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-rw-r--r--rigify/generate.py351
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+#====================== BEGIN GPL LICENSE BLOCK ======================
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+#======================= END GPL LICENSE BLOCK ========================
+
+import bpy
+import time
+import traceback
+import sys
+from rna_prop_ui import rna_idprop_ui_prop_get
+from rigify.utils import MetarigError, new_bone, get_rig_type
+from rigify.utils import ORG_PREFIX, MCH_PREFIX, DEF_PREFIX, WGT_PREFIX, ROOT_NAME, make_original_name
+from rigify.utils import RIG_DIR
+from rigify.utils import create_root_widget
+from rigify.utils import random_string
+from rigify.rig_ui_template import UI_SLIDERS, layers_ui
+from rigify import rigs
+
+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()
+ rig_id = random_string(12) # Random so that different rigs don't collide id's
+
+ # Initial configuration
+ use_global_undo = context.user_preferences.edit.use_global_undo
+ context.user_preferences.edit.use_global_undo = False
+ mode_orig = context.mode
+ 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 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)
+
+ # Custom properties
+ for prop in bone.keys():
+ bone_gen[prop] = bone[prop]
+
+ # 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
+
+ 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 = []
+ deformation_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 != None:
+ ui_scripts += [scripts[0]]
+ t.tick("Generate rigs: ")
+ except Exception as e:
+ # Cleanup if something goes wrong
+ print("Rigify: failed to generate rig.")
+ context.user_preferences.edit.use_global_undo = use_global_undo
+ 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 == 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')
+
+ # 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
+
+ # 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)[:21] # Object names are limited to 21 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
+
+ # 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))
+ script.use_module = True
+
+ t.tick("The rest: ")
+ #----------------------------------
+ # Deconfigure
+ bpy.ops.object.mode_set(mode='OBJECT')
+ metarig.data.pose_position = rest_backup
+ obj.data.pose_position = 'POSE'
+ context.user_preferences.edit.use_global_undo = use_global_undo
+
+
+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
+ try:
+ params = obj.pose.bones[bone_name].rigify_parameters[0]
+ except (KeyError, IndexError):
+ params = None
+
+ # 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)" % (t, 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:]
+