farm_ik = bpy.props.StringProperty(name="Forearm IK Name") + hand_ik = bpy.props.StringProperty(name="Hand IK Name") + pole = bpy.props.StringProperty(name="Pole IK Name") + + @classmethod + def poll(cls, context): + return (context.active_object is not None and context.mode == 'POSE') + + def execute(self, context): + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + ik2fk_arm(context.active_object, fk=[self.uarm_fk, self.farm_fk, self.hand_fk], ik=[self.uarm_ik, self.farm_ik, self.hand_ik, self.pole]) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + return {'FINISHED'} + + +class Rigify_Leg_FK2IK(bpy.types.Operator): + """ Snaps an FK leg to an IK leg. + """ + bl_idname = "pose.rigify_leg_fk2ik_" + rig_id + bl_label = "Rigify Snap FK leg to IK" + bl_options = {'UNDO'} + + thigh_fk = bpy.props.StringProperty(name="Thigh FK Name") + shin_fk = bpy.props.StringProperty(name="Shin FK Name") + foot_fk = bpy.props.StringProperty(name="Foot FK Name") + mfoot_fk = bpy.props.StringProperty(name="MFoot FK Name") + + thigh_ik = bpy.props.StringProperty(name="Thigh IK Name") + shin_ik = bpy.props.StringProperty(name="Shin IK Name") + foot_ik = bpy.props.StringProperty(name="Foot IK Name") + mfoot_ik = bpy.props.StringProperty(name="MFoot IK Name") + + @classmethod + def poll(cls, context): + return (context.active_object is not None and context.mode == 'POSE') + + def execute(self, context): + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + fk2ik_leg(context.active_object, fk=[self.thigh_fk, self.shin_fk, self.foot_fk, self.mfoot_fk], ik=[self.thigh_ik, self.shin_ik, self.foot_ik, self.mfoot_ik]) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + return {'FINISHED'} + + +class Rigify_Leg_IK2FK(bpy.types.Operator): + """ Snaps an IK leg to an FK leg. + """ + bl_idname = "pose.rigify_leg_ik2fk_" + rig_id + bl_label = "Rigify Snap IK leg to FK" + bl_options = {'UNDO'} + + thigh_fk = bpy.props.StringProperty(name="Thigh FK Name") + shin_fk = bpy.props.StringProperty(name="Shin FK Name") + mfoot_fk = bpy.props.StringProperty(name="MFoot FK Name") + + thigh_ik = bpy.props.StringProperty(name="Thigh IK Name") + shin_ik = bpy.props.StringProperty(name="Shin IK Name") + foot_ik = bpy.props.StringProperty(name="Foot IK Name") + footroll = bpy.props.StringProperty(name="Foot Roll Name") + pole = bpy.props.StringProperty(name="Pole IK Name") + mfoot_ik = bpy.props.StringProperty(name="MFoot IK Name") + + @classmethod + def poll(cls, context): + return (context.active_object is not None and context.mode == 'POSE') + + def execute(self, context): + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + ik2fk_leg(context.active_object, fk=[self.thigh_fk, self.shin_fk, self.mfoot_fk], ik=[self.thigh_ik, self.shin_ik, self.foot_ik, self.footroll, self.pole, self.mfoot_ik]) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + return {'FINISHED'} + + +################### +## Rig UI Panels ## +################### + +class RigUI(bpy.types.Panel): + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_label = "Rig Main Properties" + bl_idname = rig_id + "_PT_rig_ui" + + @classmethod + def poll(self, context): + if context.mode != 'POSE': + return False + try: + return (context.active_object.data.get("rig_id") == rig_id) + except (AttributeError, KeyError, TypeError): + return False + + def draw(self, context): + layout = self.layout + pose_bones = context.active_object.pose.bones + try: + selected_bones = [bone.name for bone in context.selected_pose_bones] + selected_bones += [context.active_pose_bone.name] + except (AttributeError, TypeError): + return + + def is_selected(names): + # Returns whether any of the named bones are selected. + if type(names) == list: + for name in names: + if name in selected_bones: + return True + elif names in selected_bones: + return True + return False + + +''' + + +def layers_ui(layers, layout): + """ Turn a list of booleans + a list of names into a layer UI. + """ + + code = ''' +class RigLayers(bpy.types.Panel): + bl_space_type = 'VIEW_3D' + bl_region_type = 'UI' + bl_label = "Rig Layers" + bl_idname = rig_id + "_PT_rig_layers" + + @classmethod + def poll(self, context): + try: + return (context.active_object.data.get("rig_id") == rig_id) + except (AttributeError, KeyError, TypeError): + return False + + def draw(self, context): + layout = self.layout + col = layout.column() +''' + rows = {} + for i in range(28): + if layers[i]: + if layout[i][1] not in rows: + rows[layout[i][1]] = [] + rows[layout[i][1]] += [(layout[i][0], i)] + + keys = list(rows.keys()) + keys.sort() + + for key in keys: + code += "\n row = col.row()\n" + i = 0 + for l in rows[key]: + if i > 3: + code += "\n row = col.row()\n" + i = 0 + code += " row.prop(context.active_object.data, 'layers', index=%s, toggle=True, text='%s')\n" % (str(l[1]), l[0]) + i += 1 + + # Root layer + code += "\n row = col.row()" + code += "\n row.separator()" + code += "\n row = col.row()" + code += "\n row.separator()\n" + code += "\n row = col.row()\n" + code += " row.prop(context.active_object.data, 'layers', index=28, toggle=True, text='Root')\n" + + return code + + +UI_REGISTER = ''' + +def register(): + bpy.utils.register_class(Rigify_Arm_FK2IK) + bpy.utils.register_class(Rigify_Arm_IK2FK) + bpy.utils.register_class(Rigify_Leg_FK2IK) + bpy.utils.register_class(Rigify_Leg_IK2FK) + bpy.utils.register_class(RigUI) + bpy.utils.register_class(RigLayers) + +def unregister(): + bpy.utils.unregister_class(Rigify_Arm_FK2IK) + bpy.utils.unregister_class(Rigify_Arm_IK2FK) + bpy.utils.unregister_class(Rigify_Leg_FK2IK) + bpy.utils.unregister_class(Rigify_Leg_IK2FK) + bpy.utils.unregister_class(RigUI) + bpy.utils.unregister_class(RigLayers) + +register() +''' diff --git a/rigify/legacy/rigs/__init__.py b/rigify/legacy/rigs/__init__.py new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/rigify/legacy/rigs/__init__.py diff --git a/rigify/legacy/rigs/basic/__init__.py b/rigify/legacy/rigs/basic/__init__.py new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/rigify/legacy/rigs/basic/__init__.py diff --git a/rigify/legacy/rigs/basic/copy.py b/rigify/legacy/rigs/basic/copy.py new file mode 100644 index 00000000..50a25767 --- /dev/null +++ b/rigify/legacy/rigs/basic/copy.py @@ -0,0 +1,139 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy + +from ...utils import copy_bone +from ...utils import strip_org, make_deformer_name +from ...utils import create_bone_widget + + +class Rig: + """ A "copy" rig. All it does is duplicate the original bone and + constrain it. + This is a control and deformation rig. + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + """ + self.obj = obj + self.org_bone = bone + self.org_name = strip_org(bone) + self.params = params + self.make_control = params.make_control + self.make_deform = params.make_deform + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + bpy.ops.object.mode_set(mode='EDIT') + + # Make a control bone (copy of original). + if self.make_control: + bone = copy_bone(self.obj, self.org_bone, self.org_name) + + # Make a deformation bone (copy of original, child of original). + if self.make_deform: + def_bone = copy_bone(self.obj, self.org_bone, make_deformer_name(self.org_name)) + + # Get edit bones + eb = self.obj.data.edit_bones + # UNUSED + # if self.make_control: + # bone_e = eb[bone] + if self.make_deform: + def_bone_e = eb[def_bone] + + # Parent + if self.make_deform: + def_bone_e.use_connect = False + def_bone_e.parent = eb[self.org_bone] + + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + if self.make_control: + # Constrain the original bone. + con = pb[self.org_bone].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = bone + + # Create control widget + create_bone_widget(self.obj, bone) + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + params.make_control = bpy.props.BoolProperty(name="Control", default=True, description="Create a control bone for the copy") + params.make_deform = bpy.props.BoolProperty(name="Deform", default=True, description="Create a deform bone for the copy") + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + """ + r = layout.row() + r.prop(params, "make_control") + r = layout.row() + r.prop(params, "make_deform") + + +def create_sample(obj): + """ Create a sample metarig for this rig type. + """ + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('Bone') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.0000, 0.0000, 0.2000 + bone.roll = 0.0000 + bone.use_connect = False + bones['Bone'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['Bone']] + pbone.rigify_type = 'basic.copy' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/basic/copy_chain.py b/rigify/legacy/rigs/basic/copy_chain.py new file mode 100644 index 00000000..4e426284 --- /dev/null +++ b/rigify/legacy/rigs/basic/copy_chain.py @@ -0,0 +1,206 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy + +from ...utils import MetarigError +from ...utils import copy_bone +from ...utils import connected_children_names +from ...utils import strip_org, make_deformer_name +from ...utils import create_bone_widget + + +class Rig: + """ A "copy_chain" rig. All it does is duplicate the original bone chain + and constrain it. + This is a control and deformation rig. + + """ + def __init__(self, obj, bone_name, params): + """ Gather and validate data about the rig. + """ + self.obj = obj + self.org_bones = [bone_name] + connected_children_names(obj, bone_name) + self.params = params + self.make_controls = params.make_controls + self.make_deforms = params.make_deforms + + if len(self.org_bones) <= 1: + raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones" % (strip_org(bone_name))) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + bpy.ops.object.mode_set(mode='EDIT') + + # Create the deformation and control bone chains. + # Just copies of the original chain. + def_chain = [] + ctrl_chain = [] + for i in range(len(self.org_bones)): + name = self.org_bones[i] + + # Control bone + if self.make_controls: + # Copy + ctrl_bone = copy_bone(self.obj, name) + eb = self.obj.data.edit_bones + ctrl_bone_e = eb[ctrl_bone] + # Name + ctrl_bone_e.name = strip_org(name) + # Parenting + if i == 0: + # First bone + ctrl_bone_e.parent = eb[self.org_bones[0]].parent + else: + # The rest + ctrl_bone_e.parent = eb[ctrl_chain[-1]] + # Add to list + ctrl_chain += [ctrl_bone_e.name] + else: + ctrl_chain += [None] + + # Deformation bone + if self.make_deforms: + # Copy + def_bone = copy_bone(self.obj, name) + eb = self.obj.data.edit_bones + def_bone_e = eb[def_bone] + # Name + def_bone_e.name = make_deformer_name(strip_org(name)) + # Parenting + if i == 0: + # First bone + def_bone_e.parent = eb[self.org_bones[0]].parent + else: + # The rest + def_bone_e.parent = eb[def_chain[-1]] + # Add to list + def_chain += [def_bone_e.name] + else: + def_chain += [None] + + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + # Constraints for org and def + for org, ctrl, defrm in zip(self.org_bones, ctrl_chain, def_chain): + if self.make_controls: + con = pb[org].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = ctrl + + if self.make_deforms: + con = pb[defrm].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = org + + # Create control widgets + if self.make_controls: + for bone in ctrl_chain: + create_bone_widget(self.obj, bone) + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + params.make_controls = bpy.props.BoolProperty(name="Controls", default=True, description="Create control bones for the copy") + params.make_deforms = bpy.props.BoolProperty(name="Deform", default=True, description="Create deform bones for the copy") + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + """ + r = layout.row() + r.prop(params, "make_controls") + r = layout.row() + r.prop(params, "make_deforms") + + +def create_sample(obj): + """ Create a sample metarig for this rig type. + """ + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('bone.01') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.0000, 0.0000, 0.3333 + bone.roll = 0.0000 + bone.use_connect = False + bones['bone.01'] = bone.name + bone = arm.edit_bones.new('bone.02') + bone.head[:] = 0.0000, 0.0000, 0.3333 + bone.tail[:] = 0.0000, 0.0000, 0.6667 + bone.roll = 3.1416 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['bone.01']] + bones['bone.02'] = bone.name + bone = arm.edit_bones.new('bone.03') + bone.head[:] = 0.0000, 0.0000, 0.6667 + bone.tail[:] = 0.0000, 0.0000, 1.0000 + bone.roll = 3.1416 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['bone.02']] + bones['bone.03'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['bone.01']] + pbone.rigify_type = 'basic.copy_chain' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['bone.02']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['bone.03']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/biped/__init__.py b/rigify/legacy/rigs/biped/__init__.py new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/rigify/legacy/rigs/biped/__init__.py diff --git a/rigify/legacy/rigs/biped/arm/__init__.py b/rigify/legacy/rigs/biped/arm/__init__.py new file mode 100644 index 00000000..e418a45a --- /dev/null +++ b/rigify/legacy/rigs/biped/arm/__init__.py @@ -0,0 +1,306 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy +import importlib +from . import fk, ik, deform + +importlib.reload(fk) +importlib.reload(ik) +importlib.reload(deform) + +script = """ +fk_arm = ["%s", "%s", "%s"] +ik_arm = ["%s", "%s", "%s", "%s"] +if is_selected(fk_arm+ik_arm): + layout.prop(pose_bones[ik_arm[2]], '["ikfk_switch"]', text="FK / IK (" + ik_arm[2] + ")", slider=True) + props = layout.operator("pose.rigify_arm_fk2ik_" + rig_id, text="Snap FK->IK (" + fk_arm[0] + ")") + props.uarm_fk = fk_arm[0] + props.farm_fk = fk_arm[1] + props.hand_fk = fk_arm[2] + props.uarm_ik = ik_arm[0] + props.farm_ik = ik_arm[1] + props.hand_ik = ik_arm[2] + props = layout.operator("pose.rigify_arm_ik2fk_" + rig_id, text="Snap IK->FK (" + fk_arm[0] + ")") + props.uarm_fk = fk_arm[0] + props.farm_fk = fk_arm[1] + props.hand_fk = fk_arm[2] + props.uarm_ik = ik_arm[0] + props.farm_ik = ik_arm[1] + props.hand_ik = ik_arm[2] + props.pole = ik_arm[3] +if is_selected(fk_arm): + try: + pose_bones[fk_arm[0]]["isolate"] + layout.prop(pose_bones[fk_arm[0]], '["isolate"]', text="Isolate Rotation (" + fk_arm[0] + ")", slider=True) + except KeyError: + pass + layout.prop(pose_bones[fk_arm[0]], '["stretch_length"]', text="Length FK (" + fk_arm[0] + ")", slider=True) +if is_selected(ik_arm): + layout.prop(pose_bones[ik_arm[2]], '["stretch_length"]', text="Length IK (" + ik_arm[2] + ")", slider=True) + layout.prop(pose_bones[ik_arm[2]], '["auto_stretch"]', text="Auto-Stretch IK (" + ik_arm[2] + ")", slider=True) +if is_selected([ik_arm[3]]): + layout.prop(pose_bones[ik_arm[3]], '["follow"]', text="Follow Parent (" + ik_arm[3] + ")", slider=True) +""" + +hose_script = """ +hose_arm = ["%s", "%s", "%s", "%s", "%s"] +if is_selected(hose_arm): + layout.prop(pose_bones[hose_arm[2]], '["smooth_bend"]', text="Smooth Elbow (" + hose_arm[2] + ")", slider=True) +""" + +end_script = """ +if is_selected(fk_arm+ik_arm): + layout.separator() +""" + + +class Rig: + """ An arm rig, with IK/FK switching and hinge switch. + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + Store any data or references to data that will be needed later on. + In particular, store names of bones that will be needed. + Do NOT change any data in the scene. This is a gathering phase only. + + """ + self.obj = obj + self.params = params + + # Gather deform rig + self.deform_rig = deform.Rig(obj, bone, params) + + # Gather FK rig + self.fk_rig = fk.Rig(obj, bone, params) + + # Gather IK rig + self.ik_rig = ik.Rig(obj, bone, params, ikfk_switch=True) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + hose_controls = self.deform_rig.generate() + fk_controls = self.fk_rig.generate() + ik_controls = self.ik_rig.generate() + ui_script = script % (fk_controls[0], fk_controls[1], fk_controls[2], ik_controls[0], ik_controls[1], ik_controls[2], ik_controls[3]) + if self.params.use_complex_arm: + ui_script += hose_script % (hose_controls[0], hose_controls[1], hose_controls[2], hose_controls[3], hose_controls[4]) + ui_script += end_script + return [ui_script] + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + + """ + params.use_complex_arm = bpy.props.BoolProperty(name="Complex Arm Rig", default=True, description="Generate the full, complex arm rig with twist bones and rubber-hose controls") + params.bend_hint = bpy.props.BoolProperty(name="Bend Hint", default=True, description="Give IK chain a hint about which way to bend. Useful for perfectly straight chains") + + items = [('X', 'X', ''), ('Y', 'Y', ''), ('Z', 'Z', ''), ('-X', '-X', ''), ('-Y', '-Y', ''), ('-Z', '-Z', '')] + params.primary_rotation_axis = bpy.props.EnumProperty(items=items, name="Primary Rotation Axis", default='X') + + params.elbow_base_name = bpy.props.StringProperty(name="Elbow Name", default="elbow", description="Base name for the generated elbow-related controls") + + params.separate_ik_layers = bpy.props.BoolProperty(name="Separate IK Control Layers:", default=False, description="Enable putting the ik controls on a separate layer from the fk controls") + params.ik_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the ik controls to be on") + + params.separate_hose_layers = bpy.props.BoolProperty(name="Separate Rubber-hose Control Layers:", default=False, description="Enable putting the rubber-hose controls on a separate layer from the other controls") + params.hose_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the rubber-hose controls to be on") + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + + """ + col = layout.column() + col.prop(params, "use_complex_arm") + + r = layout.row() + r.label(text="Elbow rotation axis:") + r.prop(params, "primary_rotation_axis", text="") + + r = layout.row() + r.prop(params, "elbow_base_name") + + r = layout.row() + r.prop(params, "bend_hint") + + r = layout.row() + r.prop(params, "separate_ik_layers") + + r = layout.row() + r.active = params.separate_ik_layers + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "ik_layers", index=0, toggle=True, text="") + row.prop(params, "ik_layers", index=1, toggle=True, text="") + row.prop(params, "ik_layers", index=2, toggle=True, text="") + row.prop(params, "ik_layers", index=3, toggle=True, text="") + row.prop(params, "ik_layers", index=4, toggle=True, text="") + row.prop(params, "ik_layers", index=5, toggle=True, text="") + row.prop(params, "ik_layers", index=6, toggle=True, text="") + row.prop(params, "ik_layers", index=7, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "ik_layers", index=16, toggle=True, text="") + row.prop(params, "ik_layers", index=17, toggle=True, text="") + row.prop(params, "ik_layers", index=18, toggle=True, text="") + row.prop(params, "ik_layers", index=19, toggle=True, text="") + row.prop(params, "ik_layers", index=20, toggle=True, text="") + row.prop(params, "ik_layers", index=21, toggle=True, text="") + row.prop(params, "ik_layers", index=22, toggle=True, text="") + row.prop(params, "ik_layers", index=23, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "ik_layers", index=8, toggle=True, text="") + row.prop(params, "ik_layers", index=9, toggle=True, text="") + row.prop(params, "ik_layers", index=10, toggle=True, text="") + row.prop(params, "ik_layers", index=11, toggle=True, text="") + row.prop(params, "ik_layers", index=12, toggle=True, text="") + row.prop(params, "ik_layers", index=13, toggle=True, text="") + row.prop(params, "ik_layers", index=14, toggle=True, text="") + row.prop(params, "ik_layers", index=15, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "ik_layers", index=24, toggle=True, text="") + row.prop(params, "ik_layers", index=25, toggle=True, text="") + row.prop(params, "ik_layers", index=26, toggle=True, text="") + row.prop(params, "ik_layers", index=27, toggle=True, text="") + row.prop(params, "ik_layers", index=28, toggle=True, text="") + row.prop(params, "ik_layers", index=29, toggle=True, text="") + row.prop(params, "ik_layers", index=30, toggle=True, text="") + row.prop(params, "ik_layers", index=31, toggle=True, text="") + + if params.use_complex_arm: + r = layout.row() + r.prop(params, "separate_hose_layers") + + r = layout.row() + r.active = params.separate_hose_layers + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "hose_layers", index=0, toggle=True, text="") + row.prop(params, "hose_layers", index=1, toggle=True, text="") + row.prop(params, "hose_layers", index=2, toggle=True, text="") + row.prop(params, "hose_layers", index=3, toggle=True, text="") + row.prop(params, "hose_layers", index=4, toggle=True, text="") + row.prop(params, "hose_layers", index=5, toggle=True, text="") + row.prop(params, "hose_layers", index=6, toggle=True, text="") + row.prop(params, "hose_layers", index=7, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "hose_layers", index=16, toggle=True, text="") + row.prop(params, "hose_layers", index=17, toggle=True, text="") + row.prop(params, "hose_layers", index=18, toggle=True, text="") + row.prop(params, "hose_layers", index=19, toggle=True, text="") + row.prop(params, "hose_layers", index=20, toggle=True, text="") + row.prop(params, "hose_layers", index=21, toggle=True, text="") + row.prop(params, "hose_layers", index=22, toggle=True, text="") + row.prop(params, "hose_layers", index=23, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "hose_layers", index=8, toggle=True, text="") + row.prop(params, "hose_layers", index=9, toggle=True, text="") + row.prop(params, "hose_layers", index=10, toggle=True, text="") + row.prop(params, "hose_layers", index=11, toggle=True, text="") + row.prop(params, "hose_layers", index=12, toggle=True, text="") + row.prop(params, "hose_layers", index=13, toggle=True, text="") + row.prop(params, "hose_layers", index=14, toggle=True, text="") + row.prop(params, "hose_layers", index=15, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "hose_layers", index=24, toggle=True, text="") + row.prop(params, "hose_layers", index=25, toggle=True, text="") + row.prop(params, "hose_layers", index=26, toggle=True, text="") + row.prop(params, "hose_layers", index=27, toggle=True, text="") + row.prop(params, "hose_layers", index=28, toggle=True, text="") + row.prop(params, "hose_layers", index=29, toggle=True, text="") + row.prop(params, "hose_layers", index=30, toggle=True, text="") + row.prop(params, "hose_layers", index=31, toggle=True, text="") + + +def create_sample(obj): + # generated by rigify.utils.write_meta_rig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('upper_arm') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.3000, 0.0300, 0.0000 + bone.roll = 1.5708 + bone.use_connect = False + bones['upper_arm'] = bone.name + bone = arm.edit_bones.new('forearm') + bone.head[:] = 0.3000, 0.0300, 0.0000 + bone.tail[:] = 0.6000, 0.0000, 0.0000 + bone.roll = 1.5708 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['upper_arm']] + bones['forearm'] = bone.name + bone = arm.edit_bones.new('hand') + bone.head[:] = 0.6000, 0.0000, 0.0000 + bone.tail[:] = 0.7000, 0.0000, 0.0000 + bone.roll = 3.1416 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['forearm']] + bones['hand'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['upper_arm']] + pbone.rigify_type = 'biped.arm' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['forearm']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['hand']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/biped/arm/deform.py b/rigify/legacy/rigs/biped/arm/deform.py new file mode 100644 index 00000000..a5444207 --- /dev/null +++ b/rigify/legacy/rigs/biped/arm/deform.py @@ -0,0 +1,58 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy + +from .. import limb_common + +from ....utils import MetarigError +from ....utils import connected_children_names +from ....utils import strip_org + + +class Rig: + """ An FK arm rig, with hinge switch. + + """ + def __init__(self, obj, bone, params): + self.obj = obj + self.params = params + + # Get the chain of 3 connected bones + self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2] + + if len(self.org_bones) != 3: + raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones" % (strip_org(bone))) + + # Get rig parameters + if params.separate_hose_layers: + layers = list(params.hose_layers) + else: + layers = None + use_complex_rig = params.use_complex_arm + elbow_base_name = params.elbow_base_name + primary_rotation_axis = params.primary_rotation_axis + + # Based on common limb + self.rubber_hose_limb = limb_common.RubberHoseLimb(obj, self.org_bones[0], self.org_bones[1], self.org_bones[2], use_complex_rig, elbow_base_name, primary_rotation_axis, layers) + + def generate(self): + bone_list = self.rubber_hose_limb.generate() + return bone_list diff --git a/rigify/legacy/rigs/biped/arm/fk.py b/rigify/legacy/rigs/biped/arm/fk.py new file mode 100644 index 00000000..03ff6fc9 --- /dev/null +++ b/rigify/legacy/rigs/biped/arm/fk.py @@ -0,0 +1,86 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy + +from .. import limb_common + +from ....utils import MetarigError +from ....utils import connected_children_names +from ....utils import create_widget +from ....utils import strip_org +from ....utils import get_layers + + +class Rig: + """ An FK arm rig, with hinge switch. + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + Store any data or references to data that will be needed later on. + In particular, store references to bones that will be needed, and + store names of bones that will be needed. + Do NOT change any data in the scene. This is a gathering phase only. + + """ + self.obj = obj + + # Get the chain of 3 connected bones + self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2] + + if len(self.org_bones) != 3: + raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of at least 3 bones" % (strip_org(bone))) + + # Get params + if "layers" in params: + layers = get_layers(params["layers"]) + else: + layers = None + + primary_rotation_axis = params.primary_rotation_axis + + # Arm is based on common limb + self.fk_limb = limb_common.FKLimb(obj, self.org_bones[0], self.org_bones[1], self.org_bones[2], primary_rotation_axis, layers) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + bone_list = self.fk_limb.generate() + uarm = bone_list[0] + farm = bone_list[1] + hand = bone_list[2] + + # Create hand widget + ob = create_widget(self.obj, hand) + if ob is not None: + verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)] + mesh = ob.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = ob.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + return [uarm, farm, hand] diff --git a/rigify/legacy/rigs/biped/arm/ik.py b/rigify/legacy/rigs/biped/arm/ik.py new file mode 100644 index 00000000..e4cd2b5d --- /dev/null +++ b/rigify/legacy/rigs/biped/arm/ik.py @@ -0,0 +1,90 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy + +from .. import limb_common + +from ....utils import MetarigError +from ....utils import connected_children_names +from ....utils import strip_org +from ....utils import create_widget + + +class Rig: + """ An IK arm rig, with an optional ik/fk switch. + + """ + def __init__(self, obj, bone, params, ikfk_switch=False): + """ Gather and validate data about the rig. + Store any data or references to data that will be needed later on. + In particular, store references to bones that will be needed, and + store names of bones that will be needed. + Do NOT change any data in the scene. This is a gathering phase only. + + ikfk_switch: if True, create an ik/fk switch slider + """ + self.obj = obj + self.params = params + + # Get the chain of 3 connected bones + self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2] + if len(self.org_bones) != 3: + raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones" % (strip_org(bone))) + + # Get the rig parameters + if params.separate_ik_layers: + layers = list(params.ik_layers) + else: + layers = None + bend_hint = params.bend_hint + primary_rotation_axis = params.primary_rotation_axis + pole_target_base_name = self.params.elbow_base_name + "_target" + + # Arm is based on common limb + self.ik_limb = limb_common.IKLimb(obj, self.org_bones[0], self.org_bones[1], self.org_bones[2], None, pole_target_base_name, primary_rotation_axis, bend_hint, layers, ikfk_switch) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + bone_list = self.ik_limb.generate() + uarm = bone_list[0] + farm = bone_list[1] + hand = bone_list[2] + # hand_mch = bone_list[3] + pole = bone_list[4] + # vispole = bone_list[5] + # vishand = bone_list[6] + + ob = create_widget(self.obj, hand) + if ob is not None: + verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)] + mesh = ob.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = ob.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + return [uarm, farm, hand, pole] diff --git a/rigify/legacy/rigs/biped/leg/__init__.py b/rigify/legacy/rigs/biped/leg/__init__.py new file mode 100644 index 00000000..97241ead --- /dev/null +++ b/rigify/legacy/rigs/biped/leg/__init__.py @@ -0,0 +1,345 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy +import importlib +from . import fk, ik, deform + +importlib.reload(fk) +importlib.reload(ik) +importlib.reload(deform) + +script = """ +fk_leg = ["%s", "%s", "%s", "%s"] +ik_leg = ["%s", "%s", "%s", "%s", "%s", "%s"] +if is_selected(fk_leg+ik_leg): + layout.prop(pose_bones[ik_leg[2]], '["ikfk_switch"]', text="FK / IK (" + ik_leg[2] + ")", slider=True) + p = layout.operator("pose.rigify_leg_fk2ik_" + rig_id, text="Snap FK->IK (" + fk_leg[0] + ")") + p.thigh_fk = fk_leg[0] + p.shin_fk = fk_leg[1] + p.foot_fk = fk_leg[2] + p.mfoot_fk = fk_leg[3] + p.thigh_ik = ik_leg[0] + p.shin_ik = ik_leg[1] + p.foot_ik = ik_leg[2] + p.mfoot_ik = ik_leg[5] + p = layout.operator("pose.rigify_leg_ik2fk_" + rig_id, text="Snap IK->FK (" + fk_leg[0] + ")") + p.thigh_fk = fk_leg[0] + p.shin_fk = fk_leg[1] + p.mfoot_fk = fk_leg[3] + p.thigh_ik = ik_leg[0] + p.shin_ik = ik_leg[1] + p.foot_ik = ik_leg[2] + p.pole = ik_leg[3] + p.footroll = ik_leg[4] + p.mfoot_ik = ik_leg[5] +if is_selected(fk_leg): + try: + pose_bones[fk_leg[0]]["isolate"] + layout.prop(pose_bones[fk_leg[0]], '["isolate"]', text="Isolate Rotation (" + fk_leg[0] + ")", slider=True) + except KeyError: + pass + layout.prop(pose_bones[fk_leg[0]], '["stretch_length"]', text="Length FK (" + fk_leg[0] + ")", slider=True) +if is_selected(ik_leg): + layout.prop(pose_bones[ik_leg[2]], '["stretch_length"]', text="Length IK (" + ik_leg[2] + ")", slider=True) + layout.prop(pose_bones[ik_leg[2]], '["auto_stretch"]', text="Auto-Stretch IK (" + ik_leg[2] + ")", slider=True) +if is_selected([ik_leg[3]]): + layout.prop(pose_bones[ik_leg[3]], '["follow"]', text="Follow Foot (" + ik_leg[3] + ")", slider=True) +""" + +hose_script = """ +hose_leg = ["%s", "%s", "%s", "%s", "%s"] +if is_selected(hose_leg): + layout.prop(pose_bones[hose_leg[2]], '["smooth_bend"]', text="Smooth Knee (" + hose_leg[2] + ")", slider=True) +""" + +end_script = """ +if is_selected(fk_leg+ik_leg): + layout.separator() +""" + + +class Rig: + """ A leg rig, with IK/FK switching, a hinge switch, and foot roll. + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + Store any data or references to data that will be needed later on. + In particular, store names of bones that will be needed. + Do NOT change any data in the scene. This is a gathering phase only. + + """ + self.obj = obj + self.params = params + + # Gather deform rig + self.deform_rig = deform.Rig(obj, bone, params) + + # Gather FK rig + self.fk_rig = fk.Rig(obj, bone, params) + + # Gather IK rig + self.ik_rig = ik.Rig(obj, bone, params, ikfk_switch=True) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + hose_controls = self.deform_rig.generate() + fk_controls = self.fk_rig.generate() + ik_controls = self.ik_rig.generate() + ui_script = script % (fk_controls[0], fk_controls[1], fk_controls[2], fk_controls[3], ik_controls[0], ik_controls[1], ik_controls[2], ik_controls[3], ik_controls[4], ik_controls[5]) + if self.params.use_complex_leg: + ui_script += hose_script % (hose_controls[0], hose_controls[1], hose_controls[2], hose_controls[3], hose_controls[4]) + ui_script += end_script + return [ui_script] + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + + """ + params.use_complex_leg = bpy.props.BoolProperty(name="Complex Leg Rig", default=True, description="Generate the full, complex leg rig with twist bones and rubber-hose controls") + params.bend_hint = bpy.props.BoolProperty(name="Bend Hint", default=True, description="Give IK chain a hint about which way to bend (useful for perfectly straight chains)") + + items = [('X', 'X', ''), ('Y', 'Y', ''), ('Z', 'Z', ''), ('-X', '-X', ''), ('-Y', '-Y', ''), ('-Z', '-Z', '')] + params.primary_rotation_axis = bpy.props.EnumProperty(items=items, name="Primary Rotation Axis", default='X') + + params.knee_base_name = bpy.props.StringProperty(name="Knee Name", default="knee", description="Base name for the generated knee-related controls") + + params.separate_ik_layers = bpy.props.BoolProperty(name="Separate IK Control Layers:", default=False, description="Enable putting the ik controls on a separate layer from the fk controls") + params.ik_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the ik controls to be on") + + params.separate_hose_layers = bpy.props.BoolProperty(name="Separate Rubber-hose Control Layers:", default=False, description="Enable putting the rubber-hose controls on a separate layer from the other controls") + params.hose_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the rubber-hose controls to be on") + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + + """ + col = layout.column() + col.prop(params, "use_complex_leg") + + r = layout.row() + r.label(text="Knee rotation axis:") + r.prop(params, "primary_rotation_axis", text="") + + r = layout.row() + r.prop(params, "knee_base_name") + + r = layout.row() + r.prop(params, "bend_hint") + + r = layout.row() + r.prop(params, "separate_ik_layers") + + r = layout.row() + r.active = params.separate_ik_layers + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "ik_layers", index=0, toggle=True, text="") + row.prop(params, "ik_layers", index=1, toggle=True, text="") + row.prop(params, "ik_layers", index=2, toggle=True, text="") + row.prop(params, "ik_layers", index=3, toggle=True, text="") + row.prop(params, "ik_layers", index=4, toggle=True, text="") + row.prop(params, "ik_layers", index=5, toggle=True, text="") + row.prop(params, "ik_layers", index=6, toggle=True, text="") + row.prop(params, "ik_layers", index=7, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "ik_layers", index=16, toggle=True, text="") + row.prop(params, "ik_layers", index=17, toggle=True, text="") + row.prop(params, "ik_layers", index=18, toggle=True, text="") + row.prop(params, "ik_layers", index=19, toggle=True, text="") + row.prop(params, "ik_layers", index=20, toggle=True, text="") + row.prop(params, "ik_layers", index=21, toggle=True, text="") + row.prop(params, "ik_layers", index=22, toggle=True, text="") + row.prop(params, "ik_layers", index=23, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "ik_layers", index=8, toggle=True, text="") + row.prop(params, "ik_layers", index=9, toggle=True, text="") + row.prop(params, "ik_layers", index=10, toggle=True, text="") + row.prop(params, "ik_layers", index=11, toggle=True, text="") + row.prop(params, "ik_layers", index=12, toggle=True, text="") + row.prop(params, "ik_layers", index=13, toggle=True, text="") + row.prop(params, "ik_layers", index=14, toggle=True, text="") + row.prop(params, "ik_layers", index=15, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "ik_layers", index=24, toggle=True, text="") + row.prop(params, "ik_layers", index=25, toggle=True, text="") + row.prop(params, "ik_layers", index=26, toggle=True, text="") + row.prop(params, "ik_layers", index=27, toggle=True, text="") + row.prop(params, "ik_layers", index=28, toggle=True, text="") + row.prop(params, "ik_layers", index=29, toggle=True, text="") + row.prop(params, "ik_layers", index=30, toggle=True, text="") + row.prop(params, "ik_layers", index=31, toggle=True, text="") + + if params.use_complex_leg: + r = layout.row() + r.prop(params, "separate_hose_layers") + + r = layout.row() + r.active = params.separate_hose_layers + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "hose_layers", index=0, toggle=True, text="") + row.prop(params, "hose_layers", index=1, toggle=True, text="") + row.prop(params, "hose_layers", index=2, toggle=True, text="") + row.prop(params, "hose_layers", index=3, toggle=True, text="") + row.prop(params, "hose_layers", index=4, toggle=True, text="") + row.prop(params, "hose_layers", index=5, toggle=True, text="") + row.prop(params, "hose_layers", index=6, toggle=True, text="") + row.prop(params, "hose_layers", index=7, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "hose_layers", index=16, toggle=True, text="") + row.prop(params, "hose_layers", index=17, toggle=True, text="") + row.prop(params, "hose_layers", index=18, toggle=True, text="") + row.prop(params, "hose_layers", index=19, toggle=True, text="") + row.prop(params, "hose_layers", index=20, toggle=True, text="") + row.prop(params, "hose_layers", index=21, toggle=True, text="") + row.prop(params, "hose_layers", index=22, toggle=True, text="") + row.prop(params, "hose_layers", index=23, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "hose_layers", index=8, toggle=True, text="") + row.prop(params, "hose_layers", index=9, toggle=True, text="") + row.prop(params, "hose_layers", index=10, toggle=True, text="") + row.prop(params, "hose_layers", index=11, toggle=True, text="") + row.prop(params, "hose_layers", index=12, toggle=True, text="") + row.prop(params, "hose_layers", index=13, toggle=True, text="") + row.prop(params, "hose_layers", index=14, toggle=True, text="") + row.prop(params, "hose_layers", index=15, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "hose_layers", index=24, toggle=True, text="") + row.prop(params, "hose_layers", index=25, toggle=True, text="") + row.prop(params, "hose_layers", index=26, toggle=True, text="") + row.prop(params, "hose_layers", index=27, toggle=True, text="") + row.prop(params, "hose_layers", index=28, toggle=True, text="") + row.prop(params, "hose_layers", index=29, toggle=True, text="") + row.prop(params, "hose_layers", index=30, toggle=True, text="") + row.prop(params, "hose_layers", index=31, toggle=True, text="") + + +def create_sample(obj): + # generated by rigify.utils.write_meta_rig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('thigh') + bone.head[:] = -0.0000, 0.0000, 1.0000 + bone.tail[:] = -0.0000, -0.0500, 0.5000 + bone.roll = -0.0000 + bone.use_connect = False + bones['thigh'] = bone.name + bone = arm.edit_bones.new('shin') + bone.head[:] = -0.0000, -0.0500, 0.5000 + bone.tail[:] = -0.0000, 0.0000, 0.1000 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['thigh']] + bones['shin'] = bone.name + bone = arm.edit_bones.new('foot') + bone.head[:] = -0.0000, 0.0000, 0.1000 + bone.tail[:] = 0.0000, -0.1200, 0.0300 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['shin']] + bones['foot'] = bone.name + bone = arm.edit_bones.new('heel') + bone.head[:] = -0.0000, 0.0000, 0.1000 + bone.tail[:] = -0.0000, 0.0600, 0.0000 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['shin']] + bones['heel'] = bone.name + bone = arm.edit_bones.new('heel.02') + bone.head[:] = -0.0500, -0.0200, 0.0000 + bone.tail[:] = 0.0500, -0.0200, 0.0000 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['heel']] + bones['heel.02'] = bone.name + bone = arm.edit_bones.new('toe') + bone.head[:] = 0.0000, -0.1200, 0.0300 + bone.tail[:] = 0.0000, -0.2000, 0.0300 + bone.roll = 3.1416 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['foot']] + bones['toe'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['thigh']] + pbone.rigify_type = 'biped.leg' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['shin']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['foot']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['heel']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['toe']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/biped/leg/deform.py b/rigify/legacy/rigs/biped/leg/deform.py new file mode 100644 index 00000000..cde73250 --- /dev/null +++ b/rigify/legacy/rigs/biped/leg/deform.py @@ -0,0 +1,92 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy + +from .. import limb_common + +from ....utils import MetarigError +from ....utils import copy_bone +from ....utils import connected_children_names, has_connected_children +from ....utils import strip_org, make_deformer_name + + +class Rig: + """ A leg deform-bone setup. + + """ + def __init__(self, obj, bone, params): + self.obj = obj + self.params = params + + # Get the chain of 2 connected bones + leg_bones = [bone] + connected_children_names(self.obj, bone)[:2] + + if len(leg_bones) != 2: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type -- leg bones != 2" % (strip_org(bone))) + + # Get the foot and heel + foot = None + heel = None + for b in self.obj.data.bones[leg_bones[1]].children: + if b.use_connect is True: + if len(b.children) >= 1 and has_connected_children(b): + foot = b.name + else: + heel = b.name + + if foot is None: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type -- could not find foot bone (that is, a bone with >1 children connected) attached to bone '%s'" % (strip_org(bone), strip_org(leg_bones[1]))) + if heel is None: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type -- could not find heel bone (that is, a bone with no children connected) attached to bone '%s'" % (strip_org(bone), strip_org(leg_bones[1]))) + # Get the toe + toe = None + for b in self.obj.data.bones[foot].children: + if b.use_connect is True: + toe = b.name + + if toe is None: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type -- toe is None" % (strip_org(bone))) + + self.org_bones = leg_bones + [foot, toe, heel] + + # Get rig parameters + if params.separate_hose_layers: + layers = list(params.hose_layers) + else: + layers = None + use_complex_rig = params.use_complex_leg + knee_base_name = params.knee_base_name + primary_rotation_axis = params.primary_rotation_axis + + # Based on common limb + self.rubber_hose_limb = limb_common.RubberHoseLimb(obj, self.org_bones[0], self.org_bones[1], self.org_bones[2], use_complex_rig, knee_base_name, primary_rotation_axis, layers) + + def generate(self): + bone_list = self.rubber_hose_limb.generate() + + # Set up toe + bpy.ops.object.mode_set(mode='EDIT') + toe = copy_bone(self.obj, self.org_bones[3], make_deformer_name(strip_org(self.org_bones[3]))) + eb = self.obj.data.edit_bones + eb[toe].use_connect = False + eb[toe].parent = eb[self.org_bones[3]] + + return bone_list diff --git a/rigify/legacy/rigs/biped/leg/fk.py b/rigify/legacy/rigs/biped/leg/fk.py new file mode 100644 index 00000000..bf055fa5 --- /dev/null +++ b/rigify/legacy/rigs/biped/leg/fk.py @@ -0,0 +1,130 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy +from mathutils import Vector + +from .. import limb_common + +from ....utils import MetarigError +from ....utils import connected_children_names, has_connected_children +from ....utils import strip_org +from ....utils import get_layers +from ....utils import create_widget + + +class Rig: + """ An FK leg rig, with hinge switch. + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + Store any data or references to data that will be needed later on. + In particular, store references to bones that will be needed, and + store names of bones that will be needed. + Do NOT change any data in the scene. This is a gathering phase only. + + """ + self.obj = obj + self.params = params + + # Get the chain of 2 connected bones + leg_bones = [bone] + connected_children_names(self.obj, bone)[:2] + + if len(leg_bones) != 2: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone))) + + # Get the foot and heel + foot = None + heel = None + for b in self.obj.data.bones[leg_bones[1]].children: + if b.use_connect is True: + if len(b.children) >= 1 and has_connected_children(b): + foot = b.name + else: + heel = b.name + + if foot is None or heel is None: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone))) + + # Get the toe + toe = None + for b in self.obj.data.bones[foot].children: + if b.use_connect is True: + toe = b.name + + # Get the toe + if toe is None: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone))) + + self.org_bones = leg_bones + [foot, toe, heel] + + # Get (optional) parent + if self.obj.data.bones[bone].parent is None: + self.org_parent = None + else: + self.org_parent = self.obj.data.bones[bone].parent.name + + # Get rig parameters + if "layers" in params: + layers = get_layers(params["layers"]) + else: + layers = None + + primary_rotation_axis = params.primary_rotation_axis + + # Leg is based on common limb + self.fk_limb = limb_common.FKLimb(obj, self.org_bones[0], self.org_bones[1], self.org_bones[2], primary_rotation_axis, layers) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + ctrl_bones = self.fk_limb.generate() + thigh = ctrl_bones[0] + shin = ctrl_bones[1] + foot = ctrl_bones[2] + foot_mch = ctrl_bones[3] + + # Position foot control + bpy.ops.object.mode_set(mode='EDIT') + eb = self.obj.data.edit_bones + foot_e = eb[foot] + vec = Vector(eb[self.org_bones[3]].vector) + vec.normalize() + foot_e.tail = foot_e.head + (vec * foot_e.length) + foot_e.roll = eb[self.org_bones[3]].roll + bpy.ops.object.mode_set(mode='OBJECT') + + # Create foot widget + ob = create_widget(self.obj, foot) + if ob is not None: + verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)] + mesh = ob.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = ob.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + return [thigh, shin, foot, foot_mch] diff --git a/rigify/legacy/rigs/biped/leg/ik.py b/rigify/legacy/rigs/biped/leg/ik.py new file mode 100644 index 00000000..82422e27 --- /dev/null +++ b/rigify/legacy/rigs/biped/leg/ik.py @@ -0,0 +1,350 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy +from mathutils import Vector + +from .. import limb_common + +from ....utils import MetarigError +from ....utils import align_bone_x_axis +from ....utils import copy_bone, flip_bone, put_bone +from ....utils import connected_children_names, has_connected_children +from ....utils import strip_org, make_mechanism_name, insert_before_lr +from ....utils import create_widget, create_circle_widget + + +class Rig: + """ An IK leg rig, with an optional ik/fk switch. + + """ + def __init__(self, obj, bone, params, ikfk_switch=False): + """ Gather and validate data about the rig. + Store any data or references to data that will be needed later on. + In particular, store references to bones that will be needed, and + store names of bones that will be needed. + Do NOT change any data in the scene. This is a gathering phase only. + """ + self.obj = obj + self.params = params + self.switch = ikfk_switch + + # Get the chain of 2 connected bones + leg_bones = [bone] + connected_children_names(self.obj, bone)[:2] + + if len(leg_bones) != 2: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone))) + + # Get the foot and heel + foot = None + heel = None + rocker = None + for b in self.obj.data.bones[leg_bones[1]].children: + if b.use_connect is True: + if len(b.children) >= 1 and has_connected_children(b): + foot = b.name + else: + heel = b.name + if len(b.children) > 0: + rocker = b.children[0].name + + if foot is None or heel is None: + print("blah") + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone))) + + # Get the toe + toe = None + for b in self.obj.data.bones[foot].children: + if b.use_connect is True: + toe = b.name + + # Get toe + if toe is None: + raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type" % (strip_org(bone))) + + self.org_bones = leg_bones + [foot, toe, heel, rocker] + + # Get rig parameters + if params.separate_ik_layers: + self.layers = list(params.ik_layers) + else: + self.layers = None + bend_hint = params.bend_hint + primary_rotation_axis = params.primary_rotation_axis + pole_target_base_name = self.params.knee_base_name + "_target" + + # Leg is based on common limb + self.ik_limb = limb_common.IKLimb(obj, self.org_bones[0], self.org_bones[1], self.org_bones[2], self.org_bones[2], pole_target_base_name, primary_rotation_axis, bend_hint, self.layers, ikfk_switch) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + """ + # Generate base IK limb + bone_list = self.ik_limb.generate() + thigh = bone_list[0] + shin = bone_list[1] + foot = bone_list[2] + foot_mch = bone_list[3] + pole = bone_list[4] + # vispole = bone_list[5] + # visfoot = bone_list[6] + + # Build IK foot rig + bpy.ops.object.mode_set(mode='EDIT') + make_rocker = False + if self.org_bones[5] is not None: + make_rocker = True + + # Create the bones + toe = copy_bone(self.obj, self.org_bones[3], strip_org(self.org_bones[3])) + toe_parent = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".parent"))) + toe_parent_socket1 = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".socket1"))) + toe_parent_socket2 = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".socket2"))) + + foot_roll = copy_bone(self.obj, self.org_bones[4], strip_org(insert_before_lr(self.org_bones[2], "_roll.ik"))) + roll1 = copy_bone(self.obj, self.org_bones[4], make_mechanism_name(strip_org(self.org_bones[2] + ".roll.01"))) + roll2 = copy_bone(self.obj, self.org_bones[4], make_mechanism_name(strip_org(self.org_bones[2] + ".roll.02"))) + + if make_rocker: + rocker1 = copy_bone(self.obj, self.org_bones[5], make_mechanism_name(strip_org(self.org_bones[2] + ".rocker.01"))) + rocker2 = copy_bone(self.obj, self.org_bones[5], make_mechanism_name(strip_org(self.org_bones[2] + ".rocker.02"))) + + # Get edit bones + eb = self.obj.data.edit_bones + + org_foot_e = eb[self.org_bones[2]] + foot_e = eb[foot] + foot_ik_target_e = eb[foot_mch] + toe_e = eb[toe] + toe_parent_e = eb[toe_parent] + toe_parent_socket1_e = eb[toe_parent_socket1] + toe_parent_socket2_e = eb[toe_parent_socket2] + foot_roll_e = eb[foot_roll] + roll1_e = eb[roll1] + roll2_e = eb[roll2] + if make_rocker: + rocker1_e = eb[rocker1] + rocker2_e = eb[rocker2] + + # Parenting + foot_ik_target_e.use_connect = False + foot_ik_target_e.parent = roll2_e + + toe_e.parent = toe_parent_e + toe_parent_e.use_connect = False + toe_parent_e.parent = toe_parent_socket1_e + toe_parent_socket1_e.use_connect = False + toe_parent_socket1_e.parent = roll1_e + toe_parent_socket2_e.use_connect = False + toe_parent_socket2_e.parent = eb[self.org_bones[2]] + + foot_roll_e.use_connect = False + foot_roll_e.parent = foot_e + + roll1_e.use_connect = False + roll1_e.parent = foot_e + + roll2_e.use_connect = False + roll2_e.parent = roll1_e + + if make_rocker: + rocker1_e.use_connect = False + rocker2_e.use_connect = False + + roll1_e.parent = rocker2_e + rocker2_e.parent = rocker1_e + rocker1_e.parent = foot_e + + # Positioning + vec = Vector(toe_e.vector) + vec.normalize() + foot_e.tail = foot_e.head + (vec * foot_e.length) + foot_e.roll = toe_e.roll + + flip_bone(self.obj, toe_parent_socket1) + flip_bone(self.obj, toe_parent_socket2) + toe_parent_socket1_e.head = Vector(org_foot_e.tail) + toe_parent_socket2_e.head = Vector(org_foot_e.tail) + toe_parent_socket1_e.tail = Vector(org_foot_e.tail) + (Vector((0, 0, 1)) * foot_e.length / 2) + toe_parent_socket2_e.tail = Vector(org_foot_e.tail) + (Vector((0, 0, 1)) * foot_e.length / 3) + toe_parent_socket2_e.roll = toe_parent_socket1_e.roll + + tail = Vector(roll1_e.tail) + roll1_e.tail = Vector(org_foot_e.tail) + roll1_e.tail = Vector(org_foot_e.tail) + roll1_e.head = tail + roll2_e.head = Vector(org_foot_e.tail) + foot_roll_e.head = Vector(org_foot_e.tail) + put_bone(self.obj, foot_roll, roll1_e.head) + foot_roll_e.length /= 2 + + roll_axis = roll1_e.vector.cross(org_foot_e.vector) + align_bone_x_axis(self.obj, roll1, roll_axis) + align_bone_x_axis(self.obj, roll2, roll_axis) + foot_roll_e.roll = roll2_e.roll + + if make_rocker: + d = toe_e.y_axis.dot(rocker1_e.x_axis) + if d >= 0.0: + flip_bone(self.obj, rocker2) + else: + flip_bone(self.obj, rocker1) + + # Object mode, get pose bones + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + foot_p = pb[foot] + foot_roll_p = pb[foot_roll] + roll1_p = pb[roll1] + roll2_p = pb[roll2] + if make_rocker: + rocker1_p = pb[rocker1] + rocker2_p = pb[rocker2] + toe_p = pb[toe] + # toe_parent_p = pb[toe_parent] + toe_parent_socket1_p = pb[toe_parent_socket1] + + # Foot roll control only rotates on x-axis, or x and y if rocker. + foot_roll_p.rotation_mode = 'XYZ' + if make_rocker: + foot_roll_p.lock_rotation = False, False, True + else: + foot_roll_p.lock_rotation = False, True, True + foot_roll_p.lock_location = True, True, True + foot_roll_p.lock_scale = True, True, True + + # roll and rocker bones set to euler rotation + roll1_p.rotation_mode = 'XYZ' + roll2_p.rotation_mode = 'XYZ' + if make_rocker: + rocker1_p.rotation_mode = 'XYZ' + rocker2_p.rotation_mode = 'XYZ' + + # toe_parent constraint + con = toe_parent_socket1_p.constraints.new('COPY_LOCATION') + con.name = "copy_location" + con.target = self.obj + con.subtarget = toe_parent_socket2 + + con = toe_parent_socket1_p.constraints.new('COPY_SCALE') + con.name = "copy_scale" + con.target = self.obj + con.subtarget = toe_parent_socket2 + + con = toe_parent_socket1_p.constraints.new('COPY_TRANSFORMS') # drive with IK switch + con.name = "fk" + con.target = self.obj + con.subtarget = toe_parent_socket2 + + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'AVERAGE' + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]' + mod = fcurve.modifiers[0] + mod.poly_order = 1 + mod.coefficients[0] = 1.0 + mod.coefficients[1] = -1.0 + + # Foot roll drivers + fcurve = roll1_p.driver_add("rotation_euler", 0) + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SCRIPTED' + driver.expression = "min(0,var)" + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = foot_roll_p.path_from_id() + '.rotation_euler[0]' + + fcurve = roll2_p.driver_add("rotation_euler", 0) + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SCRIPTED' + driver.expression = "max(0,var)" + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = foot_roll_p.path_from_id() + '.rotation_euler[0]' + + if make_rocker: + fcurve = rocker1_p.driver_add("rotation_euler", 0) + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SCRIPTED' + driver.expression = "max(0,-var)" + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = foot_roll_p.path_from_id() + '.rotation_euler[1]' + + fcurve = rocker2_p.driver_add("rotation_euler", 0) + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SCRIPTED' + driver.expression = "max(0,var)" + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = foot_roll_p.path_from_id() + '.rotation_euler[1]' + + # Constrain toe bone to toe control + con = pb[self.org_bones[3]].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = toe + + # Set layers if specified + if self.layers: + foot_roll_p.bone.layers = self.layers + toe_p.bone.layers = [(i[0] or i[1]) for i in zip(toe_p.bone.layers, self.layers)] # Both FK and IK layers + + # Create widgets + create_circle_widget(self.obj, toe, radius=0.7, head_tail=0.5) + + ob = create_widget(self.obj, foot_roll) + if ob is not None: + verts = [(0.3999999761581421, 0.766044557094574, 0.6427875757217407), (0.17668449878692627, 3.823702598992895e-08, 3.2084670920085046e-08), (-0.17668461799621582, 9.874240447516058e-08, 8.285470443070153e-08), (-0.39999961853027344, 0.7660449147224426, 0.6427879333496094), (0.3562471270561218, 0.6159579753875732, 0.5168500542640686), (-0.35624682903289795, 0.6159582138061523, 0.5168502926826477), (0.20492683351039886, 0.09688037633895874, 0.0812922865152359), (-0.20492687821388245, 0.0968804731965065, 0.08129236847162247)] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (1, 6), (4, 6), (2, 7), (5, 7)] + mesh = ob.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = ob.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + ob = create_widget(self.obj, foot) + if ob is not None: + verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)] + mesh = ob.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = ob.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + return [thigh, shin, foot, pole, foot_roll, foot_mch] diff --git a/rigify/legacy/rigs/biped/limb_common.py b/rigify/legacy/rigs/biped/limb_common.py new file mode 100644 index 00000000..eadd6374 --- /dev/null +++ b/rigify/legacy/rigs/biped/limb_common.py @@ -0,0 +1,1287 @@ +#====================== 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 ======================== + +from math import pi + +import bpy +from rna_prop_ui import rna_idprop_ui_prop_get +from mathutils import Vector + +from ...utils import angle_on_plane, align_bone_roll, align_bone_z_axis +from ...utils import new_bone, copy_bone, put_bone, make_nonscaling_child +from ...utils import strip_org, make_mechanism_name, make_deformer_name, insert_before_lr +from ...utils import create_widget, create_limb_widget, create_line_widget, create_sphere_widget + + +class FKLimb: + def __init__(self, obj, bone1, bone2, bone3, primary_rotation_axis, layers): + self.obj = obj + + self.org_bones = [bone1, bone2, bone3] + + # Get (optional) parent + if self.obj.data.bones[bone1].parent is None: + self.org_parent = None + else: + self.org_parent = self.obj.data.bones[bone1].parent.name + + # Get the rig parameters + self.layers = layers + self.primary_rotation_axis = primary_rotation_axis + + def generate(self): + bpy.ops.object.mode_set(mode='EDIT') + + # Create non-scaling parent bone + if self.org_parent is not None: + loc = Vector(self.obj.data.edit_bones[self.org_bones[0]].head) + parent = make_nonscaling_child(self.obj, self.org_parent, loc, "_fk") + else: + parent = None + + # Create the control bones + ulimb = copy_bone(self.obj, self.org_bones[0], strip_org(insert_before_lr(self.org_bones[0], ".fk"))) + flimb = copy_bone(self.obj, self.org_bones[1], strip_org(insert_before_lr(self.org_bones[1], ".fk"))) + elimb = copy_bone(self.obj, self.org_bones[2], strip_org(insert_before_lr(self.org_bones[2], ".fk"))) + + # Create the end-limb mechanism bone + elimb_mch = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[2]))) + + # Create the anti-stretch bones + # These sit between a parent and its child, and counteract the + # stretching of the parent so that the child is unaffected + fantistr = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], "_antistr.fk")))) + eantistr = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], "_antistr.fk")))) + + # Create the hinge bones + if parent is not None: + socket1 = copy_bone(self.obj, ulimb, make_mechanism_name(ulimb + ".socket1")) + socket2 = copy_bone(self.obj, ulimb, make_mechanism_name(ulimb + ".socket2")) + + # Get edit bones + eb = self.obj.data.edit_bones + + ulimb_e = eb[ulimb] + flimb_e = eb[flimb] + elimb_e = eb[elimb] + + fantistr_e = eb[fantistr] + eantistr_e = eb[eantistr] + + elimb_mch_e = eb[elimb_mch] + + if parent is not None: + socket1_e = eb[socket1] + socket2_e = eb[socket2] + + # Parenting + elimb_mch_e.use_connect = False + elimb_mch_e.parent = elimb_e + + elimb_e.use_connect = False + elimb_e.parent = eantistr_e + + eantistr_e.use_connect = False + eantistr_e.parent = flimb_e + + flimb_e.use_connect = False + flimb_e.parent = fantistr_e + + fantistr_e.use_connect = False + fantistr_e.parent = ulimb_e + + if parent is not None: + socket1_e.use_connect = False + socket1_e.parent = eb[parent] + + socket2_e.use_connect = False + socket2_e.parent = None + + ulimb_e.use_connect = False + ulimb_e.parent = socket2_e + + # Positioning + fantistr_e.length /= 8 + put_bone(self.obj, fantistr, Vector(ulimb_e.tail)) + eantistr_e.length /= 8 + put_bone(self.obj, eantistr, Vector(flimb_e.tail)) + + if parent is not None: + socket1_e.length /= 4 + socket2_e.length /= 3 + + # Object mode, get pose bones + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + ulimb_p = pb[ulimb] + flimb_p = pb[flimb] + elimb_p = pb[elimb] + + fantistr_p = pb[fantistr] + eantistr_p = pb[eantistr] + + if parent is not None: + socket2_p = pb[socket2] + + # Lock axes + ulimb_p.lock_location = (True, True, True) + flimb_p.lock_location = (True, True, True) + elimb_p.lock_location = (True, True, True) + + # Set the elbow to only bend on the x-axis. + flimb_p.rotation_mode = 'XYZ' + if 'X' in self.primary_rotation_axis: + flimb_p.lock_rotation = (False, True, True) + elif 'Y' in self.primary_rotation_axis: + flimb_p.lock_rotation = (True, False, True) + else: + flimb_p.lock_rotation = (True, True, False) + + # Set up custom properties + if parent is not None: + prop = rna_idprop_ui_prop_get(ulimb_p, "isolate", create=True) + ulimb_p["isolate"] = 0.0 + prop["soft_min"] = prop["min"] = 0.0 + prop["soft_max"] = prop["max"] = 1.0 + + prop = rna_idprop_ui_prop_get(ulimb_p, "stretch_length", create=True) + ulimb_p["stretch_length"] = 1.0 + prop["min"] = 0.05 + prop["max"] = 20.0 + prop["soft_min"] = 0.25 + prop["soft_max"] = 4.0 + + # Stretch drivers + def add_stretch_drivers(pose_bone): + driver = pose_bone.driver_add("scale", 1).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = ulimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "stretch_length" + + driver = pose_bone.driver_add("scale", 0).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = ulimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "1/sqrt(stretch_length)" + + driver = pose_bone.driver_add("scale", 2).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = ulimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "1/sqrt(stretch_length)" + + def add_antistretch_drivers(pose_bone): + driver = pose_bone.driver_add("scale", 1).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = ulimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "1/stretch_length" + + driver = pose_bone.driver_add("scale", 0).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = ulimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "sqrt(stretch_length)" + + driver = pose_bone.driver_add("scale", 2).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = ulimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "sqrt(stretch_length)" + + add_stretch_drivers(ulimb_p) + add_stretch_drivers(flimb_p) + add_antistretch_drivers(fantistr_p) + add_antistretch_drivers(eantistr_p) + + # Hinge constraints / drivers + if parent is not None: + con = socket2_p.constraints.new('COPY_LOCATION') + con.name = "copy_location" + con.target = self.obj + con.subtarget = socket1 + + con = socket2_p.constraints.new('COPY_TRANSFORMS') + con.name = "isolate_off" + con.target = self.obj + con.subtarget = socket1 + + # Driver + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'AVERAGE' + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = ulimb_p.path_from_id() + '["isolate"]' + mod = fcurve.modifiers[0] + mod.poly_order = 1 + mod.coefficients[0] = 1.0 + mod.coefficients[1] = -1.0 + + # Constrain org bones to controls + con = pb[self.org_bones[0]].constraints.new('COPY_TRANSFORMS') + con.name = "fk" + con.target = self.obj + con.subtarget = ulimb + + con = pb[self.org_bones[1]].constraints.new('COPY_TRANSFORMS') + con.name = "fk" + con.target = self.obj + con.subtarget = flimb + + con = pb[self.org_bones[2]].constraints.new('COPY_TRANSFORMS') + con.name = "fk" + con.target = self.obj + con.subtarget = elimb_mch + + # Set layers if specified + if self.layers: + ulimb_p.bone.layers = self.layers + flimb_p.bone.layers = self.layers + elimb_p.bone.layers = self.layers + + # Create control widgets + create_limb_widget(self.obj, ulimb) + create_limb_widget(self.obj, flimb) + + ob = create_widget(self.obj, elimb) + if ob is not None: + verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)] + mesh = ob.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = ob.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + return [ulimb, flimb, elimb, elimb_mch] + + +class IKLimb: + """ An IK limb rig, with an optional ik/fk switch. + + """ + def __init__(self, obj, bone1, bone2, bone3, pole_parent, pole_target_base_name, primary_rotation_axis, bend_hint, layers, ikfk_switch=False): + self.obj = obj + self.switch = ikfk_switch + + # Get the chain of 3 connected bones + self.org_bones = [bone1, bone2, bone3] + + # Get (optional) parent + if self.obj.data.bones[bone1].parent is None: + self.org_parent = None + else: + self.org_parent = self.obj.data.bones[bone1].parent.name + + self.pole_parent = pole_parent + + # Get the rig parameters + self.pole_target_base_name = pole_target_base_name + self.layers = layers + self.bend_hint = bend_hint + self.primary_rotation_axis = primary_rotation_axis + + def generate(self): + bpy.ops.object.mode_set(mode='EDIT') + + # Create non-scaling parent bone + if self.org_parent is not None: + loc = Vector(self.obj.data.edit_bones[self.org_bones[0]].head) + parent = make_nonscaling_child(self.obj, self.org_parent, loc, "_ik") + if self.pole_parent is None: + self.pole_parent = parent + else: + parent = None + + # Create the bones + ulimb = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], ".ik")))) + flimb = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], ".ik")))) + elimb = copy_bone(self.obj, self.org_bones[2], strip_org(insert_before_lr(self.org_bones[2], ".ik"))) + elimb_mch = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[2]))) + + ulimb_nostr = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], ".nostr.ik")))) + flimb_nostr = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], ".nostr.ik")))) + + ulimb_str = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], ".stretch.ik")))) + flimb_str = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], ".stretch.ik")))) + + pole_target_name = self.pole_target_base_name + "." + insert_before_lr(self.org_bones[0], ".ik").split(".", 1)[1] + pole = copy_bone(self.obj, self.org_bones[0], pole_target_name) + if self.pole_parent == self.org_bones[2]: + self.pole_parent = elimb_mch + if self.pole_parent is not None: + pole_par = copy_bone(self.obj, self.pole_parent, make_mechanism_name(insert_before_lr(pole_target_name, "_parent"))) + + viselimb = copy_bone(self.obj, self.org_bones[2], "VIS-" + strip_org(insert_before_lr(self.org_bones[2], ".ik"))) + vispole = copy_bone(self.obj, self.org_bones[1], "VIS-" + strip_org(insert_before_lr(self.org_bones[0], "_pole.ik"))) + + # Get edit bones + eb = self.obj.data.edit_bones + + if parent is not None: + parent_e = eb[parent] + ulimb_e = eb[ulimb] + flimb_e = eb[flimb] + elimb_e = eb[elimb] + elimb_mch_e = eb[elimb_mch] + ulimb_nostr_e = eb[ulimb_nostr] + flimb_nostr_e = eb[flimb_nostr] + ulimb_str_e = eb[ulimb_str] + flimb_str_e = eb[flimb_str] + pole_e = eb[pole] + if self.pole_parent is not None: + pole_par_e = eb[pole_par] + viselimb_e = eb[viselimb] + vispole_e = eb[vispole] + + # Parenting + ulimb_e.use_connect = False + ulimb_nostr_e.use_connect = False + if parent is not None: + ulimb_e.parent = parent_e + ulimb_nostr_e.parent = parent_e + + flimb_e.parent = ulimb_e + flimb_nostr_e.parent = ulimb_nostr_e + + elimb_e.use_connect = False + elimb_e.parent = None + + elimb_mch_e.use_connect = False + elimb_mch_e.parent = elimb_e + + ulimb_str_e.use_connect = False + ulimb_str_e.parent = ulimb_e.parent + + flimb_str_e.use_connect = False + flimb_str_e.parent = ulimb_e.parent + + pole_e.use_connect = False + if self.pole_parent is not None: + pole_par_e.parent = None + pole_e.parent = pole_par_e + + viselimb_e.use_connect = False + viselimb_e.parent = None + + vispole_e.use_connect = False + vispole_e.parent = None + + # Misc + elimb_e.use_local_location = False + + viselimb_e.hide_select = True + vispole_e.hide_select = True + + # Positioning + v1 = flimb_e.tail - ulimb_e.head + if 'X' in self.primary_rotation_axis or 'Y' in self.primary_rotation_axis: + v2 = v1.cross(flimb_e.x_axis) + if (v2 * flimb_e.z_axis) > 0.0: + v2 *= -1.0 + else: + v2 = v1.cross(flimb_e.z_axis) + if (v2 * flimb_e.x_axis) < 0.0: + v2 *= -1.0 + v2.normalize() + v2 *= v1.length + + if '-' in self.primary_rotation_axis: + v2 *= -1 + + pole_e.head = flimb_e.head + v2 + pole_e.tail = pole_e.head + (Vector((0, 1, 0)) * (v1.length / 8)) + pole_e.roll = 0.0 + if parent is not None: + pole_par_e.length *= 0.75 + + viselimb_e.tail = viselimb_e.head + Vector((0, 0, v1.length / 32)) + vispole_e.tail = vispole_e.head + Vector((0, 0, v1.length / 32)) + + # Determine the pole offset value + plane = (flimb_e.tail - ulimb_e.head).normalized() + vec1 = ulimb_e.x_axis.normalized() + vec2 = (pole_e.head - ulimb_e.head).normalized() + pole_offset = angle_on_plane(plane, vec1, vec2) + + # Object mode, get pose bones + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + ulimb_p = pb[ulimb] + flimb_p = pb[flimb] + elimb_p = pb[elimb] + ulimb_nostr_p = pb[ulimb_nostr] + flimb_nostr_p = pb[flimb_nostr] + ulimb_str_p = pb[ulimb_str] + flimb_str_p = pb[flimb_str] + pole_p = pb[pole] + if self.pole_parent is not None: + pole_par_p = pb[pole_par] + viselimb_p = pb[viselimb] + vispole_p = pb[vispole] + + # Set the elbow to only bend on the primary axis + if 'X' in self.primary_rotation_axis: + flimb_p.lock_ik_y = True + flimb_p.lock_ik_z = True + flimb_nostr_p.lock_ik_y = True + flimb_nostr_p.lock_ik_z = True + elif 'Y' in self.primary_rotation_axis: + flimb_p.lock_ik_x = True + flimb_p.lock_ik_z = True + flimb_nostr_p.lock_ik_x = True + flimb_nostr_p.lock_ik_z = True + else: + flimb_p.lock_ik_x = True + flimb_p.lock_ik_y = True + flimb_nostr_p.lock_ik_x = True + flimb_nostr_p.lock_ik_y = True + + # Limb stretches + ulimb_nostr_p.ik_stretch = 0.0 + flimb_nostr_p.ik_stretch = 0.0 + + # This next bit is weird. The values calculated cause + # ulimb and flimb to preserve their relative lengths + # while stretching. + l1 = ulimb_p.length + l2 = flimb_p.length + if l1 < l2: + ulimb_p.ik_stretch = (l1 ** (1 / 3)) / (l2 ** (1 / 3)) + flimb_p.ik_stretch = 1.0 + else: + ulimb_p.ik_stretch = 1.0 + flimb_p.ik_stretch = (l2 ** (1 / 3)) / (l1 ** (1 / 3)) + + # Pole target only translates + pole_p.lock_location = False, False, False + pole_p.lock_rotation = True, True, True + pole_p.lock_rotation_w = True + pole_p.lock_scale = True, True, True + + # Set up custom properties + if self.switch is True: + prop = rna_idprop_ui_prop_get(elimb_p, "ikfk_switch", create=True) + elimb_p["ikfk_switch"] = 0.0 + prop["soft_min"] = prop["min"] = 0.0 + prop["soft_max"] = prop["max"] = 1.0 + + if self.pole_parent is not None: + prop = rna_idprop_ui_prop_get(pole_p, "follow", create=True) + pole_p["follow"] = 1.0 + prop["soft_min"] = prop["min"] = 0.0 + prop["soft_max"] = prop["max"] = 1.0 + + prop = rna_idprop_ui_prop_get(elimb_p, "stretch_length", create=True) + elimb_p["stretch_length"] = 1.0 + prop["min"] = 0.05 + prop["max"] = 20.0 + prop["soft_min"] = 0.25 + prop["soft_max"] = 4.0 + + prop = rna_idprop_ui_prop_get(elimb_p, "auto_stretch", create=True) + elimb_p["auto_stretch"] = 1.0 + prop["soft_min"] = prop["min"] = 0.0 + prop["soft_max"] = prop["max"] = 1.0 + + # Stretch parameter drivers + def add_stretch_drivers(pose_bone): + driver = pose_bone.driver_add("scale", 1).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = elimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "stretch_length" + + driver = pose_bone.driver_add("scale", 0).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = elimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "stretch_length" + + driver = pose_bone.driver_add("scale", 2).driver + var = driver.variables.new() + var.name = "stretch_length" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = elimb_p.path_from_id() + '["stretch_length"]' + driver.type = 'SCRIPTED' + driver.expression = "stretch_length" + add_stretch_drivers(ulimb_nostr_p) + + # Bend direction hint + def add_bend_hint(pose_bone, axis): + con = pose_bone.constraints.new('LIMIT_ROTATION') + con.name = "bend_hint" + con.owner_space = 'LOCAL' + if axis == 'X': + con.use_limit_x = True + con.min_x = pi / 10 + con.max_x = pi / 10 + elif axis == '-X': + con.use_limit_x = True + con.min_x = -pi / 10 + con.max_x = -pi / 10 + elif axis == 'Y': + con.use_limit_y = True + con.min_y = pi / 10 + con.max_y = pi / 10 + elif axis == '-Y': + con.use_limit_y = True + con.min_y = -pi / 10 + con.max_y = -pi / 10 + elif axis == 'Z': + con.use_limit_z = True + con.min_z = pi / 10 + con.max_z = pi / 10 + elif axis == '-Z': + con.use_limit_z = True + con.min_z = -pi / 10 + con.max_z = -pi / 10 + if self.bend_hint: + add_bend_hint(flimb_p, self.primary_rotation_axis) + add_bend_hint(flimb_nostr_p, self.primary_rotation_axis) + + # Constrain normal IK chain to no-stretch IK chain + con = ulimb_p.constraints.new('COPY_TRANSFORMS') + con.name = "pre_stretch" + con.target = self.obj + con.subtarget = ulimb_nostr + + con = flimb_p.constraints.new('COPY_TRANSFORMS') + con.name = "pre_stretch" + con.target = self.obj + con.subtarget = flimb_nostr + + # IK Constraints + con = flimb_nostr_p.constraints.new('IK') + con.name = "ik" + con.target = self.obj + con.subtarget = elimb_mch + con.pole_target = self.obj + con.pole_subtarget = pole + con.pole_angle = pole_offset + con.chain_count = 2 + + con = flimb_p.constraints.new('IK') + con.name = "ik" + con.target = self.obj + con.subtarget = elimb_mch + con.chain_count = 2 + + # Driver to enable/disable auto stretching IK chain + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'AVERAGE' + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = elimb_p.path_from_id() + '["auto_stretch"]' + + # Stretch bone constraints + con = ulimb_str_p.constraints.new('COPY_TRANSFORMS') + con.name = "anchor" + con.target = self.obj + con.subtarget = ulimb + con = ulimb_str_p.constraints.new('MAINTAIN_VOLUME') + con.name = "stretch" + con.owner_space = 'LOCAL' + + con = flimb_str_p.constraints.new('COPY_TRANSFORMS') + con.name = "anchor" + con.target = self.obj + con.subtarget = flimb + con = flimb_str_p.constraints.new('MAINTAIN_VOLUME') + con.name = "stretch" + con.owner_space = 'LOCAL' + + # Pole target parent + if self.pole_parent is not None: + con = pole_par_p.constraints.new('COPY_TRANSFORMS') + con.name = "parent" + con.target = self.obj + con.subtarget = self.pole_parent + + driver = con.driver_add("influence").driver + var = driver.variables.new() + var.name = "follow" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = pole_p.path_from_id() + '["follow"]' + driver.type = 'SUM' + + # Constrain org bones + con = pb[self.org_bones[0]].constraints.new('COPY_TRANSFORMS') + con.name = "ik" + con.target = self.obj + con.subtarget = ulimb_str + if self.switch is True: + # IK/FK switch driver + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'AVERAGE' + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = elimb_p.path_from_id() + '["ikfk_switch"]' + + con = pb[self.org_bones[1]].constraints.new('COPY_TRANSFORMS') + con.name = "ik" + con.target = self.obj + con.subtarget = flimb_str + if self.switch is True: + # IK/FK switch driver + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'AVERAGE' + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = elimb_p.path_from_id() + '["ikfk_switch"]' + + con = pb[self.org_bones[2]].constraints.new('COPY_TRANSFORMS') + con.name = "ik" + con.target = self.obj + con.subtarget = elimb_mch + if self.switch is True: + # IK/FK switch driver + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'AVERAGE' + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = elimb_p.path_from_id() + '["ikfk_switch"]' + + # VIS limb-end constraints + con = viselimb_p.constraints.new('COPY_LOCATION') + con.name = "copy_loc" + con.target = self.obj + con.subtarget = self.org_bones[2] + + con = viselimb_p.constraints.new('STRETCH_TO') + con.name = "stretch_to" + con.target = self.obj + con.subtarget = elimb + con.volume = 'NO_VOLUME' + con.rest_length = viselimb_p.length + + # VIS pole constraints + con = vispole_p.constraints.new('COPY_LOCATION') + con.name = "copy_loc" + con.target = self.obj + con.subtarget = self.org_bones[1] + + con = vispole_p.constraints.new('STRETCH_TO') + con.name = "stretch_to" + con.target = self.obj + con.subtarget = pole + con.volume = 'NO_VOLUME' + con.rest_length = vispole_p.length + + # Set layers if specified + if self.layers: + elimb_p.bone.layers = self.layers + pole_p.bone.layers = self.layers + viselimb_p.bone.layers = self.layers + vispole_p.bone.layers = self.layers + + # Create widgets + create_line_widget(self.obj, vispole) + create_line_widget(self.obj, viselimb) + create_sphere_widget(self.obj, pole) + + ob = create_widget(self.obj, elimb) + if ob is not None: + verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)] + mesh = ob.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = ob.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + return [ulimb, flimb, elimb, elimb_mch, pole, vispole, viselimb] + + +class RubberHoseLimb: + def __init__(self, obj, bone1, bone2, bone3, use_complex_limb, junc_base_name, primary_rotation_axis, layers): + self.obj = obj + + # Get the chain of 3 connected bones + self.org_bones = [bone1, bone2, bone3] + + # Get (optional) parent + if self.obj.data.bones[bone1].parent is None: + self.org_parent = None + else: + self.org_parent = self.obj.data.bones[bone1].parent.name + + # Get rig parameters + self.layers = layers + self.primary_rotation_axis = primary_rotation_axis + self.use_complex_limb = use_complex_limb + self.junc_base_name = junc_base_name + + def generate(self): + bpy.ops.object.mode_set(mode='EDIT') + + # Create non-scaling parent bone + if self.org_parent is not None: + loc = Vector(self.obj.data.edit_bones[self.org_bones[0]].head) + parent = make_nonscaling_child(self.obj, self.org_parent, loc, "_rh") + else: + parent = None + + if not self.use_complex_limb: + # Simple rig + + # Create bones + ulimb = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0]))) + flimb = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1]))) + elimb = copy_bone(self.obj, self.org_bones[2], make_deformer_name(strip_org(self.org_bones[2]))) + + # Get edit bones + eb = self.obj.data.edit_bones + + ulimb_e = eb[ulimb] + flimb_e = eb[flimb] + elimb_e = eb[elimb] + + # Parenting + elimb_e.parent = flimb_e + elimb_e.use_connect = True + + flimb_e.parent = ulimb_e + flimb_e.use_connect = True + + if parent is not None: + elimb_e.use_connect = False + ulimb_e.parent = eb[parent] + + # Object mode, get pose bones + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + ulimb_p = pb[ulimb] + flimb_p = pb[flimb] + elimb_p = pb[elimb] + + # Constrain def bones to org bones + con = ulimb_p.constraints.new('COPY_TRANSFORMS') + con.name = "def" + con.target = self.obj + con.subtarget = self.org_bones[0] + + con = flimb_p.constraints.new('COPY_TRANSFORMS') + con.name = "def" + con.target = self.obj + con.subtarget = self.org_bones[1] + + con = elimb_p.constraints.new('COPY_TRANSFORMS') + con.name = "def" + con.target = self.obj + con.subtarget = self.org_bones[2] + + return [] + else: + # Complex rig + + # Get the .R or .L off the end of the upper limb name if it exists + lr = self.org_bones[0].split(".", 1) + if len(lr) == 1: + lr = "" + else: + lr = lr[1] + + # Create bones + # Deformation bones + ulimb1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(insert_before_lr(self.org_bones[0], ".01")))) + ulimb2 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(insert_before_lr(self.org_bones[0], ".02")))) + flimb1 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(insert_before_lr(self.org_bones[1], ".01")))) + flimb2 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(insert_before_lr(self.org_bones[1], ".02")))) + elimb = copy_bone(self.obj, self.org_bones[2], make_deformer_name(strip_org(self.org_bones[2]))) + + # Bones for switchable smooth bbone transition at elbow/knee + ulimb2_smoother = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], "_smth.02")))) + flimb1_smoother = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], "_smth.01")))) + flimb1_pos = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], ".01")))) + + # Elbow/knee junction bone + junc = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], ".junc")))) + + # Hose controls + uhoseend = new_bone(self.obj, strip_org(insert_before_lr(self.org_bones[0], "_hose_end"))) + uhose = new_bone(self.obj, strip_org(insert_before_lr(self.org_bones[0], "_hose"))) + jhose = new_bone(self.obj, self.junc_base_name + "_hose." + lr) + fhose = new_bone(self.obj, strip_org(insert_before_lr(self.org_bones[1], "_hose"))) + fhoseend = new_bone(self.obj, strip_org(insert_before_lr(self.org_bones[1], "_hose_end"))) + + # Hose control parents + uhoseend_par = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(uhoseend, "_p")))) + uhose_par = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(uhose, "_p")))) + jhose_par = copy_bone(self.obj, junc, make_mechanism_name(strip_org(insert_before_lr(jhose, "_p")))) + fhose_par = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(fhose, "_p")))) + fhoseend_par = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(fhoseend, "_p")))) + + # Get edit bones + eb = self.obj.data.edit_bones + + if parent is not None: + parent_e = eb[parent] + else: + parent_e = None + + ulimb1_e = eb[ulimb1] + ulimb2_e = eb[ulimb2] + flimb1_e = eb[flimb1] + flimb2_e = eb[flimb2] + elimb_e = eb[elimb] + + ulimb2_smoother_e = eb[ulimb2_smoother] + flimb1_smoother_e = eb[flimb1_smoother] + flimb1_pos_e = eb[flimb1_pos] + + junc_e = eb[junc] + + uhoseend_e = eb[uhoseend] + uhose_e = eb[uhose] + jhose_e = eb[jhose] + fhose_e = eb[fhose] + fhoseend_e = eb[fhoseend] + + uhoseend_par_e = eb[uhoseend_par] + uhose_par_e = eb[uhose_par] + jhose_par_e = eb[jhose_par] + fhose_par_e = eb[fhose_par] + fhoseend_par_e = eb[fhoseend_par] + + # Parenting + if parent is not None: + ulimb1_e.use_connect = False + ulimb1_e.parent = parent_e + + ulimb2_e.use_connect = False + ulimb2_e.parent = eb[self.org_bones[0]] + + ulimb2_smoother_e.use_connect = True + ulimb2_smoother_e.parent = ulimb2_e + + flimb1_e.use_connect = True + flimb1_e.parent = flimb1_smoother_e + + flimb1_smoother_e.use_connect = False + flimb1_smoother_e.parent = flimb1_pos_e + + flimb1_pos_e.use_connect = False + flimb1_pos_e.parent = eb[self.org_bones[1]] + + flimb2_e.use_connect = False + flimb2_e.parent = eb[self.org_bones[1]] + + elimb_e.use_connect = False + elimb_e.parent = eb[self.org_bones[2]] + + junc_e.use_connect = False + junc_e.parent = eb[self.org_bones[0]] + + uhoseend_e.use_connect = False + uhoseend_e.parent = uhoseend_par_e + + uhose_e.use_connect = False + uhose_e.parent = uhose_par_e + + jhose_e.use_connect = False + jhose_e.parent = jhose_par_e + + fhose_e.use_connect = False + fhose_e.parent = fhose_par_e + + fhoseend_e.use_connect = False + fhoseend_e.parent = fhoseend_par_e + + uhoseend_par_e.use_connect = False + uhoseend_par_e.parent = parent_e + + uhose_par_e.use_connect = False + uhose_par_e.parent = parent_e + + jhose_par_e.use_connect = False + jhose_par_e.parent = parent_e + + fhose_par_e.use_connect = False + fhose_par_e.parent = parent_e + + fhoseend_par_e.use_connect = False + fhoseend_par_e.parent = parent_e + + # Positioning + ulimb1_e.length *= 0.5 + ulimb2_e.head = Vector(ulimb1_e.tail) + flimb1_e.length *= 0.5 + flimb2_e.head = Vector(flimb1_e.tail) + align_bone_roll(self.obj, flimb2, elimb) + + ulimb2_smoother_e.tail = Vector(flimb1_e.tail) + ulimb2_smoother_e.roll = flimb1_e.roll + + flimb1_smoother_e.head = Vector(ulimb1_e.tail) + flimb1_pos_e.length *= 0.5 + + junc_e.length *= 0.2 + + uhoseend_par_e.length *= 0.25 + uhose_par_e.length *= 0.25 + jhose_par_e.length *= 0.15 + fhose_par_e.length *= 0.25 + fhoseend_par_e.length *= 0.25 + put_bone(self.obj, uhoseend_par, Vector(ulimb1_e.head)) + put_bone(self.obj, uhose_par, Vector(ulimb1_e.tail)) + put_bone(self.obj, jhose_par, Vector(ulimb2_e.tail)) + put_bone(self.obj, fhose_par, Vector(flimb1_e.tail)) + put_bone(self.obj, fhoseend_par, Vector(flimb2_e.tail)) + + put_bone(self.obj, uhoseend, Vector(ulimb1_e.head)) + put_bone(self.obj, uhose, Vector(ulimb1_e.tail)) + put_bone(self.obj, jhose, Vector(ulimb2_e.tail)) + put_bone(self.obj, fhose, Vector(flimb1_e.tail)) + put_bone(self.obj, fhoseend, Vector(flimb2_e.tail)) + + if 'X' in self.primary_rotation_axis: + upoint = Vector(ulimb1_e.z_axis) + fpoint = Vector(flimb1_e.z_axis) + elif 'Z' in self.primary_rotation_axis: + upoint = Vector(ulimb1_e.x_axis) + fpoint = Vector(flimb1_e.x_axis) + else: # Y + upoint = Vector(ulimb1_e.z_axis) + fpoint = Vector(flimb1_e.z_axis) + + if '-' not in self.primary_rotation_axis: + upoint *= -1 + fpoint *= -1 + + if 'Y' in self.primary_rotation_axis: + uside = Vector(ulimb1_e.x_axis) + fside = Vector(flimb1_e.x_axis) + else: + uside = Vector(ulimb1_e.y_axis) * -1 + fside = Vector(flimb1_e.y_axis) * -1 + + uhoseend_e.tail = uhoseend_e.head + upoint + uhose_e.tail = uhose_e.head + upoint + jhose_e.tail = fhose_e.head + upoint + fpoint + fhose_e.tail = fhose_e.head + fpoint + fhoseend_e.tail = fhoseend_e.head + fpoint + + align_bone_z_axis(self.obj, uhoseend, uside) + align_bone_z_axis(self.obj, uhose, uside) + align_bone_z_axis(self.obj, jhose, uside + fside) + align_bone_z_axis(self.obj, fhose, fside) + align_bone_z_axis(self.obj, fhoseend, fside) + + l = 0.125 * (ulimb1_e.length + ulimb2_e.length + flimb1_e.length + flimb2_e.length) + uhoseend_e.length = l + uhose_e.length = l + jhose_e.length = l + fhose_e.length = l + fhoseend_e.length = l + + # Object mode, get pose bones + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + ulimb1_p = pb[ulimb1] + ulimb2_p = pb[ulimb2] + flimb1_p = pb[flimb1] + flimb2_p = pb[flimb2] + elimb_p = pb[elimb] + + ulimb2_smoother_p = pb[ulimb2_smoother] + flimb1_smoother_p = pb[flimb1_smoother] + flimb1_pos_p = pb[flimb1_pos] + + junc_p = pb[junc] + + uhoseend_p = pb[uhoseend] + uhose_p = pb[uhose] + jhose_p = pb[jhose] + fhose_p = pb[fhose] + fhoseend_p = pb[fhoseend] + + #uhoseend_par_p = pb[uhoseend_par] + uhose_par_p = pb[uhose_par] + jhose_par_p = pb[jhose_par] + fhose_par_p = pb[fhose_par] + fhoseend_par_p = pb[fhoseend_par] + + # Lock axes + uhose_p.lock_rotation = (True, True, True) + uhose_p.lock_rotation_w = True + uhose_p.lock_scale = (True, True, True) + + jhose_p.lock_rotation = (True, True, True) + jhose_p.lock_rotation_w = True + jhose_p.lock_scale = (True, True, True) + + fhose_p.lock_rotation = (True, True, True) + fhose_p.lock_rotation_w = True + fhose_p.lock_scale = (True, True, True) + + # B-bone settings + ulimb2_p.bone.bbone_segments = 16 + ulimb2_p.bone.bbone_in = 0.0 + ulimb2_p.bone.bbone_out = 1.0 + + ulimb2_smoother_p.bone.bbone_segments = 16 + ulimb2_smoother_p.bone.bbone_in = 1.0 + ulimb2_smoother_p.bone.bbone_out = 0.0 + + flimb1_p.bone.bbone_segments = 16 + flimb1_p.bone.bbone_in = 1.0 + flimb1_p.bone.bbone_out = 0.0 + + flimb1_smoother_p.bone.bbone_segments = 16 + flimb1_smoother_p.bone.bbone_in = 0.0 + flimb1_smoother_p.bone.bbone_out = 1.0 + + # Custom properties + prop = rna_idprop_ui_prop_get(jhose_p, "smooth_bend", create=True) + jhose_p["smooth_bend"] = 0.0 + prop["soft_min"] = prop["min"] = 0.0 + prop["soft_max"] = prop["max"] = 1.0 + + # Constraints + con = ulimb1_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = uhoseend + con = ulimb1_p.constraints.new('COPY_SCALE') + con.name = "anchor" + con.target = self.obj + con.subtarget = self.org_bones[0] + con = ulimb1_p.constraints.new('DAMPED_TRACK') + con.name = "track" + con.target = self.obj + con.subtarget = uhose + con = ulimb1_p.constraints.new('STRETCH_TO') + con.name = "track" + con.target = self.obj + con.subtarget = uhose + con.volume = 'NO_VOLUME' + + con = ulimb2_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = uhose + con = ulimb2_p.constraints.new('DAMPED_TRACK') + con.name = "track" + con.target = self.obj + con.subtarget = jhose + con = ulimb2_p.constraints.new('STRETCH_TO') + con.name = "track" + con.target = self.obj + con.subtarget = jhose + con.volume = 'NO_VOLUME' + + con = ulimb2_smoother_p.constraints.new('COPY_TRANSFORMS') + con.name = "smoother" + con.target = self.obj + con.subtarget = flimb1_pos + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SUM' + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = jhose_p.path_from_id() + '["smooth_bend"]' + + con = flimb1_pos_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = jhose + con = flimb1_pos_p.constraints.new('DAMPED_TRACK') + con.name = "track" + con.target = self.obj + con.subtarget = fhose + con = flimb1_pos_p.constraints.new('STRETCH_TO') + con.name = "track" + con.target = self.obj + con.subtarget = fhose + con.volume = 'NO_VOLUME' + + con = flimb1_p.constraints.new('COPY_TRANSFORMS') + con.name = "position" + con.target = self.obj + con.subtarget = flimb1_pos + + con = flimb1_smoother_p.constraints.new('COPY_TRANSFORMS') + con.name = "smoother" + con.target = self.obj + con.subtarget = ulimb2 + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SUM' + var.name = "var" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = jhose_p.path_from_id() + '["smooth_bend"]' + con = flimb1_smoother_p.constraints.new('STRETCH_TO') + con.name = "track" + con.target = self.obj + con.subtarget = jhose + con.volume = 'NO_VOLUME' + + con = flimb2_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = fhose + con = flimb2_p.constraints.new('COPY_ROTATION') + con.name = "twist" + con.target = self.obj + con.subtarget = elimb + con = flimb2_p.constraints.new('DAMPED_TRACK') + con.name = "track" + con.target = self.obj + con.subtarget = fhoseend + con = flimb2_p.constraints.new('STRETCH_TO') + con.name = "track" + con.target = self.obj + con.subtarget = fhoseend + con.volume = 'NO_VOLUME' + + con = junc_p.constraints.new('COPY_TRANSFORMS') + con.name = "bend" + con.target = self.obj + con.subtarget = self.org_bones[1] + con.influence = 0.5 + + con = uhose_par_p.constraints.new('COPY_ROTATION') + con.name = "follow" + con.target = self.obj + con.subtarget = self.org_bones[0] + con.influence = 1.0 + con = uhose_par_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = self.org_bones[0] + con.influence = 1.0 + con = uhose_par_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = jhose + con.influence = 0.5 + + con = jhose_par_p.constraints.new('COPY_ROTATION') + con.name = "follow" + con.target = self.obj + con.subtarget = junc + con.influence = 1.0 + con = jhose_par_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = junc + con.influence = 1.0 + + con = fhose_par_p.constraints.new('COPY_ROTATION') + con.name = "follow" + con.target = self.obj + con.subtarget = self.org_bones[1] + con.influence = 1.0 + con = fhose_par_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = jhose + con.influence = 1.0 + con = fhose_par_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = self.org_bones[2] + con.influence = 0.5 + + con = fhoseend_par_p.constraints.new('COPY_ROTATION') + con.name = "follow" + con.target = self.obj + con.subtarget = self.org_bones[1] + con.influence = 1.0 + con = fhoseend_par_p.constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + con.subtarget = self.org_bones[2] + con.influence = 1.0 + + # Layers + if self.layers: + uhoseend_p.bone.layers = self.layers + uhose_p.bone.layers = self.layers + jhose_p.bone.layers = self.layers + fhose_p.bone.layers = self.layers + fhoseend_p.bone.layers = self.layers + else: + layers = list(pb[self.org_bones[0]].bone.layers) + uhoseend_p.bone.layers = layers + uhose_p.bone.layers = layers + jhose_p.bone.layers = layers + fhose_p.bone.layers = layers + fhoseend_p.bone.layers = layers + + # Create widgets + create_sphere_widget(self.obj, uhoseend) + create_sphere_widget(self.obj, uhose) + create_sphere_widget(self.obj, jhose) + create_sphere_widget(self.obj, fhose) + create_sphere_widget(self.obj, fhoseend) + + return [uhoseend, uhose, jhose, fhose, fhoseend] diff --git a/rigify/legacy/rigs/finger.py b/rigify/legacy/rigs/finger.py new file mode 100644 index 00000000..70bbc112 --- /dev/null +++ b/rigify/legacy/rigs/finger.py @@ -0,0 +1,411 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import re + +import bpy +from rna_prop_ui import rna_idprop_ui_prop_get +from mathutils import Vector + +from ..utils import MetarigError +from ..utils import copy_bone +from ..utils import connected_children_names +from ..utils import strip_org, make_mechanism_name, make_deformer_name +from ..utils import create_widget, create_limb_widget + + +class Rig: + """ A finger rig. It takes a single chain of bones. + This is a control and deformation rig. + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + """ + self.obj = obj + self.org_bones = [bone] + connected_children_names(obj, bone) + self.params = params + + if len(self.org_bones) <= 1: + raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones" % (strip_org(bone))) + + # Get user-specified layers, if they exist + if params.separate_extra_layers: + self.ex_layers = list(params.extra_layers) + else: + self.ex_layers = None + + # Get other rig parameters + self.primary_rotation_axis = params.primary_rotation_axis + self.use_digit_twist = params.use_digit_twist + + def deform(self): + """ Generate the deformation rig. + Just a copy of the original bones, except the first digit which is a twist bone. + """ + bpy.ops.object.mode_set(mode='EDIT') + + # Create the bones + # First bone is a twist bone + if self.use_digit_twist: + b1a = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".01"))) + b1b = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".02"))) + b1tip = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(self.org_bones[0] + ".tip"))) + else: + b1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0]))) + + # The rest are normal + bones = [] + for bone in self.org_bones[1:]: + bones += [copy_bone(self.obj, bone, make_deformer_name(strip_org(bone)))] + + # Position bones + eb = self.obj.data.edit_bones + if self.use_digit_twist: + b1a_e = eb[b1a] + b1b_e = eb[b1b] + b1tip_e = eb[b1tip] + + b1tip_e.use_connect = False + b1tip_e.tail += Vector((0.1, 0, 0)) + b1tip_e.head = b1b_e.tail + b1tip_e.length = b1a_e.length / 4 + + center = (b1a_e.head + b1a_e.tail) / 2 + b1a_e.tail = center + b1b_e.use_connect = False + b1b_e.head = center + + # Parenting + if self.use_digit_twist: + b1b_e.parent = eb[self.org_bones[0]] + b1tip_e.parent = eb[self.org_bones[0]] + else: + eb[b1].use_connect = False + eb[b1].parent = eb[self.org_bones[0]] + + for (ba, bb) in zip(bones, self.org_bones[1:]): + eb[ba].use_connect = False + eb[ba].parent = eb[bb] + + # Constraints + if self.use_digit_twist: + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + b1a_p = pb[b1a] + + con = b1a_p.constraints.new('COPY_LOCATION') + con.name = "copy_location" + con.target = self.obj + con.subtarget = self.org_bones[0] + + con = b1a_p.constraints.new('COPY_SCALE') + con.name = "copy_scale" + con.target = self.obj + con.subtarget = self.org_bones[0] + + con = b1a_p.constraints.new('DAMPED_TRACK') + con.name = "track_to" + con.target = self.obj + con.subtarget = b1tip + + def control(self): + """ Generate the control rig. + """ + bpy.ops.object.mode_set(mode='EDIT') + + # Figure out the name for the control bone (remove the last .##) + ctrl_name = re.sub("([0-9]+\.)", "", strip_org(self.org_bones[0])[::-1], count=1)[::-1] + + # Create the bones + ctrl = copy_bone(self.obj, self.org_bones[0], ctrl_name) + + helpers = [] + bones = [] + for bone in self.org_bones: + bones += [copy_bone(self.obj, bone, strip_org(bone))] + helpers += [copy_bone(self.obj, bone, make_mechanism_name(strip_org(bone)))] + + # Position bones + eb = self.obj.data.edit_bones + + length = 0.0 + for bone in helpers: + length += eb[bone].length + eb[bone].length /= 2 + + eb[ctrl].length = length * 1.5 + + # Parent bones + prev = eb[self.org_bones[0]].parent + for (b, h) in zip(bones, helpers): + b_e = eb[b] + h_e = eb[h] + b_e.use_connect = False + h_e.use_connect = False + + b_e.parent = h_e + h_e.parent = prev + + prev = b_e + + # Transform locks and rotation mode + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + for bone in bones[1:]: + pb[bone].lock_location = True, True, True + + if pb[self.org_bones[0]].bone.use_connect is True: + pb[bones[0]].lock_location = True, True, True + + pb[ctrl].lock_scale = True, False, True + + for bone in helpers: + pb[bone].rotation_mode = 'XYZ' + + # Drivers + i = 1 + val = 1.2 / (len(self.org_bones) - 1) + for bone in helpers: + # Add custom prop + prop_name = "bend_%02d" % i + prop = rna_idprop_ui_prop_get(pb[ctrl], prop_name, create=True) + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + if i == 1: + pb[ctrl][prop_name] = 0.0 + else: + pb[ctrl][prop_name] = val + + # Add driver + if 'X' in self.primary_rotation_axis: + fcurve = pb[bone].driver_add("rotation_euler", 0) + elif 'Y' in self.primary_rotation_axis: + fcurve = pb[bone].driver_add("rotation_euler", 1) + else: + fcurve = pb[bone].driver_add("rotation_euler", 2) + + driver = fcurve.driver + driver.type = 'SCRIPTED' + + var = driver.variables.new() + var.name = "ctrl_y" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = pb[ctrl].path_from_id() + '.scale[1]' + + var = driver.variables.new() + var.name = "bend" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = pb[ctrl].path_from_id() + '["' + prop_name + '"]' + + if '-' in self.primary_rotation_axis: + driver.expression = "-(1.0-ctrl_y) * bend * 3.14159 * 2" + else: + driver.expression = "(1.0-ctrl_y) * bend * 3.14159 * 2" + + i += 1 + + # Constraints + con = pb[helpers[0]].constraints.new('COPY_LOCATION') + con.name = "copy_location" + con.target = self.obj + con.subtarget = ctrl + + con = pb[helpers[0]].constraints.new('COPY_ROTATION') + con.name = "copy_rotation" + con.target = self.obj + con.subtarget = ctrl + + # Constrain org bones to the control bones + for (bone, org) in zip(bones, self.org_bones): + con = pb[org].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = bone + + # Set layers for extra control bones + if self.ex_layers: + for bone in bones: + pb[bone].bone.layers = self.ex_layers + + # Create control widgets + w = create_widget(self.obj, ctrl) + if w is not None: + mesh = w.data + verts = [(0, 0, 0), (0, 1, 0), (0.05, 1, 0), (0.05, 1.1, 0), (-0.05, 1.1, 0), (-0.05, 1, 0)] + if 'Z' in self.primary_rotation_axis: + # Flip x/z coordinates + temp = [] + for v in verts: + temp += [(v[2], v[1], v[0])] + verts = temp + edges = [(0, 1), (1, 2), (2, 3), (3, 4), (4, 5), (5, 1)] + mesh.from_pydata(verts, edges, []) + mesh.update() + + for bone in bones: + create_limb_widget(self.obj, bone) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + """ + self.deform() + self.control() + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + items = [('X', 'X', ''), ('Y', 'Y', ''), ('Z', 'Z', ''), ('-X', '-X', ''), ('-Y', '-Y', ''), ('-Z', '-Z', '')] + params.primary_rotation_axis = bpy.props.EnumProperty(items=items, name="Primary Rotation Axis", default='X') + + params.separate_extra_layers = bpy.props.BoolProperty(name="Separate Secondary Control Layers:", default=False, description="Enable putting the secondary controls on a separate layer from the primary controls") + params.extra_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the secondary controls to be on") + + params.use_digit_twist = bpy.props.BoolProperty(name="Digit Twist", default=True, description="Generate the dual-bone twist setup for the first finger digit") + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + """ + r = layout.row() + r.prop(params, "separate_extra_layers") + + r = layout.row() + r.active = params.separate_extra_layers + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "extra_layers", index=0, toggle=True, text="") + row.prop(params, "extra_layers", index=1, toggle=True, text="") + row.prop(params, "extra_layers", index=2, toggle=True, text="") + row.prop(params, "extra_layers", index=3, toggle=True, text="") + row.prop(params, "extra_layers", index=4, toggle=True, text="") + row.prop(params, "extra_layers", index=5, toggle=True, text="") + row.prop(params, "extra_layers", index=6, toggle=True, text="") + row.prop(params, "extra_layers", index=7, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "extra_layers", index=16, toggle=True, text="") + row.prop(params, "extra_layers", index=17, toggle=True, text="") + row.prop(params, "extra_layers", index=18, toggle=True, text="") + row.prop(params, "extra_layers", index=19, toggle=True, text="") + row.prop(params, "extra_layers", index=20, toggle=True, text="") + row.prop(params, "extra_layers", index=21, toggle=True, text="") + row.prop(params, "extra_layers", index=22, toggle=True, text="") + row.prop(params, "extra_layers", index=23, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + row.prop(params, "extra_layers", index=8, toggle=True, text="") + row.prop(params, "extra_layers", index=9, toggle=True, text="") + row.prop(params, "extra_layers", index=10, toggle=True, text="") + row.prop(params, "extra_layers", index=11, toggle=True, text="") + row.prop(params, "extra_layers", index=12, toggle=True, text="") + row.prop(params, "extra_layers", index=13, toggle=True, text="") + row.prop(params, "extra_layers", index=14, toggle=True, text="") + row.prop(params, "extra_layers", index=15, toggle=True, text="") + row = col.row(align=True) + row.prop(params, "extra_layers", index=24, toggle=True, text="") + row.prop(params, "extra_layers", index=25, toggle=True, text="") + row.prop(params, "extra_layers", index=26, toggle=True, text="") + row.prop(params, "extra_layers", index=27, toggle=True, text="") + row.prop(params, "extra_layers", index=28, toggle=True, text="") + row.prop(params, "extra_layers", index=29, toggle=True, text="") + row.prop(params, "extra_layers", index=30, toggle=True, text="") + row.prop(params, "extra_layers", index=31, toggle=True, text="") + + r = layout.row() + r.label(text="Bend rotation axis:") + r.prop(params, "primary_rotation_axis", text="") + + col = layout.column() + col.prop(params, "use_digit_twist") + + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('finger.01') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.2529, 0.0000, 0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bones['finger.01'] = bone.name + bone = arm.edit_bones.new('finger.02') + bone.head[:] = 0.2529, 0.0000, 0.0000 + bone.tail[:] = 0.4024, 0.0000, -0.0264 + bone.roll = -2.9671 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['finger.01']] + bones['finger.02'] = bone.name + bone = arm.edit_bones.new('finger.03') + bone.head[:] = 0.4024, 0.0000, -0.0264 + bone.tail[:] = 0.4975, -0.0000, -0.0610 + bone.roll = -2.7925 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['finger.02']] + bones['finger.03'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['finger.01']] + pbone.rigify_type = 'finger' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YZX' + pbone = obj.pose.bones[bones['finger.02']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YZX' + pbone = obj.pose.bones[bones['finger.03']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YZX' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/misc/__init__.py b/rigify/legacy/rigs/misc/__init__.py new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/rigify/legacy/rigs/misc/__init__.py diff --git a/rigify/legacy/rigs/misc/delta.py b/rigify/legacy/rigs/misc/delta.py new file mode 100644 index 00000000..84f3612b --- /dev/null +++ b/rigify/legacy/rigs/misc/delta.py @@ -0,0 +1,165 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +if False: + # This rig type is disabled due to its obscurity. + # However, some of the code may be useful in the future, so + # I'm leaving it here. + from math import acos + + import bpy + + from ...utils import MetarigError + from ...utils import copy_bone + from ...utils import org_name, make_mechanism_name + + + class Rig: + """ A delta rig. + Creates a setup that will place its child at its position in pose mode, + but will not modifying its child's position in edit mode. + This is a mechanism-only rig (no control or deformation bones). + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + Store any data or references to data that will be needed later on. + In particular, store references to bones that will be needed. + Do NOT change any data in the scene. This is a gathering phase only. + + """ + bb = obj.data.bones + + if bb[bone].children is None: + raise MetarigError("RIGIFY ERROR: bone '%s': rig type requires one child" % org_name(bone.name)) + if bb[bone].use_connect is True: + raise MetarigError("RIGIFY ERROR: bone '%s': rig type cannot be connected to parent" % org_name(bone.name)) + + self.obj = obj + self.org_bones = {"delta": bone, "child": bb[bone].children[0].name} + self.org_names = [org_name(bone), org_name(bb[bone].children[0].name)] + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + bpy.ops.object.mode_set(mode='EDIT') + eb = self.obj.data.edit_bones + + org_delta = self.org_bones["delta"] + org_delta_e = eb[self.org_bones["delta"]] + # org_child = self.org_bones["child"] # UNUSED + org_child_e = eb[self.org_bones["child"]] + + # Calculate the matrix for achieving the delta + child_mat = org_delta_e.matrix.invert() * org_child_e.matrix + mat = org_delta_e.matrix * child_mat.invert() + + # Create the delta bones. + delta_e = eb[copy_bone(self.obj, self.org_bones["delta"])] + delta_e.name = make_mechanism_name(self.org_names[0]) + delta = delta_e.name + + # Set the delta to the matrix's transforms + set_mat(self.obj, delta, mat) + + bpy.ops.object.mode_set(mode='OBJECT') + + # Constrain org_delta to delta + con = self.obj.pose.bones[org_delta].constraints.new('COPY_TRANSFORMS') + con.name = "delta" + con.target = self.obj + con.subtarget = delta + + def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('delta') + bone.head[:] = 0.0000, -0.1198, 0.1253 + bone.tail[:] = -0.0000, -0.2483, 0.2785 + bone.roll = -0.0000 + bone.use_connect = False + bones['delta'] = bone.name + bone = arm.edit_bones.new('Bone') + bone.head[:] = -0.0000, 0.0000, 0.0000 + bone.tail[:] = -0.0000, 0.0000, 0.2000 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['delta']] + bones['Bone'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['delta']] + pbone.rigify_type = 'misc.delta' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['Bone']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone + + def set_mat(obj, bone_name, matrix): + """ Sets the bone to have the given transform matrix. + """ + a = obj.data.edit_bones[bone_name] + + a.head = (0, 0, 0) + a.tail = (0, 1, 0) + + a.transform(matrix) + + d = acos(a.matrix.to_quaternion().dot(matrix.to_quaternion())) * 2.0 + + roll_1 = a.roll + d + roll_2 = a.roll - d + + a.roll = roll_1 + d1 = a.matrix.to_quaternion().dot(matrix.to_quaternion()) + a.roll = roll_2 + d2 = a.matrix.to_quaternion().dot(matrix.to_quaternion()) + + if d1 > d2: + a.roll = roll_1 + else: + a.roll = roll_2 diff --git a/rigify/legacy/rigs/neck_short.py b/rigify/legacy/rigs/neck_short.py new file mode 100644 index 00000000..63174d40 --- /dev/null +++ b/rigify/legacy/rigs/neck_short.py @@ -0,0 +1,388 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy +from rna_prop_ui import rna_idprop_ui_prop_get + +from ..utils import MetarigError +from ..utils import copy_bone, new_bone, put_bone +from ..utils import connected_children_names +from ..utils import strip_org, make_mechanism_name, make_deformer_name +from ..utils import create_circle_widget + + +script1 = """ +head_neck = ["%s", "%s"] +""" + +script2 = """ +if is_selected(head_neck[0]): + layout.prop(pose_bones[head_neck[0]], '["isolate"]', text="Isolate (" + head_neck[0] + ")", slider=True) +""" + +script3 = """ +if is_selected(head_neck): + layout.prop(pose_bones[head_neck[0]], '["neck_follow"]', text="Neck Follow Head (" + head_neck[0] + ")", slider=True) +""" + + +class Rig: + """ A "neck" rig. It turns a chain of bones into a rig with two controls: + One for the head, and one for the neck. + + """ + def __init__(self, obj, bone_name, params): + """ Gather and validate data about the rig. + + """ + self.obj = obj + self.org_bones = [bone_name] + connected_children_names(obj, bone_name) + self.params = params + + if len(self.org_bones) <= 1: + raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones" % (strip_org(bone_name))) + + self.isolate = False + if self.obj.data.bones[bone_name].parent: + self.isolate = True + + def gen_deform(self): + """ Generate the deformation rig. + + """ + for name in self.org_bones: + bpy.ops.object.mode_set(mode='EDIT') + eb = self.obj.data.edit_bones + + # Create deform bone + bone_e = eb[copy_bone(self.obj, name)] + + # Change its name + bone_e.name = make_deformer_name(strip_org(name)) + bone_name = bone_e.name + + # Leave edit mode + bpy.ops.object.mode_set(mode='OBJECT') + + # Get the pose bone + bone = self.obj.pose.bones[bone_name] + + # Constrain to the original bone + con = bone.constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = name + + def gen_control(self): + """ Generate the control rig. + + """ + #--------------------------------- + # Create the neck and head controls + bpy.ops.object.mode_set(mode='EDIT') + + # Create bones + neck_ctrl = copy_bone(self.obj, self.org_bones[0], strip_org(self.org_bones[0])) + neck_follow = copy_bone(self.obj, self.org_bones[-1], make_mechanism_name(strip_org(self.org_bones[0] + ".follow"))) + neck_child = new_bone(self.obj, make_mechanism_name(strip_org(self.org_bones[0] + ".child"))) + + head_ctrl = copy_bone(self.obj, self.org_bones[-1], strip_org(self.org_bones[-1])) + head_mch = new_bone(self.obj, make_mechanism_name(strip_org(self.org_bones[-1]))) + if self.isolate: + head_socket1 = copy_bone(self.obj, self.org_bones[-1], make_mechanism_name(strip_org(self.org_bones[-1] + ".socket1"))) + head_socket2 = copy_bone(self.obj, self.org_bones[-1], make_mechanism_name(strip_org(self.org_bones[-1] + ".socket2"))) + + # Create neck chain bones + neck = [] + helpers = [] + for name in self.org_bones: + neck += [copy_bone(self.obj, name, make_mechanism_name(strip_org(name)))] + helpers += [copy_bone(self.obj, neck_child, make_mechanism_name(strip_org(name + ".02")))] + + # Fetch edit bones + eb = self.obj.data.edit_bones + + neck_ctrl_e = eb[neck_ctrl] + neck_follow_e = eb[neck_follow] + neck_child_e = eb[neck_child] + head_ctrl_e = eb[head_ctrl] + head_mch_e = eb[head_mch] + if self.isolate: + head_socket1_e = eb[head_socket1] + head_socket2_e = eb[head_socket2] + + # Parenting + head_ctrl_e.use_connect = False + head_ctrl_e.parent = neck_ctrl_e.parent + head_mch_e.use_connect = False + head_mch_e.parent = head_ctrl_e + + if self.isolate: + head_socket1_e.use_connect = False + head_socket1_e.parent = neck_ctrl_e.parent + + head_socket2_e.use_connect = False + head_socket2_e.parent = None + + head_ctrl_e.parent = head_socket2_e + + for (name1, name2) in zip(neck, helpers): + eb[name1].use_connect = False + eb[name1].parent = eb[name2] + eb[name2].use_connect = False + eb[name2].parent = neck_ctrl_e.parent + + neck_follow_e.use_connect = False + neck_follow_e.parent = neck_ctrl_e.parent + neck_child_e.use_connect = False + neck_child_e.parent = neck_ctrl_e + neck_ctrl_e.parent = neck_follow_e + + # Position + put_bone(self.obj, neck_follow, neck_ctrl_e.head) + put_bone(self.obj, neck_child, neck_ctrl_e.head) + put_bone(self.obj, head_ctrl, neck_ctrl_e.head) + put_bone(self.obj, head_mch, neck_ctrl_e.head) + head_mch_e.length = head_ctrl_e.length / 2 + neck_child_e.length = neck_ctrl_e.length / 2 + + if self.isolate: + put_bone(self.obj, head_socket1, neck_ctrl_e.head) + head_mch_e.length /= 2 + + put_bone(self.obj, head_socket2, neck_ctrl_e.head) + head_mch_e.length /= 3 + + for (name1, name2) in zip(neck, helpers): + put_bone(self.obj, name2, eb[name1].head) + eb[name2].length = eb[name1].length / 2 + + # Switch to object mode + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + neck_ctrl_p = pb[neck_ctrl] + neck_follow_p = pb[neck_follow] + # neck_child_p = pb[neck_child] # UNUSED + head_ctrl_p = pb[head_ctrl] + if self.isolate: + # head_socket1_p = pb[head_socket1] # UNUSED + head_socket2_p = pb[head_socket2] + + # Custom bone appearance + neck_ctrl_p.custom_shape_transform = pb[self.org_bones[(len(self.org_bones) - 1) // 2]] + head_ctrl_p.custom_shape_transform = pb[self.org_bones[-1]] + + # Custom properties + prop = rna_idprop_ui_prop_get(head_ctrl_p, "inf_extent", create=True) + head_ctrl_p["inf_extent"] = 0.5 + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + + prop = rna_idprop_ui_prop_get(head_ctrl_p, "neck_follow", create=True) + head_ctrl_p["neck_follow"] = 1.0 + prop["min"] = 0.0 + prop["max"] = 2.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + + if self.isolate: + prop = rna_idprop_ui_prop_get(head_ctrl_p, "isolate", create=True) + head_ctrl_p["isolate"] = 0.0 + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + + # Constraints + + # Neck follow + con = neck_follow_p.constraints.new('COPY_ROTATION') + con.name = "copy_rotation" + con.target = self.obj + con.subtarget = head_ctrl + + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SCRIPTED' + var.name = "follow" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = head_ctrl_p.path_from_id() + '["neck_follow"]' + driver.expression = "follow / 2" + + # Isolate + if self.isolate: + con = head_socket2_p.constraints.new('COPY_LOCATION') + con.name = "copy_location" + con.target = self.obj + con.subtarget = head_socket1 + + con = head_socket2_p.constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = head_socket1 + + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SCRIPTED' + var.name = "isolate" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = head_ctrl_p.path_from_id() + '["isolate"]' + driver.expression = "1.0 - isolate" + + # Neck chain + first = True + prev = None + i = 0 + l = len(neck) + for (name1, name2, org_name) in zip(neck, helpers, self.org_bones): + con = pb[org_name].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = name1 + + n_con = pb[name2].constraints.new('COPY_TRANSFORMS') + n_con.name = "neck" + n_con.target = self.obj + n_con.subtarget = neck_child + + h_con = pb[name2].constraints.new('COPY_TRANSFORMS') + h_con.name = "head" + h_con.target = self.obj + h_con.subtarget = head_mch + + con = pb[name2].constraints.new('COPY_LOCATION') + con.name = "anchor" + con.target = self.obj + if first: + con.subtarget = neck_ctrl + else: + con.subtarget = prev + con.head_tail = 1.0 + + # Drivers + n = (i + 1) / l + + # Neck influence + fcurve = n_con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SCRIPTED' + var.name = "ext" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = head_ctrl_p.path_from_id() + '["inf_extent"]' + driver.expression = "1.0 if (%.4f > (1.0-ext) or (1.0-ext) == 0.0) else (%.4f / (1.0-ext))" % (n, n) + + # Head influence + if (i + 1) == l: + h_con.influence = 1.0 + else: + fcurve = h_con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'SCRIPTED' + var.name = "ext" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = head_ctrl_p.path_from_id() + '["inf_extent"]' + driver.expression = "0.0 if (%.4f <= (1.0-ext)) else ((%.4f - (1.0-ext)) / ext)" % (n, n) + + first = False + prev = name1 + i += 1 + + # Create control widgets + create_circle_widget(self.obj, neck_ctrl, radius=1.0, head_tail=0.5, bone_transform_name=self.org_bones[(len(self.org_bones) - 1) // 2]) + create_circle_widget(self.obj, head_ctrl, radius=1.0, head_tail=0.5, bone_transform_name=self.org_bones[-1]) + + # Return control bones + return (head_ctrl, neck_ctrl) + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + self.gen_deform() + (head, neck) = self.gen_control() + + script = script1 % (head, neck) + if self.isolate: + script += script2 + script += script3 + + return [script] + + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('neck') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.0000, -0.0500, 0.1500 + bone.roll = 0.0000 + bone.use_connect = False + bones['neck'] = bone.name + bone = arm.edit_bones.new('head') + bone.head[:] = 0.0000, -0.0500, 0.1500 + bone.tail[:] = 0.0000, -0.0500, 0.4000 + bone.roll = 3.1416 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['neck']] + bones['head'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['neck']] + pbone.rigify_type = 'neck_short' + pbone.lock_location = (True, True, True) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['head']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/palm.py b/rigify/legacy/rigs/palm.py new file mode 100644 index 00000000..6bcaad11 --- /dev/null +++ b/rigify/legacy/rigs/palm.py @@ -0,0 +1,273 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import re +from math import cos, pi + +import bpy + +from ..utils import MetarigError +from ..utils import copy_bone +from ..utils import strip_org, deformer +from ..utils import create_widget + + +def bone_siblings(obj, bone): + """ Returns a list of the siblings of the given bone. + This requires that the bones has a parent. + + """ + parent = obj.data.bones[bone].parent + + if parent is None: + return [] + + bones = [] + + for b in parent.children: + if b.name != bone: + bones += [b.name] + + return bones + + +def bone_distance(obj, bone1, bone2): + """ Returns the distance between two bones. + + """ + vec = obj.data.bones[bone1].head - obj.data.bones[bone2].head + return vec.length + + +class Rig: + """ A "palm" rig. A set of sibling bones that bend with each other. + This is a control and deformation rig. + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + """ + self.obj = obj + self.params = params + + siblings = bone_siblings(obj, bone) + + if len(siblings) == 0: + raise MetarigError("RIGIFY ERROR: Bone '%s': must have a parent and at least one sibling" % (strip_org(bone))) + + # Sort list by name and distance + siblings.sort() + siblings.sort(key=lambda b: bone_distance(obj, bone, b)) + + self.org_bones = [bone] + siblings + + # Get rig parameters + self.palm_rotation_axis = params.palm_rotation_axis + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + bpy.ops.object.mode_set(mode='EDIT') + + # Figure out the name for the control bone (remove the last .##) + last_bone = self.org_bones[-1:][0] + ctrl_name = re.sub("([0-9]+\.)", "", strip_org(last_bone)[::-1], count=1)[::-1] + + # Make control bone + ctrl = copy_bone(self.obj, last_bone, ctrl_name) + + # Make deformation bones + def_bones = [] + for bone in self.org_bones: + b = copy_bone(self.obj, bone, deformer(strip_org(bone))) + def_bones += [b] + + # Parenting + eb = self.obj.data.edit_bones + + for d, b in zip(def_bones, self.org_bones): + eb[d].use_connect = False + eb[d].parent = eb[b] + + # Constraints + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + i = 0 + div = len(self.org_bones) - 1 + for b in self.org_bones: + con = pb[b].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = ctrl + con.target_space = 'LOCAL' + con.owner_space = 'LOCAL' + con.influence = i / div + + con = pb[b].constraints.new('COPY_ROTATION') + con.name = "copy_rotation" + con.target = self.obj + con.subtarget = ctrl + con.target_space = 'LOCAL' + con.owner_space = 'LOCAL' + if 'X' in self.palm_rotation_axis: + con.invert_x = True + con.use_x = True + con.use_z = False + else: + con.invert_z = True + con.use_x = False + con.use_z = True + con.use_y = False + + con.influence = (i / div) - (1 - cos((i * pi / 2) / div)) + + i += 1 + + # Create control widget + w = create_widget(self.obj, ctrl) + if w is not None: + mesh = w.data + verts = [(0.15780271589756012, 2.086162567138672e-07, -0.30000004172325134), (0.15780259668827057, 1.0, -0.2000001072883606), (-0.15780280530452728, 0.9999999403953552, -0.20000004768371582), (-0.15780259668827057, -2.086162567138672e-07, -0.29999998211860657), (-0.15780256688594818, -2.7089754439657554e-07, 0.30000004172325134), (-0.1578027755022049, 0.9999998807907104, 0.19999995827674866), (0.15780262649059296, 0.9999999403953552, 0.19999989867210388), (0.1578027456998825, 1.4633496903115883e-07, 0.29999998211860657), (0.15780268609523773, 0.2500001788139343, -0.27500003576278687), (-0.15780264139175415, 0.24999985098838806, -0.2749999761581421), (0.15780262649059296, 0.7500000596046448, -0.22500008344650269), (-0.1578027606010437, 0.7499998807907104, -0.2250000238418579), (0.15780265629291534, 0.75, 0.22499991953372955), (0.15780271589756012, 0.2500000596046448, 0.2749999761581421), (-0.15780261158943176, 0.2499997615814209, 0.27500003576278687), (-0.1578027307987213, 0.7499998807907104, 0.22499997913837433)] + if 'Z' in self.palm_rotation_axis: + # Flip x/z coordinates + temp = [] + for v in verts: + temp += [(v[2], v[1], v[0])] + verts = temp + edges = [(1, 2), (0, 3), (4, 7), (5, 6), (8, 0), (9, 3), (10, 1), (11, 2), (12, 6), (13, 7), (4, 14), (15, 5), (10, 8), (11, 9), (15, 14), (12, 13)] + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = w.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + + """ + items = [('X', 'X', ''), ('Z', 'Z', '')] + params.palm_rotation_axis = bpy.props.EnumProperty(items=items, name="Palm Rotation Axis", default='X') + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + + """ + r = layout.row() + r.label(text="Primary rotation axis:") + r.prop(params, "palm_rotation_axis", text="") + + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('palm.parent') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.0577, 0.0000, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bones['palm.parent'] = bone.name + bone = arm.edit_bones.new('palm.04') + bone.head[:] = 0.0577, 0.0315, -0.0000 + bone.tail[:] = 0.1627, 0.0315, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.parent']] + bones['palm.04'] = bone.name + bone = arm.edit_bones.new('palm.03') + bone.head[:] = 0.0577, 0.0105, -0.0000 + bone.tail[:] = 0.1627, 0.0105, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.parent']] + bones['palm.03'] = bone.name + bone = arm.edit_bones.new('palm.02') + bone.head[:] = 0.0577, -0.0105, -0.0000 + bone.tail[:] = 0.1627, -0.0105, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.parent']] + bones['palm.02'] = bone.name + bone = arm.edit_bones.new('palm.01') + bone.head[:] = 0.0577, -0.0315, -0.0000 + bone.tail[:] = 0.1627, -0.0315, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.parent']] + bones['palm.01'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['palm.parent']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['palm.04']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone = obj.pose.bones[bones['palm.03']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone = obj.pose.bones[bones['palm.02']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone = obj.pose.bones[bones['palm.01']] + pbone.rigify_type = 'palm' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/pitchipoy/__init__.py b/rigify/legacy/rigs/pitchipoy/__init__.py new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/__init__.py diff --git a/rigify/legacy/rigs/pitchipoy/limbs/__init__.py b/rigify/legacy/rigs/pitchipoy/limbs/__init__.py new file mode 100644 index 00000000..e69de29b --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/limbs/__init__.py diff --git a/rigify/legacy/rigs/pitchipoy/limbs/arm.py b/rigify/legacy/rigs/pitchipoy/limbs/arm.py new file mode 100644 index 00000000..43327ec8 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/limbs/arm.py @@ -0,0 +1,116 @@ +#====================== 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 ======================== + +# <pep8 compliant> +import bpy +from ....utils import MetarigError +from ....utils import create_widget, copy_bone +from ....utils import strip_org +from .limb_utils import * +from ..super_widgets import create_hand_widget +from rna_prop_ui import rna_idprop_ui_prop_get + +def create_arm( cls, bones ): + org_bones = cls.org_bones + + bpy.ops.object.mode_set(mode='EDIT') + eb = cls.obj.data.edit_bones + + ctrl = get_bone_name( org_bones[2], 'ctrl', 'ik' ) + + # Create IK arm control + ctrl = copy_bone( cls.obj, org_bones[2], ctrl ) + + # clear parent (so that rigify will parent to root) + eb[ ctrl ].parent = None + eb[ ctrl ].use_connect = False + + # Parent + eb[ bones['ik']['mch_target'] ].parent = eb[ ctrl ] + eb[ bones['ik']['mch_target'] ].use_connect = False + + # Set up constraints + # Constrain mch target bone to the ik control and mch stretch + + make_constraint( cls, bones['ik']['mch_target'], { + 'constraint' : 'COPY_LOCATION', + 'subtarget' : bones['ik']['mch_str'], + 'head_tail' : 1.0 + }) + + # Constrain mch ik stretch bone to the ik control + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : ctrl, + }) + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'STRETCH_TO', + 'subtarget' : ctrl, + }) + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'LIMIT_SCALE', + 'use_min_y' : True, + 'use_max_y' : True, + 'max_y' : 1.05, + 'owner_space' : 'LOCAL' + }) + + pb = cls.obj.pose.bones + + # Modify rotation mode for ik and tweak controls + pb[bones['ik']['ctrl']['limb']].rotation_mode = 'ZXY' + + for b in bones['tweak']['ctrl']: + pb[b].rotation_mode = 'ZXY' + + # Create ik/fk switch property + pb_parent = pb[ bones['parent'] ] + + pb_parent['IK_Strertch'] = 1.0 + prop = rna_idprop_ui_prop_get( pb_parent, 'IK_Strertch', create=True ) + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = 'IK Stretch' + + # Add driver to limit scale constraint influence + b = bones['ik']['mch_str'] + drv = pb[b].constraints[-1].driver_add("influence").driver + drv.type = 'SUM' + + var = drv.variables.new() + var.name = prop.name + var.type = "SINGLE_PROP" + var.targets[0].id = cls.obj + var.targets[0].data_path = \ + pb_parent.path_from_id() + '['+ '"' + prop.name + '"' + ']' + + drv_modifier = cls.obj.animation_data.drivers[-1].modifiers[0] + + drv_modifier.mode = 'POLYNOMIAL' + drv_modifier.poly_order = 1 + drv_modifier.coefficients[0] = 1.0 + drv_modifier.coefficients[1] = -1.0 + + # Create hand widget + create_hand_widget(cls.obj, ctrl, bone_transform_name=None) + + bones['ik']['ctrl']['terminal'] = [ ctrl ] + + return bones diff --git a/rigify/legacy/rigs/pitchipoy/limbs/leg.py b/rigify/legacy/rigs/pitchipoy/limbs/leg.py new file mode 100644 index 00000000..9176bd92 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/limbs/leg.py @@ -0,0 +1,333 @@ +#====================== 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 ======================== + +# <pep8 compliant> +import bpy, math +from ....utils import MetarigError, connected_children_names +from ....utils import create_widget, copy_bone, create_circle_widget +from ....utils import strip_org, flip_bone, put_bone +from rna_prop_ui import rna_idprop_ui_prop_get +from ..super_widgets import create_foot_widget, create_ballsocket_widget +from .limb_utils import * + +def create_leg( cls, bones ): + org_bones = list( + [cls.org_bones[0]] + connected_children_names(cls.obj, cls.org_bones[0]) + ) + + bones['ik']['ctrl']['terminal'] = [] + + bpy.ops.object.mode_set(mode='EDIT') + eb = cls.obj.data.edit_bones + + # Create toes def bone + toes_def = get_bone_name( org_bones[-1], 'def' ) + toes_def = copy_bone( cls.obj, org_bones[-1], toes_def ) + + eb[ toes_def ].use_connect = False + eb[ toes_def ].parent = eb[ bones['def'][-1] ] + eb[ toes_def ].use_connect = True + + bones['def'] += [ toes_def ] + + # Create IK leg control + ctrl = get_bone_name( org_bones[2], 'ctrl', 'ik' ) + ctrl = copy_bone( cls.obj, org_bones[2], ctrl ) + + # clear parent (so that rigify will parent to root) + eb[ ctrl ].parent = None + eb[ ctrl ].use_connect = False + + # Create heel ctrl bone + heel = get_bone_name( org_bones[2], 'ctrl', 'heel_ik' ) + heel = copy_bone( cls.obj, org_bones[2], heel ) + orient_bone( cls, eb[ heel ], 'y', 0.5 ) + eb[ heel ].length = eb[ org_bones[2] ].length / 2 + + # Reset control position and orientation + l = eb[ ctrl ].length + orient_bone( cls, eb[ ctrl ], 'y', reverse = True ) + eb[ ctrl ].length = l + + # Parent + eb[ heel ].use_connect = False + eb[ heel ].parent = eb[ ctrl ] + + eb[ bones['ik']['mch_target'] ].parent = eb[ heel ] + eb[ bones['ik']['mch_target'] ].use_connect = False + + # Create foot mch rock and roll bones + + # Get the tmp heel (floating unconnected without children) + tmp_heel = "" + for b in cls.obj.data.bones[ org_bones[2] ].children: + if not b.use_connect and not b.children: + tmp_heel = b.name + + # roll1 MCH bone + roll1_mch = get_bone_name( tmp_heel, 'mch', 'roll' ) + roll1_mch = copy_bone( cls.obj, org_bones[2], roll1_mch ) + + # clear parent + eb[ roll1_mch ].use_connect = False + eb[ roll1_mch ].parent = None + + flip_bone( cls.obj, roll1_mch ) + + # Create 2nd roll mch, and two rock mch bones + roll2_mch = get_bone_name( tmp_heel, 'mch', 'roll' ) + roll2_mch = copy_bone( cls.obj, org_bones[3], roll2_mch ) + + eb[ roll2_mch ].use_connect = False + eb[ roll2_mch ].parent = None + + put_bone( + cls.obj, + roll2_mch, + ( eb[ tmp_heel ].head + eb[ tmp_heel ].tail ) / 2 + ) + + eb[ roll2_mch ].length /= 4 + + # Rock MCH bones + rock1_mch = get_bone_name( tmp_heel, 'mch', 'rock' ) + rock1_mch = copy_bone( cls.obj, tmp_heel, rock1_mch ) + + eb[ rock1_mch ].use_connect = False + eb[ rock1_mch ].parent = None + + orient_bone( cls, eb[ rock1_mch ], 'y', 1.0, reverse = True ) + eb[ rock1_mch ].length = eb[ tmp_heel ].length / 2 + + rock2_mch = get_bone_name( tmp_heel, 'mch', 'rock' ) + rock2_mch = copy_bone( cls.obj, tmp_heel, rock2_mch ) + + eb[ rock2_mch ].use_connect = False + eb[ rock2_mch ].parent = None + + orient_bone( cls, eb[ rock2_mch ], 'y', 1.0 ) + eb[ rock2_mch ].length = eb[ tmp_heel ].length / 2 + + # Parent rock and roll MCH bones + eb[ roll1_mch ].parent = eb[ roll2_mch ] + eb[ roll2_mch ].parent = eb[ rock1_mch ] + eb[ rock1_mch ].parent = eb[ rock2_mch ] + eb[ rock2_mch ].parent = eb[ ctrl ] + + # Constrain rock and roll MCH bones + make_constraint( cls, roll1_mch, { + 'constraint' : 'COPY_ROTATION', + 'subtarget' : heel, + 'owner_space' : 'LOCAL', + 'target_space' : 'LOCAL' + }) + make_constraint( cls, roll1_mch, { + 'constraint' : 'LIMIT_ROTATION', + 'use_limit_x' : True, + 'max_x' : math.radians(360), + 'owner_space' : 'LOCAL' + }) + make_constraint( cls, roll2_mch, { + 'constraint' : 'COPY_ROTATION', + 'subtarget' : heel, + 'use_y' : False, + 'use_z' : False, + 'invert_x' : True, + 'owner_space' : 'LOCAL', + 'target_space' : 'LOCAL' + }) + make_constraint( cls, roll2_mch, { + 'constraint' : 'LIMIT_ROTATION', + 'use_limit_x' : True, + 'max_x' : math.radians(360), + 'owner_space' : 'LOCAL' + }) + + pb = cls.obj.pose.bones + for i,b in enumerate([ rock1_mch, rock2_mch ]): + head_tail = pb[b].head - pb[tmp_heel].head + if '.L' in b: + if not i: + min_y = 0 + max_y = math.radians(360) + else: + min_y = math.radians(-360) + max_y = 0 + else: + if not i: + min_y = math.radians(-360) + max_y = 0 + else: + min_y = 0 + max_y = math.radians(360) + + + make_constraint( cls, b, { + 'constraint' : 'COPY_ROTATION', + 'subtarget' : heel, + 'use_x' : False, + 'use_z' : False, + 'owner_space' : 'LOCAL', + 'target_space' : 'LOCAL' + }) + make_constraint( cls, b, { + 'constraint' : 'LIMIT_ROTATION', + 'use_limit_y' : True, + 'min_y' : min_y, + 'max_y' : max_y, + 'owner_space' : 'LOCAL' + }) + + # Constrain 4th ORG to roll2 MCH bone + make_constraint( cls, org_bones[3], { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : roll2_mch + }) + + # Set up constraints + # Constrain mch target bone to the ik control and mch stretch + + make_constraint( cls, bones['ik']['mch_target'], { + 'constraint' : 'COPY_LOCATION', + 'subtarget' : bones['ik']['mch_str'], + 'head_tail' : 1.0 + }) + + # Constrain mch ik stretch bone to the ik control + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : roll1_mch, + 'head_tail' : 1.0 + }) + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'STRETCH_TO', + 'subtarget' : roll1_mch, + 'head_tail' : 1.0 + }) + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'LIMIT_SCALE', + 'use_min_y' : True, + 'use_max_y' : True, + 'max_y' : 1.05, + 'owner_space' : 'LOCAL' + }) + + # Modify rotation mode for ik and tweak controls + pb[bones['ik']['ctrl']['limb']].rotation_mode = 'ZXY' + + for b in bones['tweak']['ctrl']: + pb[b].rotation_mode = 'ZXY' + + # Create ik/fk switch property + pb_parent = pb[ bones['parent'] ] + + pb_parent['IK_Strertch'] = 1.0 + prop = rna_idprop_ui_prop_get( pb_parent, 'IK_Strertch', create=True ) + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = 'IK Stretch' + + # Add driver to limit scale constraint influence + b = bones['ik']['mch_str'] + drv = pb[b].constraints[-1].driver_add("influence").driver + drv.type = 'AVERAGE' + + var = drv.variables.new() + var.name = prop.name + var.type = "SINGLE_PROP" + var.targets[0].id = cls.obj + var.targets[0].data_path = \ + pb_parent.path_from_id() + '['+ '"' + prop.name + '"' + ']' + + drv_modifier = cls.obj.animation_data.drivers[-1].modifiers[0] + + drv_modifier.mode = 'POLYNOMIAL' + drv_modifier.poly_order = 1 + drv_modifier.coefficients[0] = 1.0 + drv_modifier.coefficients[1] = -1.0 + + # Create leg widget + create_foot_widget(cls.obj, ctrl, bone_transform_name=None) + + # Create heel ctrl locks + pb[ heel ].lock_location = True, True, True + pb[ heel ].lock_rotation = False, False, True + pb[ heel ].lock_scale = True, True, True + + # Add ballsocket widget to heel + create_ballsocket_widget(cls.obj, heel, bone_transform_name=None) + + bpy.ops.object.mode_set(mode='EDIT') + eb = cls.obj.data.edit_bones + + if len( org_bones ) >= 4: + # Create toes control bone + toes = get_bone_name( org_bones[3], 'ctrl' ) + toes = copy_bone( cls.obj, org_bones[3], toes ) + + eb[ toes ].use_connect = False + eb[ toes ].parent = eb[ org_bones[3] ] + + # Constrain toes def bones + make_constraint( cls, bones['def'][-2], { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : toes + }) + make_constraint( cls, bones['def'][-2], { + 'constraint' : 'STRETCH_TO', + 'subtarget' : toes + }) + + make_constraint( cls, bones['def'][-1], { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : toes + }) + + # Find IK/FK switch property + pb = cls.obj.pose.bones + prop = rna_idprop_ui_prop_get( pb[ bones['parent'] ], 'IK/FK' ) + + # Add driver to limit scale constraint influence + b = org_bones[3] + drv = pb[b].constraints[-1].driver_add("influence").driver + drv.type = 'AVERAGE' + + var = drv.variables.new() + var.name = prop.name + var.type = "SINGLE_PROP" + var.targets[0].id = cls.obj + var.targets[0].data_path = \ + pb_parent.path_from_id() + '['+ '"' + prop.name + '"' + ']' + + drv_modifier = cls.obj.animation_data.drivers[-1].modifiers[0] + + drv_modifier.mode = 'POLYNOMIAL' + drv_modifier.poly_order = 1 + drv_modifier.coefficients[0] = 1.0 + drv_modifier.coefficients[1] = -1.0 + + # Create toe circle widget + create_circle_widget(cls.obj, toes, radius=0.4, head_tail=0.5) + + bones['ik']['ctrl']['terminal'] += [ toes ] + + bones['ik']['ctrl']['terminal'] += [ heel, ctrl ] + + return bones diff --git a/rigify/legacy/rigs/pitchipoy/limbs/limb_utils.py b/rigify/legacy/rigs/pitchipoy/limbs/limb_utils.py new file mode 100644 index 00000000..73e4f472 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/limbs/limb_utils.py @@ -0,0 +1,70 @@ +import bpy, re +from mathutils import Vector +from ....utils import org, strip_org, make_mechanism_name, make_deformer_name +from ....utils import MetarigError + +bilateral_suffixes = ['.L','.R'] + +def orient_bone( cls, eb, axis, scale = 1.0, reverse = False ): + v = Vector((0,0,0)) + + setattr(v,axis,scale) + + if reverse: + tail_vec = v * cls.obj.matrix_world + eb.head[:] = eb.tail + eb.tail[:] = eb.head + tail_vec + else: + tail_vec = v * cls.obj.matrix_world + eb.tail[:] = eb.head + tail_vec + + eb.roll = 0.0 + +def make_constraint( cls, bone, constraint ): + bpy.ops.object.mode_set(mode = 'OBJECT') + pb = cls.obj.pose.bones + + owner_pb = pb[bone] + const = owner_pb.constraints.new( constraint['constraint'] ) + + constraint['target'] = cls.obj + + # filter contraint props to those that actually exist in the currnet + # type of constraint, then assign values to each + for p in [ k for k in constraint.keys() if k in dir(const) ]: + if p in dir( const ): + setattr( const, p, constraint[p] ) + else: + raise MetarigError( + "RIGIFY ERROR: property %s does not exist in %s constraint" % ( + p, constraint['constraint'] + )) + +def get_bone_name( name, btype, suffix = '' ): + # RE pattern match right or left parts + # match the letter "L" (or "R"), followed by an optional dot (".") + # and 0 or more digits at the end of the the string + pattern = r'^(\S+)(\.\S+)$' + + name = strip_org( name ) + + types = { + 'mch' : make_mechanism_name( name ), + 'org' : org( name ), + 'def' : make_deformer_name( name ), + 'ctrl' : name + } + + name = types[btype] + + if suffix: + results = re.match( pattern, name ) + bname, addition = ('','') + + if results: + bname, addition = results.groups() + name = bname + "_" + suffix + addition + else: + name = name + "_" + suffix + + return name diff --git a/rigify/legacy/rigs/pitchipoy/limbs/paw.py b/rigify/legacy/rigs/pitchipoy/limbs/paw.py new file mode 100644 index 00000000..89de5e90 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/limbs/paw.py @@ -0,0 +1,214 @@ +#====================== 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 ======================== + +# <pep8 compliant> +import bpy +from ....utils import MetarigError, connected_children_names +from ....utils import create_widget, copy_bone, create_circle_widget +from ....utils import strip_org, flip_bone +from rna_prop_ui import rna_idprop_ui_prop_get +from ..super_widgets import create_foot_widget, create_ballsocket_widget +from .limb_utils import * + +def create_paw( cls, bones ): + org_bones = list( + [cls.org_bones[0]] + connected_children_names(cls.obj, cls.org_bones[0]) + ) + + + bones['ik']['ctrl']['terminal'] = [] + + bpy.ops.object.mode_set(mode='EDIT') + eb = cls.obj.data.edit_bones + + # Create IK paw control + ctrl = get_bone_name( org_bones[2], 'ctrl', 'ik' ) + ctrl = copy_bone( cls.obj, org_bones[2], ctrl ) + + # clear parent (so that rigify will parent to root) + eb[ ctrl ].parent = None + eb[ ctrl ].use_connect = False + + # Create heel control bone + heel = get_bone_name( org_bones[2], 'ctrl', 'heel_ik' ) + heel = copy_bone( cls.obj, org_bones[2], heel ) + + # clear parent + eb[ heel ].parent = None + eb[ heel ].use_connect = False + + # Parent + eb[ heel ].parent = eb[ ctrl ] + eb[ heel ].use_connect = False + + flip_bone( cls.obj, heel ) + + eb[ bones['ik']['mch_target'] ].parent = eb[ heel ] + eb[ bones['ik']['mch_target'] ].use_connect = False + + # Reset control position and orientation + l = eb[ ctrl ].length + orient_bone( cls, eb[ ctrl ], 'y', reverse = True ) + eb[ ctrl ].length = l + + # Set up constraints + # Constrain mch target bone to the ik control and mch stretch + + make_constraint( cls, bones['ik']['mch_target'], { + 'constraint' : 'COPY_LOCATION', + 'subtarget' : bones['ik']['mch_str'], + 'head_tail' : 1.0 + }) + + # Constrain mch ik stretch bone to the ik control + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : heel, + 'head_tail' : 1.0 + }) + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'STRETCH_TO', + 'subtarget' : heel, + 'head_tail' : 1.0 + }) + make_constraint( cls, bones['ik']['mch_str'], { + 'constraint' : 'LIMIT_SCALE', + 'use_min_y' : True, + 'use_max_y' : True, + 'max_y' : 1.05, + 'owner_space' : 'LOCAL' + }) + + pb = cls.obj.pose.bones + + # Modify rotation mode for ik and tweak controls + pb[bones['ik']['ctrl']['limb']].rotation_mode = 'ZXY' + + for b in bones['tweak']['ctrl']: + pb[b].rotation_mode = 'ZXY' + + # Create ik/fk switch property + pb_parent = pb[ bones['parent'] ] + + pb_parent['IK_Strertch'] = 1.0 + prop = rna_idprop_ui_prop_get( pb_parent, 'IK_Strertch', create=True ) + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = 'IK Stretch' + + # Add driver to limit scale constraint influence + b = bones['ik']['mch_str'] + drv = pb[b].constraints[-1].driver_add("influence").driver + drv.type = 'AVERAGE' + + var = drv.variables.new() + var.name = prop.name + var.type = "SINGLE_PROP" + var.targets[0].id = cls.obj + var.targets[0].data_path = \ + pb_parent.path_from_id() + '['+ '"' + prop.name + '"' + ']' + + drv_modifier = cls.obj.animation_data.drivers[-1].modifiers[0] + + drv_modifier.mode = 'POLYNOMIAL' + drv_modifier.poly_order = 1 + drv_modifier.coefficients[0] = 1.0 + drv_modifier.coefficients[1] = -1.0 + + # Create paw widget + create_foot_widget(cls.obj, ctrl, bone_transform_name=None) + + # Create heel ctrl locks + pb[ heel ].lock_location = True, True, True + + # Add ballsocket widget to heel + create_ballsocket_widget(cls.obj, heel, bone_transform_name=None) + + bpy.ops.object.mode_set(mode='EDIT') + eb = cls.obj.data.edit_bones + + if len( org_bones ) >= 4: + # Create toes control bone + toes = get_bone_name( org_bones[3], 'ctrl' ) + toes = copy_bone( cls.obj, org_bones[3], toes ) + + eb[ toes ].use_connect = False + eb[ toes ].parent = eb[ org_bones[3] ] + + # Create toes mch bone + toes_mch = get_bone_name( org_bones[3], 'mch' ) + toes_mch = copy_bone( cls.obj, org_bones[3], toes_mch ) + + eb[ toes_mch ].use_connect = False + eb[ toes_mch ].parent = eb[ ctrl ] + + eb[ toes_mch ].length /= 4 + + # Constrain 4th ORG to toes MCH bone + make_constraint( cls, org_bones[3], { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : toes_mch + }) + + # Constrain toes def bones + + make_constraint( cls, bones['def'][-1], { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : toes, + 'head_tail' : 1 + }) + make_constraint( cls, bones['def'][-1], { + 'constraint' : 'STRETCH_TO', + 'subtarget' : toes, + 'head_tail' : 1 + }) + + + # Find IK/FK switch property + pb = cls.obj.pose.bones + prop = rna_idprop_ui_prop_get( pb[ bones['parent'] ], 'IK/FK' ) + + # Add driver to limit scale constraint influence + b = org_bones[3] + drv = pb[b].constraints[-1].driver_add("influence").driver + drv.type = 'AVERAGE' + + var = drv.variables.new() + var.name = prop.name + var.type = "SINGLE_PROP" + var.targets[0].id = cls.obj + var.targets[0].data_path = \ + pb_parent.path_from_id() + '['+ '"' + prop.name + '"' + ']' + + drv_modifier = cls.obj.animation_data.drivers[-1].modifiers[0] + + drv_modifier.mode = 'POLYNOMIAL' + drv_modifier.poly_order = 1 + drv_modifier.coefficients[0] = 1.0 + drv_modifier.coefficients[1] = -1.0 + + # Create toe circle widget + create_circle_widget(cls.obj, toes, radius=0.4, head_tail=0.5) + + bones['ik']['ctrl']['terminal'] += [ toes ] + + bones['ik']['ctrl']['terminal'] += [ heel, ctrl ] + + return bones diff --git a/rigify/legacy/rigs/pitchipoy/limbs/super_limb.py b/rigify/legacy/rigs/pitchipoy/limbs/super_limb.py new file mode 100644 index 00000000..91efdb48 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/limbs/super_limb.py @@ -0,0 +1,785 @@ +import bpy, re +from .arm import create_arm +from .leg import create_leg +from .paw import create_paw +from .ui import create_script +from .limb_utils import * +from mathutils import Vector +from ....utils import copy_bone, flip_bone, put_bone, create_cube_widget +from ....utils import strip_org, make_deformer_name, create_widget +from ....utils import create_circle_widget, create_sphere_widget +from ....utils import MetarigError, make_mechanism_name, org +from ....utils import create_limb_widget, connected_children_names +from rna_prop_ui import rna_idprop_ui_prop_get +from ..super_widgets import create_ikarrow_widget +from math import trunc + + +class Rig: + + def __init__(self, obj, bone_name, params): + """ Initialize super_limb rig and key rig properties """ + self.obj = obj + self.params = params + + if params.limb_type != 'paw': + self.org_bones = list( + [bone_name] + connected_children_names(obj, bone_name) + )[:3] # The basic limb is the first 3 bones + else: + self.org_bones = list( + [bone_name] + connected_children_names(obj, bone_name) + )[:4] # The basic limb is the first 4 bones for a paw + + self.segments = params.segments + self.bbones = params.bbones + self.limb_type = params.limb_type + self.rot_axis = params.rotation_axis + + # Assign values to tweak/FK layers props if opted by user + if params.tweak_extra_layers: + self.tweak_layers = list(params.tweak_layers) + else: + self.tweak_layers = None + + if params.fk_extra_layers: + self.fk_layers = list(params.fk_layers) + else: + self.fk_layers = None + + def create_parent(self): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + name = get_bone_name( strip_org( org_bones[0] ), 'mch', 'parent' ) + + mch = copy_bone( self.obj, org_bones[0], name ) + orient_bone( self, eb[mch], 'y' ) + eb[ mch ].length = eb[ org_bones[0] ].length / 4 + + eb[ mch ].parent = eb[ org_bones[0] ].parent + + eb[ mch ].roll = 0.0 + + # Constraints + make_constraint( self, mch, { + 'constraint' : 'COPY_ROTATION', + 'subtarget' : 'root' + }) + + make_constraint( self, mch, { + 'constraint' : 'COPY_SCALE', + 'subtarget' : 'root' + }) + + # Limb Follow Driver + pb = self.obj.pose.bones + + name = 'FK_limb_follow' + + pb[ mch ][ name ] = 0.0 + prop = rna_idprop_ui_prop_get( pb[ mch ], name, create = True ) + + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = name + + drv = pb[ mch ].constraints[ 0 ].driver_add("influence").driver + + drv.type = 'AVERAGE' + var = drv.variables.new() + var.name = name + var.type = "SINGLE_PROP" + var.targets[0].id = self.obj + var.targets[0].data_path = pb[ mch ].path_from_id() + \ + '[' + '"' + name + '"' + ']' + + return mch + + def create_tweak( self ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + tweaks = {} + tweaks['ctrl'] = [] + tweaks['mch' ] = [] + + # Create and parent mch and ctrl tweaks + for i,org in enumerate(org_bones): + if i < len(org_bones) - 1: + # Create segments if specified + for j in range( self.segments ): + # MCH + name = get_bone_name( strip_org(org), 'mch', 'tweak' ) + mch = copy_bone( self.obj, org, name ) + + # CTRL + name = get_bone_name( strip_org(org), 'ctrl', 'tweak' ) + ctrl = copy_bone( self.obj, org, name ) + + eb[ mch ].length /= self.segments + eb[ ctrl ].length /= self.segments + + # If we have more than one segments, place the head of the + # 2nd and onwards at the correct position + if j > 0: + put_bone(self.obj, mch, eb[ tweaks['mch' ][-1] ].tail) + put_bone(self.obj, ctrl, eb[ tweaks['ctrl'][-1] ].tail) + + tweaks['ctrl'] += [ ctrl ] + tweaks['mch' ] += [ mch ] + + # Parenting the tweak ctrls to mchs + eb[ mch ].parent = eb[ org ] + eb[ ctrl ].parent = eb[ mch ] + + else: # Last limb bone - is not subdivided + name = get_bone_name( strip_org(org), 'mch', 'tweak' ) + mch = copy_bone( self.obj, org_bones[i-1], name ) + eb[ mch ].length = eb[org].length / 4 + put_bone( + self.obj, + mch, + eb[org_bones[i-1]].tail + ) + + ctrl = get_bone_name( strip_org(org), 'ctrl', 'tweak' ) + ctrl = copy_bone( self.obj, org, ctrl ) + eb[ ctrl ].length = eb[org].length / 2 + + tweaks['mch'] += [ mch ] + tweaks['ctrl'] += [ ctrl ] + + # Parenting the tweak ctrls to mchs + eb[ mch ].parent = eb[ org ] + eb[ ctrl ].parent = eb[ mch ] + + # Scale to reduce widget size and maintain conventions! + for mch, ctrl in zip( tweaks['mch'], tweaks['ctrl'] ): + eb[ mch ].length /= 4 + eb[ ctrl ].length /= 2 + + # Contraints + if self.limb_type == 'paw': + + for i,b in enumerate( tweaks['mch'] ): + first = 0 + middle = trunc( len( tweaks['mch'] ) / 3 ) + middle1 = middle + self.segments + last = len( tweaks['mch'] ) - 1 + + if i == first or i == middle or i == middle1: + make_constraint( self, b, { + 'constraint' : 'COPY_SCALE', + 'subtarget' : 'root' + }) + elif i != last: + targets = [] + factor = 0 + if i < middle: + dt_target_idx = middle + targets = [first,middle] + elif i > middle and i < middle1: + targets = [middle,middle1] + factor = self.segments + dt_target_idx = middle1 + else: + targets = [middle1,last] + factor = self.segments * 2 + dt_target_idx = last + + + # Use copy transforms constraints to position each bone + # exactly in the location respective to its index (between + # the two edges) + make_constraint( self, b, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : tweaks['ctrl'][targets[0]], + }) + make_constraint( self, b, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : tweaks['ctrl'][targets[1]], + 'influence' : (i - factor) / self.segments + }) + make_constraint( self, b, { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : tweaks['ctrl'][ dt_target_idx ], + }) + + else: + for i,b in enumerate( tweaks['mch'] ): + first = 0 + middle = trunc( len( tweaks['mch'] ) / 2 ) + last = len( tweaks['mch'] ) - 1 + + if i == first or i == middle: + make_constraint( self, b, { + 'constraint' : 'COPY_SCALE', + 'subtarget' : 'root' + }) + elif i != last: + targets = [] + dt_target_idx = middle + factor = 0 + if i < middle: + targets = [first,middle] + else: + targets = [middle,last] + factor = self.segments + dt_target_idx = last + + # Use copy transforms constraints to position each bone + # exactly in the location respective to its index (between + # the two edges) + make_constraint( self, b, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : tweaks['ctrl'][targets[0]], + }) + make_constraint( self, b, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : tweaks['ctrl'][targets[1]], + 'influence' : (i - factor) / self.segments + }) + make_constraint( self, b, { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : tweaks['ctrl'][ dt_target_idx ], + }) + + # Ctrl bones Locks and Widgets + pb = self.obj.pose.bones + for t in tweaks['ctrl']: + pb[t].lock_rotation = True, False, True + pb[t].lock_scale = False, True, False + + create_sphere_widget(self.obj, t, bone_transform_name=None) + + if self.tweak_layers: + pb[t].bone.layers = self.tweak_layers + + return tweaks + + + def create_def( self, tweaks ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + def_bones = [] + for i,org in enumerate(org_bones): + if i < len(org_bones) - 1: + # Create segments if specified + for j in range( self.segments ): + name = get_bone_name( strip_org(org), 'def' ) + def_name = copy_bone( self.obj, org, name ) + + eb[ def_name ].length /= self.segments + + # If we have more than one segments, place the 2nd and + # onwards on the tail of the previous bone + if j > 0: + put_bone(self.obj, def_name, eb[ def_bones[-1] ].tail) + + def_bones += [ def_name ] + else: + name = get_bone_name( strip_org(org), 'def' ) + def_name = copy_bone( self.obj, org, name ) + def_bones.append( def_name ) + + # Parent deform bones + for i,b in enumerate( def_bones ): + if i > 0: # For all bones but the first (which has no parent) + eb[b].parent = eb[ def_bones[i-1] ] # to previous + eb[b].use_connect = True + + # Constraint def to tweaks + for d,t in zip(def_bones, tweaks): + tidx = tweaks.index(t) + + make_constraint( self, d, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : t + }) + + if tidx != len(tweaks) - 1: + make_constraint( self, d, { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : tweaks[ tidx + 1 ], + }) + + make_constraint( self, d, { + 'constraint' : 'STRETCH_TO', + 'subtarget' : tweaks[ tidx + 1 ], + }) + + # Create bbone segments + for bone in def_bones[:-1]: + self.obj.data.bones[bone].bbone_segments = self.bbones + + self.obj.data.bones[ def_bones[0] ].bbone_in = 0.0 + self.obj.data.bones[ def_bones[-2] ].bbone_out = 0.0 + self.obj.data.bones[ def_bones[-1] ].bbone_in = 0.0 + self.obj.data.bones[ def_bones[-1] ].bbone_out = 0.0 + + + # Rubber hose drivers + pb = self.obj.pose.bones + for i,t in enumerate( tweaks[1:-1] ): + # Create custom property on tweak bone to control rubber hose + name = 'rubber_tweak' + + if i == trunc( len( tweaks[1:-1] ) / 2 ): + pb[t][name] = 0.0 + else: + pb[t][name] = 1.0 + + prop = rna_idprop_ui_prop_get( pb[t], name, create=True ) + + prop["min"] = 0.0 + prop["max"] = 2.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = name + + for j,d in enumerate(def_bones[:-1]): + drvs = {} + if j != 0: + tidx = j + drvs[tidx] = self.obj.data.bones[d].driver_add("bbone_in").driver + + if j != len( def_bones[:-1] ) - 1: + tidx = j + 1 + drvs[tidx] = self.obj.data.bones[d].driver_add("bbone_out").driver + + for d in drvs: + drv = drvs[d] + name = 'rubber_tweak' + drv.type = 'AVERAGE' + var = drv.variables.new() + var.name = name + var.type = "SINGLE_PROP" + var.targets[0].id = self.obj + var.targets[0].data_path = pb[tweaks[d]].path_from_id() + \ + '[' + '"' + name + '"' + ']' + + return def_bones + + + def create_ik( self, parent ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + ctrl = get_bone_name( org_bones[0], 'ctrl', 'ik' ) + mch_ik = get_bone_name( org_bones[0], 'mch', 'ik' ) + mch_target = get_bone_name( org_bones[0], 'mch', 'ik_target' ) + + for o, ik in zip( org_bones, [ ctrl, mch_ik, mch_target ] ): + bone = copy_bone( self.obj, o, ik ) + + if org_bones.index(o) == len( org_bones ) - 1: + eb[ bone ].length /= 4 + + # Create MCH Stretch + mch_str = copy_bone( + self.obj, + org_bones[0], + get_bone_name( org_bones[0], 'mch', 'ik_stretch' ) + ) + + if self.limb_type != 'paw': + eb[ mch_str ].tail = eb[ org_bones[-1] ].head + else: + eb[ mch_str ].tail = eb[ org_bones[-2] ].head + + # Parenting + eb[ ctrl ].parent = eb[ parent ] + eb[ mch_str ].parent = eb[ parent ] + eb[ mch_ik ].parent = eb[ ctrl ] + + + make_constraint( self, mch_ik, { + 'constraint' : 'IK', + 'subtarget' : mch_target, + 'chain_count' : 2, + }) + + pb = self.obj.pose.bones + pb[ mch_ik ].ik_stretch = 0.1 + pb[ ctrl ].ik_stretch = 0.1 + + # IK constraint Rotation locks + for axis in ['x','y','z']: + if axis != self.rot_axis: + setattr( pb[ mch_ik ], 'lock_ik_' + axis, True ) + + # Locks and Widget + pb[ ctrl ].lock_rotation = True, False, True + create_ikarrow_widget( self.obj, ctrl, bone_transform_name=None ) + + return { 'ctrl' : { 'limb' : ctrl }, + 'mch_ik' : mch_ik, + 'mch_target' : mch_target, + 'mch_str' : mch_str + } + + + def create_fk( self, parent ): + org_bones = self.org_bones.copy() + + if self.limb_type == 'paw': # Paw base chain is one bone longer + org_bones.pop() + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + ctrls = [] + + for o in org_bones: + bone = copy_bone( self.obj, o, get_bone_name( o, 'ctrl', 'fk' ) ) + ctrls.append( bone ) + + # MCH + mch = copy_bone( + self.obj, org_bones[-1], get_bone_name( o, 'mch', 'fk' ) + ) + + eb[ mch ].length /= 4 + + # Parenting + eb[ ctrls[0] ].parent = eb[ parent ] + eb[ ctrls[1] ].parent = eb[ ctrls[0] ] + eb[ ctrls[1] ].use_connect = True + eb[ ctrls[2] ].parent = eb[ mch ] + eb[ mch ].parent = eb[ ctrls[1] ] + eb[ mch ].use_connect = True + + # Constrain MCH's scale to root + make_constraint( self, mch, { + 'constraint' : 'COPY_SCALE', + 'subtarget' : 'root' + }) + + # Locks and widgets + pb = self.obj.pose.bones + pb[ ctrls[2] ].lock_location = True, True, True + + create_limb_widget( self.obj, ctrls[0] ) + create_limb_widget( self.obj, ctrls[1] ) + + create_circle_widget(self.obj, ctrls[2], radius=0.4, head_tail=0.0) + + for c in ctrls: + if self.fk_layers: + pb[c].bone.layers = self.fk_layers + + return { 'ctrl' : ctrls, 'mch' : mch } + + + def org_parenting_and_switch( self, org, ik, fk, parent ): + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + # re-parent ORGs in a connected chain + for i,o in enumerate(org): + if i > 0: + eb[o].parent = eb[ org[i-1] ] + if i <= len(org)-1: + eb[o].use_connect = True + + bpy.ops.object.mode_set(mode ='OBJECT') + pb = self.obj.pose.bones + pb_parent = pb[ parent ] + + # Create ik/fk switch property + pb_parent['IK/FK'] = 0.0 + prop = rna_idprop_ui_prop_get( pb_parent, 'IK/FK', create=True ) + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = 'IK/FK Switch' + + # Constrain org to IK and FK bones + iks = [ ik['ctrl']['limb'] ] + iks += [ ik[k] for k in [ 'mch_ik', 'mch_target'] ] + + for o, i, f in zip( org, iks, fk ): + make_constraint( self, o, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : i + }) + make_constraint( self, o, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : f + }) + + # Add driver to relevant constraint + drv = pb[o].constraints[-1].driver_add("influence").driver + drv.type = 'AVERAGE' + + var = drv.variables.new() + var.name = prop.name + var.type = "SINGLE_PROP" + var.targets[0].id = self.obj + var.targets[0].data_path = \ + pb_parent.path_from_id() + '['+ '"' + prop.name + '"' + ']' + + + def create_terminal( self, limb_type, bones ): + if limb_type == 'arm': + return create_arm( self, bones ) + elif limb_type == 'leg': + return create_leg( self, bones ) + elif limb_type == 'paw': + return create_paw( self, bones ) + + + def generate( self ): + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Clear parents for org bones + for bone in self.org_bones[1:]: + eb[bone].use_connect = False + eb[bone].parent = None + + bones = {} + + # Create mch limb parent + bones['parent'] = self.create_parent() + bones['tweak'] = self.create_tweak() + bones['def'] = self.create_def( bones['tweak']['ctrl'] ) + bones['ik'] = self.create_ik( bones['parent'] ) + bones['fk'] = self.create_fk( bones['parent'] ) + + self.org_parenting_and_switch( + self.org_bones, bones['ik'], bones['fk']['ctrl'], bones['parent'] + ) + + bones = self.create_terminal( self.limb_type, bones ) + + return [ create_script( bones, self.limb_type ) ] + +def add_parameters( params ): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + + items = [ + ('arm', 'Arm', ''), + ('leg', 'Leg', ''), + ('paw', 'Paw', '') + ] + params.limb_type = bpy.props.EnumProperty( + items = items, + name = "Limb Type", + default = 'arm' + ) + + items = [ + ('x', 'X', ''), + ('y', 'Y', ''), + ('z', 'Z', '') + ] + params.rotation_axis = bpy.props.EnumProperty( + items = items, + name = "Rotation Axis", + default = 'x' + ) + + params.segments = bpy.props.IntProperty( + name = 'limb segments', + default = 2, + min = 1, + description = 'Number of segments' + ) + + params.bbones = bpy.props.IntProperty( + name = 'bbone segments', + default = 10, + min = 1, + description = 'Number of segments' + ) + + # Setting up extra layers for the FK and tweak + params.tweak_extra_layers = bpy.props.BoolProperty( + name = "tweak_extra_layers", + default = True, + description = "" + ) + + params.tweak_layers = bpy.props.BoolVectorProperty( + size = 32, + description = "Layers for the tweak controls to be on", + default = tuple( [ i == 1 for i in range(0, 32) ] ) + ) + + # Setting up extra layers for the FK and tweak + params.fk_extra_layers = bpy.props.BoolProperty( + name = "fk_extra_layers", + default = True, + description = "" + ) + + params.fk_layers = bpy.props.BoolVectorProperty( + size = 32, + description = "Layers for the FK controls to be on", + default = tuple( [ i == 1 for i in range(0, 32) ] ) + ) + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters.""" + + r = layout.row() + r.prop(params, "limb_type") + + r = layout.row() + r.prop(params, "rotation_axis") + + r = layout.row() + r.prop(params, "segments") + + r = layout.row() + r.prop(params, "bbones") + + for layer in [ 'fk', 'tweak' ]: + r = layout.row() + r.prop(params, layer + "_extra_layers") + r.active = params.tweak_extra_layers + + col = r.column(align=True) + row = col.row(align=True) + + for i in range(8): + row.prop(params, layer + "_layers", index=i, toggle=True, text="") + + row = col.row(align=True) + + for i in range(16,24): + row.prop(params, layer + "_layers", index=i, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + + for i in range(8,16): + row.prop(params, layer + "_layers", index=i, toggle=True, text="") + + row = col.row(align=True) + + for i in range(24,32): + row.prop(params, layer + "_layers", index=i, toggle=True, text="") + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('upper_arm.L') + bone.head[:] = -0.0016, 0.0060, -0.0012 + bone.tail[:] = 0.2455, 0.0678, -0.1367 + bone.roll = 2.0724 + bone.use_connect = False + bones['upper_arm.L'] = bone.name + bone = arm.edit_bones.new('forearm.L') + bone.head[:] = 0.2455, 0.0678, -0.1367 + bone.tail[:] = 0.4625, 0.0285, -0.2797 + bone.roll = 2.1535 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['upper_arm.L']] + bones['forearm.L'] = bone.name + bone = arm.edit_bones.new('hand.L') + bone.head[:] = 0.4625, 0.0285, -0.2797 + bone.tail[:] = 0.5265, 0.0205, -0.3273 + bone.roll = 2.2103 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['forearm.L']] + bones['hand.L'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['upper_arm.L']] + pbone.rigify_type = 'pitchipoy.limbs.super_limb' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + try: + pbone.rigify_parameters.separate_ik_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.ik_layers = [ + False, False, False, False, False, False, False, False, True, False, + False, False, False, False, False, False, False, False, False, False, + False, False, False, False, False, False, False, False, False, False, + False, False + ] + except AttributeError: + pass + try: + pbone.rigify_parameters.separate_hose_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.hose_layers = [ + False, False, False, False, False, False, False, False, False, True, + False, False, False, False, False, False, False, False, False, False, + False, False, False, False, False, False, False, False, False, False, + False, False + ] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_layers = [ + False, False, False, False, False, False, False, False, False, True, + False, False, False, False, False, False, False, False, False, False, + False, False, False, False, False, False, False, False, False, False, + False, False + ] + except AttributeError: + pass + try: + pbone.rigify_parameters.fk_layers = [ + False, False, False, False, False, False, False, False, True, False, + False, False, False, False, False, False, False, False, False, False, + False, False, False, False, False, False, False, False, False, False, + False, False + ] + except AttributeError: + pass + pbone = obj.pose.bones[bones['forearm.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['hand.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/pitchipoy/limbs/ui.py b/rigify/legacy/rigs/pitchipoy/limbs/ui.py new file mode 100644 index 00000000..37921dc0 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/limbs/ui.py @@ -0,0 +1,143 @@ +script_arm = """ +controls = [%s] +tweaks = [%s] +ik_ctrl = [%s] +fk_ctrl = '%s' +parent = '%s' + +# IK/FK Switch on all Control Bones +if is_selected( controls ): + layout.prop( pose_bones[ parent ], '["%s"]', slider = True ) + props = layout.operator("pose.rigify_arm_fk2ik_" + rig_id, text="Snap FK->IK (" + fk_ctrl + ")") + props.uarm_fk = controls[1] + props.farm_fk = controls[2] + props.hand_fk = controls[3] + props.uarm_ik = controls[0] + props.farm_ik = ik_ctrl[1] + props.hand_ik = controls[4] + props = layout.operator("pose.rigify_arm_ik2fk_" + rig_id, text="Snap IK->FK (" + fk_ctrl + ")") + props.uarm_fk = controls[1] + props.farm_fk = controls[2] + props.hand_fk = controls[3] + props.uarm_ik = controls[0] + props.farm_ik = ik_ctrl[1] + props.hand_ik = controls[4] + props.pole = "" + + +# BBone rubber hose on each Respective Tweak +for t in tweaks: + if is_selected( t ): + layout.prop( pose_bones[ t ], '["%s"]', slider = True ) + +# IK Stretch on IK Control bone +if is_selected( ik_ctrl ): + layout.prop( pose_bones[ parent ], '["%s"]', slider = True ) + +# FK limb follow +if is_selected( fk_ctrl ): + layout.prop( pose_bones[ parent ], '["%s"]', slider = True ) +""" + +script_leg = """ +controls = [%s] +tweaks = [%s] +ik_ctrl = [%s] +fk_ctrl = '%s' +parent = '%s' + +# IK/FK Switch on all Control Bones +if is_selected( controls ): + layout.prop( pose_bones[ parent ], '["%s"]', slider = True ) + props = layout.operator("pose.rigify_leg_fk2ik_" + rig_id, text="Snap FK->IK (" + fk_ctrl + ")") + props.thigh_fk = controls[1] + props.shin_fk = controls[2] + props.foot_fk = controls[3] + props.mfoot_fk = controls[7] + props.thigh_ik = controls[0] + props.shin_ik = ik_ctrl[1] + props.foot_ik = ik_ctrl[2] + props.mfoot_ik = ik_ctrl[2] + props = layout.operator("pose.rigify_leg_ik2fk_" + rig_id, text="Snap IK->FK (" + fk_ctrl + ")") + props.thigh_fk = controls[1] + props.shin_fk = controls[2] + props.foot_fk = controls[3] + props.mfoot_fk = controls[7] + props.thigh_ik = controls[0] + props.shin_ik = ik_ctrl[1] + props.foot_ik = controls[6] + props.pole = "" + props.footroll = controls[5] + props.mfoot_ik = ik_ctrl[2] + +# BBone rubber hose on each Respective Tweak +for t in tweaks: + if is_selected( t ): + layout.prop( pose_bones[ t ], '["%s"]', slider = True ) + +# IK Stretch on IK Control bone +if is_selected( ik_ctrl ): + layout.prop( pose_bones[ parent ], '["%s"]', slider = True ) + +# FK limb follow +if is_selected( fk_ctrl ): + layout.prop( pose_bones[ parent ], '["%s"]', slider = True ) +""" + +def create_script( bones, limb_type=None): + # All ctrls have IK/FK switch + controls = [ bones['ik']['ctrl']['limb'] ] + bones['fk']['ctrl'] + controls += bones['ik']['ctrl']['terminal'] + controls += [ bones['fk']['mch'] ] + + controls_string = ", ".join(["'" + x + "'" for x in controls]) + + # All tweaks have their own bbone prop + tweaks = bones['tweak']['ctrl'][1:-1] + tweaks_string = ", ".join(["'" + x + "'" for x in tweaks]) + + # IK ctrl has IK stretch + ik_ctrl = [ bones['ik']['ctrl']['terminal'][-1] ] + ik_ctrl += [ bones['ik']['mch_ik'] ] + ik_ctrl += [ bones['ik']['mch_target'] ] + + ik_ctrl_string = ", ".join(["'" + x + "'" for x in ik_ctrl]) + + if limb_type == 'arm': + return script_arm % ( + controls_string, + tweaks_string, + ik_ctrl_string, + bones['fk']['ctrl'][0], + bones['parent'], + 'IK/FK', + 'rubber_tweak', + 'IK_Strertch', + 'FK_limb_follow' + ) + + elif limb_type == 'leg': + return script_leg % ( + controls_string, + tweaks_string, + ik_ctrl_string, + bones['fk']['ctrl'][0], + bones['parent'], + 'IK/FK', + 'rubber_tweak', + 'IK_Strertch', + 'FK_limb_follow' + ) + + elif limb_type == 'paw': + return script_leg % ( + controls_string, + tweaks_string, + ik_ctrl_string, + bones['fk']['ctrl'][0], + bones['parent'], + 'IK/FK', + 'rubber_tweak', + 'IK_Strertch', + 'FK_limb_follow' + ) diff --git a/rigify/legacy/rigs/pitchipoy/simple_tentacle.py b/rigify/legacy/rigs/pitchipoy/simple_tentacle.py new file mode 100644 index 00000000..4edb15e6 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/simple_tentacle.py @@ -0,0 +1,350 @@ +import bpy +from ...utils import copy_bone +from ...utils import strip_org, make_deformer_name, connected_children_names +from ...utils import make_mechanism_name, put_bone, create_sphere_widget +from ...utils import create_widget, create_circle_widget +from ...utils import MetarigError +from rna_prop_ui import rna_idprop_ui_prop_get + +class Rig: + + def __init__(self, obj, bone_name, params): + self.obj = obj + self.org_bones = [bone_name] + connected_children_names(obj, bone_name) + self.params = params + + self.copy_rotaion_axes = params.copy_rotaion_axes + + if params.tweak_extra_layers: + self.tweak_layers = list( params.tweak_layers ) + else: + self.tweak_layers = None + + if len(self.org_bones) <= 1: + raise MetarigError( + "RIGIFY ERROR: invalid rig structure" % (strip_org(bone_name)) + ) + + + def make_controls( self ): + + bpy.ops.object.mode_set(mode ='EDIT') + org_bones = self.org_bones + + ctrl_chain = [] + for i in range( len( org_bones ) ): + name = org_bones[i] + + ctrl_bone = copy_bone( + self.obj, + name, + strip_org(name) + ) + + ctrl_chain.append( ctrl_bone ) + + # Make widgets + bpy.ops.object.mode_set(mode ='OBJECT') + + for ctrl in ctrl_chain: + create_circle_widget(self.obj, ctrl, radius=0.3, head_tail=0.5) + + return ctrl_chain + + + def make_tweaks( self ): + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + org_bones = self.org_bones + + tweak_chain = [] + for i in range( len( org_bones ) + 1 ): + if i == len( org_bones ): + # Make final tweak at the tip of the tentacle + name = org_bones[i-1] + else: + name = org_bones[i] + + tweak_bone = copy_bone( + self.obj, + name, + "tweak_" + strip_org(name) + ) + + tweak_e = eb[ tweak_bone ] + + tweak_e.length /= 2 # Set size to half + + if i == len( org_bones ): + # Position final tweak at the tip + put_bone( self.obj, tweak_bone, eb[ org_bones[-1]].tail ) + + tweak_chain.append( tweak_bone ) + + # Make widgets + bpy.ops.object.mode_set(mode = 'OBJECT') + + for tweak in tweak_chain: + create_sphere_widget( self.obj, tweak ) + + tweak_pb = self.obj.pose.bones[ tweak ] + + # Set locks + if tweak_chain.index( tweak ) != len( tweak_chain ) - 1: + tweak_pb.lock_rotation = (True, False, True) + tweak_pb.lock_scale = (False, True, False) + else: + tweak_pb.lock_rotation_w = True + tweak_pb.lock_rotation = (True, True, True) + tweak_pb.lock_scale = (True, True, True) + + # Set up tweak bone layers + if self.tweak_layers: + tweak_pb.bone.layers = self.tweak_layers + + return tweak_chain + + + def make_deform( self ): + + bpy.ops.object.mode_set(mode ='EDIT') + org_bones = self.org_bones + + def_chain = [] + for i in range( len( org_bones ) ): + name = org_bones[i] + + def_bone = copy_bone( + self.obj, + name, + make_deformer_name(strip_org(name)) + ) + + def_chain.append( def_bone ) + + return def_chain + + + def parent_bones( self, all_bones ): + + bpy.ops.object.mode_set(mode ='EDIT') + org_bones = self.org_bones + eb = self.obj.data.edit_bones + + # Parent control bones + for bone in all_bones['control'][1:]: + previous_index = all_bones['control'].index( bone ) - 1 + eb[ bone ].parent = eb[ all_bones['control'][previous_index] ] + + # Parent tweak bones + tweaks = all_bones['tweak'] + for tweak in all_bones['tweak']: + parent = '' + if tweaks.index( tweak ) == len( tweaks ) - 1: + parent = all_bones['control'][ -1 ] + else: + parent = all_bones['control'][ tweaks.index( tweak ) ] + + eb[ tweak ].parent = eb[ parent ] + + # Parent deform bones + for bone in all_bones['deform'][1:]: + previous_index = all_bones['deform'].index( bone ) - 1 + + eb[ bone ].parent = eb[ all_bones['deform'][previous_index] ] + eb[ bone ].use_connect = True + + # Parent org bones ( to tweaks by default, or to the controls ) + for org, tweak in zip( org_bones, all_bones['tweak'] ): + eb[ org ].parent = eb[ tweak ] + + + def make_constraints( self, all_bones ): + + bpy.ops.object.mode_set(mode ='OBJECT') + org_bones = self.org_bones + pb = self.obj.pose.bones + + # Deform bones' constraints + ctrls = all_bones['control'] + tweaks = all_bones['tweak' ] + deforms = all_bones['deform' ] + + for deform, tweak, ctrl in zip( deforms, tweaks, ctrls ): + con = pb[deform].constraints.new('COPY_TRANSFORMS') + con.target = self.obj + con.subtarget = tweak + + con = pb[deform].constraints.new('DAMPED_TRACK') + con.target = self.obj + con.subtarget = tweaks[ tweaks.index( tweak ) + 1 ] + + con = pb[deform].constraints.new('STRETCH_TO') + con.target = self.obj + con.subtarget = tweaks[ tweaks.index( tweak ) + 1 ] + + # Control bones' constraints + if ctrl != ctrls[0]: + con = pb[ctrl].constraints.new('COPY_ROTATION') + con.target = self.obj + con.subtarget = ctrls[ ctrls.index(ctrl) - 1 ] + for i, prop in enumerate( [ 'use_x', 'use_y', 'use_z' ] ): + if self.copy_rotaion_axes[i]: + setattr( con, prop, True ) + else: + setattr( con, prop, False ) + con.use_offset = True + con.target_space = 'LOCAL' + con.owner_space = 'LOCAL' + + + + def generate(self): + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Clear all initial parenting + for bone in self.org_bones: + # eb[ bone ].parent = None + eb[ bone ].use_connect = False + + # Creating all bones + ctrl_chain = self.make_controls() + tweak_chain = self.make_tweaks() + def_chain = self.make_deform() + + all_bones = { + 'control' : ctrl_chain, + 'tweak' : tweak_chain, + 'deform' : def_chain + } + + self.make_constraints( all_bones ) + self.parent_bones( all_bones ) + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + params.copy_rotaion_axes = bpy.props.BoolVectorProperty( + size = 3, + description = "Layers for the tweak controls to be on", + default = tuple( [ i == 0 for i in range(0, 3) ] ) + ) + + # Setting up extra tweak layers + params.tweak_extra_layers = bpy.props.BoolProperty( + name = "tweak_extra_layers", + default = True, + description = "" + ) + + params.tweak_layers = bpy.props.BoolVectorProperty( + size = 32, + description = "Layers for the tweak controls to be on", + default = tuple( [ i == 1 for i in range(0, 32) ] ) + ) + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + """ + + r = layout.row() + col = r.column(align=True) + row = col.row(align=True) + for i,axis in enumerate( [ 'x', 'y', 'z' ] ): + row.prop(params, "copy_rotaion_axes", index=i, toggle=True, text=axis) + + r = layout.row() + r.prop(params, "tweak_extra_layers") + r.active = params.tweak_extra_layers + + col = r.column(align=True) + row = col.row(align=True) + + for i in range( 8 ): # Layers 0-7 + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + row = col.row(align=True) + + for i in range( 16, 24 ): # Layers 16-23 + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + + for i in range( 8, 16 ): # Layers 8-15 + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + row = col.row(align=True) + + for i in range( 24, 32 ): # Layers 24-31 + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('Bone') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.0000, 0.0000, 0.3333 + bone.roll = 0.0000 + bone.use_connect = False + bones['Bone'] = bone.name + + bone = arm.edit_bones.new('Bone.002') + bone.head[:] = 0.0000, 0.0000, 0.3333 + bone.tail[:] = 0.0000, 0.0000, 0.6667 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['Bone']] + bones['Bone.002'] = bone.name + + bone = arm.edit_bones.new('Bone.001') + bone.head[:] = 0.0000, 0.0000, 0.6667 + bone.tail[:] = 0.0000, 0.0000, 1.0000 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['Bone.002']] + bones['Bone.001'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['Bone']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['Bone.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['Bone.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/pitchipoy/super_copy.py b/rigify/legacy/rigs/pitchipoy/super_copy.py new file mode 100644 index 00000000..d05d68c4 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/super_copy.py @@ -0,0 +1,159 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy + +from ...utils import copy_bone +from ...utils import strip_org, make_deformer_name +from ...utils import create_bone_widget, create_circle_widget + + +class Rig: + """ A "copy" rig. All it does is duplicate the original bone and + constrain it. + This is a control and deformation rig. + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + """ + self.obj = obj + self.org_bone = bone + self.org_name = strip_org(bone) + self.params = params + self.make_control = params.make_control + self.make_widget = params.make_widget + self.make_deform = params.make_deform + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + bpy.ops.object.mode_set(mode='EDIT') + + # Make a control bone (copy of original). + if self.make_control: + bone = copy_bone(self.obj, self.org_bone, self.org_name) + + # Make a deformation bone (copy of original, child of original). + if self.make_deform: + def_bone = copy_bone(self.obj, self.org_bone, make_deformer_name(self.org_name)) + + # Get edit bones + eb = self.obj.data.edit_bones + # UNUSED + # if self.make_control: + # bone_e = eb[bone] + if self.make_deform: + def_bone_e = eb[def_bone] + + # Parent + if self.make_deform: + def_bone_e.use_connect = False + def_bone_e.parent = eb[self.org_bone] + + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + if self.make_control: + # Constrain the original bone. + con = pb[self.org_bone].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = bone + + # Create control widget + if self.make_widget: + create_circle_widget(self.obj, bone, radius = 0.5 ) + else: + create_bone_widget(self.obj, bone, radius = 0.5 ) + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + params.make_control = bpy.props.BoolProperty( + name = "Control", + default = True, + description = "Create a control bone for the copy" + ) + + params.make_widget = bpy.props.BoolProperty( + name = "Widget", + default = True, + description = "Choose a widget for the bone control" + ) + + params.make_deform = bpy.props.BoolProperty( + name = "Deform", + default = True, + description = "Create a deform bone for the copy" + ) + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + """ + r = layout.row() + r.prop(params, "make_control") + r = layout.row() + r.prop(params, "make_widget") + r = layout.row() + r.prop(params, "make_deform") + + +def create_sample(obj): + """ Create a sample metarig for this rig type. + """ + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('Bone') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.0000, 0.0000, 0.2000 + bone.roll = 0.0000 + bone.use_connect = False + bones['Bone'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['Bone']] + pbone.rigify_type = 'basic.copy' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/pitchipoy/super_face.py b/rigify/legacy/rigs/pitchipoy/super_face.py new file mode 100644 index 00000000..9928864f --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/super_face.py @@ -0,0 +1,2400 @@ +import bpy, re +from mathutils import Vector +from ...utils import copy_bone, flip_bone +from ...utils import org, strip_org, make_deformer_name, connected_children_names, make_mechanism_name +from ...utils import create_circle_widget, create_sphere_widget, create_widget, create_cube_widget +from ...utils import MetarigError +from rna_prop_ui import rna_idprop_ui_prop_get +from .super_widgets import create_face_widget, create_eye_widget, create_eyes_widget, create_ear_widget, create_jaw_widget, create_teeth_widget + + +script = """ +all_controls = [%s] +jaw_ctrl_name = '%s' +eyes_ctrl_name = '%s' + +if is_selected(all_controls): + layout.prop(pose_bones[jaw_ctrl_name], '["%s"]', slider=True) + layout.prop(pose_bones[eyes_ctrl_name], '["%s"]', slider=True) +""" +class Rig: + + def __init__(self, obj, bone_name, params): + self.obj = obj + + b = self.obj.data.bones + + children = [ + "nose", "lip.T.L", "lip.B.L", "jaw", "ear.L", "ear.R", "lip.T.R", + "lip.B.R", "brow.B.L", "lid.T.L", "brow.B.R", "lid.T.R", + "forehead.L", "forehead.R", "forehead.L.001", "forehead.R.001", + "forehead.L.002", "forehead.R.002", "eye.L", "eye.R", "cheek.T.L", + "cheek.T.R", "teeth.T", "teeth.B", "tongue", "temple.L", + "temple.R" + ] + + #create_pose_lib( self.obj ) + + children = [ org(b) for b in children ] + grand_children = [] + + for child in children: + grand_children += connected_children_names( self.obj, child ) + + self.org_bones = [bone_name] + children + grand_children + self.face_length = obj.data.edit_bones[ self.org_bones[0] ].length + self.params = params + + if params.primary_layers_extra: + self.primary_layers = list(params.primary_layers) + else: + self.primary_layers = None + + if params.secondary_layers_extra: + self.secondary_layers = list(params.secondary_layers) + else: + self.secondary_layers = None + + def symmetrical_split( self, bones ): + + # RE pattern match right or left parts + # match the letter "L" (or "R"), followed by an optional dot (".") + # and 0 or more digits at the end of the the string + left_pattern = 'L\.?\d*$' + right_pattern = 'R\.?\d*$' + + left = sorted( [ name for name in bones if re.search( left_pattern, name ) ] ) + right = sorted( [ name for name in bones if re.search( right_pattern, name ) ] ) + + return left, right + + def create_deformation( self ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + def_bones = [] + for org in org_bones: + if 'face' in org or 'teeth' in org or 'eye' in org: + continue + + def_name = make_deformer_name( strip_org( org ) ) + def_name = copy_bone( self.obj, org, def_name ) + def_bones.append( def_name ) + + eb[def_name].use_connect = False + eb[def_name].parent = None + + brow_top_names = [ bone for bone in def_bones if 'brow.T' in bone ] + forehead_names = [ bone for bone in def_bones if 'forehead' in bone ] + + brow_left, brow_right = self.symmetrical_split( brow_top_names ) + forehead_left, forehead_right = self.symmetrical_split( forehead_names ) + + brow_left = brow_left[1:] + brow_right = brow_right[1:] + brow_left.reverse() + brow_right.reverse() + + for browL, browR, foreheadL, foreheadR in zip( + brow_left, brow_right, forehead_left, forehead_right ): + + eb[foreheadL].tail = eb[browL].head + eb[foreheadR].tail = eb[browR].head + + return { 'all' : def_bones } + + + def create_ctrl( self, bones ): + org_bones = self.org_bones + + ## create control bones + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # eyes ctrls + eyeL_e = eb[ bones['eyes'][0] ] + eyeR_e = eb[ bones['eyes'][1] ] + + distance = ( eyeL_e.head - eyeR_e.head ) * 3 + distance = distance.cross( (0, 0, 1) ) + eye_length = eyeL_e.length + + eyeL_ctrl_name = strip_org( bones['eyes'][0] ) + eyeR_ctrl_name = strip_org( bones['eyes'][1] ) + + eyeL_ctrl_name = copy_bone( self.obj, bones['eyes'][0], eyeL_ctrl_name ) + eyeR_ctrl_name = copy_bone( self.obj, bones['eyes'][1], eyeR_ctrl_name ) + eyes_ctrl_name = copy_bone( self.obj, bones['eyes'][0], 'eyes' ) + + eyeL_ctrl_e = eb[ eyeL_ctrl_name ] + eyeR_ctrl_e = eb[ eyeR_ctrl_name ] + eyes_ctrl_e = eb[ 'eyes' ] + + eyeL_ctrl_e.head += distance + eyeR_ctrl_e.head += distance + eyes_ctrl_e.head[:] = ( eyeL_ctrl_e.head + eyeR_ctrl_e.head ) / 2 + + for bone in [ eyeL_ctrl_e, eyeR_ctrl_e, eyes_ctrl_e ]: + bone.tail[:] = bone.head + Vector( [ 0, 0, eye_length * 0.75 ] ) + + ## Widget for transforming the both eyes + eye_master_names = [] + for bone in bones['eyes']: + eye_master = copy_bone( + self.obj, + bone, + 'master_' + strip_org(bone) + ) + + eye_master_names.append( eye_master ) + + ## turbo: adding a master nose for transforming the whole nose + master_nose = copy_bone(self.obj, 'ORG-nose.004', 'nose_master') + eb[master_nose].tail[:] = \ + eb[master_nose].head + Vector([0, self.face_length / -4, 0]) + + # ears ctrls + earL_name = strip_org( bones['ears'][0] ) + earR_name = strip_org( bones['ears'][1] ) + + earL_ctrl_name = copy_bone( self.obj, org( bones['ears'][0] ), earL_name ) + earR_ctrl_name = copy_bone( self.obj, org( bones['ears'][1] ), earR_name ) + + # jaw ctrl + jaw_ctrl_name = strip_org( bones['jaw'][2] ) + '_master' + jaw_ctrl_name = copy_bone( self.obj, bones['jaw'][2], jaw_ctrl_name ) + + jawL_org_e = eb[ bones['jaw'][0] ] + jawR_org_e = eb[ bones['jaw'][1] ] + jaw_org_e = eb[ bones['jaw'][2] ] + + eb[ jaw_ctrl_name ].head[:] = ( jawL_org_e.head + jawR_org_e.head ) / 2 + + # teeth ctrls + teethT_name = strip_org( bones['teeth'][0] ) + teethB_name = strip_org( bones['teeth'][1] ) + + teethT_ctrl_name = copy_bone( self.obj, org( bones['teeth'][0] ), teethT_name ) + teethB_ctrl_name = copy_bone( self.obj, org( bones['teeth'][1] ), teethB_name ) + + # tongue ctrl + tongue_org = bones['tongue'].pop() + tongue_name = strip_org( tongue_org ) + '_master' + + tongue_ctrl_name = copy_bone( self.obj, tongue_org, tongue_name ) + + flip_bone( self.obj, tongue_ctrl_name ) + + ## Assign widgets + bpy.ops.object.mode_set(mode ='OBJECT') + + # Assign each eye widgets + create_eye_widget( self.obj, eyeL_ctrl_name ) + create_eye_widget( self.obj, eyeR_ctrl_name ) + + # Assign eyes widgets + create_eyes_widget( self.obj, eyes_ctrl_name ) + + # Assign each eye_master widgets + for master in eye_master_names: + create_square_widget(self.obj, master) + + # Assign nose_master widget + create_square_widget( self.obj, master_nose, size = 1 ) + + # Assign ears widget + create_ear_widget( self.obj, earL_ctrl_name ) + create_ear_widget( self.obj, earR_ctrl_name ) + + # Assign jaw widget + create_jaw_widget( self.obj, jaw_ctrl_name ) + + # Assign teeth widget + create_teeth_widget( self.obj, teethT_ctrl_name ) + create_teeth_widget( self.obj, teethB_ctrl_name ) + + # Assign tongue widget ( using the jaw widget ) + create_jaw_widget( self.obj, tongue_ctrl_name ) + + return { + 'eyes' : [ + eyeL_ctrl_name, + eyeR_ctrl_name, + eyes_ctrl_name, + ] + eye_master_names, + 'ears' : [ earL_ctrl_name, earR_ctrl_name ], + 'jaw' : [ jaw_ctrl_name ], + 'teeth' : [ teethT_ctrl_name, teethB_ctrl_name ], + 'tongue' : [ tongue_ctrl_name ], + 'nose' : [ master_nose ] + } + + + def create_tweak( self, bones, uniques, tails ): + org_bones = self.org_bones + + ## create tweak bones + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + tweaks = [] + + for bone in bones + list( uniques.keys() ): + + tweak_name = strip_org( bone ) + + # pick name for unique bone from the uniques dictionary + if bone in list( uniques.keys() ): + tweak_name = uniques[bone] + + tweak_name = copy_bone( self.obj, bone, tweak_name ) + eb[ tweak_name ].use_connect = False + eb[ tweak_name ].parent = None + + tweaks.append( tweak_name ) + + eb[ tweak_name ].tail[:] = \ + eb[ tweak_name ].head + Vector(( 0, 0, self.face_length / 7 )) + + # create tail bone + if bone in tails: + if 'lip.T.L.001' in bone: + tweak_name = copy_bone( self.obj, bone, 'lips.L' ) + elif 'lip.T.R.001' in bone: + tweak_name = copy_bone( self.obj, bone, 'lips.R' ) + else: + tweak_name = copy_bone( self.obj, bone, tweak_name ) + + eb[ tweak_name ].use_connect = False + eb[ tweak_name ].parent = None + + eb[ tweak_name ].head = eb[ bone ].tail + eb[ tweak_name ].tail[:] = \ + eb[ tweak_name ].head + Vector(( 0, 0, self.face_length / 7 )) + + tweaks.append( tweak_name ) + + bpy.ops.object.mode_set(mode ='OBJECT') + pb = self.obj.pose.bones + + primary_tweaks = [ + "lid.B.L.002", "lid.T.L.002", "lid.B.R.002", "lid.T.R.002", + "chin", "brow.T.L.001", "brow.T.L.002", "brow.T.L.003", + "brow.T.R.001", "brow.T.R.002", "brow.T.R.003", "lip.B", + "lip.B.L.001", "lip.B.R.001", "cheek.B.L.001", "cheek.B.R.001", + "lips.L", "lips.R", "lip.T.L.001", "lip.T.R.001", "lip.T", + "nose.002", "nose.L.001", "nose.R.001" + ] + + for bone in tweaks: + if bone in primary_tweaks: + if self.primary_layers: + pb[bone].bone.layers = self.primary_layers + create_face_widget( self.obj, bone, size = 1.5 ) + else: + if self.secondary_layers: + pb[bone].bone.layers = self.secondary_layers + create_face_widget( self.obj, bone ) + + return { 'all' : tweaks } + + + def all_controls( self ): + org_bones = self.org_bones + + org_tongue_bones = sorted([ bone for bone in org_bones if 'tongue' in bone ]) + + org_to_ctrls = { + 'eyes' : [ 'eye.L', 'eye.R' ], + 'ears' : [ 'ear.L', 'ear.R' ], + 'jaw' : [ 'jaw.L', 'jaw.R', 'jaw' ], + 'teeth' : [ 'teeth.T', 'teeth.B' ], + 'tongue' : [ org_tongue_bones[0] ] + } + + tweak_unique = { 'lip.T.L' : 'lip.T', + 'lip.B.L' : 'lip.B' } + + org_to_ctrls = { key : [ org( bone ) for bone in org_to_ctrls[key] ] for key in org_to_ctrls.keys() } + tweak_unique = { org( key ) : tweak_unique[key] for key in tweak_unique.keys() } + + tweak_exceptions = [] # bones not used to create tweaks + tweak_exceptions += [ bone for bone in org_bones if 'forehead' in bone or 'temple' in bone ] + + tweak_tail = [ 'brow.B.L.003', 'brow.B.R.003', 'nose.004', 'chin.001' ] + tweak_tail += [ 'lip.T.L.001', 'lip.T.R.001', 'tongue.002' ] + + tweak_exceptions += [ 'lip.T.R', 'lip.B.R', 'ear.L.001', 'ear.R.001' ] + list(tweak_unique.keys()) + tweak_exceptions += [ 'face', 'cheek.T.L', 'cheek.T.R', 'cheek.B.L', 'cheek.B.R' ] + tweak_exceptions += [ 'ear.L', 'ear.R', 'eye.L', 'eye.R' ] + + tweak_exceptions += org_to_ctrls.keys() + tweak_exceptions += org_to_ctrls['teeth'] + + tweak_exceptions.pop( tweak_exceptions.index('tongue') ) + tweak_exceptions.pop( tweak_exceptions.index('jaw') ) + + tweak_exceptions = [ org( bone ) for bone in tweak_exceptions ] + tweak_tail = [ org( bone ) for bone in tweak_tail ] + + org_to_tweak = sorted( [ bone for bone in org_bones if bone not in tweak_exceptions ] ) + + ctrls = self.create_ctrl( org_to_ctrls ) + tweaks = self.create_tweak( org_to_tweak, tweak_unique, tweak_tail ) + + return { 'ctrls' : ctrls, 'tweaks' : tweaks }, tweak_unique + + def create_mch( self, jaw_ctrl, tongue_ctrl ): + org_bones = self.org_bones + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Create eyes mch bones + eyes = [ bone for bone in org_bones if 'eye' in bone ] + + mch_bones = { strip_org( eye ) : [] for eye in eyes } + + for eye in eyes: + mch_name = make_mechanism_name( strip_org( eye ) ) + mch_name = copy_bone( self.obj, eye, mch_name ) + eb[ mch_name ].use_connect = False + eb[ mch_name ].parent = None + + mch_bones[ strip_org( eye ) ].append( mch_name ) + + mch_name = copy_bone( self.obj, eye, mch_name ) + eb[ mch_name ].use_connect = False + eb[ mch_name ].parent = None + + mch_bones[ strip_org( eye ) ].append( mch_name ) + + eb[ mch_name ].head[:] = eb[ mch_name ].tail + eb[ mch_name ].tail[:] = eb[ mch_name ].head + Vector( ( 0, 0, 0.005 ) ) + + # Create the eyes' parent mch + face = [ bone for bone in org_bones if 'face' in bone ].pop() + + mch_name = 'eyes_parent' + mch_name = make_mechanism_name( mch_name ) + mch_name = copy_bone( self.obj, face, mch_name ) + eb[ mch_name ].use_connect = False + eb[ mch_name ].parent = None + + eb[ mch_name ].length /= 4 + + mch_bones['eyes_parent'] = [ mch_name ] + + # Create the lids' mch bones + all_lids = [ bone for bone in org_bones if 'lid' in bone ] + lids_L, lids_R = self.symmetrical_split( all_lids ) + + all_lids = [ lids_L, lids_R ] + + mch_bones['lids'] = [] + + for i in range( 2 ): + for bone in all_lids[i]: + mch_name = make_mechanism_name( strip_org( bone ) ) + mch_name = copy_bone( self.obj, eyes[i], mch_name ) + + eb[ mch_name ].use_connect = False + eb[ mch_name ].parent = None + + eb[ mch_name ].tail[:] = eb[ bone ].head + + mch_bones['lids'].append( mch_name ) + + mch_bones['jaw'] = [] + + length_subtractor = eb[ jaw_ctrl ].length / 6 + # Create the jaw mch bones + for i in range( 6 ): + if i == 0: + mch_name = make_mechanism_name( 'mouth_lock' ) + else: + mch_name = make_mechanism_name( jaw_ctrl ) + + mch_name = copy_bone( self.obj, jaw_ctrl, mch_name ) + + eb[ mch_name ].use_connect = False + eb[ mch_name ].parent = None + + eb[ mch_name ].length = eb[ jaw_ctrl ].length - length_subtractor * i + + mch_bones['jaw'].append( mch_name ) + + # Tongue mch bones + + mch_bones['tongue'] = [] + + # create mch bones for all tongue org_bones except the first one + for bone in sorted([ org for org in org_bones if 'tongue' in org ])[1:]: + mch_name = make_mechanism_name( strip_org( bone ) ) + mch_name = copy_bone( self.obj, tongue_ctrl, mch_name ) + + eb[ mch_name ].use_connect = False + eb[ mch_name ].parent = None + + mch_bones['tongue'].append( mch_name ) + + return mch_bones + + def parent_bones( self, all_bones, tweak_unique ): + org_bones = self.org_bones + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + face_name = [ bone for bone in org_bones if 'face' in bone ].pop() + + # Initially parenting all bones to the face org bone. + for category in list( all_bones.keys() ): + for area in list( all_bones[category] ): + for bone in all_bones[category][area]: + eb[ bone ].parent = eb[ face_name ] + + ## Parenting all deformation bones and org bones + + # Parent all the deformation bones that have respective tweaks + def_tweaks = [ bone for bone in all_bones['deform']['all'] if bone[4:] in all_bones['tweaks']['all'] ] + + # Parent all org bones to the ORG-face + for bone in [ bone for bone in org_bones if 'face' not in bone ]: + eb[ bone ].parent = eb[ org('face') ] + + for bone in def_tweaks: + # the def and the matching org bone are parented to their corresponding tweak, + # whose name is the same as that of the def bone, without the "DEF-" (first 4 chars) + eb[ bone ].parent = eb[ bone[4:] ] + eb[ org( bone[4:] ) ].parent = eb[ bone[4:] ] + + # Parent ORG eyes to corresponding mch bones + for bone in [ bone for bone in org_bones if 'eye' in bone ]: + eb[ bone ].parent = eb[ make_mechanism_name( strip_org( bone ) ) ] + + for lip_tweak in list( tweak_unique.values() ): + # find the def bones that match unique lip_tweaks by slicing [4:-2] + # example: 'lip.B' matches 'DEF-lip.B.R' and 'DEF-lip.B.L' if + # you cut off the "DEF-" [4:] and the ".L" or ".R" [:-2] + lip_defs = [ bone for bone in all_bones['deform']['all'] if bone[4:-2] == lip_tweak ] + + for bone in lip_defs: + eb[bone].parent = eb[ lip_tweak ] + + # parent cheek bones top respetive tweaks + lips = [ 'lips.L', 'lips.R' ] + brows = [ 'brow.T.L', 'brow.T.R' ] + cheekB_defs = [ 'DEF-cheek.B.L', 'DEF-cheek.B.R' ] + cheekT_defs = [ 'DEF-cheek.T.L', 'DEF-cheek.T.R' ] + + for lip, brow, cheekB, cheekT in zip( lips, brows, cheekB_defs, cheekT_defs ): + eb[ cheekB ].parent = eb[ lip ] + eb[ cheekT ].parent = eb[ brow ] + + # parent ear deform bones to their controls + ear_defs = [ 'DEF-ear.L', 'DEF-ear.L.001', 'DEF-ear.R', 'DEF-ear.R.001' ] + ear_ctrls = [ 'ear.L', 'ear.R' ] + + eb[ 'DEF-jaw' ].parent = eb[ 'jaw' ] # Parent jaw def bone to jaw tweak + + for ear_ctrl in ear_ctrls: + for ear_def in ear_defs: + if ear_ctrl in ear_def: + eb[ ear_def ].parent = eb[ ear_ctrl ] + + # Parent eyelid deform bones (each lid def bone is parented to its respective MCH bone) + def_lids = [ bone for bone in all_bones['deform']['all'] if 'lid' in bone ] + + for bone in def_lids: + mch = make_mechanism_name( bone[4:] ) + eb[ bone ].parent = eb[ mch ] + + ## Parenting all mch bones + + eb[ 'MCH-eyes_parent' ].parent = None # eyes_parent will be parented to root + + # parent all mch tongue bones to the jaw master control bone + for bone in all_bones['mch']['tongue']: + eb[ bone ].parent = eb[ all_bones['ctrls']['jaw'][0] ] + + ## Parenting the control bones + + # parent teeth.B and tongue master controls to the jaw master control bone + for bone in [ 'teeth.B', 'tongue_master' ]: + eb[ bone ].parent = eb[ all_bones['ctrls']['jaw'][0] ] + + # eyes + eb[ 'eyes' ].parent = eb[ 'MCH-eyes_parent' ] + + eyes = [ + bone for bone in all_bones['ctrls']['eyes'] if 'eyes' not in bone + ][0:2] + + for eye in eyes: + eb[ eye ].parent = eb[ 'eyes' ] + + ## turbo: parent eye master bones to face + for eye_master in eyes[2:]: + eb[ eye_master ].parent = eb[ 'ORG-face' ] + + # Parent brow.b, eyes mch and lid tweaks and mch bones to masters + tweaks = [ + b for b in all_bones['tweaks']['all'] if 'lid' in b or 'brow.B' in b + ] + mch = all_bones['mch']['lids'] + \ + all_bones['mch']['eye.R'] + \ + all_bones['mch']['eye.L'] + + everyone = tweaks + mch + + left, right = self.symmetrical_split( everyone ) + + for l in left: + eb[ l ].parent = eb[ 'master_eye.L' ] + + for r in right: + eb[ r ].parent = eb[ 'master_eye.R' ] + + ## turbo: nose to mch jaw.004 + eb[ all_bones['ctrls']['nose'].pop() ].parent = eb['MCH-jaw_master.004'] + + ## Parenting the tweak bones + + # Jaw children (values) groups and their parents (keys) + groups = { + 'jaw_master' : [ + 'jaw', + 'jaw.R.001', + 'jaw.L.001', + 'chin.L', + 'chin.R', + 'chin', + 'tongue.003' + ], + 'MCH-jaw_master' : [ + 'lip.B' + ], + 'MCH-jaw_master.001' : [ + 'lip.B.L.001', + 'lip.B.R.001' + ], + 'MCH-jaw_master.002' : [ + 'lips.L', + 'lips.R', + 'cheek.B.L.001', + 'cheek.B.R.001' + ], + 'MCH-jaw_master.003' : [ + 'lip.T', + 'lip.T.L.001', + 'lip.T.R.001' + ], + 'MCH-jaw_master.004' : [ + 'cheek.T.L.001', + 'cheek.T.R.001' + ], + 'nose_master' : [ + 'nose.002', + 'nose.004', + 'nose.L.001', + 'nose.R.001' + ] + } + + for parent in list( groups.keys() ): + for bone in groups[parent]: + eb[ bone ].parent = eb[ parent ] + + # Remaining arbitrary relatioships for tweak bone parenting + eb[ 'chin.001' ].parent = eb[ 'chin' ] + eb[ 'chin.002' ].parent = eb[ 'lip.B' ] + eb[ 'nose.001' ].parent = eb[ 'nose.002' ] + eb[ 'nose.003' ].parent = eb[ 'nose.002' ] + eb[ 'nose.005' ].parent = eb[ 'lip.T' ] + eb[ 'tongue' ].parent = eb[ 'tongue_master' ] + eb[ 'tongue.001' ].parent = eb[ 'MCH-tongue.001' ] + eb[ 'tongue.002' ].parent = eb[ 'MCH-tongue.002' ] + + for bone in [ 'ear.L.002', 'ear.L.003', 'ear.L.004' ]: + eb[ bone ].parent = eb[ 'ear.L' ] + eb[ bone.replace( '.L', '.R' ) ].parent = eb[ 'ear.R' ] + + + def make_constraits( self, constraint_type, bone, subtarget, influence = 1 ): + org_bones = self.org_bones + bpy.ops.object.mode_set(mode ='OBJECT') + pb = self.obj.pose.bones + + owner_pb = pb[bone] + + if constraint_type == 'def_tweak': + + const = owner_pb.constraints.new( 'DAMPED_TRACK' ) + const.target = self.obj + const.subtarget = subtarget + + const = owner_pb.constraints.new( 'STRETCH_TO' ) + const.target = self.obj + const.subtarget = subtarget + + elif constraint_type == 'def_lids': + + const = owner_pb.constraints.new( 'DAMPED_TRACK' ) + const.target = self.obj + const.subtarget = subtarget + const.head_tail = 1.0 + + const = owner_pb.constraints.new( 'STRETCH_TO' ) + const.target = self.obj + const.subtarget = subtarget + const.head_tail = 1.0 + + elif constraint_type == 'mch_eyes': + + const = owner_pb.constraints.new( 'DAMPED_TRACK' ) + const.target = self.obj + const.subtarget = subtarget + + elif constraint_type == 'mch_eyes_lids_follow': + + const = owner_pb.constraints.new( 'COPY_LOCATION' ) + const.target = self.obj + const.subtarget = subtarget + const.head_tail = 1.0 + + elif constraint_type == 'mch_eyes_parent': + + const = owner_pb.constraints.new( 'COPY_TRANSFORMS' ) + const.target = self.obj + const.subtarget = subtarget + + elif constraint_type == 'mch_jaw_master': + + const = owner_pb.constraints.new( 'COPY_TRANSFORMS' ) + const.target = self.obj + const.subtarget = subtarget + const.influence = influence + + elif constraint_type == 'teeth': + + const = owner_pb.constraints.new( 'COPY_TRANSFORMS' ) + const.target = self.obj + const.subtarget = subtarget + const.influence = influence + + elif constraint_type == 'tweak_copyloc': + + const = owner_pb.constraints.new( 'COPY_LOCATION' ) + const.target = self.obj + const.subtarget = subtarget + const.influence = influence + const.use_offset = True + const.target_space = 'LOCAL' + const.owner_space = 'LOCAL' + + elif constraint_type == 'tweak_copy_rot_scl': + + const = owner_pb.constraints.new( 'COPY_ROTATION' ) + const.target = self.obj + const.subtarget = subtarget + const.use_offset = True + const.target_space = 'LOCAL' + const.owner_space = 'LOCAL' + + const = owner_pb.constraints.new( 'COPY_SCALE' ) + const.target = self.obj + const.subtarget = subtarget + const.use_offset = True + const.target_space = 'LOCAL' + const.owner_space = 'LOCAL' + + elif constraint_type == 'tweak_copyloc_inv': + + const = owner_pb.constraints.new( 'COPY_LOCATION' ) + const.target = self.obj + const.subtarget = subtarget + const.influence = influence + const.target_space = 'LOCAL' + const.owner_space = 'LOCAL' + const.use_offset = True + const.invert_x = True + const.invert_y = True + const.invert_z = True + + elif constraint_type == 'mch_tongue_copy_trans': + + const = owner_pb.constraints.new( 'COPY_TRANSFORMS' ) + const.target = self.obj + const.subtarget = subtarget + const.influence = influence + + + def constraints( self, all_bones ): + ## Def bone constraints + + def_specials = { + # 'bone' : 'target' + 'DEF-jaw' : 'chin', + 'DEF-chin.L' : 'lips.L', + 'DEF-jaw.L.001' : 'chin.L', + 'DEF-chin.R' : 'lips.R', + 'DEF-jaw.R.001' : 'chin.R', + 'DEF-brow.T.L.003' : 'nose', + 'DEF-ear.L.003' : 'ear.L.004', + 'DEF-ear.L.004' : 'ear.L', + 'DEF-ear.R.003' : 'ear.R.004', + 'DEF-ear.R.004' : 'ear.R', + 'DEF-lip.B.L.001' : 'lips.L', + 'DEF-lip.B.R.001' : 'lips.R', + 'DEF-cheek.B.L.001' : 'brow.T.L', + 'DEF-cheek.B.R.001' : 'brow.T.R', + 'DEF-lip.T.L.001' : 'lips.L', + 'DEF-lip.T.R.001' : 'lips.R', + 'DEF-cheek.T.L.001' : 'nose.L', + 'DEF-nose.L.001' : 'nose.002', + 'DEF-cheek.T.R.001' : 'nose.R', + 'DEF-nose.R.001' : 'nose.002', + 'DEF-forehead.L' : 'brow.T.L.003', + 'DEF-forehead.L.001' : 'brow.T.L.002', + 'DEF-forehead.L.002' : 'brow.T.L.001', + 'DEF-temple.L' : 'jaw.L', + 'DEF-brow.T.R.003' : 'nose', + 'DEF-forehead.R' : 'brow.T.R.003', + 'DEF-forehead.R.001' : 'brow.T.R.002', + 'DEF-forehead.R.002' : 'brow.T.R.001', + 'DEF-temple.R' : 'jaw.R' + } + + pattern = r'^DEF-(\w+\.?\w?\.?\w?)(\.?)(\d*?)(\d?)$' + + for bone in [ bone for bone in all_bones['deform']['all'] if 'lid' not in bone ]: + if bone in list( def_specials.keys() ): + self.make_constraits('def_tweak', bone, def_specials[bone] ) + else: + matches = re.match( pattern, bone ).groups() + if len( matches ) > 1 and matches[-1]: + num = int( matches[-1] ) + 1 + str_list = list( matches )[:-1] + [ str( num ) ] + tweak = "".join( str_list ) + else: + tweak = "".join( matches ) + ".001" + self.make_constraits('def_tweak', bone, tweak ) + + def_lids = sorted( [ bone for bone in all_bones['deform']['all'] if 'lid' in bone ] ) + mch_lids = sorted( [ bone for bone in all_bones['mch']['lids'] ] ) + + def_lidsL, def_lidsR = self.symmetrical_split( def_lids ) + mch_lidsL, mch_lidsR = self.symmetrical_split( mch_lids ) + + # Take the last mch_lid bone and place it at the end + mch_lidsL = mch_lidsL[1:] + [ mch_lidsL[0] ] + mch_lidsR = mch_lidsR[1:] + [ mch_lidsR[0] ] + + for boneL, boneR, mchL, mchR in zip( def_lidsL, def_lidsR, mch_lidsL, mch_lidsR ): + self.make_constraits('def_lids', boneL, mchL ) + self.make_constraits('def_lids', boneR, mchR ) + + ## MCH constraints + + # mch lids constraints + for bone in all_bones['mch']['lids']: + tweak = bone[4:] # remove "MCH-" from bone name + self.make_constraits('mch_eyes', bone, tweak ) + + # mch eyes constraints + for bone in [ 'MCH-eye.L', 'MCH-eye.R' ]: + ctrl = bone[4:] # remove "MCH-" from bone name + self.make_constraits('mch_eyes', bone, ctrl ) + + for bone in [ 'MCH-eye.L.001', 'MCH-eye.R.001' ]: + target = bone[:-4] # remove number from the end of the name + self.make_constraits('mch_eyes_lids_follow', bone, target ) + + # mch eyes parent constraints + self.make_constraits('mch_eyes_parent', 'MCH-eyes_parent', 'ORG-face' ) + + ## Jaw constraints + + # jaw master mch bones + self.make_constraits( 'mch_jaw_master', 'MCH-mouth_lock', 'jaw_master', 0.20 ) + self.make_constraits( 'mch_jaw_master', 'MCH-jaw_master', 'jaw_master', 1.00 ) + self.make_constraits( 'mch_jaw_master', 'MCH-jaw_master.001', 'jaw_master', 0.75 ) + self.make_constraits( 'mch_jaw_master', 'MCH-jaw_master.002', 'jaw_master', 0.35 ) + self.make_constraits( 'mch_jaw_master', 'MCH-jaw_master.003', 'jaw_master', 0.10 ) + self.make_constraits( 'mch_jaw_master', 'MCH-jaw_master.004', 'jaw_master', 0.025 ) + + self.make_constraits( 'teeth', 'ORG-teeth.T', 'teeth.T', 1.00 ) + self.make_constraits( 'teeth', 'ORG-teeth.B', 'teeth.B', 1.00 ) + + for bone in all_bones['mch']['jaw'][1:-1]: + self.make_constraits( 'mch_jaw_master', bone, 'MCH-mouth_lock' ) + + ## Tweak bones constraints + + # copy location constraints for tweak bones of both sides + tweak_copyloc_L = { + 'brow.T.L.002' : [ [ 'brow.T.L.001', 'brow.T.L.003' ], [ 0.5, 0.5 ] ], + 'ear.L.003' : [ [ 'ear.L.004', 'ear.L.002' ], [ 0.5, 0.5 ] ], + 'brow.B.L.001' : [ [ 'brow.B.L.002' ], [ 0.6 ] ], + 'brow.B.L.003' : [ [ 'brow.B.L.002' ], [ 0.6 ] ], + 'brow.B.L.002' : [ [ 'lid.T.L.001', ], [ 0.25 ] ], + 'brow.B.L.002' : [ [ 'brow.T.L.002', ], [ 0.25 ] ], + 'lid.T.L.001' : [ [ 'lid.T.L.002' ], [ 0.6 ] ], + 'lid.T.L.003' : [ [ 'lid.T.L.002', ], [ 0.6 ] ], + 'lid.T.L.002' : [ [ 'MCH-eye.L.001', ], [ 0.5 ] ], + 'lid.B.L.001' : [ [ 'lid.B.L.002', ], [ 0.6 ] ], + 'lid.B.L.003' : [ [ 'lid.B.L.002', ], [ 0.6 ] ], + 'lid.B.L.002' : [ [ 'MCH-eye.L.001', 'cheek.T.L.001' ], [ 0.5, 0.1 ] ], + 'cheek.T.L.001' : [ [ 'cheek.B.L.001', ], [ 0.5 ] ], + 'nose.L' : [ [ 'nose.L.001', ], [ 0.25 ] ], + 'nose.L.001' : [ [ 'lip.T.L.001', ], [ 0.2 ] ], + 'cheek.B.L.001' : [ [ 'lips.L', ], [ 0.5 ] ], + 'lip.T.L.001' : [ [ 'lips.L', 'lip.T' ], [ 0.25, 0.5 ] ], + 'lip.B.L.001' : [ [ 'lips.L', 'lip.B' ], [ 0.25, 0.5 ] ] + } + + for owner in list( tweak_copyloc_L.keys() ): + + targets, influences = tweak_copyloc_L[owner] + for target, influence in zip( targets, influences ): + + # Left side constraints + self.make_constraits( 'tweak_copyloc', owner, target, influence ) + + # create constraints for the right side too + ownerR = owner.replace( '.L', '.R' ) + targetR = target.replace( '.L', '.R' ) + self.make_constraits( 'tweak_copyloc', ownerR, targetR, influence ) + + # copy rotation & scale constraints for tweak bones of both sides + tweak_copy_rot_scl_L = { + 'lip.T.L.001' : 'lip.T', + 'lip.B.L.001' : 'lip.B' + } + + for owner in list( tweak_copy_rot_scl_L.keys() ): + target = tweak_copy_rot_scl_L[owner] + influence = tweak_copy_rot_scl_L[owner] + self.make_constraits( 'tweak_copy_rot_scl', owner, target ) + + # create constraints for the right side too + owner = owner.replace( '.L', '.R' ) + self.make_constraits( 'tweak_copy_rot_scl', owner, target ) + + # inverted tweak bones constraints + tweak_nose = { + 'nose.001' : [ 'nose.002', 0.35 ], + 'nose.003' : [ 'nose.002', 0.5 ], + 'nose.005' : [ 'lip.T', 0.5 ], + 'chin.002' : [ 'lip.B', 0.5 ] + } + + for owner in list( tweak_nose.keys() ): + target = tweak_nose[owner][0] + influence = tweak_nose[owner][1] + self.make_constraits( 'tweak_copyloc_inv', owner, target, influence ) + + # MCH tongue constraints + divider = len( all_bones['mch']['tongue'] ) + 1 + factor = len( all_bones['mch']['tongue'] ) + + for owner in all_bones['mch']['tongue']: + self.make_constraits( 'mch_tongue_copy_trans', owner, 'tongue_master', ( 1 / divider ) * factor ) + factor -= 1 + + + def drivers_and_props( self, all_bones ): + + bpy.ops.object.mode_set(mode ='OBJECT') + pb = self.obj.pose.bones + + jaw_ctrl = all_bones['ctrls']['jaw'][0] + eyes_ctrl = all_bones['ctrls']['eyes'][2] + + jaw_prop = 'mouth_lock' + eyes_prop = 'eyes_follow' + + for bone, prop_name in zip( [ jaw_ctrl, eyes_ctrl ], [ jaw_prop, eyes_prop ] ): + if bone == jaw_ctrl: + pb[ bone ][ prop_name ] = 0.0 + else: + pb[ bone ][ prop_name ] = 1.0 + + prop = rna_idprop_ui_prop_get( pb[ bone ], prop_name ) + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = prop_name + + # Jaw drivers + mch_jaws = all_bones['mch']['jaw'][1:-1] + + for bone in mch_jaws: + drv = pb[ bone ].constraints[1].driver_add("influence").driver + drv.type='SUM' + + var = drv.variables.new() + var.name = jaw_prop + var.type = "SINGLE_PROP" + var.targets[0].id = self.obj + var.targets[0].data_path = pb[ jaw_ctrl ].path_from_id() + '['+ '"' + jaw_prop + '"' + ']' + + + # Eyes driver + mch_eyes_parent = all_bones['mch']['eyes_parent'][0] + + drv = pb[ mch_eyes_parent ].constraints[0].driver_add("influence").driver + drv.type='SUM' + + var = drv.variables.new() + var.name = eyes_prop + var.type = "SINGLE_PROP" + var.targets[0].id = self.obj + var.targets[0].data_path = pb[ eyes_ctrl ].path_from_id() + '['+ '"' + eyes_prop + '"' + ']' + + return jaw_prop, eyes_prop + + def create_bones(self): + org_bones = self.org_bones + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Clear parents for org bones + for bone in [ bone for bone in org_bones if 'face' not in bone ]: + eb[bone].use_connect = False + eb[bone].parent = None + + all_bones = {} + + def_names = self.create_deformation() + ctrls, tweak_unique = self.all_controls() + mchs = self.create_mch( + ctrls['ctrls']['jaw'][0], + ctrls['ctrls']['tongue'][0] + ) + return { + 'deform' : def_names, + 'ctrls' : ctrls['ctrls'], + 'tweaks' : ctrls['tweaks'], + 'mch' : mchs + }, tweak_unique + + + def generate(self): + + all_bones, tweak_unique = self.create_bones() + self.parent_bones( all_bones, tweak_unique ) + self.constraints( all_bones ) + jaw_prop, eyes_prop = self.drivers_and_props( all_bones ) + + + # Create UI + all_controls = [] + all_controls += [ bone for bone in [ bgroup for bgroup in [ all_bones['ctrls'][group] for group in list( all_bones['ctrls'].keys() ) ] ] ] + all_controls += [ bone for bone in [ bgroup for bgroup in [ all_bones['tweaks'][group] for group in list( all_bones['tweaks'].keys() ) ] ] ] + + all_ctrls = [] + for group in all_controls: + for bone in group: + all_ctrls.append( bone ) + + controls_string = ", ".join(["'" + x + "'" for x in all_ctrls]) + return [ script % ( + controls_string, + all_bones['ctrls']['jaw'][0], + all_bones['ctrls']['eyes'][2], + jaw_prop, + eyes_prop ) + ] + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + + #Setting up extra layers for the tweak bones + params.primary_layers_extra = bpy.props.BoolProperty( + name = "primary_layers_extra", + default = True, + description = "" + ) + params.primary_layers = bpy.props.BoolVectorProperty( + size = 32, + description = "Layers for the 1st tweak controls to be on", + default = tuple( [ i == 1 for i in range(0, 32) ] ) + ) + params.secondary_layers_extra = bpy.props.BoolProperty( + name = "secondary_layers_extra", + default = True, + description = "" + ) + params.secondary_layers = bpy.props.BoolVectorProperty( + size = 32, + description = "Layers for the 2nd tweak controls to be on", + default = tuple( [ i == 1 for i in range(0, 32) ] ) + ) + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters.""" + layers = ["primary_layers", "secondary_layers"] + + for layer in layers: + r = layout.row() + r.prop( params, layer + "_extra" ) + r.active = getattr( params, layer + "_extra" ) + + col = r.column(align=True) + row = col.row(align=True) + for i in range(8): + row.prop(params, layer, index=i, toggle=True, text="") + + row = col.row(align=True) + for i in range(16,24): + row.prop(params, layer, index=i, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + + for i in range(8,16): + row.prop(params, layer, index=i, toggle=True, text="") + + row = col.row(align=True) + for i in range(24,32): + row.prop(params, layer, index=i, toggle=True, text="") + + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('face') + bone.head[:] = -0.0000, -0.0013, 0.0437 + bone.tail[:] = -0.0000, -0.0013, 0.1048 + bone.roll = 0.0000 + bone.use_connect = False + bones['face'] = bone.name + bone = arm.edit_bones.new('nose') + bone.head[:] = 0.0000, -0.0905, 0.1125 + bone.tail[:] = 0.0000, -0.1105, 0.0864 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['nose'] = bone.name + bone = arm.edit_bones.new('lip.T.L') + bone.head[:] = 0.0000, -0.1022, 0.0563 + bone.tail[:] = 0.0131, -0.0986, 0.0567 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lip.T.L'] = bone.name + bone = arm.edit_bones.new('lip.B.L') + bone.head[:] = 0.0000, -0.0993, 0.0455 + bone.tail[:] = 0.0124, -0.0938, 0.0488 + bone.roll = -0.0789 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lip.B.L'] = bone.name + bone = arm.edit_bones.new('jaw') + bone.head[:] = 0.0000, -0.0389, 0.0222 + bone.tail[:] = 0.0000, -0.0923, 0.0044 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['jaw'] = bone.name + bone = arm.edit_bones.new('ear.L') + bone.head[:] = 0.0616, -0.0083, 0.0886 + bone.tail[:] = 0.0663, -0.0101, 0.1151 + bone.roll = -0.0324 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['ear.L'] = bone.name + bone = arm.edit_bones.new('ear.R') + bone.head[:] = -0.0616, -0.0083, 0.0886 + bone.tail[:] = -0.0663, -0.0101, 0.1151 + bone.roll = 0.0324 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['ear.R'] = bone.name + bone = arm.edit_bones.new('lip.T.R') + bone.head[:] = -0.0000, -0.1022, 0.0563 + bone.tail[:] = -0.0131, -0.0986, 0.0567 + bone.roll = -0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lip.T.R'] = bone.name + bone = arm.edit_bones.new('lip.B.R') + bone.head[:] = -0.0000, -0.0993, 0.0455 + bone.tail[:] = -0.0124, -0.0938, 0.0488 + bone.roll = 0.0789 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lip.B.R'] = bone.name + bone = arm.edit_bones.new('brow.B.L') + bone.head[:] = 0.0530, -0.0705, 0.1153 + bone.tail[:] = 0.0472, -0.0780, 0.1192 + bone.roll = 0.0412 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['brow.B.L'] = bone.name + bone = arm.edit_bones.new('lid.T.L') + bone.head[:] = 0.0515, -0.0692, 0.1104 + bone.tail[:] = 0.0474, -0.0785, 0.1136 + bone.roll = 0.1166 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lid.T.L'] = bone.name + bone = arm.edit_bones.new('brow.B.R') + bone.head[:] = -0.0530, -0.0705, 0.1153 + bone.tail[:] = -0.0472, -0.0780, 0.1192 + bone.roll = -0.0412 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['brow.B.R'] = bone.name + bone = arm.edit_bones.new('lid.T.R') + bone.head[:] = -0.0515, -0.0692, 0.1104 + bone.tail[:] = -0.0474, -0.0785, 0.1136 + bone.roll = -0.1166 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['lid.T.R'] = bone.name + bone = arm.edit_bones.new('forehead.L') + bone.head[:] = 0.0113, -0.0764, 0.1611 + bone.tail[:] = 0.0144, -0.0912, 0.1236 + bone.roll = 1.4313 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['forehead.L'] = bone.name + bone = arm.edit_bones.new('forehead.R') + bone.head[:] = -0.0113, -0.0764, 0.1611 + bone.tail[:] = -0.0144, -0.0912, 0.1236 + bone.roll = -1.4313 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['forehead.R'] = bone.name + bone = arm.edit_bones.new('eye.L') + bone.head[:] = 0.0360, -0.0686, 0.1107 + bone.tail[:] = 0.0360, -0.0848, 0.1107 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['eye.L'] = bone.name + bone = arm.edit_bones.new('eye.R') + bone.head[:] = -0.0360, -0.0686, 0.1107 + bone.tail[:] = -0.0360, -0.0848, 0.1107 + bone.roll = -0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['eye.R'] = bone.name + bone = arm.edit_bones.new('cheek.T.L') + bone.head[:] = 0.0568, -0.0506, 0.1052 + bone.tail[:] = 0.0379, -0.0834, 0.0816 + bone.roll = -0.0096 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['cheek.T.L'] = bone.name + bone = arm.edit_bones.new('cheek.T.R') + bone.head[:] = -0.0568, -0.0506, 0.1052 + bone.tail[:] = -0.0379, -0.0834, 0.0816 + bone.roll = 0.0096 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['cheek.T.R'] = bone.name + bone = arm.edit_bones.new('teeth.T') + bone.head[:] = 0.0000, -0.0927, 0.0613 + bone.tail[:] = 0.0000, -0.0621, 0.0613 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['teeth.T'] = bone.name + bone = arm.edit_bones.new('teeth.B') + bone.head[:] = 0.0000, -0.0881, 0.0397 + bone.tail[:] = 0.0000, -0.0575, 0.0397 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['teeth.B'] = bone.name + bone = arm.edit_bones.new('tongue') + bone.head[:] = 0.0000, -0.0781, 0.0493 + bone.tail[:] = 0.0000, -0.0620, 0.0567 + bone.roll = 0.0000 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['face']] + bones['tongue'] = bone.name + bone = arm.edit_bones.new('nose.001') + bone.head[:] = 0.0000, -0.1105, 0.0864 + bone.tail[:] = 0.0000, -0.1193, 0.0771 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose']] + bones['nose.001'] = bone.name + bone = arm.edit_bones.new('lip.T.L.001') + bone.head[:] = 0.0131, -0.0986, 0.0567 + bone.tail[:] = 0.0236, -0.0877, 0.0519 + bone.roll = 0.0236 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lip.T.L']] + bones['lip.T.L.001'] = bone.name + bone = arm.edit_bones.new('lip.B.L.001') + bone.head[:] = 0.0124, -0.0938, 0.0488 + bone.tail[:] = 0.0236, -0.0877, 0.0519 + bone.roll = 0.0731 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lip.B.L']] + bones['lip.B.L.001'] = bone.name + bone = arm.edit_bones.new('chin') + bone.head[:] = 0.0000, -0.0923, 0.0044 + bone.tail[:] = 0.0000, -0.0921, 0.0158 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw']] + bones['chin'] = bone.name + bone = arm.edit_bones.new('ear.L.001') + bone.head[:] = 0.0663, -0.0101, 0.1151 + bone.tail[:] = 0.0804, 0.0065, 0.1189 + bone.roll = 0.0656 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.L']] + bones['ear.L.001'] = bone.name + bone = arm.edit_bones.new('ear.R.001') + bone.head[:] = -0.0663, -0.0101, 0.1151 + bone.tail[:] = -0.0804, 0.0065, 0.1189 + bone.roll = -0.0656 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.R']] + bones['ear.R.001'] = bone.name + bone = arm.edit_bones.new('lip.T.R.001') + bone.head[:] = -0.0131, -0.0986, 0.0567 + bone.tail[:] = -0.0236, -0.0877, 0.0519 + bone.roll = -0.0236 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lip.T.R']] + bones['lip.T.R.001'] = bone.name + bone = arm.edit_bones.new('lip.B.R.001') + bone.head[:] = -0.0124, -0.0938, 0.0488 + bone.tail[:] = -0.0236, -0.0877, 0.0519 + bone.roll = -0.0731 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lip.B.R']] + bones['lip.B.R.001'] = bone.name + bone = arm.edit_bones.new('brow.B.L.001') + bone.head[:] = 0.0472, -0.0780, 0.1192 + bone.tail[:] = 0.0387, -0.0832, 0.1202 + bone.roll = 0.0192 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.L']] + bones['brow.B.L.001'] = bone.name + bone = arm.edit_bones.new('lid.T.L.001') + bone.head[:] = 0.0474, -0.0785, 0.1136 + bone.tail[:] = 0.0394, -0.0838, 0.1147 + bone.roll = 0.0791 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.L']] + bones['lid.T.L.001'] = bone.name + bone = arm.edit_bones.new('brow.B.R.001') + bone.head[:] = -0.0472, -0.0780, 0.1192 + bone.tail[:] = -0.0387, -0.0832, 0.1202 + bone.roll = -0.0192 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.R']] + bones['brow.B.R.001'] = bone.name + bone = arm.edit_bones.new('lid.T.R.001') + bone.head[:] = -0.0474, -0.0785, 0.1136 + bone.tail[:] = -0.0394, -0.0838, 0.1147 + bone.roll = -0.0791 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.R']] + bones['lid.T.R.001'] = bone.name + bone = arm.edit_bones.new('forehead.L.001') + bone.head[:] = 0.0321, -0.0663, 0.1646 + bone.tail[:] = 0.0394, -0.0828, 0.1310 + bone.roll = 0.9928 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.L']] + bones['forehead.L.001'] = bone.name + bone = arm.edit_bones.new('forehead.R.001') + bone.head[:] = -0.0321, -0.0663, 0.1646 + bone.tail[:] = -0.0394, -0.0828, 0.1310 + bone.roll = -0.9928 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.R']] + bones['forehead.R.001'] = bone.name + bone = arm.edit_bones.new('cheek.T.L.001') + bone.head[:] = 0.0379, -0.0834, 0.0816 + bone.tail[:] = 0.0093, -0.0846, 0.1002 + bone.roll = 0.0320 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.T.L']] + bones['cheek.T.L.001'] = bone.name + bone = arm.edit_bones.new('cheek.T.R.001') + bone.head[:] = -0.0379, -0.0834, 0.0816 + bone.tail[:] = -0.0093, -0.0846, 0.1002 + bone.roll = -0.0320 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.T.R']] + bones['cheek.T.R.001'] = bone.name + bone = arm.edit_bones.new('tongue.001') + bone.head[:] = 0.0000, -0.0620, 0.0567 + bone.tail[:] = 0.0000, -0.0406, 0.0584 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['tongue']] + bones['tongue.001'] = bone.name + bone = arm.edit_bones.new('nose.002') + bone.head[:] = 0.0000, -0.1193, 0.0771 + bone.tail[:] = 0.0000, -0.1118, 0.0739 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.001']] + bones['nose.002'] = bone.name + bone = arm.edit_bones.new('chin.001') + bone.head[:] = 0.0000, -0.0921, 0.0158 + bone.tail[:] = 0.0000, -0.0914, 0.0404 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['chin']] + bones['chin.001'] = bone.name + bone = arm.edit_bones.new('ear.L.002') + bone.head[:] = 0.0804, 0.0065, 0.1189 + bone.tail[:] = 0.0808, 0.0056, 0.0935 + bone.roll = -0.0265 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.L.001']] + bones['ear.L.002'] = bone.name + bone = arm.edit_bones.new('ear.R.002') + bone.head[:] = -0.0804, 0.0065, 0.1189 + bone.tail[:] = -0.0808, 0.0056, 0.0935 + bone.roll = 0.0265 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.R.001']] + bones['ear.R.002'] = bone.name + bone = arm.edit_bones.new('brow.B.L.002') + bone.head[:] = 0.0387, -0.0832, 0.1202 + bone.tail[:] = 0.0295, -0.0826, 0.1179 + bone.roll = -0.0278 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.L.001']] + bones['brow.B.L.002'] = bone.name + bone = arm.edit_bones.new('lid.T.L.002') + bone.head[:] = 0.0394, -0.0838, 0.1147 + bone.tail[:] = 0.0317, -0.0832, 0.1131 + bone.roll = -0.0356 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.L.001']] + bones['lid.T.L.002'] = bone.name + bone = arm.edit_bones.new('brow.B.R.002') + bone.head[:] = -0.0387, -0.0832, 0.1202 + bone.tail[:] = -0.0295, -0.0826, 0.1179 + bone.roll = 0.0278 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.R.001']] + bones['brow.B.R.002'] = bone.name + bone = arm.edit_bones.new('lid.T.R.002') + bone.head[:] = -0.0394, -0.0838, 0.1147 + bone.tail[:] = -0.0317, -0.0832, 0.1131 + bone.roll = 0.0356 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.R.001']] + bones['lid.T.R.002'] = bone.name + bone = arm.edit_bones.new('forehead.L.002') + bone.head[:] = 0.0482, -0.0506, 0.1620 + bone.tail[:] = 0.0556, -0.0689, 0.1249 + bone.roll = 0.4509 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.L.001']] + bones['forehead.L.002'] = bone.name + bone = arm.edit_bones.new('forehead.R.002') + bone.head[:] = -0.0482, -0.0506, 0.1620 + bone.tail[:] = -0.0556, -0.0689, 0.1249 + bone.roll = -0.4509 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.R.001']] + bones['forehead.R.002'] = bone.name + bone = arm.edit_bones.new('nose.L') + bone.head[:] = 0.0093, -0.0846, 0.1002 + bone.tail[:] = 0.0118, -0.0966, 0.0757 + bone.roll = -0.0909 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.T.L.001']] + bones['nose.L'] = bone.name + bone = arm.edit_bones.new('nose.R') + bone.head[:] = -0.0093, -0.0846, 0.1002 + bone.tail[:] = -0.0118, -0.0966, 0.0757 + bone.roll = 0.0909 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.T.R.001']] + bones['nose.R'] = bone.name + bone = arm.edit_bones.new('tongue.002') + bone.head[:] = 0.0000, -0.0406, 0.0584 + bone.tail[:] = 0.0000, -0.0178, 0.0464 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['tongue.001']] + bones['tongue.002'] = bone.name + bone = arm.edit_bones.new('nose.003') + bone.head[:] = 0.0000, -0.1118, 0.0739 + bone.tail[:] = 0.0000, -0.1019, 0.0733 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.002']] + bones['nose.003'] = bone.name + bone = arm.edit_bones.new('ear.L.003') + bone.head[:] = 0.0808, 0.0056, 0.0935 + bone.tail[:] = 0.0677, -0.0109, 0.0752 + bone.roll = 0.3033 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.L.002']] + bones['ear.L.003'] = bone.name + bone = arm.edit_bones.new('ear.R.003') + bone.head[:] = -0.0808, 0.0056, 0.0935 + bone.tail[:] = -0.0677, -0.0109, 0.0752 + bone.roll = -0.3033 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.R.002']] + bones['ear.R.003'] = bone.name + bone = arm.edit_bones.new('brow.B.L.003') + bone.head[:] = 0.0295, -0.0826, 0.1179 + bone.tail[:] = 0.0201, -0.0812, 0.1095 + bone.roll = 0.0417 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.L.002']] + bones['brow.B.L.003'] = bone.name + bone = arm.edit_bones.new('lid.T.L.003') + bone.head[:] = 0.0317, -0.0832, 0.1131 + bone.tail[:] = 0.0237, -0.0826, 0.1058 + bone.roll = 0.0245 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.L.002']] + bones['lid.T.L.003'] = bone.name + bone = arm.edit_bones.new('brow.B.R.003') + bone.head[:] = -0.0295, -0.0826, 0.1179 + bone.tail[:] = -0.0201, -0.0812, 0.1095 + bone.roll = -0.0417 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.B.R.002']] + bones['brow.B.R.003'] = bone.name + bone = arm.edit_bones.new('lid.T.R.003') + bone.head[:] = -0.0317, -0.0832, 0.1131 + bone.tail[:] = -0.0237, -0.0826, 0.1058 + bone.roll = -0.0245 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.R.002']] + bones['lid.T.R.003'] = bone.name + bone = arm.edit_bones.new('temple.L') + bone.head[:] = 0.0585, -0.0276, 0.1490 + bone.tail[:] = 0.0607, -0.0295, 0.0962 + bone.roll = -0.0650 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.L.002']] + bones['temple.L'] = bone.name + bone = arm.edit_bones.new('temple.R') + bone.head[:] = -0.0585, -0.0276, 0.1490 + bone.tail[:] = -0.0607, -0.0295, 0.0962 + bone.roll = 0.0650 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['forehead.R.002']] + bones['temple.R'] = bone.name + bone = arm.edit_bones.new('nose.L.001') + bone.head[:] = 0.0118, -0.0966, 0.0757 + bone.tail[:] = 0.0000, -0.1193, 0.0771 + bone.roll = 0.1070 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.L']] + bones['nose.L.001'] = bone.name + bone = arm.edit_bones.new('nose.R.001') + bone.head[:] = -0.0118, -0.0966, 0.0757 + bone.tail[:] = -0.0000, -0.1193, 0.0771 + bone.roll = -0.1070 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.R']] + bones['nose.R.001'] = bone.name + bone = arm.edit_bones.new('nose.004') + bone.head[:] = 0.0000, -0.1019, 0.0733 + bone.tail[:] = 0.0000, -0.1014, 0.0633 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['nose.003']] + bones['nose.004'] = bone.name + bone = arm.edit_bones.new('ear.L.004') + bone.head[:] = 0.0677, -0.0109, 0.0752 + bone.tail[:] = 0.0616, -0.0083, 0.0886 + bone.roll = 0.1518 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.L.003']] + bones['ear.L.004'] = bone.name + bone = arm.edit_bones.new('ear.R.004') + bone.head[:] = -0.0677, -0.0109, 0.0752 + bone.tail[:] = -0.0616, -0.0083, 0.0886 + bone.roll = -0.1518 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['ear.R.003']] + bones['ear.R.004'] = bone.name + bone = arm.edit_bones.new('lid.B.L') + bone.head[:] = 0.0237, -0.0826, 0.1058 + bone.tail[:] = 0.0319, -0.0831, 0.1050 + bone.roll = -0.1108 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.L.003']] + bones['lid.B.L'] = bone.name + bone = arm.edit_bones.new('lid.B.R') + bone.head[:] = -0.0237, -0.0826, 0.1058 + bone.tail[:] = -0.0319, -0.0831, 0.1050 + bone.roll = 0.1108 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.T.R.003']] + bones['lid.B.R'] = bone.name + bone = arm.edit_bones.new('jaw.L') + bone.head[:] = 0.0607, -0.0295, 0.0962 + bone.tail[:] = 0.0451, -0.0338, 0.0533 + bone.roll = 0.0871 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['temple.L']] + bones['jaw.L'] = bone.name + bone = arm.edit_bones.new('jaw.R') + bone.head[:] = -0.0607, -0.0295, 0.0962 + bone.tail[:] = -0.0451, -0.0338, 0.0533 + bone.roll = -0.0871 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['temple.R']] + bones['jaw.R'] = bone.name + bone = arm.edit_bones.new('lid.B.L.001') + bone.head[:] = 0.0319, -0.0831, 0.1050 + bone.tail[:] = 0.0389, -0.0826, 0.1050 + bone.roll = -0.0207 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.L']] + bones['lid.B.L.001'] = bone.name + bone = arm.edit_bones.new('lid.B.R.001') + bone.head[:] = -0.0319, -0.0831, 0.1050 + bone.tail[:] = -0.0389, -0.0826, 0.1050 + bone.roll = 0.0207 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.R']] + bones['lid.B.R.001'] = bone.name + bone = arm.edit_bones.new('jaw.L.001') + bone.head[:] = 0.0451, -0.0338, 0.0533 + bone.tail[:] = 0.0166, -0.0758, 0.0187 + bone.roll = 0.0458 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw.L']] + bones['jaw.L.001'] = bone.name + bone = arm.edit_bones.new('jaw.R.001') + bone.head[:] = -0.0451, -0.0338, 0.0533 + bone.tail[:] = -0.0166, -0.0758, 0.0187 + bone.roll = -0.0458 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw.R']] + bones['jaw.R.001'] = bone.name + bone = arm.edit_bones.new('lid.B.L.002') + bone.head[:] = 0.0389, -0.0826, 0.1050 + bone.tail[:] = 0.0472, -0.0781, 0.1068 + bone.roll = 0.0229 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.L.001']] + bones['lid.B.L.002'] = bone.name + bone = arm.edit_bones.new('lid.B.R.002') + bone.head[:] = -0.0389, -0.0826, 0.1050 + bone.tail[:] = -0.0472, -0.0781, 0.1068 + bone.roll = -0.0229 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.R.001']] + bones['lid.B.R.002'] = bone.name + bone = arm.edit_bones.new('chin.L') + bone.head[:] = 0.0166, -0.0758, 0.0187 + bone.tail[:] = 0.0236, -0.0877, 0.0519 + bone.roll = 0.1513 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw.L.001']] + bones['chin.L'] = bone.name + bone = arm.edit_bones.new('chin.R') + bone.head[:] = -0.0166, -0.0758, 0.0187 + bone.tail[:] = -0.0236, -0.0877, 0.0519 + bone.roll = -0.1513 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['jaw.R.001']] + bones['chin.R'] = bone.name + bone = arm.edit_bones.new('lid.B.L.003') + bone.head[:] = 0.0472, -0.0781, 0.1068 + bone.tail[:] = 0.0515, -0.0692, 0.1104 + bone.roll = -0.0147 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.L.002']] + bones['lid.B.L.003'] = bone.name + bone = arm.edit_bones.new('lid.B.R.003') + bone.head[:] = -0.0472, -0.0781, 0.1068 + bone.tail[:] = -0.0515, -0.0692, 0.1104 + bone.roll = 0.0147 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['lid.B.R.002']] + bones['lid.B.R.003'] = bone.name + bone = arm.edit_bones.new('cheek.B.L') + bone.head[:] = 0.0236, -0.0877, 0.0519 + bone.tail[:] = 0.0493, -0.0691, 0.0632 + bone.roll = 0.0015 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['chin.L']] + bones['cheek.B.L'] = bone.name + bone = arm.edit_bones.new('cheek.B.R') + bone.head[:] = -0.0236, -0.0877, 0.0519 + bone.tail[:] = -0.0493, -0.0691, 0.0632 + bone.roll = -0.0015 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['chin.R']] + bones['cheek.B.R'] = bone.name + bone = arm.edit_bones.new('cheek.B.L.001') + bone.head[:] = 0.0493, -0.0691, 0.0632 + bone.tail[:] = 0.0568, -0.0506, 0.1052 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.B.L']] + bones['cheek.B.L.001'] = bone.name + bone = arm.edit_bones.new('cheek.B.R.001') + bone.head[:] = -0.0493, -0.0691, 0.0632 + bone.tail[:] = -0.0568, -0.0506, 0.1052 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.B.R']] + bones['cheek.B.R.001'] = bone.name + bone = arm.edit_bones.new('brow.T.L') + bone.head[:] = 0.0568, -0.0506, 0.1052 + bone.tail[:] = 0.0556, -0.0689, 0.1249 + bone.roll = 0.1990 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.B.L.001']] + bones['brow.T.L'] = bone.name + bone = arm.edit_bones.new('brow.T.R') + bone.head[:] = -0.0568, -0.0506, 0.1052 + bone.tail[:] = -0.0556, -0.0689, 0.1249 + bone.roll = -0.1990 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['cheek.B.R.001']] + bones['brow.T.R'] = bone.name + bone = arm.edit_bones.new('brow.T.L.001') + bone.head[:] = 0.0556, -0.0689, 0.1249 + bone.tail[:] = 0.0394, -0.0828, 0.1310 + bone.roll = 0.2372 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.L']] + bones['brow.T.L.001'] = bone.name + bone = arm.edit_bones.new('brow.T.R.001') + bone.head[:] = -0.0556, -0.0689, 0.1249 + bone.tail[:] = -0.0394, -0.0828, 0.1310 + bone.roll = -0.2372 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.R']] + bones['brow.T.R.001'] = bone.name + bone = arm.edit_bones.new('brow.T.L.002') + bone.head[:] = 0.0394, -0.0828, 0.1310 + bone.tail[:] = 0.0144, -0.0912, 0.1236 + bone.roll = 0.0724 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.L.001']] + bones['brow.T.L.002'] = bone.name + bone = arm.edit_bones.new('brow.T.R.002') + bone.head[:] = -0.0394, -0.0828, 0.1310 + bone.tail[:] = -0.0144, -0.0912, 0.1236 + bone.roll = -0.0724 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.R.001']] + bones['brow.T.R.002'] = bone.name + bone = arm.edit_bones.new('brow.T.L.003') + bone.head[:] = 0.0144, -0.0912, 0.1236 + bone.tail[:] = 0.0003, -0.0905, 0.1125 + bone.roll = -0.0423 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.L.002']] + bones['brow.T.L.003'] = bone.name + bone = arm.edit_bones.new('brow.T.R.003') + bone.head[:] = -0.0144, -0.0912, 0.1236 + bone.tail[:] = -0.0003, -0.0905, 0.1125 + bone.roll = 0.0423 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['brow.T.R.002']] + bones['brow.T.R.003'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['face']] + pbone.rigify_type = 'pitchipoy.super_face' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lip.T.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lip.B.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['jaw']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lip.T.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lip.B.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.B.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.T.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.B.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.T.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['forehead.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['forehead.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['eye.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['eye.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['cheek.T.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['cheek.T.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['teeth.T']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['teeth.B']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['tongue']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lip.T.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lip.B.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['chin']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lip.T.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lip.B.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.B.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.T.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.B.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.T.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['forehead.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['forehead.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['cheek.T.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['cheek.T.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['tongue.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['chin.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.B.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.T.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.B.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.T.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['forehead.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['forehead.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['tongue.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.B.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.T.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.B.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.T.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['temple.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['temple.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['nose.004']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.L.004']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ear.R.004']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.B.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.B.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['jaw.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['jaw.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.B.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.B.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['jaw.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['jaw.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.B.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.B.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['chin.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['chin.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.B.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['lid.B.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['cheek.B.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['cheek.B.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['cheek.B.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['cheek.B.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.T.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.T.R']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.T.L.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.T.R.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.T.L.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.T.R.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.T.L.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['brow.T.R.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone + + +def create_square_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [ + ( 0.5 * size, -2.9802322387695312e-08 * size, 0.5 * size ), + ( -0.5 * size, -2.9802322387695312e-08 * size, 0.5 * size ), + ( 0.5 * size, 2.9802322387695312e-08 * size, -0.5 * size ), + ( -0.5 * size, 2.9802322387695312e-08 * size, -0.5 * size ), + ] + + edges = [(0, 1), (2, 3), (0, 2), (3, 1) ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + mesh.update() + return obj + else: + return None + diff --git a/rigify/legacy/rigs/pitchipoy/super_finger.py b/rigify/legacy/rigs/pitchipoy/super_finger.py new file mode 100644 index 00000000..86733921 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/super_finger.py @@ -0,0 +1,414 @@ +import bpy +from mathutils import Vector +from ...utils import copy_bone, flip_bone +from ...utils import strip_org, make_deformer_name, connected_children_names, make_mechanism_name +from ...utils import create_circle_widget, create_sphere_widget, create_widget +from ...utils import MetarigError +from rna_prop_ui import rna_idprop_ui_prop_get + +script = """ +controls = [%s] +master_name = '%s' +if is_selected(controls): + layout.prop(pose_bones[master_name], '["%s"]', text="Curvature", slider=True) +""" + +class Rig: + + def __init__(self, obj, bone_name, params): + self.obj = obj + self.org_bones = [bone_name] + connected_children_names(obj, bone_name) + self.params = params + + if len(self.org_bones) <= 1: + raise MetarigError("RIGIFY ERROR: Bone '%s': listen bro, that finger rig jusaint put tugetha rite. A little hint, use more than one bone!!" % (strip_org(bone_name))) + + + def generate(self): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Bone name lists + ctrl_chain = [] + def_chain = [] + mch_chain = [] + mch_drv_chain = [] + + # Create ctrl master bone + org_name = self.org_bones[0] + temp_name = strip_org(self.org_bones[0]) + + suffix = temp_name[-2:] + master_name = temp_name[:-5] + "_master" + suffix + master_name = copy_bone( self.obj, org_name, master_name ) + ctrl_bone_master = eb[ master_name ] + + ## Parenting bug fix ?? + ctrl_bone_master.use_connect = False + ctrl_bone_master.parent = None + + ctrl_bone_master.tail += ( eb[ org_bones[-1] ].tail - eb[org_name].head ) * 1.25 + + for bone in org_bones: + eb[bone].use_connect = False + if org_bones.index( bone ) != 0: + eb[bone].parent = None + + # Creating the bone chains + for i in range(len(self.org_bones)): + + name = self.org_bones[i] + ctrl_name = strip_org(name) + + # Create control bones + ctrl_bone = copy_bone( self.obj, name, ctrl_name ) + ctrl_bone_e = eb[ ctrl_name ] + + # Create deformation bones + def_name = make_deformer_name( ctrl_name ) + def_bone = copy_bone( self.obj, name, def_name ) + + # Create mechanism bones + mch_name = make_mechanism_name( ctrl_name ) + mch_bone = copy_bone( self.obj, name, mch_name ) + + # Create mechanism driver bones + drv_name = make_mechanism_name(ctrl_name) + "_drv" + mch_bone_drv = copy_bone(self.obj, name, drv_name) + mch_bone_drv_e = eb[drv_name] + + # Adding to lists + ctrl_chain += [ctrl_name] + def_chain += [def_bone] + mch_chain += [mch_bone] + mch_drv_chain += [drv_name] + + # Restoring org chain parenting + for bone in org_bones[1:]: + eb[bone].parent = eb[ org_bones[ org_bones.index(bone) - 1 ] ] + + # Parenting the master bone to the first org + ctrl_bone_master = eb[ master_name ] + ctrl_bone_master.parent = eb[ org_bones[0] ] + + # Parenting chain bones + for i in range(len(self.org_bones)): + # Edit bone references + def_bone_e = eb[def_chain[i]] + ctrl_bone_e = eb[ctrl_chain[i]] + mch_bone_e = eb[mch_chain[i]] + mch_bone_drv_e = eb[mch_drv_chain[i]] + + if i == 0: + # First ctl bone + ctrl_bone_e.parent = mch_bone_drv_e + ctrl_bone_e.use_connect = False + # First def bone + def_bone_e.parent = eb[self.org_bones[i]].parent + def_bone_e.use_connect = False + # First mch bone + mch_bone_e.parent = eb[self.org_bones[i]].parent + mch_bone_e.use_connect = False + # First mch driver bone + mch_bone_drv_e.parent = eb[self.org_bones[i]].parent + mch_bone_drv_e.use_connect = False + else: + # The rest + ctrl_bone_e.parent = mch_bone_drv_e + ctrl_bone_e.use_connect = False + + def_bone_e.parent = eb[def_chain[i-1]] + def_bone_e.use_connect = True + + mch_bone_drv_e.parent = eb[ctrl_chain[i-1]] + mch_bone_drv_e.use_connect = False + + # Parenting mch bone + mch_bone_e.parent = ctrl_bone_e + mch_bone_e.use_connect = False + + # Creating tip conrtol bone + tip_name = copy_bone( self.obj, org_bones[-1], temp_name ) + ctrl_bone_tip = eb[ tip_name ] + flip_bone( self.obj, tip_name ) + ctrl_bone_tip.length /= 2 + + ctrl_bone_tip.parent = eb[ctrl_chain[-1]] + + bpy.ops.object.mode_set(mode ='OBJECT') + + pb = self.obj.pose.bones + + # Setting pose bones locks + pb_master = pb[master_name] + pb_master.lock_scale = True,False,True + + pb[tip_name].lock_scale = True,True,True + pb[tip_name].lock_rotation = True,True,True + pb[tip_name].lock_rotation_w = True + + pb_master['finger_curve'] = 0.0 + prop = rna_idprop_ui_prop_get(pb_master, 'finger_curve') + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = "Rubber hose finger cartoon effect" + + # Pose settings + for org, ctrl, deform, mch, mch_drv in zip(self.org_bones, ctrl_chain, def_chain, mch_chain, mch_drv_chain): + + # Constraining the org bones + #con = pb[org].constraints.new('COPY_TRANSFORMS') + #con.target = self.obj + #con.subtarget = ctrl + + # Constraining the deform bones + con = pb[deform].constraints.new('COPY_TRANSFORMS') + con.target = self.obj + con.subtarget = mch + + # Constraining the mch bones + if mch_chain.index(mch) == 0: + con = pb[mch].constraints.new('COPY_LOCATION') + con.target = self.obj + con.subtarget = ctrl + + con = pb[mch].constraints.new('COPY_SCALE') + con.target = self.obj + con.subtarget = ctrl + + con = pb[mch].constraints.new('DAMPED_TRACK') + con.target = self.obj + con.subtarget = ctrl_chain[ctrl_chain.index(ctrl)+1] + + con = pb[mch].constraints.new('STRETCH_TO') + con.target = self.obj + con.subtarget = ctrl_chain[ctrl_chain.index(ctrl)+1] + con.volume = 'NO_VOLUME' + + elif mch_chain.index(mch) == len(mch_chain) - 1: + con = pb[mch].constraints.new('DAMPED_TRACK') + con.target = self.obj + con.subtarget = tip_name + + con = pb[mch].constraints.new('STRETCH_TO') + con.target = self.obj + con.subtarget = tip_name + con.volume = 'NO_VOLUME' + else: + con = pb[mch].constraints.new('DAMPED_TRACK') + con.target = self.obj + con.subtarget = ctrl_chain[ctrl_chain.index(ctrl)+1] + + con = pb[mch].constraints.new('STRETCH_TO') + con.target = self.obj + con.subtarget = ctrl_chain[ctrl_chain.index(ctrl)+1] + con.volume = 'NO_VOLUME' + + # Constraining and driving mch driver bones + pb[mch_drv].rotation_mode = 'YZX' + + if mch_drv_chain.index(mch_drv) == 0: + # Constraining to master bone + con = pb[mch_drv].constraints.new('COPY_LOCATION') + con.target = self.obj + con.subtarget = master_name + + con = pb[mch_drv].constraints.new('COPY_ROTATION') + con.target = self.obj + con.subtarget = master_name + con.target_space = 'LOCAL' + con.owner_space = 'LOCAL' + + else: + # Match axis to expression + options = { + "X" : { "axis" : 0, + "expr" : '(1-sy)*pi' }, + "-X" : { "axis" : 0, + "expr" : '-((1-sy)*pi)' }, + "Y" : { "axis" : 1, + "expr" : '(1-sy)*pi' }, + "-Y" : { "axis" : 1, + "expr" : '-((1-sy)*pi)' }, + "Z" : { "axis" : 2, + "expr" : '(1-sy)*pi' }, + "-Z" : { "axis" : 2, + "expr" : '-((1-sy)*pi)' } + } + + axis = self.params.primary_rotation_axis + + # Drivers + drv = pb[mch_drv].driver_add("rotation_euler", options[axis]["axis"]).driver + drv.type = 'SCRIPTED' + drv.expression = options[axis]["expr"] + drv_var = drv.variables.new() + drv_var.name = 'sy' + drv_var.type = "SINGLE_PROP" + drv_var.targets[0].id = self.obj + drv_var.targets[0].data_path = pb[master_name].path_from_id() + '.scale.y' + + # Setting bone curvature setting, costum property, and drivers + def_bone = self.obj.data.bones[deform] + + def_bone.bbone_segments = 8 + drv = def_bone.driver_add("bbone_in").driver # Ease in + + drv.type='SUM' + drv_var = drv.variables.new() + drv_var.name = "curvature" + drv_var.type = "SINGLE_PROP" + drv_var.targets[0].id = self.obj + drv_var.targets[0].data_path = pb_master.path_from_id() + '["finger_curve"]' + + drv = def_bone.driver_add("bbone_out").driver # Ease out + + drv.type='SUM' + drv_var = drv.variables.new() + drv_var.name = "curvature" + drv_var.type = "SINGLE_PROP" + drv_var.targets[0].id = self.obj + drv_var.targets[0].data_path = pb_master.path_from_id() + '["finger_curve"]' + + + # Assigning shapes to control bones + create_circle_widget(self.obj, ctrl, radius=0.3, head_tail=0.5) + + # Create ctrl master widget + w = create_widget(self.obj, master_name) + if w is not None: + mesh = w.data + verts = [(0, 0, 0), (0, 1, 0), (0.05, 1, 0), (0.05, 1.1, 0), (-0.05, 1.1, 0), (-0.05, 1, 0)] + if 'Z' in self.params.primary_rotation_axis: + # Flip x/z coordinates + temp = [] + for v in verts: + temp += [(v[2], v[1], v[0])] + verts = temp + edges = [(0, 1), (1, 2), (2, 3), (3, 4), (4, 5), (5, 1)] + mesh.from_pydata(verts, edges, []) + mesh.update() + + # Create tip control widget + create_circle_widget(self.obj, tip_name, radius=0.3, head_tail=0.0) + + # Create UI + controls_string = ", ".join( + ["'" + x + "'" for x in ctrl_chain] + ) + ", " + "'" + master_name + "'" + return [script % (controls_string, master_name, 'finger_curve')] + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + items = [('X', 'X', ''), ('Y', 'Y', ''), ('Z', 'Z', ''), ('-X', '-X', ''), ('-Y', '-Y', ''), ('-Z', '-Z', '')] + params.primary_rotation_axis = bpy.props.EnumProperty(items=items, name="Primary Rotation Axis", default='X') + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + """ + r = layout.row() + r.label(text="Bend rotation axis:") + r.prop(params, "primary_rotation_axis", text="") + + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('palm.04.L') + bone.head[:] = 0.0043, -0.0030, -0.0026 + bone.tail[:] = 0.0642, 0.0037, -0.0469 + bone.roll = -2.5155 + bone.use_connect = False + bones['palm.04.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.01.L') + bone.head[:] = 0.0642, 0.0037, -0.0469 + bone.tail[:] = 0.0703, 0.0039, -0.0741 + bone.roll = -1.9749 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.04.L']] + bones['f_pinky.01.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.02.L') + bone.head[:] = 0.0703, 0.0039, -0.0741 + bone.tail[:] = 0.0732, 0.0044, -0.0965 + bone.roll = -1.9059 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.01.L']] + bones['f_pinky.02.L'] = bone.name + bone = arm.edit_bones.new('f_pinky.03.L') + bone.head[:] = 0.0732, 0.0044, -0.0965 + bone.tail[:] = 0.0725, 0.0046, -0.1115 + bone.roll = -1.7639 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['f_pinky.02.L']] + bones['f_pinky.03.L'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['palm.04.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone = obj.pose.bones[bones['f_pinky.01.L']] + pbone.rigify_type = 'pitchipoy.simple_tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + try: + pbone.rigify_parameters.separate_extra_layers = True + except AttributeError: + pass + try: + pbone.rigify_parameters.extra_layers = [False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_extra_layers = False + except AttributeError: + pass + pbone = obj.pose.bones[bones['f_pinky.02.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['f_pinky.03.L']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone + + + + + diff --git a/rigify/legacy/rigs/pitchipoy/super_palm.py b/rigify/legacy/rigs/pitchipoy/super_palm.py new file mode 100644 index 00000000..68d38958 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/super_palm.py @@ -0,0 +1,324 @@ +# ##### 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 ##### + +# <pep8 compliant> + +import re +from math import cos, pi + +import bpy + +from ...utils import MetarigError +from ...utils import copy_bone +from ...utils import strip_org, deformer +from ...utils import create_widget + + +def bone_siblings(obj, bone): + """ Returns a list of the siblings of the given bone. + This requires that the bones has a parent. + + """ + parent = obj.data.bones[bone].parent + + if parent is None: + return [] + + bones = [] + + for b in parent.children: + if b.name != bone: + bones += [b.name] + + return bones + + +def bone_distance(obj, bone1, bone2): + """ Returns the distance between two bones. + + """ + vec = obj.data.bones[bone1].head - obj.data.bones[bone2].head + return vec.length + + +class Rig: + """ A "palm" rig. A set of sibling bones that bend with each other. + This is a control and deformation rig. + + """ + def __init__(self, obj, bone, params): + """ Gather and validate data about the rig. + """ + self.obj = obj + self.params = params + + siblings = bone_siblings(obj, bone) + + if len(siblings) == 0: + raise MetarigError( + "RIGIFY ERROR: Bone '%s': must have a parent and at least one sibling" % + (strip_org(bone))) + + # Sort list by name and distance + siblings.sort() + siblings.sort(key=lambda b: bone_distance(obj, bone, b)) + + self.org_bones = [bone] + siblings + + # Get rig parameters + self.palm_rotation_axis = params.palm_rotation_axis + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + bpy.ops.object.mode_set(mode='EDIT') + + # Figure out the name for the control bone (remove the last .##) + last_bone = self.org_bones[-1:][0] + ctrl_name = re.sub("([0-9]+\.)", "", strip_org(last_bone)[::-1], count=1)[::-1] + + # Make control bone + ctrl = copy_bone(self.obj, last_bone, ctrl_name) + + # Make deformation bones + def_bones = [] + for bone in self.org_bones: + b = copy_bone(self.obj, bone, deformer(strip_org(bone))) + def_bones += [b] + + # Parenting + eb = self.obj.data.edit_bones + + # turn off inherit scale for all ORG-bones to prevent undesired transformations + + for o in self.org_bones: + eb[o].use_inherit_scale = False + + for d, b in zip(def_bones, self.org_bones): + eb[d].use_connect = False + eb[d].parent = eb[b] + + # Get ORG parent bone + org_parent = eb[self.org_bones[0]].parent.name + + # Get DEF parent from ORG parent + def_parent = deformer(strip_org(org_parent)) + + # Switch parent + for o in self.org_bones: + eb[o].parent = eb[def_parent] + eb[ctrl].parent = eb[def_parent] + + # Constraints + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + i = 0 + div = len(self.org_bones) - 1 + for b in self.org_bones: + con = pb[b].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = ctrl + con.target_space = 'LOCAL' + con.owner_space = 'LOCAL' + con.influence = i / div + + con = pb[b].constraints.new('COPY_SCALE') + con.name = "copy_scale" + con.target = self.obj + con.subtarget = def_parent + con.target_space = 'WORLD' + con.owner_space = 'WORLD' + con.influence = 1 + + con = pb[b].constraints.new('COPY_ROTATION') + con.name = "copy_rotation" + con.target = self.obj + con.subtarget = ctrl + con.target_space = 'LOCAL' + con.owner_space = 'LOCAL' + if 'X' in self.palm_rotation_axis: + con.invert_x = True + con.use_x = True + con.use_z = False + else: + con.invert_z = True + con.use_x = False + con.use_z = True + con.use_y = False + + con.influence = (i / div) - (1 - cos((i * pi / 2) / div)) + + i += 1 + + # Create control widget + w = create_widget(self.obj, ctrl) + if w is not None: + mesh = w.data + verts = [ + (0.1578, 0.0, -0.3), + (0.1578, 1.0, -0.2), + (-0.1578, 1.0, -0.2), + (-0.1578, -0.0, -0.3), + (-0.1578, -0.0, 0.3), + (-0.1578, 1.0, 0.2), + (0.1578, 1.0, 0.2), + (0.1578, 0.0, 0.3), + (0.1578, 0.25, -0.275), + (-0.1578, 0.25, -0.275), + (0.1578, 0.75, -0.225), + (-0.1578, 0.75, -0.225), + (0.1578, 0.75, 0.225), + (0.1578, 0.25, 0.275), + (-0.1578, 0.25, 0.275), + (-0.1578, 0.75, 0.225), + ] + + if 'Z' in self.palm_rotation_axis: + # Flip x/z coordinates + verts = [v[::-1] for v in verts] + + edges = [ + (1, 2), (0, 3), (4, 7), (5, 6), + (8, 0), (9, 3), (10, 1), (11, 2), + (12, 6), (13, 7), (4, 14), (15, 5), + (10, 8), (11, 9), (15, 14), (12, 13), + ] + mesh.from_pydata(verts, edges, []) + mesh.update() + + mod = w.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + + """ + items = [('X', 'X', ''), ('Z', 'Z', '')] + params.palm_rotation_axis = bpy.props.EnumProperty( + items=items, + name="Palm Rotation Axis", + default='X', + ) + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + + """ + r = layout.row() + r.label(text="Primary rotation axis:") + r.prop(params, "palm_rotation_axis", text="") + + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('palm.parent') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.0577, 0.0000, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bones['palm.parent'] = bone.name + bone = arm.edit_bones.new('palm.04') + bone.head[:] = 0.0577, 0.0315, -0.0000 + bone.tail[:] = 0.1627, 0.0315, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.parent']] + bones['palm.04'] = bone.name + bone = arm.edit_bones.new('palm.03') + bone.head[:] = 0.0577, 0.0105, -0.0000 + bone.tail[:] = 0.1627, 0.0105, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.parent']] + bones['palm.03'] = bone.name + bone = arm.edit_bones.new('palm.02') + bone.head[:] = 0.0577, -0.0105, -0.0000 + bone.tail[:] = 0.1627, -0.0105, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.parent']] + bones['palm.02'] = bone.name + bone = arm.edit_bones.new('palm.01') + bone.head[:] = 0.0577, -0.0315, -0.0000 + bone.tail[:] = 0.1627, -0.0315, -0.0000 + bone.roll = 3.1416 + bone.use_connect = False + bone.parent = arm.edit_bones[bones['palm.parent']] + bones['palm.01'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['palm.parent']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['palm.04']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone = obj.pose.bones[bones['palm.03']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone = obj.pose.bones[bones['palm.02']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + pbone = obj.pose.bones[bones['palm.01']] + pbone.rigify_type = 'palm' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, True, True) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'YXZ' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/pitchipoy/super_torso_turbo.py b/rigify/legacy/rigs/pitchipoy/super_torso_turbo.py new file mode 100644 index 00000000..e1ff5b0e --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/super_torso_turbo.py @@ -0,0 +1,911 @@ +import bpy +from mathutils import Vector +from ...utils import copy_bone, flip_bone, put_bone, org +from ...utils import strip_org, make_deformer_name, connected_children_names +from ...utils import create_circle_widget, create_sphere_widget, create_widget +from ...utils import MetarigError, make_mechanism_name, create_cube_widget +from rna_prop_ui import rna_idprop_ui_prop_get + +script = """ +controls = [%s] +torso = '%s' + +if is_selected( controls ): + layout.prop( pose_bones[ torso ], '["%s"]', slider = True ) + layout.prop( pose_bones[ torso ], '["%s"]', slider = True ) +""" + +class Rig: + + def __init__(self, obj, bone_name, params): + """ Initialize torso rig and key rig properties """ + + eb = obj.data.edit_bones + + self.obj = obj + self.org_bones = [bone_name] + connected_children_names(obj, bone_name) + self.params = params + self.spine_length = sum( [ eb[b].length for b in self.org_bones ] ) + + # Check if user provided the positions of the neck and pivot + if params.neck_pos and params.pivot_pos: + self.neck_pos = params.neck_pos + self.pivot_pos = params.pivot_pos + else: + raise MetarigError( + "RIGIFY ERROR: please specify neck and pivot bone positions" + ) + + # Check if neck is lower than pivot + if params.neck_pos <= params.pivot_pos: + raise MetarigError( + "RIGIFY ERROR: Neck cannot be below or the same as pivot" + ) + + # TODO: + # Limit neck_pos prop to 1 --> num of bones - 1 (last is head) + # Limit pivot_pos prop to 2 --> num of bones (must leave place for lower torso) + + if params.tail_pos: + self.tail_pos = params.tail_pos + + # Assign values to tweak layers props if opted by user + if params.tweak_extra_layers: + self.tweak_layers = list(params.tweak_layers) + else: + self.tweak_layers = None + + # Report error of user created less than the minimum of 4 bones for rig + if len(self.org_bones) <= 4: + raise MetarigError( + "RIGIFY ERROR: invalid rig structure" % (strip_org(bone_name)) + ) + + + def build_bone_structure( self ): + """ Divide meta-rig into lists of bones according to torso rig anatomy: + Neck --> Upper torso --> Lower torso --> Tail (optional) """ + + if self.pivot_pos and self.neck_pos: + + neck_index = self.neck_pos - 1 + pivot_index = self.pivot_pos - 1 + + tail_index = 0 + if 'tail_pos' in dir(self): + tail_index = self.tail_pos - 1 + + neck_bones = self.org_bones[neck_index::] + upper_torso_bones = self.org_bones[pivot_index:neck_index] + lower_torso_bones = self.org_bones[tail_index:pivot_index] + + tail_bones = [] + if tail_index: + tail_bones = self.org_bones[::tail_index+1] + + return { + 'neck' : neck_bones, + 'upper' : upper_torso_bones, + 'lower' : lower_torso_bones, + 'tail' : tail_bones + } + + else: + return 'ERROR' + + def orient_bone( self, eb, axis, scale, reverse = False ): + v = Vector((0,0,0)) + + setattr(v,axis,scale) + + if reverse: + tail_vec = v * self.obj.matrix_world + eb.head[:] = eb.tail + eb.tail[:] = eb.head + tail_vec + else: + tail_vec = v * self.obj.matrix_world + eb.tail[:] = eb.head + tail_vec + + + def create_pivot( self, pivot ): + """ Create the pivot control and mechanism bones """ + org_bones = self.org_bones + pivot_name = org_bones[pivot-1] + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Create torso control bone + torso_name = 'torso' + ctrl_name = copy_bone(self.obj, pivot_name, torso_name) + ctrl_eb = eb[ ctrl_name ] + + self.orient_bone( ctrl_eb, 'y', self.spine_length / 2.5 ) + + # Create mch_pivot + mch_name = make_mechanism_name( 'pivot' ) + mch_name = copy_bone(self.obj, ctrl_name, mch_name) + mch_eb = eb[ mch_name ] + + mch_eb.length /= 4 + + # Positioning pivot in a more usable location for animators + if hasattr(self,'tail_pos') and self.tail_pos > 0: + pivot_loc = eb[ org_bones[pivot-1]].head + else: + pivot_loc = ( eb[ org_bones[0]].head + eb[ org_bones[0]].tail ) / 2 + + put_bone( self.obj, ctrl_name, pivot_loc ) + + return { + 'ctrl' : ctrl_name, + 'mch' : mch_name + } + + + def create_deform( self ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + def_bones = [] + for org in org_bones: + def_name = make_deformer_name( strip_org( org ) ) + def_name = copy_bone( self.obj, org, def_name ) + def_bones.append( def_name ) + + return def_bones + + + def create_neck( self, neck_bones ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Create neck control + neck = copy_bone( self.obj, org(neck_bones[0]), 'neck' ) + neck_eb = eb[ neck ] + + # Neck spans all neck bones (except head) + neck_eb.tail[:] = eb[ org(neck_bones[-1]) ].head + + # Create head control + head = copy_bone( self.obj, org(neck_bones[-1]), 'head' ) + + # MCH bones + # Neck MCH stretch + mch_str = copy_bone( self.obj, neck, make_mechanism_name('STR-neck') ) + + # Neck MCH rotation + mch_neck = copy_bone( + self.obj, neck, make_mechanism_name('ROT-neck') + ) + + self.orient_bone( eb[mch_neck], 'y', self.spine_length / 10 ) + + # Head MCH rotation + mch_head = copy_bone( + self.obj, head, make_mechanism_name('ROT-head') + ) + + self.orient_bone( eb[mch_head], 'y', self.spine_length / 10 ) + + twk,mch = [],[] + + # Intermediary bones + for b in neck_bones[1:-1]: # All except 1st neck and (last) head + mch_name = copy_bone( self.obj, org(b), make_mechanism_name(b) ) + eb[mch_name].length /= 4 + + mch += [ mch_name ] + + # Tweak bones + for b in neck_bones[:-1]: # All except last bone + twk_name = "tweak_" + b + twk_name = copy_bone( self.obj, org(b), twk_name ) + + eb[twk_name].length /= 2 + + twk += [ twk_name ] + + return { + 'ctrl_neck' : neck, + 'ctrl' : head, + 'mch_str' : mch_str, + 'mch_neck' : mch_neck, + 'mch_head' : mch_head, + 'mch' : mch, + 'tweak' : twk + } + + + def create_chest( self, chest_bones ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # get total spine length + + # Create chest control bone + chest = copy_bone( self.obj, org( chest_bones[0] ), 'chest' ) + self.orient_bone( eb[chest], 'y', self.spine_length / 3 ) + + # create chest mch_wgt + mch_wgt = copy_bone( + self.obj, org( chest_bones[-1] ), + make_mechanism_name( 'WGT-chest' ) + ) + + # Create mch and twk bones + twk,mch = [],[] + + for b in chest_bones: + mch_name = copy_bone( self.obj, org(b), make_mechanism_name(b) ) + self.orient_bone( eb[mch_name], 'y', self.spine_length / 10 ) + + twk_name = "tweak_" + b + twk_name = copy_bone( self.obj, org(b), twk_name ) + eb[twk_name].length /= 2 + + mch += [ mch_name ] + twk += [ twk_name ] + + return { + 'ctrl' : chest, + 'mch' : mch, + 'tweak' : twk, + 'mch_wgt' : mch_wgt + } + + + def create_hips( self, hip_bones ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Create hips control bone + hips = copy_bone( self.obj, org( hip_bones[-1] ), 'hips' ) + self.orient_bone( + eb[hips], + 'y', + self.spine_length / 4, + reverse = True + ) + + # create hips mch_wgt + mch_wgt = copy_bone( + self.obj, org( hip_bones[0] ), + make_mechanism_name( 'WGT-hips' ) + ) + + # Create mch and tweak bones + twk,mch = [],[] + for b in hip_bones: + mch_name = copy_bone( self.obj, org(b), make_mechanism_name(b) ) + self.orient_bone( + eb[mch_name], 'y', self.spine_length / 10, reverse = True + ) + + twk_name = "tweak_" + b + twk_name = copy_bone( self.obj, org( b ), twk_name ) + + eb[twk_name].length /= 2 + + mch += [ mch_name ] + twk += [ twk_name ] + + return { + 'ctrl' : hips, + 'mch' : mch, + 'tweak' : twk, + 'mch_wgt' : mch_wgt + } + + + def create_tail( self, tail_bones ): + pass + + + def parent_bones( self, bones ): + org_bones = self.org_bones + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Parent deform bones + for i,b in enumerate( bones['def'] ): + if i > 0: # For all bones but the first (which has no parent) + eb[b].parent = eb[ bones['def'][i-1] ] # to previous + eb[b].use_connect = True + + # Parent control bones + # Head control => MCH-rotation_head + eb[ bones['neck']['ctrl'] ].parent = eb[ bones['neck']['mch_head'] ] + + # MCH stretch => neck ctrl + eb[ bones['neck']['mch_str'] ].parent = eb[ bones['neck']['ctrl_neck'] ] + + # Neck control => MCH-rotation_neck + eb[ bones['neck']['ctrl_neck'] ].parent = eb[ bones['neck']['mch_neck'] ] + + # Parent hips and chest controls to torso + eb[ bones['chest']['ctrl'] ].parent = eb[ bones['pivot']['ctrl'] ] + eb[ bones['hips']['ctrl'] ].parent = eb[ bones['pivot']['ctrl'] ] + + # Parent mch bones + # Neck mch + eb[ bones['neck']['mch_head'] ].parent = eb[ bones['neck']['ctrl_neck'] ] + + parent = eb[ bones['neck']['mch_str'] ] + for i,b in enumerate([ eb[n] for n in bones['neck']['mch'] ]): + b.parent = parent + + # Chest mch bones and neck mch + chest_mch = bones['chest']['mch'] + [ bones['neck']['mch_neck'] ] + for i,b in enumerate(chest_mch): + if i == 0: + eb[b].parent = eb[ bones['pivot']['ctrl'] ] + else: + eb[b].parent = eb[ chest_mch[i-1] ] + + # Hips mch bones + for i,b in enumerate( bones['hips']['mch'] ): + if i == len(bones['hips']['mch']) - 1: + eb[b].parent = eb[ bones['pivot']['ctrl'] ] + else: + eb[b].parent = eb[ bones['hips']['mch'][i+1] ] + + # mch pivot + eb[ bones['pivot']['mch'] ].parent = eb[ bones['chest']['mch'][0] ] + + # MCH widgets + eb[ bones['chest']['mch_wgt'] ].parent = eb[ bones['chest']['mch'][-1] ] + eb[ bones['hips' ]['mch_wgt'] ].parent = eb[ bones['hips' ]['mch'][0 ] ] + + # Tweaks + + # Neck tweaks + for i,twk in enumerate( bones['neck']['tweak'] ): + if i == 0: + eb[ twk ].parent = eb[ bones['neck']['ctrl_neck'] ] + else: + eb[ twk ].parent = eb[ bones['neck']['mch'][i-1] ] + + # Chest tweaks + for twk,mch in zip( bones['chest']['tweak'], bones['chest']['mch'] ): + if bones['chest']['tweak'].index( twk ) == 0: + eb[ twk ].parent = eb[ bones['pivot']['mch'] ] + else: + eb[ twk ].parent = eb[ mch ] + + # Hips tweaks + for i,twk in enumerate(bones['hips']['tweak']): + if i == 0: + eb[twk].parent = eb[ bones['hips']['mch'][i] ] + else: + eb[twk].parent = eb[ bones['hips']['mch'][i-1] ] + + # Parent orgs to matching tweaks + tweaks = bones['hips']['tweak'] + bones['chest']['tweak'] + tweaks += bones['neck']['tweak'] + [ bones['neck']['ctrl'] ] + + if 'tail' in bones.keys(): + tweaks += bones['tail']['tweak'] + + for org, twk in zip( org_bones, tweaks ): + eb[ org ].parent = eb[ twk ] + + + def make_constraint( self, bone, constraint ): + bpy.ops.object.mode_set(mode = 'OBJECT') + pb = self.obj.pose.bones + + owner_pb = pb[bone] + const = owner_pb.constraints.new( constraint['constraint'] ) + const.target = self.obj + + # filter contraint props to those that actually exist in the currnet + # type of constraint, then assign values to each + for p in [ k for k in constraint.keys() if k in dir(const) ]: + setattr( const, p, constraint[p] ) + + + def constrain_bones( self, bones ): + # MCH bones + + # head and neck MCH bones + for b in [ bones['neck']['mch_head'], bones['neck']['mch_neck'] ]: + self.make_constraint( b, { + 'constraint' : 'COPY_ROTATION', + 'subtarget' : bones['pivot']['ctrl'], + } ) + self.make_constraint( b, { + 'constraint' : 'COPY_SCALE', + 'subtarget' : bones['pivot']['ctrl'], + } ) + + # Neck MCH Stretch + self.make_constraint( bones['neck']['mch_str'], { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : bones['neck']['ctrl'], + }) + + self.make_constraint( bones['neck']['mch_str'], { + 'constraint' : 'STRETCH_TO', + 'subtarget' : bones['neck']['ctrl'], + }) + + # Intermediary mch bones + intermediaries = [ bones['neck'], bones['chest'], bones['hips'] ] + + if 'tail' in bones.keys(): + intermediaries += bones['tail'] + + for i,l in enumerate(intermediaries): + mch = l['mch'] + factor = float( 1 / len( l['tweak'] ) ) + + for j,b in enumerate(mch): + if i == 0: + nfactor = float( (j + 1) / len( mch ) ) + self.make_constraint( b, { + 'constraint' : 'COPY_ROTATION', + 'subtarget' : l['ctrl'], + 'influence' : nfactor + } ) + else: + self.make_constraint( b, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : l['ctrl'], + 'influence' : factor, + 'owner_space' : 'LOCAL', + 'target_space' : 'LOCAL' + } ) + + + # MCH pivot + self.make_constraint( bones['pivot']['mch'], { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : bones['hips']['mch'][-1], + 'owner_space' : 'LOCAL', + 'target_space' : 'LOCAL' + }) + + # DEF bones + deform = bones['def'] + tweaks = bones['hips']['tweak'] + bones['chest']['tweak'] + tweaks += bones['neck']['tweak'] + [ bones['neck']['ctrl'] ] + + for d,t in zip(deform, tweaks): + tidx = tweaks.index(t) + + self.make_constraint( d, { + 'constraint' : 'COPY_TRANSFORMS', + 'subtarget' : t + }) + + if tidx != len(tweaks) - 1: + self.make_constraint( d, { + 'constraint' : 'DAMPED_TRACK', + 'subtarget' : tweaks[ tidx + 1 ], + }) + + self.make_constraint( d, { + 'constraint' : 'STRETCH_TO', + 'subtarget' : tweaks[ tidx + 1 ], + }) + + pb = self.obj.pose.bones + + for t in tweaks: + if t != bones['neck']['ctrl']: + pb[t].rotation_mode = 'ZXY' + + + def create_drivers( self, bones ): + bpy.ops.object.mode_set(mode ='OBJECT') + pb = self.obj.pose.bones + + # Setting the torso's props + torso = pb[ bones['pivot']['ctrl'] ] + + props = [ "head_follow", "neck_follow" ] + owners = [ bones['neck']['mch_head'], bones['neck']['mch_neck'] ] + + for prop in props: + if prop == 'neck_follow': + torso[prop] = 0.5 + else: + torso[prop] = 0.0 + + prop = rna_idprop_ui_prop_get( torso, prop, create=True ) + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = prop + + # driving the follow rotation switches for neck and head + for bone, prop, in zip( owners, props ): + # Add driver to copy rotation constraint + drv = pb[ bone ].constraints[ 0 ].driver_add("influence").driver + drv.type = 'AVERAGE' + + var = drv.variables.new() + var.name = prop + var.type = "SINGLE_PROP" + var.targets[0].id = self.obj + var.targets[0].data_path = \ + torso.path_from_id() + '['+ '"' + prop + '"' + ']' + + drv_modifier = self.obj.animation_data.drivers[-1].modifiers[0] + + drv_modifier.mode = 'POLYNOMIAL' + drv_modifier.poly_order = 1 + drv_modifier.coefficients[0] = 1.0 + drv_modifier.coefficients[1] = -1.0 + + + def locks_and_widgets( self, bones ): + bpy.ops.object.mode_set(mode ='OBJECT') + pb = self.obj.pose.bones + + # deform bones bbone segements + for bone in bones['def'][:-1]: + self.obj.data.bones[bone].bbone_segments = 8 + + self.obj.data.bones[ bones['def'][0] ].bbone_in = 0.0 + self.obj.data.bones[ bones['def'][-2] ].bbone_out = 0.0 + + # Locks + tweaks = bones['neck']['tweak'] + bones['chest']['tweak'] + tweaks += bones['hips']['tweak'] + + if 'tail' in bones.keys(): + tweaks += bones['tail']['tweak'] + + # Tweak bones locks + for bone in tweaks: + pb[bone].lock_rotation = True, False, True + pb[bone].lock_scale = False, True, False + + # Widgets + + # Assigning a widget to torso bone + create_cube_widget( + self.obj, + bones['pivot']['ctrl'], + radius = 0.5, + bone_transform_name = None + ) + + # Assigning widgets to control bones + gen_ctrls = [ + bones['neck']['ctrl_neck'], + bones['chest']['ctrl'], + bones['hips']['ctrl'] + ] + + if 'tail' in bones.keys(): + gen_ctrls += [ bones['tail']['ctrl'] ] + + for bone in gen_ctrls: + create_circle_widget( + self.obj, + bone, + radius = 1.0, + head_tail = 0.5, + with_line = False, + bone_transform_name = None + ) + + # Head widget + create_circle_widget( + self.obj, + bones['neck']['ctrl'], + radius = 0.75, + head_tail = 1.0, + with_line = False, + bone_transform_name = None + ) + + # place widgets on correct bones + chest_widget_loc = pb[ bones['chest']['mch_wgt'] ] + pb[ bones['chest']['ctrl'] ].custom_shape_transform = chest_widget_loc + + hips_widget_loc = pb[ bones['hips']['mch_wgt'] ] + if 'tail' in bones.keys(): + hips_widget_loc = bones['def'][self.tail_pos -1] + + pb[ bones['hips']['ctrl'] ].custom_shape_transform = hips_widget_loc + + # Assigning widgets to tweak bones and layers + for bone in tweaks: + create_sphere_widget(self.obj, bone, bone_transform_name=None) + + if self.tweak_layers: + pb[bone].bone.layers = self.tweak_layers + + + def generate( self ): + + # Torso Rig Anatomy: + # Neck: all bones above neck point, last bone is head + # Upper torso: all bones between pivot and neck start + # Lower torso: all bones below pivot until tail point + # Tail: all bones below tail point + + bone_chains = self.build_bone_structure() + + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Clear parents for org bones + for bone in self.org_bones: + eb[bone].use_connect = False + eb[bone].parent = None + + if bone_chains != 'ERROR': + + # Create lists of bones and strip "ORG" from their names + neck_bones = [ strip_org(b) for b in bone_chains['neck' ] ] + upper_torso_bones = [ strip_org(b) for b in bone_chains['upper'] ] + lower_torso_bones = [ strip_org(b) for b in bone_chains['lower'] ] + tail_bones = [ strip_org(b) for b in bone_chains['tail' ] ] + + bones = {} + + bones['def'] = self.create_deform() # Gets org bones from self + bones['pivot'] = self.create_pivot( self.pivot_pos ) + bones['neck'] = self.create_neck( neck_bones ) + bones['chest'] = self.create_chest( upper_torso_bones ) + bones['hips'] = self.create_hips( lower_torso_bones ) + # TODO: Add create tail + + if tail_bones: + bones['tail'] = self.create_tail( tail_bones ) + + # TEST + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + self.parent_bones( bones ) + self.constrain_bones( bones ) + self.create_drivers( bones ) + self.locks_and_widgets( bones ) + + + controls = [ bones['neck']['ctrl'], bones['neck']['ctrl_neck'] ] + controls += [ bones['chest']['ctrl'], bones['hips']['ctrl'] ] + controls += [ bones['pivot']['ctrl'] ] + + if 'tail' in bones.keys(): + controls += [ bones['tail']['ctrl'] ] + + # Create UI + controls_string = ", ".join(["'" + x + "'" for x in controls]) + return [script % ( + controls_string, + bones['pivot']['ctrl'], + 'head_follow', + 'neck_follow' + )] + +def add_parameters( params ): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + params.neck_pos = bpy.props.IntProperty( + name = 'neck_position', + default = 6, + min = 0, + description = 'Neck start position' + ) + + params.pivot_pos = bpy.props.IntProperty( + name = 'pivot_position', + default = 3, + min = 0, + description = 'Position of the torso control and pivot point' + ) + + params.tail_pos = bpy.props.IntProperty( + name = 'tail_position', + default = 0, + min = 0, + description = 'Where the tail starts (change from 0 to enable)' + ) + + # Setting up extra layers for the FK and tweak + params.tweak_extra_layers = bpy.props.BoolProperty( + name = "tweak_extra_layers", + default = True, + description = "" + ) + + params.tweak_layers = bpy.props.BoolVectorProperty( + size = 32, + description = "Layers for the tweak controls to be on", + default = tuple( [ i == 1 for i in range(0, 32) ] ) + ) + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters.""" + + r = layout.row() + r.prop(params, "neck_pos") + + r = layout.row() + r.prop(params, "pivot_pos") + + r = layout.row() + r.prop(params, "tail_pos") + + r = layout.row() + r.prop(params, "tweak_extra_layers") + r.active = params.tweak_extra_layers + + col = r.column(align=True) + row = col.row(align=True) + + for i in range(8): + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + row = col.row(align=True) + + for i in range(16,24): + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + + for i in range(8,16): + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + row = col.row(align=True) + + for i in range(24,32): + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('spine') + bone.head[:] = 0.0000, 0.0552, 1.0099 + bone.tail[:] = 0.0000, 0.0172, 1.1573 + bone.roll = 0.0000 + bone.use_connect = False + bones['spine'] = bone.name + + bone = arm.edit_bones.new('spine.001') + bone.head[:] = 0.0000, 0.0172, 1.1573 + bone.tail[:] = 0.0000, 0.0004, 1.2929 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine']] + bones['spine.001'] = bone.name + + bone = arm.edit_bones.new('spine.002') + bone.head[:] = 0.0000, 0.0004, 1.2929 + bone.tail[:] = 0.0000, 0.0059, 1.4657 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.001']] + bones['spine.002'] = bone.name + + bone = arm.edit_bones.new('spine.003') + bone.head[:] = 0.0000, 0.0059, 1.4657 + bone.tail[:] = 0.0000, 0.0114, 1.6582 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.002']] + bones['spine.003'] = bone.name + + bone = arm.edit_bones.new('spine.004') + bone.head[:] = 0.0000, 0.0114, 1.6582 + bone.tail[:] = 0.0000, -0.0067, 1.7197 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.003']] + bones['spine.004'] = bone.name + + bone = arm.edit_bones.new('spine.005') + bone.head[:] = 0.0000, -0.0067, 1.7197 + bone.tail[:] = 0.0000, -0.0247, 1.7813 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.004']] + bones['spine.005'] = bone.name + + bone = arm.edit_bones.new('spine.006') + bone.head[:] = 0.0000, -0.0247, 1.7813 + bone.tail[:] = 0.0000, -0.0247, 1.9796 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine.005']] + bones['spine.006'] = bone.name + + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['spine']] + pbone.rigify_type = 'pitchipoy.super_torso_turbo' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + try: + pbone.rigify_parameters.chain_bone_controls = "1, 2, 3" + except AttributeError: + pass + try: + pbone.rigify_parameters.neck_pos = 5 + except AttributeError: + pass + try: + pbone.rigify_parameters.tweak_layers = [False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False] + except AttributeError: + pass + pbone = obj.pose.bones[bones['spine.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['spine.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['spine.003']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['spine.004']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['spine.005']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['spine.006']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/pitchipoy/super_widgets.py b/rigify/legacy/rigs/pitchipoy/super_widgets.py new file mode 100644 index 00000000..aee6c14e --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/super_widgets.py @@ -0,0 +1,164 @@ +import bpy +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 + + +def create_eye_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(1.1920928955078125e-07*size, 0.5000000596046448*size, 0.0*size), (-0.12940943241119385*size, 0.482962965965271*size, 0.0*size), (-0.24999988079071045*size, 0.4330127537250519*size, 0.0*size), (-0.35355329513549805*size, 0.35355344414711*size, 0.0*size), (-0.43301260471343994*size, 0.2500000596046448*size, 0.0*size), (-0.4829627275466919*size, 0.12940959632396698*size, 0.0*size), (-0.49999988079071045*size, 1.0094120739267964e-07*size, 0.0*size), (-0.482962965965271*size, -0.12940940260887146*size, 0.0*size), (-0.43301260471343994*size, -0.24999986588954926*size, 0.0*size), (-0.3535534143447876*size, -0.35355323553085327*size, 0.0*size), (-0.25*size, -0.43301257491111755*size, 0.0*size), (-0.1294095516204834*size, -0.48296281695365906*size, 0.0*size), (-1.1920928955078125e-07*size, -0.4999999403953552*size, 0.0*size), (0.12940943241119385*size, -0.4829629063606262*size, 0.0*size), (0.24999988079071045*size, -0.4330127537250519*size, 0.0*size), (0.35355329513549805*size, -0.35355353355407715*size, 0.0*size), (0.4330127239227295*size, -0.25000008940696716*size, 0.0*size), (0.482962965965271*size, -0.12940965592861176*size, 0.0*size), (0.5000001192092896*size, -1.6926388468618825e-07*size, 0.0*size), (0.48296308517456055*size, 0.1294093281030655*size, 0.0*size), (0.4330129623413086*size, 0.24999980628490448*size, 0.0*size), (0.35355377197265625*size, 0.35355323553085327*size, 0.0*size), (0.25000035762786865*size, 0.43301260471343994*size, 0.0*size), (0.1294100284576416*size, 0.48296287655830383*size, 0.0*size), ] + edges = [(1, 0), (2, 1), (3, 2), (4, 3), (5, 4), (6, 5), (7, 6), (8, 7), (9, 8), (10, 9), (11, 10), (12, 11), (13, 12), (14, 13), (15, 14), (16, 15), (17, 16), (18, 17), (19, 18), (20, 19), (21, 20), (22, 21), (23, 22), (0, 23), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + return obj + else: + return None + + +def create_eyes_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(0.8928930759429932*size, -0.7071065902709961*size, 0.0*size), (0.8928932547569275*size, 0.7071067690849304*size, 0.0*size), (-1.8588197231292725*size, -0.9659252762794495*size, 0.0*size), (-2.100001096725464*size, -0.8660248517990112*size, 0.0*size), (-2.3071072101593018*size, -0.7071059942245483*size, 0.0*size), (-2.4660258293151855*size, -0.49999913573265076*size, 0.0*size), (-2.5659260749816895*size, -0.258818119764328*size, 0.0*size), (-2.5999999046325684*size, 8.575012770961621e-07*size, 0.0*size), (-2.5659255981445312*size, 0.2588198482990265*size, 0.0*size), (-2.4660253524780273*size, 0.5000006556510925*size, 0.0*size), (-2.3071064949035645*size, 0.7071075439453125*size, 0.0*size), (-2.099999189376831*size, 0.866025984287262*size, 0.0*size), (-1.8588184118270874*size, 0.9659261703491211*size, 0.0*size), (-1.5999996662139893*size, 1.000000238418579*size, 0.0*size), (-1.341180443763733*size, 0.9659258723258972*size, 0.0*size), (-1.0999995470046997*size, 0.8660253882408142*size, 0.0*size), (-0.8928929567337036*size, 0.7071067094802856*size, 0.0*size), (-0.892893373966217*size, -0.7071066498756409*size, 0.0*size), (-1.100000262260437*size, -0.8660252690315247*size, 0.0*size), (-1.3411810398101807*size, -0.9659255743026733*size, 0.0*size), (1.600000023841858*size, 1.0*size, 0.0*size), (1.3411810398101807*size, 0.9659258127212524*size, 0.0*size), (1.100000023841858*size, 0.8660253882408142*size, 0.0*size), (-1.600000262260437*size, -0.9999997615814209*size, 0.0*size), (1.0999997854232788*size, -0.8660252690315247*size, 0.0*size), (1.341180682182312*size, -0.9659257531166077*size, 0.0*size), (1.5999996662139893*size, -1.0*size, 0.0*size), (1.8588186502456665*size, -0.965925931930542*size, 0.0*size), (2.0999996662139893*size, -0.8660256266593933*size, 0.0*size), (2.3071064949035645*size, -0.7071071863174438*size, 0.0*size), (2.4660253524780273*size, -0.5000002980232239*size, 0.0*size), (2.5659255981445312*size, -0.25881943106651306*size, 0.0*size), (2.5999999046325684*size, -4.649122899991198e-07*size, 0.0*size), (2.5659260749816895*size, 0.25881853699684143*size, 0.0*size), (2.4660258293151855*size, 0.4999994933605194*size, 0.0*size), (2.3071072101593018*size, 0.707106351852417*size, 0.0*size), (2.1000006198883057*size, 0.8660250902175903*size, 0.0*size), (1.8588197231292725*size, 0.9659256339073181*size, 0.0*size), (-1.8070557117462158*size, -0.7727401852607727*size, 0.0*size), (-2.0000009536743164*size, -0.6928198337554932*size, 0.0*size), (-2.1656856536865234*size, -0.5656847357749939*size, 0.0*size), (-2.292820692062378*size, -0.3999992609024048*size, 0.0*size), (-2.3727407455444336*size, -0.20705445110797882*size, 0.0*size), (-2.3999998569488525*size, 7.336847716032935e-07*size, 0.0*size), (-2.3727405071258545*size, 0.207055926322937*size, 0.0*size), (-2.2928202152252197*size, 0.40000057220458984*size, 0.0*size), (-2.1656851768493652*size, 0.5656861066818237*size, 0.0*size), (-1.9999992847442627*size, 0.6928208470344543*size, 0.0*size), (-1.8070547580718994*size, 0.7727410197257996*size, 0.0*size), (-1.5999996662139893*size, 0.8000002503395081*size, 0.0*size), (-1.3929443359375*size, 0.7727407813072205*size, 0.0*size), (-1.1999995708465576*size, 0.6928203701972961*size, 0.0*size), (-1.0343143939971924*size, 0.5656854510307312*size, 0.0*size), (-1.0343146324157715*size, -0.5656852722167969*size, 0.0*size), (-1.2000001668930054*size, -0.6928201913833618*size, 0.0*size), (-1.3929448127746582*size, -0.7727404236793518*size, 0.0*size), (-1.6000001430511475*size, -0.7999997735023499*size, 0.0*size), (1.8070557117462158*size, 0.772739827632904*size, 0.0*size), (2.0000009536743164*size, 0.6928195953369141*size, 0.0*size), (2.1656856536865234*size, 0.5656843781471252*size, 0.0*size), (2.292820692062378*size, 0.39999890327453613*size, 0.0*size), (2.3727407455444336*size, 0.20705409348011017*size, 0.0*size), (2.3999998569488525*size, -1.0960745839838637e-06*size, 0.0*size), (2.3727405071258545*size, -0.20705628395080566*size, 0.0*size), (2.2928202152252197*size, -0.4000009298324585*size, 0.0*size), (2.1656851768493652*size, -0.5656863451004028*size, 0.0*size), (1.9999992847442627*size, -0.692821204662323*size, 0.0*size), (1.8070547580718994*size, -0.7727413773536682*size, 0.0*size), (1.5999996662139893*size, -0.8000004887580872*size, 0.0*size), (1.3929443359375*size, -0.7727410197257996*size, 0.0*size), (1.1999995708465576*size, -0.6928204894065857*size, 0.0*size), (1.0343143939971924*size, -0.5656855702400208*size, 0.0*size), (1.0343146324157715*size, 0.5656850337982178*size, 0.0*size), (1.2000004053115845*size, 0.6928199529647827*size, 0.0*size), (1.3929448127746582*size, 0.7727401852607727*size, 0.0*size), (1.6000001430511475*size, 0.7999995350837708*size, 0.0*size), ] + edges = [(24, 0), (1, 22), (16, 1), (17, 0), (23, 2), (2, 3), (3, 4), (4, 5), (5, 6), (6, 7), (7, 8), (8, 9), (9, 10), (10, 11), (11, 12), (12, 13), (21, 20), (22, 21), (13, 14), (14, 15), (15, 16), (17, 18), (18, 19), (19, 23), (25, 24), (26, 25), (27, 26), (28, 27), (29, 28), (30, 29), (31, 30), (32, 31), (33, 32), (34, 33), (35, 34), (36, 35), (37, 36), (20, 37), (56, 38), (38, 39), (39, 40), (40, 41), (41, 42), (42, 43), (43, 44), (44, 45), (45, 46), (46, 47), (47, 48), (48, 49), (49, 50), (50, 51), (51, 52), (53, 54), (54, 55), (55, 56), (75, 57), (57, 58), (58, 59), (59, 60), (60, 61), (61, 62), (62, 63), (63, 64), (64, 65), (65, 66), (66, 67), (67, 68), (68, 69), (69, 70), (70, 71), (72, 73), (73, 74), (74, 75), (52, 72), (53, 71), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + return obj + else: + return None + + +def create_ear_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(-2.4903741291382175e-09*size, 1.0*size, -3.123863123732917e-08*size), (-7.450580596923828e-09*size, 0.9829629063606262*size, 0.0776456817984581*size), (-1.4901161193847656e-08*size, 0.9330127239227295*size, 0.1499999761581421*size), (-2.9802322387695312e-08*size, 0.8535534143447876*size, 0.2121320217847824*size), (-2.9802322387695312e-08*size, 0.75*size, 0.25980761647224426*size), (-2.9802322387695312e-08*size, 0.6294095516204834*size, 0.2897777259349823*size), (-2.9802322387695312e-08*size, 0.5000000596046448*size, 0.29999998211860657*size), (-5.960464477539063e-08*size, 0.37059056758880615*size, 0.2897777855396271*size), (-5.960464477539063e-08*size, 0.25000008940696716*size, 0.25980767607688904*size), (-4.470348358154297e-08*size, 0.14644670486450195*size, 0.21213211119174957*size), (-4.470348358154297e-08*size, 0.06698736548423767*size, 0.15000009536743164*size), (-4.470348358154297e-08*size, 0.017037123441696167*size, 0.07764581590890884*size), (-3.6718930118695425e-08*size, 0.0*size, 1.1981423142515268e-07*size), (-2.9802322387695312e-08*size, 0.017037034034729004*size, -0.07764559239149094*size), (-2.9802322387695312e-08*size, 0.06698718667030334*size, -0.14999987185001373*size), (-1.4901161193847656e-08*size, 0.14644640684127808*size, -0.21213191747665405*size), (0.0*size, 0.24999985098838806*size, -0.25980761647224426*size), (0.0*size, 0.3705902695655823*size, -0.2897777259349823*size), (0.0*size, 0.4999997615814209*size, -0.30000004172325134*size), (0.0*size, 0.6294092535972595*size, -0.2897777855396271*size), (0.0*size, 0.7499997615814209*size, -0.2598077356815338*size), (1.4901161193847656e-08*size, 0.8535531759262085*size, -0.21213220059871674*size), (0.0*size, 0.9330125451087952*size, -0.15000019967556*size), (0.0*size, 0.9829628467559814*size, -0.07764596492052078*size), ] + edges = [(1, 0), (2, 1), (3, 2), (4, 3), (5, 4), (6, 5), (7, 6), (8, 7), (9, 8), (10, 9), (11, 10), (12, 11), (13, 12), (14, 13), (15, 14), (16, 15), (17, 16), (18, 17), (19, 18), (20, 19), (21, 20), (22, 21), (23, 22), (0, 23), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + return obj + else: + return None + + +def create_jaw_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(0.606898307800293*size, 0.6533132195472717*size, 0.09324522316455841*size), (0.5728408694267273*size, 0.7130533456802368*size, 0.04735109210014343*size), (0.478340744972229*size, 0.856249213218689*size, 0.0167550016194582*size), (0.3405401408672333*size, 1.0092359781265259*size, 0.003642391413450241*size), (0.1764744222164154*size, 1.1159402132034302*size, 0.0003642391529865563*size), (0.5728408694267273*size, 0.7130533456802368*size, 0.1391393542289734*size), (0.478340744972229*size, 0.856249213218689*size, 0.16973544657230377*size), (0.3405401408672333*size, 1.0092359781265259*size, 0.18284805119037628*size), (0.1764744222164154*size, 1.1159402132034302*size, 0.1861262023448944*size), (0.0*size, 1.153113603591919*size, 0.0*size), (-0.606898307800293*size, 0.6533132195472717*size, 0.09324522316455841*size), (-0.5728408694267273*size, 0.7130533456802368*size, 0.04735109210014343*size), (-0.478340744972229*size, 0.856249213218689*size, 0.0167550016194582*size), (-0.3405401408672333*size, 1.0092359781265259*size, 0.003642391413450241*size), (-0.1764744222164154*size, 1.1159402132034302*size, 0.0003642391529865563*size), (0.0*size, 1.153113603591919*size, 0.18649044632911682*size), (-0.5728408694267273*size, 0.7130533456802368*size, 0.1391393542289734*size), (-0.478340744972229*size, 0.856249213218689*size, 0.16973544657230377*size), (-0.3405401408672333*size, 1.0092359781265259*size, 0.18284805119037628*size), (-0.1764744222164154*size, 1.1159402132034302*size, 0.1861262023448944*size), ] + edges = [(1, 0), (2, 1), (3, 2), (4, 3), (9, 4), (6, 5), (7, 6), (8, 7), (15, 8), (5, 0), (11, 10), (12, 11), (13, 12), (14, 13), (9, 14), (17, 16), (18, 17), (19, 18), (15, 19), (16, 10), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + return obj + else: + return None + + +def create_teeth_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(0.6314387321472168*size, 0.4999997019767761*size, 0.09999999403953552*size), (0.5394065976142883*size, 0.29289281368255615*size, 0.09999999403953552*size), (0.3887903690338135*size, 0.1339743733406067*size, 0.09999999403953552*size), (0.19801488518714905*size, 0.03407406806945801*size, 0.09999999403953552*size), (-3.4034394502668874e-07*size, 0.0*size, 0.09999999403953552*size), (-0.19801555573940277*size, 0.034074246883392334*size, 0.09999999403953552*size), (-0.7000000476837158*size, 1.0000001192092896*size, -0.10000000894069672*size), (-0.6778771877288818*size, 0.7411810755729675*size, -0.10000000894069672*size), (-0.6314389705657959*size, 0.5000001192092896*size, -0.10000000894069672*size), (-0.5394070148468018*size, 0.2928934097290039*size, -0.10000000894069672*size), (-0.38879096508026123*size, 0.13397473096847534*size, -0.10000000894069672*size), (-0.19801555573940277*size, 0.034074246883392334*size, -0.10000000894069672*size), (-3.4034394502668874e-07*size, 0.0*size, -0.10000000894069672*size), (0.19801488518714905*size, 0.03407406806945801*size, -0.10000000894069672*size), (0.3887903690338135*size, 0.1339743733406067*size, -0.10000000894069672*size), (0.5394065976142883*size, 0.29289281368255615*size, -0.10000000894069672*size), (0.6314387321472168*size, 0.4999997019767761*size, -0.10000000894069672*size), (0.6778769493103027*size, 0.7411805391311646*size, -0.10000000894069672*size), (0.6999999284744263*size, 0.9999995231628418*size, -0.10000000894069672*size), (-0.38879096508026123*size, 0.13397473096847534*size, 0.09999999403953552*size), (-0.5394070148468018*size, 0.2928934097290039*size, 0.09999999403953552*size), (-0.6314389705657959*size, 0.5000001192092896*size, 0.09999999403953552*size), (-0.6778771877288818*size, 0.7411810755729675*size, 0.09999999403953552*size), (-0.7000000476837158*size, 1.0000001192092896*size, 0.09999999403953552*size), (0.6778769493103027*size, 0.7411805391311646*size, 0.09999999403953552*size), (0.6999999284744263*size, 0.9999995231628418*size, 0.09999999403953552*size), ] + edges = [(25, 24), (24, 0), (0, 1), (1, 2), (2, 3), (3, 4), (7, 6), (8, 7), (9, 8), (10, 9), (11, 10), (12, 11), (13, 12), (14, 13), (15, 14), (16, 15), (17, 16), (18, 17), (4, 5), (5, 19), (19, 20), (20, 21), (21, 22), (22, 23), (18, 25), (6, 23), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + return obj + else: + return None + +def create_face_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(-0.25*size, -0.25*size, 0.07499998807907104*size), (-0.25*size, 0.25*size, 0.07499998807907104*size), (0.25*size, 0.25*size, 0.07499998807907104*size), (0.25*size, -0.25*size, 0.07499998807907104*size), (-0.25*size, -0.25*size, -0.07499998807907104*size), (-0.25*size, 0.25*size, -0.07499998807907104*size), (0.25*size, 0.25*size, -0.07499998807907104*size), (0.25*size, -0.25*size, -0.07499998807907104*size), ] + edges = [(4, 5), (5, 1), (1, 0), (0, 4), (5, 6), (6, 2), (2, 1), (6, 7), (7, 3), (3, 2), (7, 4), (0, 3), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + return obj + else: + return None + + +def create_ikarrow_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(0.10000000149011612*size, 0.0*size, -0.30000001192092896*size), (0.10000000149011612*size, 0.699999988079071*size, -0.30000001192092896*size), (-0.10000000149011612*size, 0.0*size, -0.30000001192092896*size), (-0.10000000149011612*size, 0.699999988079071*size, -0.30000001192092896*size), (0.20000000298023224*size, 0.699999988079071*size, -0.30000001192092896*size), (0.0*size, 1.0*size, -0.30000001192092896*size), (-0.20000000298023224*size, 0.699999988079071*size, -0.30000001192092896*size), (0.10000000149011612*size, 0.0*size, 0.30000001192092896*size), (0.10000000149011612*size, 0.699999988079071*size, 0.30000001192092896*size), (-0.10000000149011612*size, 0.0*size, 0.30000001192092896*size), (-0.10000000149011612*size, 0.699999988079071*size, 0.30000001192092896*size), (0.20000000298023224*size, 0.699999988079071*size, 0.30000001192092896*size), (0.0*size, 1.0*size, 0.30000001192092896*size), (-0.20000000298023224*size, 0.699999988079071*size, 0.30000001192092896*size), ] + edges = [(0, 1), (2, 3), (1, 4), (4, 5), (3, 6), (5, 6), (0, 2), (7, 8), (9, 10), (8, 11), (11, 12), (10, 13), (12, 13), (7, 9), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + return obj + else: + return None + + +def create_hand_widget(rig, bone_name, size=1.0, bone_transform_name=None): + # Create hand widget + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(0.0*size, 1.5*size, -0.7000000476837158*size), (1.1920928955078125e-07*size, -0.25*size, -0.6999999284744263*size), (0.0*size, -0.25*size, 0.7000000476837158*size), (-1.1920928955078125e-07*size, 1.5*size, 0.6999999284744263*size), (5.960464477539063e-08*size, 0.7229999899864197*size, -0.699999988079071*size), (-5.960464477539063e-08*size, 0.7229999899864197*size, 0.699999988079071*size), (1.1920928955078125e-07*size, -2.9802322387695312e-08*size, -0.699999988079071*size), (0.0*size, 2.9802322387695312e-08*size, 0.699999988079071*size), ] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + + mod = obj.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + return obj + else: + return None + +def create_foot_widget(rig, bone_name, size=1.0, bone_transform_name=None): + # Create hand widget + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(-0.6999998688697815*size, -0.5242648720741272*size, 0.0*size), (-0.7000001072883606*size, 1.2257349491119385*size, 0.0*size), (0.6999998688697815*size, 1.2257351875305176*size, 0.0*size), (0.7000001072883606*size, -0.5242648720741272*size, 0.0*size), (-0.6999998688697815*size, 0.2527350187301636*size, 0.0*size), (0.7000001072883606*size, 0.2527352571487427*size, 0.0*size), (-0.7000001072883606*size, 0.975735068321228*size, 0.0*size), (0.6999998688697815*size, 0.9757352471351624*size, 0.0*size), ] + edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + + mod = obj.modifiers.new("subsurf", 'SUBSURF') + mod.levels = 2 + return obj + else: + return None + +def create_ballsocket_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(-0.050000108778476715*size, 0.779460072517395*size, -0.2224801927804947*size), (0.049999915063381195*size, 0.779460072517395*size, -0.22248023748397827*size), (0.09999985247850418*size, 0.6790841817855835*size, -0.3658318817615509*size), (-2.3089636158601934e-07*size, 0.5930476188659668*size, -0.488704651594162*size), (-0.10000013560056686*size, 0.6790841817855835*size, -0.3658317029476166*size), (0.04999981075525284*size, 0.6790841817855835*size, -0.36583182215690613*size), (-0.050000183284282684*size, 0.6790841817855835*size, -0.3658318519592285*size), (-0.3658319115638733*size, 0.6790841221809387*size, 0.05000019446015358*size), (-0.3658318817615509*size, 0.6790841221809387*size, -0.04999979957938194*size), (-0.36583176255226135*size, 0.6790841221809387*size, 0.10000018030405045*size), (-0.48870471119880676*size, 0.5930476188659668*size, 2.4472291215715813e-07*size), (-0.3658319413661957*size, 0.679084062576294*size, -0.0999998077750206*size), (-0.22248037159442902*size, 0.7794600129127502*size, -0.04999985918402672*size), (-0.22248034179210663*size, 0.7794600129127502*size, 0.05000016465783119*size), (0.3658319115638733*size, 0.6790841221809387*size, -0.05000000819563866*size), (0.3658319115638733*size, 0.6790841221809387*size, 0.05000000074505806*size), (0.36583179235458374*size, 0.6790841221809387*size, -0.09999998658895493*size), (0.4887046813964844*size, 0.5930476188659668*size, -3.8399143420519977e-08*size), (0.3658319413661957*size, 0.679084062576294*size, 0.10000000149011612*size), (0.050000034272670746*size, 0.7794599533081055*size, 0.2224804311990738*size), (-0.04999997466802597*size, 0.7794599533081055*size, 0.2224804311990738*size), (-0.09999992698431015*size, 0.679084062576294*size, 0.36583200097084045*size), (1.267315070663244e-07*size, 0.5930474996566772*size, 0.48870477080345154*size), (0.1000000610947609*size, 0.679084062576294*size, 0.3658318519592285*size), (-0.049999915063381195*size, 0.679084062576294*size, 0.3658319413661957*size), (0.05000007897615433*size, 0.679084062576294*size, 0.36583197116851807*size), (0.22248029708862305*size, 0.7794600129127502*size, 0.05000004544854164*size), (0.22248028218746185*size, 0.7794600129127502*size, -0.04999994859099388*size), (-4.752442350763886e-08*size, 0.8284152746200562*size, -0.1499999612569809*size), (-0.03882290795445442*size, 0.8284152746200562*size, -0.14488883316516876*size), (-0.07500004768371582*size, 0.8284152746200562*size, -0.12990377843379974*size), (-0.10606606304645538*size, 0.8284152746200562*size, -0.10606598109006882*size), (-0.1299038827419281*size, 0.8284152746200562*size, -0.07499996572732925*size), (-0.14488893747329712*size, 0.8284152746200562*size, -0.038822825998067856*size), (-0.15000006556510925*size, 0.8284152746200562*size, 2.4781975582754967e-08*size), (-0.1448889672756195*size, 0.8284152746200562*size, 0.038822878152132034*size), (-0.1299038827419281*size, 0.8284152746200562*size, 0.07500001043081284*size), (-0.10606609284877777*size, 0.8284152746200562*size, 0.1060660257935524*size), (-0.0750000923871994*size, 0.8284152746200562*size, 0.12990383803844452*size), (-0.038822952657938004*size, 0.8284152746200562*size, 0.14488889276981354*size), (-1.0593657862045802e-07*size, 0.8284152746200562*size, 0.15000005066394806*size), (0.03882275149226189*size, 0.8284152746200562*size, 0.14488892257213593*size), (0.07499989867210388*size, 0.8284152746200562*size, 0.1299038976430893*size), (0.10606591403484344*size, 0.8284152746200562*size, 0.10606611520051956*size), (0.12990373373031616*size, 0.8284152746200562*size, 0.0750000849366188*size), (0.14488881826400757*size, 0.8284152746200562*size, 0.038822952657938004*size), (0.1499999463558197*size, 0.8284152746200562*size, 1.0584351883835552e-07*size), (0.14488881826400757*size, 0.8284152746200562*size, -0.03882275149226189*size), (0.12990379333496094*size, 0.8284152746200562*size, -0.07499989122152328*size), (0.10606604814529419*size, 0.8284152746200562*size, -0.10606592148542404*size), (0.07500004768371582*size, 0.8284152746200562*size, -0.12990371882915497*size), (0.03882291540503502*size, 0.8284152746200562*size, -0.14488880336284637*size), ] + edges = [(1, 0), (3, 2), (5, 2), (4, 3), (6, 4), (1, 5), (0, 6), (13, 7), (12, 8), (7, 9), (9, 10), (8, 11), (27, 14), (26, 15), (14, 16), (16, 17), (15, 18), (17, 18), (10, 11), (12, 13), (20, 19), (22, 21), (24, 21), (23, 22), (29, 28), (30, 29), (31, 30), (32, 31), (33, 32), (34, 33), (35, 34), (36, 35), (37, 36), (38, 37), (39, 38), (40, 39), (41, 40), (42, 41), (43, 42), (44, 43), (45, 44), (46, 45), (47, 46), (48, 47), (49, 48), (50, 49), (51, 50), (28, 51), (26, 27), (25, 23), (20, 24), (19, 25), ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + return obj + else: + return None + + diff --git a/rigify/legacy/rigs/pitchipoy/tentacle.py b/rigify/legacy/rigs/pitchipoy/tentacle.py new file mode 100644 index 00000000..b8d52e88 --- /dev/null +++ b/rigify/legacy/rigs/pitchipoy/tentacle.py @@ -0,0 +1,509 @@ +import bpy +from ...utils import copy_bone +from ...utils import strip_org, make_deformer_name, connected_children_names +from ...utils import make_mechanism_name, put_bone, create_sphere_widget +from ...utils import create_widget, create_circle_widget +from ...utils import MetarigError +from rna_prop_ui import rna_idprop_ui_prop_get + +script = """ +controls = [%s] +master_name = '%s' + +if is_selected( controls ): + layout.prop( pose_bones[ master_name ], '["%s"]', slider = True ) + layout.prop( pose_bones[ master_name ], '["%s"]', slider = True ) +""" + +class Rig: + + def __init__(self, obj, bone_name, params): + self.obj = obj + self.org_bones = [bone_name] + connected_children_names(obj, bone_name) + self.params = params + + if params.tweak_extra_layers: + self.tweak_layers = list( params.tweak_layers ) + else: + self.tweak_layers = None + + if len(self.org_bones) <= 1: + raise MetarigError( + "RIGIFY ERROR: invalid rig structure" % (strip_org(bone_name)) + ) + + + def make_mch( self ): + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + org_bones = self.org_bones + mch_parent = self.obj.data.bones[ org_bones[0] ].parent + + mch_parent_name = mch_parent.name # Storing the mch parent's name + + if not mch_parent: + mch_parent = self.obj.data.edit_bones[ org_bones[0] ] + mch_bone = copy_bone( + self.obj, + mch_parent_name, + make_mechanism_name( strip_org( org_bones[0] ) ) + ) + else: + mch_bone = copy_bone( + self.obj, + mch_parent_name, + make_mechanism_name( strip_org( org_bones[0] ) ) + ) + + put_bone( self.obj, mch_bone, eb[ mch_parent_name ].tail ) + + eb[ mch_bone ].length /= 4 # reduce length to fourth of original + + return mch_bone + + + def make_master( self ): + bpy.ops.object.mode_set(mode ='EDIT') + + org_bones = self.org_bones + + master_bone = copy_bone( + self.obj, + org_bones[0], + "master_" + strip_org( org_bones[0] ) + ) + + # Make widgets + bpy.ops.object.mode_set(mode ='OBJECT') + + create_square_widget( self.obj, master_bone ) + + return master_bone + + + def make_controls( self ): + bpy.ops.object.mode_set(mode ='EDIT') + + org_bones = self.org_bones + + ctrl_chain = [] + for i in range( len( org_bones ) ): + name = org_bones[i] + + ctrl_bone = copy_bone( + self.obj, + name, + strip_org(name) + ) + + ctrl_chain.append( ctrl_bone ) + + # Make widgets + bpy.ops.object.mode_set(mode ='OBJECT') + + for ctrl in ctrl_chain: + create_circle_widget(self.obj, ctrl, radius=0.3, head_tail=0.5) + + return ctrl_chain + + + def make_tweaks( self ): + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + org_bones = self.org_bones + + tweak_chain = [] + for i in range( len( org_bones ) + 1 ): + if i == len( org_bones ): + # Make final tweak at the tip of the tentacle + name = org_bones[i-1] + else: + name = org_bones[i] + + tweak_bone = copy_bone( + self.obj, + name, + "tweak_" + strip_org(name) + ) + + tweak_e = eb[ tweak_bone ] + + tweak_e.length /= 2 # Set size to half + + if i == len( org_bones ): + # Position final tweak at the tip + put_bone( self.obj, tweak_bone, eb[ org_bones[-1]].tail ) + + tweak_chain.append( tweak_bone ) + + # Make widgets + bpy.ops.object.mode_set(mode = 'OBJECT') + + for tweak in tweak_chain: + create_sphere_widget( self.obj, tweak ) + + tweak_pb = self.obj.pose.bones[ tweak ] + + # Set locks + if tweak_chain.index( tweak ) != len( tweak_chain ) - 1: + tweak_pb.lock_rotation = (True, False, True) + tweak_pb.lock_scale = (False, True, False) + else: + tweak_pb.lock_rotation_w = True + tweak_pb.lock_rotation = (True, True, True) + tweak_pb.lock_scale = (True, True, True) + + # Set up tweak bone layers + if self.tweak_layers: + tweak_pb.bone.layers = self.tweak_layers + + return tweak_chain + + + def make_deform( self ): + bpy.ops.object.mode_set(mode ='EDIT') + + org_bones = self.org_bones + + def_chain = [] + for i in range( len( org_bones ) ): + name = org_bones[i] + + def_bone = copy_bone( + self.obj, + name, + make_deformer_name(strip_org(name)) + ) + + def_chain.append( def_bone ) + + return def_chain + + + def parent_bones( self, all_bones ): + bpy.ops.object.mode_set(mode ='EDIT') + + org_bones = self.org_bones + eb = self.obj.data.edit_bones + + """ for category in all_bones: + if isinstance( all_bones[category], list ): + for bone in all_bones[category]: + print( "Bone: " + bone ) + eb[bone].parent = None + else: + eb[ all_bones[category] ].parent = None + """ + + # mch bone remains parentless and will be parented to root by rigify + + # Parent master bone + # eb[ all_bones['master'] ].parent = eb[ all_bones['mch'] ] + + # Parent control bones + # ctrls_n_parent = [ all_bones['master'] ] + all_bones['control'] + + for bone in ctrls_n_parent[1:]: + previous_index = ctrls_n_parent.index( bone ) - 1 + eb[ bone ].parent = eb[ ctrls_n_parent[previous_index] ] + + # Parent tweak bones + tweaks = all_bones['tweak'] + for tweak in all_bones['tweak']: + parent = '' + if tweaks.index( tweak ) == len( tweaks ) - 1: + parent = all_bones['control'][ -1 ] + else: + parent = all_bones['control'][ tweaks.index( tweak ) ] + + eb[ tweak ].parent = eb[ parent ] + + # Parent deform bones + for bone in all_bones['deform'][1:]: + previous_index = all_bones['deform'].index( bone ) - 1 + + eb[ bone ].parent = eb[ all_bones['deform'][previous_index] ] + eb[ bone ].use_connect = True + + # Parent org bones ( to tweaks by default, or to the controls ) + for org, tweak in zip( org_bones, all_bones['tweak'] ): + eb[ org ].parent = eb[ tweak ] + + + def make_constraints( self, all_bones ): + bpy.ops.object.mode_set(mode ='OBJECT') + + org_bones = self.org_bones + pb = self.obj.pose.bones + + ## MCH bone constraints + if pb[ org_bones[0] ].parent: + mch_pb = pb[ all_bones['mch'] ] + + con = mch_pb.constraints.new('COPY_LOCATION') + con.target = self.obj + con.subtarget = pb[ org_bones[0] ].parent.name + con.head_tail = 1.0 + + con = mch_pb.constraints.new('COPY_ROTATION') + con.target = self.obj + con.subtarget = pb[ org_bones[0] ].parent.name + + con = mch_pb.constraints.new('COPY_SCALE') + con.target = self.obj + con.subtarget = pb[ org_bones[0] ].parent.name + + """ + # Setting the MCH prop + master_pb = pb[ all_bones['master'] ] + prop_name_r = "rotation_follow" + prop_name_s = "scale_follow" + + prop_names = [ prop_name_r, prop_name_s ] + + for prop_name in prop_names: + master_pb[prop_name] = 1.0 + + prop = rna_idprop_ui_prop_get( master_pb, prop_name ) + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + prop["description"] = prop_name + + # driving the MCH follow rotation switch + + drv = mch_pb.constraints[ + prop_names.index(prop_name) +1 + ].driver_add("influence").driver + + drv.type='SUM' + + var = drv.variables.new() + var.name = prop_name + var.type = "SINGLE_PROP" + var.targets[0].id = self.obj + var.targets[0].data_path = \ + master_pb.path_from_id() + '['+ '"' + prop_name + '"' + ']' + + """ + + ## Deform bones' constraints + ctrls = all_bones['control'] + tweaks = all_bones['tweak' ] + deforms = all_bones['deform' ] + + for deform, tweak, ctrl in zip( deforms, tweaks, ctrls ): + con = pb[deform].constraints.new('COPY_TRANSFORMS') + con.target = self.obj + con.subtarget = tweak + + con = pb[deform].constraints.new('DAMPED_TRACK') + con.target = self.obj + con.subtarget = tweaks[ tweaks.index( tweak ) + 1 ] + + con = pb[deform].constraints.new('STRETCH_TO') + con.target = self.obj + con.subtarget = tweaks[ tweaks.index( tweak ) + 1 ] + + ## Control bones' constraints + if self.params.make_rotations: + if ctrl != ctrls[0]: + con = pb[ctrl].constraints.new('COPY_ROTATION') + con.target = self.obj + con.subtarget = ctrls[ ctrls.index(ctrl) - 1 ] + con.use_offset = True + con.target_space = 'LOCAL' + con.owner_space = 'LOCAL' + + + def generate(self): + bpy.ops.object.mode_set(mode ='EDIT') + eb = self.obj.data.edit_bones + + # Clear all initial parenting + for bone in self.org_bones: + # eb[ bone ].parent = None + eb[ bone ].use_connect = False + + # Creating all bones + mch = self.make_mch() + # master = self.make_master() + ctrl_chain = self.make_controls() + tweak_chain = self.make_tweaks() + def_chain = self.make_deform() + + all_bones = { + 'mch' : mch, + # 'master' : master, + 'control' : ctrl_chain, + 'tweak' : tweak_chain, + 'deform' : def_chain + } + + self.make_constraints( all_bones ) + self.parent_bones( all_bones ) + + """ + # Create UI + all_controls = all_bones['control'] + all_bones['tweak'] # + [ all_bones['master'] ] + controls_string = ", ".join(["'" + x + "'" for x in all_controls]) + return [script % ( + controls_string, + 'rotation_follow', + 'scale_follow' + )] + """ + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + params.make_rotations = bpy.props.BoolProperty( + name = "Rotations", + default = True, + description = "Make bones follow parent rotation" + ) + + # Setting up extra tweak layers + params.tweak_extra_layers = bpy.props.BoolProperty( + name = "tweak_extra_layers", + default = True, + description = "" + ) + + params.tweak_layers = bpy.props.BoolVectorProperty( + size = 32, + description = "Layers for the tweak controls to be on", + default = tuple( [ i == 1 for i in range(0, 32) ] ) + ) + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + """ + + r = layout.row() + r.prop(params, "make_rotations") + + r = layout.row() + r.prop(params, "tweak_extra_layers") + r.active = params.tweak_extra_layers + + col = r.column(align=True) + row = col.row(align=True) + + for i in range( 8 ): # Layers 0-7 + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + row = col.row(align=True) + + for i in range( 16, 24 ): # Layers 16-23 + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + col = r.column(align=True) + row = col.row(align=True) + + for i in range( 8, 16 ): # Layers 8-15 + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + row = col.row(align=True) + + for i in range( 24, 32 ): # Layers 24-31 + row.prop(params, "tweak_layers", index=i, toggle=True, text="") + + +def create_square_widget(rig, bone_name, size=1.0, bone_transform_name=None): + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [ + ( 0.5 * size, -2.9802322387695312e-08 * size, 0.5 * size ), + ( -0.5 * size, -2.9802322387695312e-08 * size, 0.5 * size ), + ( 0.5 * size, 2.9802322387695312e-08 * size, -0.5 * size ), + ( -0.5 * size, 2.9802322387695312e-08 * size, -0.5 * size ), + ] + + edges = [(0, 1), (2, 3), (0, 2), (3, 1) ] + faces = [] + + mesh = obj.data + mesh.from_pydata(verts, edges, faces) + mesh.update() + mesh.update() + return obj + else: + return None + +def create_sample(obj): + # generated by rigify.utils.write_metarig + + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + bones = {} + + bone = arm.edit_bones.new('tentacle') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = 0.0000, 0.0000, 1.0000 + bone.roll = 0.0000 + bone.use_connect = False + + bones['tentacle'] = bone.name + + bone = arm.edit_bones.new('tentacle.001') + bone.head[:] = 0.0000, 0.0000, 1.0000 + bone.tail[:] = 0.0000, 0.0000, 2.0000 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['tentacle']] + + bones['tentacle.001'] = bone.name + + bone = arm.edit_bones.new('tentacle.002') + bone.head[:] = 0.0000, 0.0000, 2.0000 + bone.tail[:] = 0.0000, 0.0000, 3.0000 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['tentacle.001']] + bones['tentacle.002'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + + pbone = obj.pose.bones[bones['tentacle']] + pbone.rigify_type = 'tentacle' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + + pbone.rotation_mode = 'QUATERNION' + + pbone = obj.pose.bones[bones['tentacle.001']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + + pbone.rotation_mode = 'QUATERNION' + + pbone = obj.pose.bones[bones['tentacle.002']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + bpy.ops.object.mode_set(mode='EDIT') + + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/rigs/spine.py b/rigify/legacy/rigs/spine.py new file mode 100644 index 00000000..680a4ceb --- /dev/null +++ b/rigify/legacy/rigs/spine.py @@ -0,0 +1,567 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +""" TODO: + - Add parameters for bone transform alphas. + - Add IK spine controls +""" + +from math import floor + +import bpy +from mathutils import Vector +from rna_prop_ui import rna_idprop_ui_prop_get + +from ..utils import MetarigError +from ..utils import copy_bone, new_bone, flip_bone, put_bone +from ..utils import connected_children_names +from ..utils import strip_org, make_mechanism_name, make_deformer_name +from ..utils import create_circle_widget, create_cube_widget + +script = """ +main = "%s" +spine = [%s] +if is_selected([main]+ spine): + layout.prop(pose_bones[main], '["pivot_slide"]', text="Pivot Slide (" + main + ")", slider=True) + +for name in spine[1:-1]: + if is_selected(name): + layout.prop(pose_bones[name], '["auto_rotate"]', text="Auto Rotate (" + name + ")", slider=True) +""" + + +class Rig: + """ A "spine" rig. It turns a chain of bones into a rig with two controls: + One for the hips, and one for the rib cage. + + """ + def __init__(self, obj, bone_name, params): + """ Gather and validate data about the rig. + + """ + self.obj = obj + self.org_bones = [bone_name] + connected_children_names(obj, bone_name) + self.params = params + + # Collect control bone indices + self.control_indices = [0, len(self.org_bones) - 1] + temp = self.params.chain_bone_controls.split(",") + for i in temp: + try: + j = int(i) - 1 + except ValueError: + pass + else: + if (j > 0) and (j < len(self.org_bones)) and (j not in self.control_indices): + self.control_indices += [j] + self.control_indices.sort() + + self.pivot_rest = self.params.rest_pivot_slide + # Clamp pivot_rest to within the middle bones of the spine + self.pivot_rest = max(self.pivot_rest, 1.0 / len(self.org_bones)) + self.pivot_rest = min(self.pivot_rest, 1.0 - (1.0 / len(self.org_bones))) + + if len(self.org_bones) <= 1: + raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 2 or more bones" % (strip_org(bone_name))) + + def gen_deform(self): + """ Generate the deformation rig. + + """ + for name in self.org_bones: + bpy.ops.object.mode_set(mode='EDIT') + eb = self.obj.data.edit_bones + + # Create deform bone + bone_e = eb[copy_bone(self.obj, name)] + + # Change its name + bone_e.name = make_deformer_name(strip_org(name)) + bone_name = bone_e.name + + # Leave edit mode + bpy.ops.object.mode_set(mode='OBJECT') + + # Get the pose bone + bone = self.obj.pose.bones[bone_name] + + # Constrain to the original bone + con = bone.constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = name + + def gen_control(self): + """ Generate the control rig. + + """ + bpy.ops.object.mode_set(mode='EDIT') + eb = self.obj.data.edit_bones + #------------------------- + # Get rest slide position + a = self.pivot_rest * len(self.org_bones) + i = floor(a) + a -= i + if i == len(self.org_bones): + i -= 1 + a = 1.0 + + pivot_rest_pos = eb[self.org_bones[i]].head.copy() + pivot_rest_pos += eb[self.org_bones[i]].vector * a + + #---------------------- + # Create controls + + # Create control bones + controls = [] + for i in self.control_indices: + name = copy_bone(self.obj, self.org_bones[i], strip_org(self.org_bones[i])) + controls += [name] + + # Create control parents + control_parents = [] + for i in self.control_indices[1:-1]: + name = new_bone(self.obj, make_mechanism_name("par_" + strip_org(self.org_bones[i]))) + control_parents += [name] + + # Create sub-control bones + subcontrols = [] + for i in self.control_indices: + name = new_bone(self.obj, make_mechanism_name("sub_" + strip_org(self.org_bones[i]))) + subcontrols += [name] + + # Create main control bone + main_control = new_bone(self.obj, self.params.spine_main_control_name) + + eb = self.obj.data.edit_bones + + # Parent the main control + eb[main_control].use_connect = False + eb[main_control].parent = eb[self.org_bones[0]].parent + + # Parent the controls and sub-controls + for name, subname in zip(controls, subcontrols): + eb[name].use_connect = False + eb[name].parent = eb[main_control] + eb[subname].use_connect = False + eb[subname].parent = eb[name] + + # Parent the control parents + for name, par_name in zip(controls[1:-1], control_parents): + eb[par_name].use_connect = False + eb[par_name].parent = eb[main_control] + eb[name].parent = eb[par_name] + + # Position the main bone + put_bone(self.obj, main_control, pivot_rest_pos) + eb[main_control].length = sum([eb[b].length for b in self.org_bones]) / 2 + + # Position the controls and sub-controls + for name, subname in zip(controls, subcontrols): + put_bone(self.obj, name, pivot_rest_pos) + put_bone(self.obj, subname, pivot_rest_pos) + eb[subname].length = eb[name].length / 3 + + # Position the control parents + for name, par_name in zip(controls[1:-1], control_parents): + put_bone(self.obj, par_name, pivot_rest_pos) + eb[par_name].length = eb[name].length / 2 + + #----------------------------------------- + # Control bone constraints and properties + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + # Lock control locations + for name in controls: + bone = pb[name] + bone.lock_location = True, True, True + + # Main control doesn't use local location + pb[main_control].bone.use_local_location = False + + # Intermediate controls follow hips and spine + for name, par_name, i in zip(controls[1:-1], control_parents, self.control_indices[1:-1]): + bone = pb[par_name] + + # Custom bend_alpha property + prop = rna_idprop_ui_prop_get(pb[name], "bend_alpha", create=True) + pb[name]["bend_alpha"] = i / (len(self.org_bones) - 1) # set bend alpha + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + + # Custom auto_rotate + prop = rna_idprop_ui_prop_get(pb[name], "auto_rotate", create=True) + pb[name]["auto_rotate"] = 1.0 + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + + # Constraints + con1 = bone.constraints.new('COPY_TRANSFORMS') + con1.name = "copy_transforms" + con1.target = self.obj + con1.subtarget = subcontrols[0] + + con2 = bone.constraints.new('COPY_TRANSFORMS') + con2.name = "copy_transforms" + con2.target = self.obj + con2.subtarget = subcontrols[-1] + + # Drivers + fcurve = con1.driver_add("influence") + driver = fcurve.driver + driver.type = 'AVERAGE' + var = driver.variables.new() + var.name = "auto" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = pb[name].path_from_id() + '["auto_rotate"]' + + fcurve = con2.driver_add("influence") + driver = fcurve.driver + driver.type = 'SCRIPTED' + driver.expression = "alpha * auto" + var = driver.variables.new() + var.name = "alpha" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = pb[name].path_from_id() + '["bend_alpha"]' + var = driver.variables.new() + var.name = "auto" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = pb[name].path_from_id() + '["auto_rotate"]' + + #------------------------- + # Create flex spine chain + bpy.ops.object.mode_set(mode='EDIT') + flex_bones = [] + flex_subs = [] + prev_bone = None + for b in self.org_bones: + # Create bones + bone = copy_bone(self.obj, b, make_mechanism_name(strip_org(b) + ".flex")) + sub = new_bone(self.obj, make_mechanism_name(strip_org(b) + ".flex_s")) + flex_bones += [bone] + flex_subs += [sub] + + eb = self.obj.data.edit_bones + bone_e = eb[bone] + sub_e = eb[sub] + + # Parenting + bone_e.use_connect = False + sub_e.use_connect = False + if prev_bone is None: + sub_e.parent = eb[controls[0]] + else: + sub_e.parent = eb[prev_bone] + bone_e.parent = sub_e + + # Position + put_bone(self.obj, sub, bone_e.head) + sub_e.length = bone_e.length / 4 + if prev_bone is not None: + sub_e.use_connect = True + + prev_bone = bone + + #---------------------------- + # Create reverse spine chain + + # Create bones/parenting/positioning + bpy.ops.object.mode_set(mode='EDIT') + rev_bones = [] + prev_bone = None + for b in zip(flex_bones, self.org_bones): + # Create bones + bone = copy_bone(self.obj, b[1], make_mechanism_name(strip_org(b[1]) + ".reverse")) + rev_bones += [bone] + eb = self.obj.data.edit_bones + bone_e = eb[bone] + + # Parenting + bone_e.use_connect = False + bone_e.parent = eb[b[0]] + + # Position + flip_bone(self.obj, bone) + bone_e.tail = Vector(eb[b[0]].head) + #bone_e.head = Vector(eb[b[0]].tail) + if prev_bone is None: + put_bone(self.obj, bone, pivot_rest_pos) + else: + put_bone(self.obj, bone, eb[prev_bone].tail) + + prev_bone = bone + + # Constraints + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + prev_bone = None + for bone in rev_bones: + bone_p = pb[bone] + + con = bone_p.constraints.new('COPY_LOCATION') + con.name = "copy_location" + con.target = self.obj + if prev_bone is None: + con.subtarget = main_control + else: + con.subtarget = prev_bone + con.head_tail = 1.0 + prev_bone = bone + + #---------------------------------------- + # Constrain original bones to flex spine + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + for obone, fbone in zip(self.org_bones, flex_bones): + con = pb[obone].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = fbone + + #--------------------------- + # Create pivot slide system + pb = self.obj.pose.bones + bone_p = pb[self.org_bones[0]] + main_control_p = pb[main_control] + + # Custom pivot_slide property + prop = rna_idprop_ui_prop_get(main_control_p, "pivot_slide", create=True) + main_control_p["pivot_slide"] = self.pivot_rest + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 1.0 / len(self.org_bones) + prop["soft_max"] = 1.0 - (1.0 / len(self.org_bones)) + + # Anchor constraints + con = bone_p.constraints.new('COPY_LOCATION') + con.name = "copy_location" + con.target = self.obj + con.subtarget = rev_bones[0] + + # Slide constraints + i = 1 + tot = len(rev_bones) + for rb in rev_bones: + con = bone_p.constraints.new('COPY_LOCATION') + con.name = "slide." + str(i) + con.target = self.obj + con.subtarget = rb + con.head_tail = 1.0 + + # Driver + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'AVERAGE' + var.name = "slide" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = main_control_p.path_from_id() + '["pivot_slide"]' + mod = fcurve.modifiers[0] + mod.poly_order = 1 + mod.coefficients[0] = 1 - i + mod.coefficients[1] = tot + + i += 1 + + #---------------------------------- + # Constrain flex spine to controls + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + # Constrain the bones that correspond exactly to the controls + for i, name in zip(self.control_indices, subcontrols): + con = pb[flex_subs[i]].constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = name + + # Constrain the bones in-between the controls + for i, j, name1, name2 in zip(self.control_indices, self.control_indices[1:], subcontrols, subcontrols[1:]): + if (i + 1) < j: + for n in range(i + 1, j): + bone = pb[flex_subs[n]] + # Custom bend_alpha property + prop = rna_idprop_ui_prop_get(bone, "bend_alpha", create=True) + bone["bend_alpha"] = (n - i) / (j - i) # set bend alpha + prop["min"] = 0.0 + prop["max"] = 1.0 + prop["soft_min"] = 0.0 + prop["soft_max"] = 1.0 + + con = bone.constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = name1 + + con = bone.constraints.new('COPY_TRANSFORMS') + con.name = "copy_transforms" + con.target = self.obj + con.subtarget = name2 + + # Driver + fcurve = con.driver_add("influence") + driver = fcurve.driver + var = driver.variables.new() + driver.type = 'AVERAGE' + var.name = "alpha" + var.targets[0].id_type = 'OBJECT' + var.targets[0].id = self.obj + var.targets[0].data_path = bone.path_from_id() + '["bend_alpha"]' + + #------------- + # Final stuff + bpy.ops.object.mode_set(mode='OBJECT') + pb = self.obj.pose.bones + + # Control appearance + # Main + create_cube_widget(self.obj, main_control) + + # Spines + for name, i in zip(controls[1:-1], self.control_indices[1:-1]): + pb[name].custom_shape_transform = pb[self.org_bones[i]] + # Create control widgets + create_circle_widget(self.obj, name, radius=1.0, head_tail=0.5, with_line=True, bone_transform_name=self.org_bones[i]) + + # Hips + pb[controls[0]].custom_shape_transform = pb[self.org_bones[0]] + # Create control widgets + create_circle_widget(self.obj, controls[0], radius=1.0, head_tail=0.5, with_line=True, bone_transform_name=self.org_bones[0]) + + # Ribs + pb[controls[-1]].custom_shape_transform = pb[self.org_bones[-1]] + # Create control widgets + create_circle_widget(self.obj, controls[-1], radius=1.0, head_tail=0.5, with_line=True, bone_transform_name=self.org_bones[-1]) + + # Layers + pb[main_control].bone.layers = pb[self.org_bones[0]].bone.layers + + return [main_control] + controls + + def generate(self): + """ Generate the rig. + Do NOT modify any of the original bones, except for adding constraints. + The main armature should be selected and active before this is called. + + """ + self.gen_deform() + controls = self.gen_control() + + controls_string = ", ".join(["'" + x + "'" for x in controls[1:]]) + return [script % (controls[0], controls_string)] + + +def add_parameters(params): + """ Add the parameters of this rig type to the + RigifyParameters PropertyGroup + """ + params.spine_main_control_name = bpy.props.StringProperty(name="Main control name", default="torso", description="Name that the main control bone should be given") + params.rest_pivot_slide = bpy.props.FloatProperty(name="Rest Pivot Slide", default=0.0, min=0.0, max=1.0, soft_min=0.0, soft_max=1.0, description="The pivot slide value in the rest pose") + params.chain_bone_controls = bpy.props.StringProperty(name="Control bone list", default="", description="Define which bones have controls") + + +def parameters_ui(layout, params): + """ Create the ui for the rig parameters. + """ + r = layout.row() + r.prop(params, "spine_main_control_name") + + r = layout.row() + r.prop(params, "rest_pivot_slide", slider=True) + + r = layout.row() + r.prop(params, "chain_bone_controls") + + +def create_sample(obj): + # generated by rigify.utils.write_metarig + bpy.ops.object.mode_set(mode='EDIT') + arm = obj.data + + bones = {} + + bone = arm.edit_bones.new('hips') + bone.head[:] = 0.0000, 0.0000, 0.0000 + bone.tail[:] = -0.0000, -0.0590, 0.2804 + bone.roll = -0.0000 + bone.use_connect = False + bones['hips'] = bone.name + bone = arm.edit_bones.new('spine') + bone.head[:] = -0.0000, -0.0590, 0.2804 + bone.tail[:] = 0.0000, 0.0291, 0.5324 + bone.roll = 0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['hips']] + bones['spine'] = bone.name + bone = arm.edit_bones.new('ribs') + bone.head[:] = 0.0000, 0.0291, 0.5324 + bone.tail[:] = -0.0000, 0.0000, 1.0000 + bone.roll = -0.0000 + bone.use_connect = True + bone.parent = arm.edit_bones[bones['spine']] + bones['ribs'] = bone.name + + bpy.ops.object.mode_set(mode='OBJECT') + pbone = obj.pose.bones[bones['hips']] + pbone.rigify_type = 'spine' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['spine']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['ribs']] + pbone.rigify_type = '' + pbone.lock_location = (False, False, False) + pbone.lock_rotation = (False, False, False) + pbone.lock_rotation_w = False + pbone.lock_scale = (False, False, False) + pbone.rotation_mode = 'QUATERNION' + pbone = obj.pose.bones[bones['hips']] + pbone['rigify_type'] = 'spine' + pbone.rigify_parameters.chain_bone_controls = "1, 2, 3" + + bpy.ops.object.mode_set(mode='EDIT') + for bone in arm.edit_bones: + bone.select = False + bone.select_head = False + bone.select_tail = False + for b in bones: + bone = arm.edit_bones[bones[b]] + bone.select = True + bone.select_head = True + bone.select_tail = True + arm.edit_bones.active = bone diff --git a/rigify/legacy/ui.py b/rigify/legacy/ui.py new file mode 100644 index 00000000..bcd8b7be --- /dev/null +++ b/rigify/legacy/ui.py @@ -0,0 +1,441 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy +from bpy.props import StringProperty + +from .utils import get_rig_type, MetarigError +from .utils import write_metarig, write_widget +from . import rig_lists +from . import generate + + +class DATA_PT_rigify_buttons(bpy.types.Panel): + bl_label = "Rigify Buttons" + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "data" + #bl_options = {'DEFAULT_OPEN'} + + @classmethod + def poll(cls, context): + if not context.armature: + return False + #obj = context.object + #if obj: + # return (obj.mode in {'POSE', 'OBJECT', 'EDIT'}) + #return False + return True + + def draw(self, context): + C = context + layout = self.layout + obj = context.object + id_store = C.window_manager + + if obj.mode in {'POSE', 'OBJECT'}: + layout.operator("pose.rigify_generate", text="Generate") + elif obj.mode == 'EDIT': + # Build types list + collection_name = str(id_store.rigify_collection).replace(" ", "") + + for i in range(0, len(id_store.rigify_types)): + id_store.rigify_types.remove(0) + + for r in rig_lists.rig_list: + # collection = r.split('.')[0] # UNUSED + if collection_name == "All": + a = id_store.rigify_types.add() + a.name = r + elif r.startswith(collection_name + '.'): + a = id_store.rigify_types.add() + a.name = r + elif (collection_name == "None") and ("." not in r): + a = id_store.rigify_types.add() + a.name = r + + ## Rig collection field + #row = layout.row() + #row.prop(id_store, 'rigify_collection', text="Category") + + # Rig type list + row = layout.row() + row.template_list("UI_UL_list", "rigify_types", id_store, "rigify_types", id_store, 'rigify_active_type') + + props = layout.operator("armature.metarig_sample_add", text="Add sample") + props.metarig_type = id_store.rigify_types[id_store.rigify_active_type].name + + +class DATA_PT_rigify_layer_names(bpy.types.Panel): + bl_label = "Rigify Layer Names" + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "data" + bl_options = {'DEFAULT_CLOSED'} + + @classmethod + def poll(cls, context): + if not context.armature: + return False + return True + + def draw(self, context): + layout = self.layout + obj = context.object + arm = obj.data + + # Ensure that the layers exist + if 0: + for i in range(1 + len(arm.rigify_layers), 29): + arm.rigify_layers.add() + else: + # Can't add while drawing, just use button + if len(arm.rigify_layers) < 28: + layout.operator("pose.rigify_layer_init") + return + + # UI + for i, rigify_layer in enumerate(arm.rigify_layers): + # note: rigify_layer == arm.rigify_layers[i] + if (i % 16) == 0: + col = layout.column() + if i == 0: + col.label(text="Top Row:") + else: + col.label(text="Bottom Row:") + if (i % 8) == 0: + col = layout.column(align=True) + row = col.row() + row.prop(arm, "layers", index=i, text="", toggle=True) + split = row.split(percentage=0.8) + split.prop(rigify_layer, "name", text="Layer %d" % (i + 1)) + split.prop(rigify_layer, "row", text="") + + #split.prop(rigify_layer, "column", text="") + + +class BONE_PT_rigify_buttons(bpy.types.Panel): + bl_label = "Rigify Type" + bl_space_type = 'PROPERTIES' + bl_region_type = 'WINDOW' + bl_context = "bone" + #bl_options = {'DEFAULT_OPEN'} + + @classmethod + def poll(cls, context): + if not context.armature or not context.active_pose_bone: + return False + obj = context.object + if obj: + return obj.mode == 'POSE' + return False + + def draw(self, context): + C = context + id_store = C.window_manager + bone = context.active_pose_bone + collection_name = str(id_store.rigify_collection).replace(" ", "") + rig_name = str(context.active_pose_bone.rigify_type).replace(" ", "") + + layout = self.layout + + # Build types list + for i in range(0, len(id_store.rigify_types)): + id_store.rigify_types.remove(0) + + for r in rig_lists.rig_list: + # collection = r.split('.')[0] # UNUSED + if collection_name == "All": + a = id_store.rigify_types.add() + a.name = r + elif r.startswith(collection_name + '.'): + a = id_store.rigify_types.add() + a.name = r + elif collection_name == "None" and len(r.split('.')) == 1: + a = id_store.rigify_types.add() + a.name = r + + # Rig type field + row = layout.row() + row.prop_search(bone, "rigify_type", id_store, "rigify_types", text="Rig type:") + + # Rig type parameters / Rig type non-exist alert + if rig_name != "": + try: + rig = get_rig_type(rig_name) + rig.Rig + except (ImportError, AttributeError): + row = layout.row() + box = row.box() + box.label(text="ALERT: type \"%s\" does not exist!" % rig_name) + else: + try: + rig.parameters_ui + except AttributeError: + col = layout.column() + col.label(text="No options") + else: + col = layout.column() + col.label(text="Options:") + box = layout.box() + rig.parameters_ui(box, bone.rigify_parameters) + + +class VIEW3D_PT_tools_rigify_dev(bpy.types.Panel): + bl_label = "Rigify Dev Tools" + bl_category = 'Tools' + bl_space_type = 'VIEW_3D' + bl_region_type = 'TOOLS' + + @classmethod + def poll(cls, context): + return context.active_object is not None and context.mode in {'EDIT_ARMATURE','EDIT_MESH'} + + def draw(self, context): + obj = context.active_object + if obj is not None: + if context.mode == 'EDIT_ARMATURE': + r = self.layout.row() + r.operator("armature.rigify_encode_metarig", text="Encode Metarig to Python") + r = self.layout.row() + r.operator("armature.rigify_encode_metarig_sample", text="Encode Sample to Python") + + if context.mode == 'EDIT_MESH': + r = self.layout.row() + r.operator("mesh.rigify_encode_mesh_widget", text="Encode Mesh Widget to Python") + +#~ class INFO_MT_armature_metarig_add(bpy.types.Menu): + #~ bl_idname = "INFO_MT_armature_metarig_add" + #~ bl_label = "Meta-Rig" + + #~ def draw(self, context): + #~ import rigify + + #~ layout = self.layout + #~ layout.operator_context = 'INVOKE_REGION_WIN' + + #~ for submodule_type in rigify.get_submodule_types(): + #~ text = bpy.path.display_name(submodule_type) + #~ layout.operator("pose.metarig_sample_add", text=text, icon='OUTLINER_OB_ARMATURE').metarig_type = submodule_type + + +def rigify_report_exception(operator, exception): + import traceback + import sys + import os + # find the module name where the error happened + # hint, this is the metarig type! + exceptionType, exceptionValue, exceptionTraceback = sys.exc_info() + fn = traceback.extract_tb(exceptionTraceback)[-1][0] + fn = os.path.basename(fn) + fn = os.path.splitext(fn)[0] + message = [] + if fn.startswith("__"): + message.append("Incorrect armature...") + else: + message.append("Incorrect armature for type '%s'" % fn) + message.append(exception.message) + + message.reverse() # XXX - stupid! menu's are upside down! + + operator.report({'INFO'}, '\n'.join(message)) + + +class LayerInit(bpy.types.Operator): + """Initialize armature rigify layers""" + + bl_idname = "pose.rigify_layer_init" + bl_label = "Add Rigify Layers" + bl_options = {'UNDO'} + + def execute(self, context): + obj = context.object + arm = obj.data + for i in range(1 + len(arm.rigify_layers), 29): + arm.rigify_layers.add() + return {'FINISHED'} + + +class Generate(bpy.types.Operator): + """Generates a rig from the active metarig armature""" + + bl_idname = "pose.rigify_generate" + bl_label = "Rigify Generate Rig" + bl_options = {'UNDO'} + + def execute(self, context): + import importlib + importlib.reload(generate) + + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + generate.generate_rig(context, context.object) + except MetarigError as rig_exception: + rigify_report_exception(self, rig_exception) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + + return {'FINISHED'} + + +class Sample(bpy.types.Operator): + """Create a sample metarig to be modified before generating """ \ + """the final rig""" + + bl_idname = "armature.metarig_sample_add" + bl_label = "Add a sample metarig for a rig type" + bl_options = {'UNDO'} + + metarig_type = StringProperty( + name="Type", + description="Name of the rig type to generate a sample of", + maxlen=128, + ) + + def execute(self, context): + if context.mode == 'EDIT_ARMATURE' and self.metarig_type != "": + use_global_undo = context.user_preferences.edit.use_global_undo + context.user_preferences.edit.use_global_undo = False + try: + rig = get_rig_type(self.metarig_type) + create_sample = rig.create_sample + except (ImportError, AttributeError): + raise Exception("rig type '" + self.metarig_type + "' has no sample.") + else: + create_sample(context.active_object) + finally: + context.user_preferences.edit.use_global_undo = use_global_undo + bpy.ops.object.mode_set(mode='EDIT') + + return {'FINISHED'} + + +class EncodeMetarig(bpy.types.Operator): + """ Creates Python code that will generate the selected metarig. + """ + bl_idname = "armature.rigify_encode_metarig" + bl_label = "Rigify Encode Metarig" + bl_options = {'UNDO'} + + @classmethod + def poll(self, context): + return context.mode == 'EDIT_ARMATURE' + + def execute(self, context): + name = "metarig.py" + + if name in bpy.data.texts: + text_block = bpy.data.texts[name] + text_block.clear() + else: + text_block = bpy.data.texts.new(name) + + text = write_metarig(context.active_object, layers=True, func_name="create") + text_block.write(text) + bpy.ops.object.mode_set(mode='EDIT') + + return {'FINISHED'} + + +class EncodeMetarigSample(bpy.types.Operator): + """ Creates Python code that will generate the selected metarig + as a sample. + """ + bl_idname = "armature.rigify_encode_metarig_sample" + bl_label = "Rigify Encode Metarig Sample" + bl_options = {'UNDO'} + + @classmethod + def poll(self, context): + return context.mode == 'EDIT_ARMATURE' + + def execute(self, context): + name = "metarig_sample.py" + + if name in bpy.data.texts: + text_block = bpy.data.texts[name] + text_block.clear() + else: + text_block = bpy.data.texts.new(name) + + text = write_metarig(context.active_object, layers=False, func_name="create_sample") + text_block.write(text) + bpy.ops.object.mode_set(mode='EDIT') + + return {'FINISHED'} + + +class EncodeWidget(bpy.types.Operator): + """ Creates Python code that will generate the selected metarig. + """ + bl_idname = "mesh.rigify_encode_mesh_widget" + bl_label = "Rigify Encode Widget" + bl_options = {'UNDO'} + + @classmethod + def poll(self, context): + return context.mode == 'EDIT_MESH' + + def execute(self, context): + name = "widget.py" + + if name in bpy.data.texts: + text_block = bpy.data.texts[name] + text_block.clear() + else: + text_block = bpy.data.texts.new(name) + + text = write_widget(context.active_object) + text_block.write(text) + bpy.ops.object.mode_set(mode='EDIT') + + return {'FINISHED'} + + +#menu_func = (lambda self, context: self.layout.menu("INFO_MT_armature_metarig_add", icon='OUTLINER_OB_ARMATURE')) + +#from bl_ui import space_info # ensure the menu is loaded first + +def register(): + bpy.utils.register_class(DATA_PT_rigify_layer_names) + bpy.utils.register_class(DATA_PT_rigify_buttons) + bpy.utils.register_class(BONE_PT_rigify_buttons) + bpy.utils.register_class(VIEW3D_PT_tools_rigify_dev) + bpy.utils.register_class(LayerInit) + bpy.utils.register_class(Generate) + bpy.utils.register_class(Sample) + bpy.utils.register_class(EncodeMetarig) + bpy.utils.register_class(EncodeMetarigSample) + bpy.utils.register_class(EncodeWidget) + #space_info.INFO_MT_armature_add.append(ui.menu_func) + + +def unregister(): + bpy.utils.unregister_class(DATA_PT_rigify_layer_names) + bpy.utils.unregister_class(DATA_PT_rigify_buttons) + bpy.utils.unregister_class(BONE_PT_rigify_buttons) + bpy.utils.unregister_class(VIEW3D_PT_tools_rigify_dev) + bpy.utils.unregister_class(LayerInit) + bpy.utils.unregister_class(Generate) + bpy.utils.unregister_class(Sample) + bpy.utils.unregister_class(EncodeMetarig) + bpy.utils.unregister_class(EncodeMetarigSample) + bpy.utils.unregister_class(EncodeWidget) diff --git a/rigify/legacy/utils.py b/rigify/legacy/utils.py new file mode 100644 index 00000000..7e20e76e --- /dev/null +++ b/rigify/legacy/utils.py @@ -0,0 +1,939 @@ +#====================== 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 ======================== + +# <pep8 compliant> + +import bpy +import importlib +import importlib +import math +import random +import time +from mathutils import Vector, Matrix +from rna_prop_ui import rna_idprop_ui_prop_get + +RIG_DIR = "rigs" # Name of the directory where rig types are kept +METARIG_DIR = "metarigs" # Name of the directory where metarigs are kept + +ORG_PREFIX = "ORG-" # Prefix of original bones. +MCH_PREFIX = "MCH-" # Prefix of mechanism bones. +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 + + +#======================================================================= +# Error handling +#======================================================================= +class MetarigError(Exception): + """ Exception raised for errors. + """ + def __init__(self, message): + self.message = message + + def __str__(self): + return repr(self.message) + + +#======================================================================= +# Name manipulation +#======================================================================= +def org_name(name): + """ Returns the name with ORG_PREFIX stripped from it. + """ + if name.startswith(ORG_PREFIX): + return name[len(ORG_PREFIX):] + else: + return name + + +def strip_org(name): + """ Returns the name with ORG_PREFIX stripped from it. + """ + if name.startswith(ORG_PREFIX): + return name[len(ORG_PREFIX):] + else: + return name +org_name = strip_org + + +def org(name): + """ Prepends the ORG_PREFIX to a name if it doesn't already have + it, and returns it. + """ + if name.startswith(ORG_PREFIX): + return name + else: + return ORG_PREFIX + name +make_original_name = org + + +def mch(name): + """ Prepends the MCH_PREFIX to a name if it doesn't already have + it, and returns it. + """ + if name.startswith(MCH_PREFIX): + return name + else: + return MCH_PREFIX + name +make_mechanism_name = mch + + +def deformer(name): + """ Prepends the DEF_PREFIX to a name if it doesn't already have + it, and returns it. + """ + if name.startswith(DEF_PREFIX): + return name + else: + return DEF_PREFIX + name +make_deformer_name = deformer + + +def insert_before_lr(name, text): + if name[-1] in ['l', 'L', 'r', 'R'] and name[-2] in ['.', '-', '_']: + return name[:-2] + text + name[-2:] + else: + return name + text + + +#======================= +# Bone manipulation +#======================= +def new_bone(obj, bone_name): + """ Adds a new bone to the given armature object. + Returns the resulting bone's name. + """ + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + edit_bone = obj.data.edit_bones.new(bone_name) + name = edit_bone.name + edit_bone.head = (0, 0, 0) + edit_bone.tail = (0, 1, 0) + edit_bone.roll = 0 + bpy.ops.object.mode_set(mode='OBJECT') + bpy.ops.object.mode_set(mode='EDIT') + return name + else: + raise MetarigError("Can't add new bone '%s' outside of edit mode" % bone_name) + +def copy_bone_simple(obj, bone_name, assign_name=''): + """ Makes a copy of the given bone in the given armature object. + but only copies head, tail positions and roll. Does not + address parenting either. + """ + #if bone_name not in obj.data.bones: + if bone_name not in obj.data.edit_bones: + raise MetarigError("copy_bone(): bone '%s' not found, cannot copy it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + if assign_name == '': + assign_name = bone_name + # Copy the edit bone + edit_bone_1 = obj.data.edit_bones[bone_name] + edit_bone_2 = obj.data.edit_bones.new(assign_name) + bone_name_1 = bone_name + bone_name_2 = edit_bone_2.name + + # Copy edit bone attributes + edit_bone_2.layers = list(edit_bone_1.layers) + + edit_bone_2.head = Vector(edit_bone_1.head) + edit_bone_2.tail = Vector(edit_bone_1.tail) + edit_bone_2.roll = edit_bone_1.roll + + return bone_name_2 + else: + raise MetarigError("Cannot copy bones outside of edit mode") + +def copy_bone(obj, bone_name, assign_name=''): + """ Makes a copy of the given bone in the given armature object. + Returns the resulting bone's name. + """ + #if bone_name not in obj.data.bones: + if bone_name not in obj.data.edit_bones: + raise MetarigError("copy_bone(): bone '%s' not found, cannot copy it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + if assign_name == '': + assign_name = bone_name + # Copy the edit bone + edit_bone_1 = obj.data.edit_bones[bone_name] + edit_bone_2 = obj.data.edit_bones.new(assign_name) + bone_name_1 = bone_name + bone_name_2 = edit_bone_2.name + + edit_bone_2.parent = edit_bone_1.parent + edit_bone_2.use_connect = edit_bone_1.use_connect + + # Copy edit bone attributes + edit_bone_2.layers = list(edit_bone_1.layers) + + edit_bone_2.head = Vector(edit_bone_1.head) + edit_bone_2.tail = Vector(edit_bone_1.tail) + edit_bone_2.roll = edit_bone_1.roll + + edit_bone_2.use_inherit_rotation = edit_bone_1.use_inherit_rotation + edit_bone_2.use_inherit_scale = edit_bone_1.use_inherit_scale + edit_bone_2.use_local_location = edit_bone_1.use_local_location + + edit_bone_2.use_deform = edit_bone_1.use_deform + edit_bone_2.bbone_segments = edit_bone_1.bbone_segments + edit_bone_2.bbone_in = edit_bone_1.bbone_in + edit_bone_2.bbone_out = edit_bone_1.bbone_out + + bpy.ops.object.mode_set(mode='OBJECT') + + # Get the pose bones + pose_bone_1 = obj.pose.bones[bone_name_1] + pose_bone_2 = obj.pose.bones[bone_name_2] + + # Copy pose bone attributes + pose_bone_2.rotation_mode = pose_bone_1.rotation_mode + pose_bone_2.rotation_axis_angle = tuple(pose_bone_1.rotation_axis_angle) + pose_bone_2.rotation_euler = tuple(pose_bone_1.rotation_euler) + pose_bone_2.rotation_quaternion = tuple(pose_bone_1.rotation_quaternion) + + pose_bone_2.lock_location = tuple(pose_bone_1.lock_location) + pose_bone_2.lock_scale = tuple(pose_bone_1.lock_scale) + pose_bone_2.lock_rotation = tuple(pose_bone_1.lock_rotation) + pose_bone_2.lock_rotation_w = pose_bone_1.lock_rotation_w + pose_bone_2.lock_rotations_4d = pose_bone_1.lock_rotations_4d + + # Copy custom properties + for key in pose_bone_1.keys(): + if key != "_RNA_UI" \ + and key != "rigify_parameters" \ + and key != "rigify_type": + prop1 = rna_idprop_ui_prop_get(pose_bone_1, key, create=False) + prop2 = rna_idprop_ui_prop_get(pose_bone_2, key, create=True) + pose_bone_2[key] = pose_bone_1[key] + for key in prop1.keys(): + prop2[key] = prop1[key] + + bpy.ops.object.mode_set(mode='EDIT') + + return bone_name_2 + else: + raise MetarigError("Cannot copy bones outside of edit mode") + + +def flip_bone(obj, bone_name): + """ Flips an edit bone. + """ + if bone_name not in obj.data.bones: + raise MetarigError("flip_bone(): bone '%s' not found, cannot copy it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + bone = obj.data.edit_bones[bone_name] + head = Vector(bone.head) + tail = Vector(bone.tail) + bone.tail = head + tail + bone.head = tail + bone.tail = head + else: + raise MetarigError("Cannot flip bones outside of edit mode") + + +def put_bone(obj, bone_name, pos): + """ Places a bone at the given position. + """ + if bone_name not in obj.data.bones: + raise MetarigError("put_bone(): bone '%s' not found, cannot move it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + bone = obj.data.edit_bones[bone_name] + + delta = pos - bone.head + bone.translate(delta) + else: + raise MetarigError("Cannot 'put' bones outside of edit mode") + + +def make_nonscaling_child(obj, bone_name, location, child_name_postfix=""): + """ Takes the named bone and creates a non-scaling child of it at + the given location. The returned bone (returned by name) is not + a true child, but behaves like one sans inheriting scaling. + + It is intended as an intermediate construction to prevent rig types + from scaling with their parents. The named bone is assumed to be + an ORG bone. + """ + if bone_name not in obj.data.bones: + raise MetarigError("make_nonscaling_child(): bone '%s' not found, cannot copy it" % bone_name) + + if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE': + # Create desired names for bones + name1 = make_mechanism_name(strip_org(insert_before_lr(bone_name, child_name_postfix + "_ns_ch"))) + name2 = make_mechanism_name(strip_org(insert_before_lr(bone_name, child_name_postfix + "_ns_intr"))) + + # Create bones + child = copy_bone(obj, bone_name, name1) + intermediate_parent = copy_bone(obj, bone_name, name2) + + # Get edit bones + eb = obj.data.edit_bones + child_e = eb[child] + intrpar_e = eb[intermediate_parent] + + # Parenting + child_e.use_connect = False + child_e.parent = None + + intrpar_e.use_connect = False + intrpar_e.parent = eb[bone_name] + + # Positioning + child_e.length *= 0.5 + intrpar_e.length *= 0.25 + + put_bone(obj, child, location) + put_bone(obj, intermediate_parent, location) + + # Object mode + bpy.ops.object.mode_set(mode='OBJECT') + pb = obj.pose.bones + + # Add constraints + con = pb[child].constraints.new('COPY_LOCATION') + con.name = "parent_loc" + con.target = obj + con.subtarget = intermediate_parent + + con = pb[child].constraints.new('COPY_ROTATION') + con.name = "parent_loc" + con.target = obj + con.subtarget = intermediate_parent + + bpy.ops.object.mode_set(mode='EDIT') + + return child + else: + raise MetarigError("Cannot make nonscaling child outside of edit mode") + + +#============================================= +# Widget creation +#============================================= + +def obj_to_bone(obj, rig, bone_name): + """ Places an object at the location/rotation/scale of the given bone. + """ + if bpy.context.mode == 'EDIT_ARMATURE': + raise MetarigError("obj_to_bone(): does not work while in edit mode") + + bone = rig.data.bones[bone_name] + + mat = rig.matrix_world * bone.matrix_local + + obj.location = mat.to_translation() + + obj.rotation_mode = 'XYZ' + obj.rotation_euler = mat.to_euler() + + scl = mat.to_scale() + scl_avg = (scl[0] + scl[1] + scl[2]) / 3 + obj.scale = (bone.length * scl_avg), (bone.length * scl_avg), (bone.length * scl_avg) + + +def create_circle_polygon(number_verts, axis, radius=1.0, head_tail=0.0): + """ Creates a basic circle around of an axis selected. + number_verts: number of vertices of the poligon + axis: axis normal to the circle + radius: the radius of the circle + head_tail: where along the length of the bone the circle is (0.0=head, 1.0=tail) + """ + verts = [] + edges = [] + angle = 2 * math.pi / number_verts + i = 0 + + assert(axis in 'XYZ') + + while i < (number_verts): + a = math.cos(i * angle) + b = math.sin(i * angle) + + if axis == 'X': + verts.append((head_tail, a * radius, b * radius)) + elif axis == 'Y': + verts.append((a * radius, head_tail, b * radius)) + elif axis == 'Z': + verts.append((a * radius, b * radius, head_tail)) + + if i < (number_verts - 1): + edges.append((i , i + 1)) + + i += 1 + + edges.append((0, number_verts - 1)) + + return verts, edges + + +def create_widget(rig, bone_name, bone_transform_name=None): + """ Creates an empty widget object for a bone, and returns the object. + """ + if bone_transform_name is None: + bone_transform_name = bone_name + + obj_name = WGT_PREFIX + bone_name + scene = bpy.context.scene + + # Check if it already exists in the scene + if obj_name in scene.objects: + # Move object to bone position, in case it changed + obj = scene.objects[obj_name] + obj_to_bone(obj, rig, bone_transform_name) + + return None + else: + # Delete object if it exists in blend data but not scene data. + # This is necessary so we can then create the object without + # name conflicts. + if obj_name in bpy.data.objects: + bpy.data.objects[obj_name].user_clear() + bpy.data.objects.remove(bpy.data.objects[obj_name]) + + # Create mesh object + mesh = bpy.data.meshes.new(obj_name) + obj = bpy.data.objects.new(obj_name, mesh) + scene.objects.link(obj) + + # Move object to bone position and set layers + obj_to_bone(obj, rig, bone_transform_name) + obj.layers = WGT_LAYERS + + return obj + + +# Common Widgets + +def create_line_widget(rig, bone_name, bone_transform_name=None): + """ Creates a basic line widget, a line that spans the length of the bone. + """ + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + mesh = obj.data + mesh.from_pydata([(0, 0, 0), (0, 1, 0)], [(0, 1)], []) + mesh.update() + + +def create_circle_widget(rig, bone_name, radius=1.0, head_tail=0.0, with_line=False, bone_transform_name=None): + """ Creates a basic circle widget, a circle around the y-axis. + radius: the radius of the circle + head_tail: where along the length of the bone the circle is (0.0=head, 1.0=tail) + """ + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts, edges = create_circle_polygon(32, 'Y', radius, head_tail) + + if with_line: + edges.append((8, 24)) + + mesh = obj.data + mesh.from_pydata(verts, edges, []) + mesh.update() + return obj + else: + return None + + +def create_cube_widget(rig, bone_name, radius=0.5, bone_transform_name=None): + """ Creates a basic cube widget. + """ + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + r = radius + verts = [(r, r, r), (r, -r, r), (-r, -r, r), (-r, r, r), (r, r, -r), (r, -r, -r), (-r, -r, -r), (-r, r, -r)] + edges = [(0, 1), (1, 2), (2, 3), (3, 0), (4, 5), (5, 6), (6, 7), (7, 4), (0, 4), (1, 5), (2, 6), (3, 7)] + mesh = obj.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + +def create_sphere_widget(rig, bone_name, bone_transform_name=None): + """ Creates a basic sphere widget, three pependicular overlapping circles. + """ + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts_x, edges_x = create_circle_polygon(16, 'X', 0.5) + verts_y, edges_y = create_circle_polygon(16, 'Y', 0.5) + verts_z, edges_z = create_circle_polygon(16, 'Z', 0.5) + + verts = verts_x + verts_y + verts_z + + edges = [ + (0, 1), (1, 2), (2, 3), (3, 4), (4, 5), (5, 6), (6, 7), (7, 8), + (8, 9), (9, 10), (10, 11), (11, 12), (12, 13), (13, 14), (14, 15), (0, 15), + (16, 17), (17, 18), (18, 19), (19, 20), (20, 21), (21, 22), (22, 23), (23, 24), + (24, 25), (25, 26), (26, 27), (27, 28), (28, 29), (29, 30), (30, 31), (16, 31), + (32, 33), (33, 34), (34, 35), (35, 36), (36, 37), (37, 38), (38, 39), (39, 40), + (40, 41), (41, 42), (42, 43), (43, 44), (44, 45), (45, 46), (46, 47), (32, 47), + ] + mesh = obj.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + +def create_limb_widget(rig, bone_name, bone_transform_name=None): + """ Creates a basic limb widget, a line that spans the length of the + bone, with a circle around the center. + """ + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts, edges = create_circle_polygon(32, "Y", 0.25, 0.5) + verts.append((0, 0, 0)) + verts.append((0, 1, 0)) + edges.append((32, 33)) + mesh = obj.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + +def create_bone_widget(rig, bone_name, bone_transform_name=None): + """ Creates a basic bone widget, a simple obolisk-esk shape. + """ + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(0.04, 1.0, -0.04), (0.1, 0.0, -0.1), (-0.1, 0.0, -0.1), (-0.04, 1.0, -0.04), (0.04, 1.0, 0.04), (0.1, 0.0, 0.1), (-0.1, 0.0, 0.1), (-0.04, 1.0, 0.04)] + edges = [(1, 2), (0, 1), (0, 3), (2, 3), (4, 5), (5, 6), (6, 7), (4, 7), (1, 5), (0, 4), (2, 6), (3, 7)] + mesh = obj.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + +def create_compass_widget(rig, bone_name, bone_transform_name=None): + """ Creates a compass-shaped widget. + """ + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts, edges = create_circle_polygon(32, "Z", 1.0, 0.0) + i = 0 + for v in verts: + if i in {0, 8, 16, 24}: + verts[i] = (v[0] * 1.2, v[1] * 1.2, v[2]) + i += 1 + + mesh = obj.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + +def create_root_widget(rig, bone_name, bone_transform_name=None): + """ Creates a widget for the root bone. + """ + obj = create_widget(rig, bone_name, bone_transform_name) + if obj is not None: + verts = [(0.7071067690849304, 0.7071067690849304, 0.0), (0.7071067690849304, -0.7071067690849304, 0.0), (-0.7071067690849304, 0.7071067690849304, 0.0), (-0.7071067690849304, -0.7071067690849304, 0.0), (0.8314696550369263, 0.5555701851844788, 0.0), (0.8314696550369263, -0.5555701851844788, 0.0), (-0.8314696550369263, 0.5555701851844788, 0.0), (-0.8314696550369263, -0.5555701851844788, 0.0), (0.9238795042037964, 0.3826834261417389, 0.0), (0.9238795042037964, -0.3826834261417389, 0.0), (-0.9238795042037964, 0.3826834261417389, 0.0), (-0.9238795042037964, -0.3826834261417389, 0.0), (0.9807852506637573, 0.19509035348892212, 0.0), (0.9807852506637573, -0.19509035348892212, 0.0), (-0.9807852506637573, 0.19509035348892212, 0.0), (-0.9807852506637573, -0.19509035348892212, 0.0), (0.19509197771549225, 0.9807849526405334, 0.0), (0.19509197771549225, -0.9807849526405334, 0.0), (-0.19509197771549225, 0.9807849526405334, 0.0), (-0.19509197771549225, -0.9807849526405334, 0.0), (0.3826850652694702, 0.9238788485527039, 0.0), (0.3826850652694702, -0.9238788485527039, 0.0), (-0.3826850652694702, 0.9238788485527039, 0.0), (-0.3826850652694702, -0.9238788485527039, 0.0), (0.5555717945098877, 0.8314685821533203, 0.0), (0.5555717945098877, -0.8314685821533203, 0.0), (-0.5555717945098877, 0.8314685821533203, 0.0), (-0.5555717945098877, -0.8314685821533203, 0.0), (0.19509197771549225, 1.2807848453521729, 0.0), (0.19509197771549225, -1.2807848453521729, 0.0), (-0.19509197771549225, 1.2807848453521729, 0.0), (-0.19509197771549225, -1.2807848453521729, 0.0), (1.280785322189331, 0.19509035348892212, 0.0), (1.280785322189331, -0.19509035348892212, 0.0), (-1.280785322189331, 0.19509035348892212, 0.0), (-1.280785322189331, -0.19509035348892212, 0.0), (0.3950919806957245, 1.2807848453521729, 0.0), (0.3950919806957245, -1.2807848453521729, 0.0), (-0.3950919806957245, 1.2807848453521729, 0.0), (-0.3950919806957245, -1.2807848453521729, 0.0), (1.280785322189331, 0.39509034156799316, 0.0), (1.280785322189331, -0.39509034156799316, 0.0), (-1.280785322189331, 0.39509034156799316, 0.0), (-1.280785322189331, -0.39509034156799316, 0.0), (0.0, 1.5807849168777466, 0.0), (0.0, -1.5807849168777466, 0.0), (1.5807852745056152, 0.0, 0.0), (-1.5807852745056152, 0.0, 0.0)] + edges = [(0, 4), (1, 5), (2, 6), (3, 7), (4, 8), (5, 9), (6, 10), (7, 11), (8, 12), (9, 13), (10, 14), (11, 15), (16, 20), (17, 21), (18, 22), (19, 23), (20, 24), (21, 25), (22, 26), (23, 27), (0, 24), (1, 25), (2, 26), (3, 27), (16, 28), (17, 29), (18, 30), (19, 31), (12, 32), (13, 33), (14, 34), (15, 35), (28, 36), (29, 37), (30, 38), (31, 39), (32, 40), (33, 41), (34, 42), (35, 43), (36, 44), (37, 45), (38, 44), (39, 45), (40, 46), (41, 46), (42, 47), (43, 47)] + mesh = obj.data + mesh.from_pydata(verts, edges, []) + mesh.update() + + +#============================================= +# Math +#============================================= + +def angle_on_plane(plane, vec1, vec2): + """ Return the angle between two vectors projected onto a plane. + """ + plane.normalize() + vec1 = vec1 - (plane * (vec1.dot(plane))) + vec2 = vec2 - (plane * (vec2.dot(plane))) + vec1.normalize() + vec2.normalize() + + # Determine the angle + angle = math.acos(max(-1.0, min(1.0, vec1.dot(vec2)))) + + if angle < 0.00001: # close enough to zero that sign doesn't matter + return angle + + # Determine the sign of the angle + vec3 = vec2.cross(vec1) + vec3.normalize() + sign = vec3.dot(plane) + if sign >= 0: + sign = 1 + else: + sign = -1 + + return angle * sign + + +def align_bone_roll(obj, bone1, bone2): + """ Aligns the roll of two bones. + """ + bone1_e = obj.data.edit_bones[bone1] + bone2_e = obj.data.edit_bones[bone2] + + bone1_e.roll = 0.0 + + # Get the directions the bones are pointing in, as vectors + y1 = bone1_e.y_axis + x1 = bone1_e.x_axis + y2 = bone2_e.y_axis + x2 = bone2_e.x_axis + + # Get the shortest axis to rotate bone1 on to point in the same direction as bone2 + axis = y1.cross(y2) + axis.normalize() + + # Angle to rotate on that shortest axis + angle = y1.angle(y2) + + # Create rotation matrix to make bone1 point in the same direction as bone2 + rot_mat = Matrix.Rotation(angle, 3, axis) + + # Roll factor + x3 = rot_mat * x1 + dot = x2 * x3 + if dot > 1.0: + dot = 1.0 + elif dot < -1.0: + dot = -1.0 + roll = math.acos(dot) + + # Set the roll + bone1_e.roll = roll + + # Check if we rolled in the right direction + x3 = rot_mat * bone1_e.x_axis + check = x2 * x3 + + # If not, reverse + if check < 0.9999: + bone1_e.roll = -roll + + +def align_bone_x_axis(obj, bone, vec): + """ Rolls the bone to align its x-axis as closely as possible to + the given vector. + Must be in edit mode. + """ + bone_e = obj.data.edit_bones[bone] + + vec = vec.cross(bone_e.y_axis) + vec.normalize() + + dot = max(-1.0, min(1.0, bone_e.z_axis.dot(vec))) + angle = math.acos(dot) + + bone_e.roll += angle + + dot1 = bone_e.z_axis.dot(vec) + + bone_e.roll -= angle * 2 + + dot2 = bone_e.z_axis.dot(vec) + + if dot1 > dot2: + bone_e.roll += angle * 2 + + +def align_bone_z_axis(obj, bone, vec): + """ Rolls the bone to align its z-axis as closely as possible to + the given vector. + Must be in edit mode. + """ + bone_e = obj.data.edit_bones[bone] + + vec = bone_e.y_axis.cross(vec) + vec.normalize() + + dot = max(-1.0, min(1.0, bone_e.x_axis.dot(vec))) + angle = math.acos(dot) + + bone_e.roll += angle + + dot1 = bone_e.x_axis.dot(vec) + + bone_e.roll -= angle * 2 + + dot2 = bone_e.x_axis.dot(vec) + + if dot1 > dot2: + bone_e.roll += angle * 2 + + +#============================================= +# Misc +#============================================= + +def copy_attributes(a, b): + keys = dir(a) + for key in keys: + if not key.startswith("_") \ + and not key.startswith("error_") \ + and key != "group" \ + and key != "is_valid" \ + and key != "rna_type" \ + and key != "bl_rna": + try: + setattr(b, key, getattr(a, key)) + except AttributeError: + pass + + +def get_rig_type(rig_type): + """ Fetches a rig module by name, and returns it. + """ + name = "legacy.%s.%s" % (RIG_DIR, rig_type) + submod = importlib.import_module(name, package=MODULE_NAME) + importlib.reload(submod) + return submod + + +def get_metarig_module(metarig_name): + """ Fetches a rig module by name, and returns it. + """ + name = "legacy.%s.%s" % (METARIG_DIR, metarig_name) + submod = importlib.import_module(name, package=MODULE_NAME) + importlib.reload(submod) + return submod + + +def connected_children_names(obj, bone_name): + """ Returns a list of bone names (in order) of the bones that form a single + connected chain starting with the given bone as a parent. + If there is a connected branch, the list stops there. + """ + bone = obj.data.bones[bone_name] + names = [] + + while True: + connects = 0 + con_name = "" + + for child in bone.children: + if child.use_connect: + connects += 1 + con_name = child.name + + if connects == 1: + names += [con_name] + bone = obj.data.bones[con_name] + else: + break + + return names + + +def has_connected_children(bone): + """ Returns true/false whether a bone has connected children or not. + """ + t = False + for b in bone.children: + t = t or b.use_connect + return t + + +def get_layers(layers): + """ Does it's best to exctract a set of layers from any data thrown at it. + """ + if type(layers) == int: + return [x == layers for x in range(0, 32)] + elif type(layers) == str: + s = layers.split(",") + l = [] + for i in s: + try: + l += [int(float(i))] + except ValueError: + pass + return [x in l for x in range(0, 32)] + elif type(layers) == tuple or type(layers) == list: + return [x in layers for x in range(0, 32)] + else: + try: + list(layers) + except TypeError: + pass + else: + return [x in layers for x in range(0, 32)] + + +def write_metarig(obj, layers=False, func_name="create"): + """ + Write a metarig as a python script, this rig is to have all info needed for + generating the real rig with rigify. + """ + code = [] + + code.append("import bpy\n\n") + + code.append("def %s(obj):" % func_name) + code.append(" # generated by rigify.utils.write_metarig") + bpy.ops.object.mode_set(mode='EDIT') + code.append(" bpy.ops.object.mode_set(mode='EDIT')") + code.append(" arm = obj.data") + + arm = obj.data + + # Rigify layer layout info + if layers and len(arm.rigify_layers) > 0: + code.append("\n for i in range(" + str(len(arm.rigify_layers)) + "):") + code.append(" arm.rigify_layers.add()\n") + + for i in range(len(arm.rigify_layers)): + name = arm.rigify_layers[i].name + row = arm.rigify_layers[i].row + code.append(' arm.rigify_layers[' + str(i) + '].name = "' + name + '"') + code.append(' arm.rigify_layers[' + str(i) + '].row = ' + str(row)) + + # write parents first + bones = [(len(bone.parent_recursive), bone.name) for bone in arm.edit_bones] + bones.sort(key=lambda item: item[0]) + bones = [item[1] for item in bones] + + code.append("\n bones = {}\n") + + for bone_name in bones: + bone = arm.edit_bones[bone_name] + code.append(" bone = arm.edit_bones.new(%r)" % bone.name) + code.append(" bone.head[:] = %.4f, %.4f, %.4f" % bone.head.to_tuple(4)) + code.append(" bone.tail[:] = %.4f, %.4f, %.4f" % bone.tail.to_tuple(4)) + code.append(" bone.roll = %.4f" % bone.roll) + code.append(" bone.use_connect = %s" % str(bone.use_connect)) + if bone.parent: + code.append(" bone.parent = arm.edit_bones[bones[%r]]" % bone.parent.name) + code.append(" bones[%r] = bone.name" % bone.name) + + bpy.ops.object.mode_set(mode='OBJECT') + code.append("") + code.append(" bpy.ops.object.mode_set(mode='OBJECT')") + + # Rig type and other pose properties + for bone_name in bones: + pbone = obj.pose.bones[bone_name] + + code.append(" pbone = obj.pose.bones[bones[%r]]" % bone_name) + code.append(" pbone.rigify_type = %r" % pbone.rigify_type) + code.append(" pbone.lock_location = %s" % str(tuple(pbone.lock_location))) + code.append(" pbone.lock_rotation = %s" % str(tuple(pbone.lock_rotation))) + code.append(" pbone.lock_rotation_w = %s" % str(pbone.lock_rotation_w)) + code.append(" pbone.lock_scale = %s" % str(tuple(pbone.lock_scale))) + code.append(" pbone.rotation_mode = %r" % pbone.rotation_mode) + if layers: + code.append(" pbone.bone.layers = %s" % str(list(pbone.bone.layers))) + # Rig type parameters + for param_name in pbone.rigify_parameters.keys(): + param = getattr(pbone.rigify_parameters, param_name) + if str(type(param)) == "<class 'bpy_prop_array'>": + param = list(param) + if type(param) == str: + param = '"' + param + '"' + code.append(" try:") + code.append(" pbone.rigify_parameters.%s = %s" % (param_name, str(param))) + code.append(" except AttributeError:") + code.append(" pass") + + code.append("\n bpy.ops.object.mode_set(mode='EDIT')") + code.append(" for bone in arm.edit_bones:") + code.append(" bone.select = False") + code.append(" bone.select_head = False") + code.append(" bone.select_tail = False") + + code.append(" for b in bones:") + code.append(" bone = arm.edit_bones[bones[b]]") + code.append(" bone.select = True") + code.append(" bone.select_head = True") + code.append(" bone.select_tail = True") + code.append(" arm.edit_bones.active = bone") + + # Set appropriate layers visible + if layers: + # Find what layers have bones on them + active_layers = [] + for bone_name in bones: + bone = obj.data.bones[bone_name] + for i in range(len(bone.layers)): + if bone.layers[i]: + if i not in active_layers: + active_layers.append(i) + active_layers.sort() + + code.append("\n arm.layers = [(x in " + str(active_layers) + ") for x in range(" + str(len(arm.layers)) + ")]") + + code.append('\nif __name__ == "__main__":') + code.append(" " + func_name + "(bpy.context.active_object)") + + return "\n".join(code) + + +def write_widget(obj): + """ Write a mesh object as a python script for widget use. + """ + script = "" + script += "def create_thing_widget(rig, bone_name, size=1.0, bone_transform_name=None):\n" + script += " obj = create_widget(rig, bone_name, bone_transform_name)\n" + script += " if obj is not None:\n" + + # Vertices + if len(obj.data.vertices) > 0: + script += " verts = [" + for v in obj.data.vertices: + script += "(" + str(v.co[0]) + "*size, " + str(v.co[1]) + "*size, " + str(v.co[2]) + "*size), " + script += "]\n" + + # Edges + if len(obj.data.edges) > 0: + script += " edges = [" + for e in obj.data.edges: + script += "(" + str(e.vertices[0]) + ", " + str(e.vertices[1]) + "), " + script += "]\n" + + # Faces + if len(obj.data.polygons) > 0: + script += " faces = [" + for f in obj.data.polygons: + script += "(" + for v in f.vertices: + script += str(v) + ", " + script += "), " + script += "]\n" + + # Build mesh + script += "\n mesh = obj.data\n" + script += " mesh.from_pydata(verts, edges, faces)\n" + script += " mesh.update()\n" + script += " mesh.update()\n" + script += " return obj\n" + script += " else:\n" + script += " return None\n" + + return script + + +def random_id(length=8): + """ Generates a random alphanumeric id string. + """ + tlength = int(length / 2) + rlength = int(length / 2) + int(length % 2) + + chars = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z'] + text = "" + for i in range(0, rlength): + text += random.choice(chars) + text += str(hex(int(time.time())))[2:][-tlength:].rjust(tlength, '0')[::-1] + return text |