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-rw-r--r--rigify/README252
-rw-r--r--rigify/__init__.py146
-rw-r--r--rigify/generate.py351
-rw-r--r--rigify/metarig_menu.py56
-rw-r--r--rigify/metarigs/__init__.py0
-rw-r--r--rigify/metarigs/human.py1087
-rw-r--r--rigify/rig_ui_template.py96
-rw-r--r--rigify/rigs/__init__.py0
-rw-r--r--rigify/rigs/biped/__init__.py0
-rw-r--r--rigify/rigs/biped/arm/__init__.py209
-rw-r--r--rigify/rigs/biped/arm/deform.py230
-rw-r--r--rigify/rigs/biped/arm/fk.py208
-rw-r--r--rigify/rigs/biped/arm/ik.py307
-rw-r--r--rigify/rigs/biped/leg/__init__.py237
-rw-r--r--rigify/rigs/biped/leg/deform.py264
-rw-r--r--rigify/rigs/biped/leg/fk.py246
-rw-r--r--rigify/rigs/biped/leg/ik.py520
-rw-r--r--rigify/rigs/copy.py114
-rw-r--r--rigify/rigs/finger.py413
-rw-r--r--rigify/rigs/misc/__init__.py0
-rw-r--r--rigify/rigs/misc/delta.py161
-rw-r--r--rigify/rigs/neck_short.py385
-rw-r--r--rigify/rigs/palm.py273
-rw-r--r--rigify/rigs/spine.py484
-rw-r--r--rigify/ui.py251
-rw-r--r--rigify/utils.py497
26 files changed, 6787 insertions, 0 deletions
diff --git a/rigify/README b/rigify/README
new file mode 100644
index 00000000..39e8cda6
--- /dev/null
+++ b/rigify/README
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+INTRODUCTION
+------------
+Rigify is an auto-rigging system based on a "building blocks" paradigm. The
+user can create a rig by putting together any combination of rig types, in any
+confguration that they want.
+
+A rig type is something like "biped arm" or "spine" or "finger".
+
+The input to the Rigify system is something called a "metarig". It is an
+armature that contains data about how to construct the rig. In particular, it
+contains bones in the basic configuration of the rig, with some bones tagged
+to indicate the rig type.
+
+For example, a metaig might contain a chain of three bones, the root-most of
+which is tagged as being a biped arm. When given as input to Rigify, Rigify
+will then generate a fully-featured biped arm rig in the same position and
+proportions as the 3-bone chain.
+
+One could also have another chain of bones, the root-most of which is tagged as
+being a spine. And the root-most bone of the arm chain could be the child of
+any of those spine bones. Then the rig that Rigify would generate would be a
+spine rig with an arm rig attached to it.
+
+
+THE GUTS OF RIGIFY, SUMMARIZED
+------------------------------
+The concept behind rigify is fairly simple. It recieves an armature as input
+with some of the bones tagged as being certain rig types (arm, leg, etc.)
+
+When Rigify recieves that armature as input, the first thing it does is
+duplicate the armature. From here on out, the original armature is totally
+ignored. Only the duplicate is used. And this duplicate armature object will
+become the generated rig.
+
+Rigify next prepends "ORG-" to all of the bones. These are the "original"
+bones of the metarig, and they are used as the glue between rig types, as I
+will explain later.
+
+Rigify then generates the rig in two passes. The first pass is the
+"information gathering" stage.
+
+The information gathering stage doesn't modify the armature at all. It simply
+gathers information about it. Or, rather, it lets the rig types gather
+information about it.
+It traverses the bones in a root-most to leaf-most order, and whenever it
+stumbles upon a bone that has a rig type tagged on it, it creates a rig-type
+python object (rig types will be explained further down) for that rig type,
+and executes the resulting object's information gathering code.
+
+At the end of the information gathering stage, Rigify has a collection of
+python objects, each of which know all the information they need to generate
+their own bit of the rig.
+
+The next stage is the rig generation stage. This part is pretty simple. All
+Rigify does is it loops over all of the rig-type python objects that it created
+in the previous stage (also in root-most to leaf-most order), and executes
+their rig-generate code. All of the actual rig generation happens in the
+rig-type python objects.
+
+And that's pretty much it. As you can see, most of the important code is
+actually in the rig types themselves, not in Rigify. Rigify is pretty sparse
+when it comes right down to it.
+
+There is one final stage to rig generation. Rigify checks all of the bones
+for "DEF-", "MCH-", and "ORG-" prefixes, and moves those bones to their own
+layers. It also sets all of the "DEF-" bones to deform, and sets all other
+bones to _not_ deform. And finally, it looks for any bone that does not have
+a parent, and sets the root bone (which Rigify creates) as their parent.
+
+
+THE GUTS OF A RIG TYPE, BASIC
+-----------------------------
+A rig type is simply a python module containing a class named "Rig". The Rig
+class is only required to have two methods: __init__() and generate()
+
+__init__() is the "information gathering" code for the rig type. When Rigify
+loops through the bones and finds a tagged bone, it will create a python
+object from the Rig class, executing this method.
+In addition to the default "self" parameter, __init__() needs to take the
+armature object, the name of the bone that was tagged, and the bone's rig type
+parameters object.
+
+A proper rig-type __init__() will look like this:
+
+ def __init__(self, obj, bone, params):
+ # code goes here
+
+At the bare minimum, you are going to want to store the object and bone name
+in the rig type object for later reference in the generate method. So:
+
+ def __init__(self, obj, bone, params):
+ self.obj = obj
+ self.org_bone = bone
+
+Most rig types involve more than just that one bone, though, so you will also
+want to store the names of any other relevant bones. For example, maybe the
+parent of the tagged bone:
+
+ def __init__(self, obj, bone, params):
+ self.obj = obj
+ self.org_bone = bone
+ self.org_parent = obj.data.bones[bone].parent.name
+
+It is important that store the _names_ of the bones, and not direct references.
+Due to how the armature system in Blender works, when flipping in and out of
+edit mode, pose-bone and edit-bone references get lost. (Arg...)
+
+Remember that it is critical that the information-gathering method does _not_
+modify the armature in any way. This way all of the rig type's info-gathering
+methods can execute on a clean armature. Many rig types depend on traversing
+parent-child relationships to figure out what bones are relevant to them, for
+example.
+
+
+Next is the generate() method. This is the method that Rigify calls to
+actually generate the rig. It takes the form:
+
+ def generate(self):
+ # code goes here
+
+It doesn't take any parameters beyond "self". So you really need to store any
+information you need with the __init__() method.
+
+Generate pretty much has free reign to do whatever it wants, with the exception
+of two simple rules:
+1. Other than the "ORG-" bones, do not touch anything that is not created by
+this method (this prevents rig types from messing each other up).
+2. Even with "ORG-" bones, the only thing you are allowed to do is add children
+and add constraints. Do not rename them, do not remove children or
+constraints, and especially do not change their parents. (Adding constraints
+and adding children are encouraged, though. ;-)) This is because the "ORG-"
+bones are the glue that holds everything together, and changing them beyond
+adding children/constraints ruins the glue, so to speak.
+
+In short: with the exception of adding children/constraints to "ORG-"
+bones, only mess with things that you yourself create.
+
+It is also generally a good idea (though not strictly required) that the rig
+type add constraints to the "ORG-" bones it was generated from so that the
+"ORG-" bones move with the animation controls.
+For example, if I make a simple arm rig type, the controls that the animator
+uses should also move the "ORG-" bones. That way, any other rig-types that are
+children of those "ORG-" bones will move along with them. For example, any
+fingers on the end of the arm.
+
+Also, any bones that the animator should not directly animate with should have
+their names prefixed with "DEF-" or "MCH-". The former if it is a bone that
+is intended to deform the mesh, the latter if it is not.
+It should be obvious, then, that a bone cannot be both an animation control and
+a deforming bone in Rigify. This is on purpose.
+
+Also note that there are convenience functions in utils.py for prepending
+"DEF-" and "MCH-" to bone names: deformer() and mch()
+There is also a convenience function for stripping "ORG-" from a bone name:
+strip_org()
+Which is useful for removing "ORG-" from bones you create by duplicating
+the "ORG-" bones.
+I recommend you use these functions instead of manually adding/stripping
+these prefixes. That way if the prefixes are changed, it can be changed in
+one place (those functions) and all the rig types will still work.
+
+
+THE GUTS OF A RIG TYPE, ADVANCED
+--------------------------------
+If you look at any of the rig types included with Rigify, you'll note that they
+have several more methods than just __init__() and generate().
+THESE ADDITIONAL METHODS ARE _NOT_ REQUIRED for a rig type to function. But
+they can add some nifty functionality to your rig.
+
+Not all of the additional methods you see in the included rig types have any
+special purpose for Rigify, however. For example, I often create separate
+methods for generating the deformation and control rigs, and then call them
+both from the main generate() method. But that is just for organization, and
+has nothing to do with Rigify itself.
+
+Here are the additional methods relevant to Rigify, with brief decriptions of
+what they are for:
+
+
+RIG PARAMETERS
+--------------
+For many rig types, it is handy for the user to be able to tweak how they are
+generated. For example, the included biped arm rig allows the user to specify
+the axis of rotation for the elbow.
+
+There are two methods necessary to give a rig type user-tweakable parameters,
+both of which must be class methods:
+add_parameters()
+parameters_ui()
+
+add_parameters() takes an IDPropertyGroup as input, and adds its parameters
+to that group as RNA properties. For example:
+
+ @classmethod
+ def add_parameters(self, group):
+ group.toggle_param = bpy.props.BoolProperty(name="Test toggle:", default=False, description="Just a test, not really used for anything.")
+
+parameter_ui() recieves a Blender UILayout object, the metarig object, and the
+tagged bone name. It creates a GUI in the UILayout for the user to tweak the
+parameters. For example:
+
+ @classmethod
+ def parameters_ui(self, layout, obj, bone):
+ params = obj.pose.bones[bone].rigify_parameters[0]
+ r = layout.row()
+ r.prop(params, "toggle_param")
+
+
+SAMPLE METARIG
+--------------
+It is a good idea for all rig types to have a sample metarig that the user can
+add to their own metarig. This is what the create_sample() method is for.
+Like the parameter methods above, create_sample() must be a class method.
+
+create_sample() takes the current armature object as input, and adds the bones
+for its rig-type's metarig. For example:
+
+ @classmethod
+ def create_sample(self, obj):
+ bpy.ops.object.mode_set(mode='EDIT')
+ arm = obj.data
+
+ bone = arm.edit_bones.new('Bone')
+ bone.head[:] = 0.0000, 0.0000, 0.0000
+ bone.tail[:] = 0.0000, 0.0000, 1.0000
+ bone.roll = 0.0000
+ bone.use_connect = False
+
+ bpy.ops.object.mode_set(mode='OBJECT')
+ pbone = obj.pose.bones[bone]
+ pbone.rigify_type = 'copy'
+ pbone.rigify_parameters.add()
+
+Obviously, this isn't something that you generally want to hand-code,
+especially with more complex samples. There is a function in utils.py
+that will generate the code for create_sample() for you, based on a selected
+armature. The function is called write_metarig()
+
+
+GENERATING A PYTHON UI
+----------------------
+The generate() method can also, optionally, return python code as a string.
+This python code is added to the "rig properties" panel that gets
+auto-generated along with the rig. This is useful for exposing things like
+IK/FK switches in a nice way to the animator.
+
+The string must be returned in a list:
+
+return ["my python code"]
+
+Otherwise it won't work.
+
diff --git a/rigify/__init__.py b/rigify/__init__.py
new file mode 100644
index 00000000..4a431e3a
--- /dev/null
+++ b/rigify/__init__.py
@@ -0,0 +1,146 @@
+#====================== BEGIN GPL LICENSE BLOCK ======================
+#
+# This program is free software; you can redistribute it and/or
+# modify it under the terms of the GNU General Public License
+# as published by the Free Software Foundation; either version 2
+# of the License, or (at your option) any later version.
+#
+# This program is distributed in the hope that it will be useful,
+# but WITHOUT ANY WARRANTY; without even the implied warranty of
+# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+# GNU General Public License for more details.
+#
+# You should have received a copy of the GNU General Public License
+# along with this program; if not, write to the Free Software Foundation,
+# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+#======================= END GPL LICENSE BLOCK ========================
+
+bl_addon_info = {
+ "name": "Rigify",
+ "author": "Nathan Vegdahl",
+ "version": (0, 5),
+ "blender": (2, 5, 5),
+ "api": 33110,
+ "location": "Armature properties",
+ "wiki_url": "",
+ "tracker_url": "",
+ "category": "Rigging"}
+
+if "bpy" in locals():
+ import imp
+ imp.reload(generate)
+ imp.reload(ui)
+ imp.reload(utils)
+ imp.reload(metarig_menu)
+else:
+ from . import generate, ui, utils, metarig_menu
+
+import bpy
+import bpy_types
+import os
+
+
+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
+ if f[0] in (".", "_"):
+ pass
+ elif f.count(".") >= 2 or (is_dir and "." in f):
+ print("Warning: %r, filename contains a '.', skipping" % os.path.join(SEARCH_DIR_ABS, f))
+ else:
+ if is_dir:
+ # Check directories
+ module_name = os.path.join(path, f).replace(os.sep, ".")
+ try:
+ rig = utils.get_rig_type(module_name)
+ except ImportError as e:
+ print("Rigify: " + str(e))
+ else:
+ # Check if it's a rig itself
+ if not hasattr(rig, "Rig"):
+ # 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])
+ else:
+ rigs += [f]
+
+ elif f.endswith(".py"):
+ # Check straight-up python files
+ t = f[:-3]
+ module_name = os.path.join(path, t).replace(os.sep, ".")
+ try:
+ utils.get_rig_type(module_name).Rig
+ except (ImportError, AttributeError):
+ pass
+ else:
+ rigs += [t]
+ rigs.sort()
+ return rigs
+
+
+rig_list = get_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]]
+
+
+col_enum_list = [("All", "All", ""), ("None", "None", "")]
+for c in collection_list:
+ col_enum_list += [(c, c, "")]
+
+
+class RigifyName(bpy.types.IDPropertyGroup):
+ name = bpy.props.StringProperty()
+
+
+class RigifyParameters(bpy.types.IDPropertyGroup):
+ name = bpy.props.StringProperty()
+
+
+for rig in rig_list:
+ r = utils.get_rig_type(rig).Rig
+ try:
+ r.add_parameters(RigifyParameters)
+ except AttributeError:
+ pass
+
+
+##### REGISTER #####
+
+def register():
+ bpy.types.PoseBone.rigify_type = bpy.props.StringProperty(name="Rigify Type", description="Rig type for this bone.")
+ bpy.types.PoseBone.rigify_parameters = bpy.props.CollectionProperty(type=RigifyParameters)
+
+ IDStore = bpy.types.WindowManager
+ IDStore.rigify_collection = bpy.props.EnumProperty(items=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.")
+
+ metarig_menu.register()
+
+
+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
+
+ metarig_menu.unregister()
+
diff --git a/rigify/generate.py b/rigify/generate.py
new file mode 100644
index 00000000..1134b6d6
--- /dev/null
+++ b/rigify/generate.py
@@ -0,0 +1,351 @@
+#====================== 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:]
+
diff --git a/rigify/metarig_menu.py b/rigify/metarig_menu.py
new file mode 100644
index 00000000..65dbbce9
--- /dev/null
+++ b/rigify/metarig_menu.py
@@ -0,0 +1,56 @@
+# ##### 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 mathutils
+from rigify.metarigs import human
+from math import cos, sin, pi
+
+
+class AddHuman(bpy.types.Operator):
+ '''Add an advanced human metarig base'''
+ bl_idname = "object.armature_human_advanced_add"
+ bl_label = "Add Humanoid (advanced metarig)"
+ bl_options = {'REGISTER', 'UNDO'}
+
+ def execute(self, context):
+ bpy.ops.object.armature_add()
+ obj = context.active_object
+ mode_orig = obj.mode
+ bpy.ops.object.mode_set(mode='EDIT') # grr, remove bone
+ bones = context.active_object.data.edit_bones
+ bones.remove(bones[0])
+ human.create(obj)
+ bpy.ops.object.mode_set(mode=mode_orig)
+ return {'FINISHED'}
+
+
+# Add to a menu
+menu_func = (lambda self, context: self.layout.operator(AddHuman.bl_idname,
+ icon='OUTLINER_OB_ARMATURE', text="Human (Meta-Rig)"))
+
+
+def register():
+ #bpy.types.register(AddHuman)
+ bpy.types.INFO_MT_armature_add.append(menu_func)
+
+
+def unregister():
+ #bpy.types.unregister(AddHuman)
+ bpy.types.INFO_MT_armature_add.remove(menu_func)
+
diff --git a/rigify/metarigs/__init__.py b/rigify/metarigs/__init__.py
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/rigify/metarigs/__init__.py
diff --git a/rigify/metarigs/human.py b/rigify/metarigs/human.py
new file mode 100644
index 00000000..08f8b230
--- /dev/null
+++ b/rigify/metarigs/human.py
@@ -0,0 +1,1087 @@
+# ##### 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
+
+
+def create(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, 0.0552, 1.0099
+ bone.tail[:] = 0.0000, 0.0172, 1.1837
+ bone.roll = -3.1416
+ 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 = -3.1416
+ 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('ribs')
+ bone.head[:] = 0.0000, 0.0004, 1.3418
+ bone.tail[:] = 0.0000, 0.0114, 1.6582
+ bone.roll = -3.1416
+ bone.use_connect = True
+ bone.parent = arm.edit_bones[bones['spine']]
+ bones['ribs'] = 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 = 3.1416
+ bone.use_connect = False
+ bone.parent = arm.edit_bones[bones['ribs']]
+ 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['ribs']]
+ 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['ribs']]
+ 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 = 3.1416
+ 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('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('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('finger_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['finger_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('finger_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['finger_middle.01.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_ring.01.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_pinky.01.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_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('finger_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['finger_middle.01.R'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_ring.01.R'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_pinky.01.R'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_index.01.L']]
+ bones['finger_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('finger_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['finger_middle.01.L']]
+ bones['finger_middle.02.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_ring.01.L']]
+ bones['finger_ring.02.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_pinky.01.L']]
+ bones['finger_pinky.02.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_index.01.R']]
+ bones['finger_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('finger_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['finger_middle.01.R']]
+ bones['finger_middle.02.R'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_ring.01.R']]
+ bones['finger_ring.02.R'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_pinky.01.R']]
+ bones['finger_pinky.02.R'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_index.02.L']]
+ bones['finger_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('finger_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['finger_middle.02.L']]
+ bones['finger_middle.03.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_ring.02.L']]
+ bones['finger_ring.03.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_pinky.02.L']]
+ bones['finger_pinky.03.L'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_index.02.R']]
+ bones['finger_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('finger_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['finger_middle.02.R']]
+ bones['finger_middle.03.R'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_ring.02.R']]
+ bones['finger_ring.03.R'] = bone.name
+ bone = arm.edit_bones.new('finger_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['finger_pinky.02.R']]
+ bones['finger_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 = [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['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 = [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['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, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_ik_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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
+ 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, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_ik_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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
+ 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.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['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, 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['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, 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['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 = [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.L']]
+ pbone.rigify_type = '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 = [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.R']]
+ pbone.rigify_type = '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 = [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['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, 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['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, 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['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, 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.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, 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['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 = [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['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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_ik_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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
+ 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, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_ik_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].ik_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
+ 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, 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['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, 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['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, True, 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.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, True, 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 = '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.rigify_parameters.add()
+ 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.rigify_parameters.add()
+ 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['finger_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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].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[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ pbone = obj.pose.bones[bones['finger_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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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['finger_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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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['finger_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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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['finger_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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].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[0].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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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['finger_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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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['finger_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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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['finger_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]
+ pbone.rigify_parameters.add()
+ try:
+ pbone.rigify_parameters[0].separate_extra_layers = True
+ except AttributeError:
+ pass
+ try:
+ pbone.rigify_parameters[0].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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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['finger_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, 8, 10, 12]) for x in range(0, 32)]
+
diff --git a/rigify/rig_ui_template.py b/rigify/rig_ui_template.py
new file mode 100644
index 00000000..82d853a4
--- /dev/null
+++ b/rigify/rig_ui_template.py
@@ -0,0 +1,96 @@
+#====================== 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 ========================
+
+UI_SLIDERS = """
+import bpy
+
+rig_id = "%s"
+
+
+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):
+ """ Turn a list of booleans 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()
+"""
+ i = 0
+ for layer in layers:
+ if layer:
+ code += "\n row = col.row()\n"
+ if i == 28:
+ code += " row.prop(context.active_object.data, 'layers', index=%s, toggle=True, text='Root')\n" % (str(i))
+ else:
+ code += " row.prop(context.active_object.data, 'layers', index=%s, toggle=True, text='%s')\n" % (str(i), str(i + 1))
+ i += 1
+
+ return code
+
diff --git a/rigify/rigs/__init__.py b/rigify/rigs/__init__.py
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/rigify/rigs/__init__.py
diff --git a/rigify/rigs/biped/__init__.py b/rigify/rigs/biped/__init__.py
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/rigify/rigs/biped/__init__.py
diff --git a/rigify/rigs/biped/arm/__init__.py b/rigify/rigs/biped/arm/__init__.py
new file mode 100644
index 00000000..13d9e430
--- /dev/null
+++ b/rigify/rigs/biped/arm/__init__.py
@@ -0,0 +1,209 @@
+#====================== 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 imp
+from . import fk, ik, deform
+from rigify.utils import MetarigError, get_layers
+
+imp.reload(fk)
+imp.reload(ik)
+imp.reload(deform)
+
+script = """
+fk_arm = ["%s", "%s", "%s"]
+ik_arm = ["%s", "%s"]
+if is_selected(fk_arm+ik_arm):
+ layout.prop(pose_bones[ik_arm[0]], '["ikfk_switch"]', text="FK / IK (" + ik_arm[0] + ")", slider=True)
+if is_selected(fk_arm):
+ layout.prop(pose_bones[fk_arm[0]], '["isolate"]', text="Isolate Rotation (" + fk_arm[0] + ")", slider=True)
+"""
+
+
+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.
+
+ """
+ # 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.
+
+ """
+ self.deform_rig.generate()
+ fk_controls = self.fk_rig.generate()
+ ik_controls = self.ik_rig.generate()
+ return [script % (fk_controls[0], fk_controls[1], fk_controls[2], ik_controls[0], ik_controls[1])]
+
+ @classmethod
+ def add_parameters(self, group):
+ """ Add the parameters of this rig type to the
+ RigifyParameters IDPropertyGroup
+
+ """
+ items = [('X', 'X', ''), ('Y', 'Y', ''), ('Z', 'Z', ''), ('-X', '-X', ''), ('-Y', '-Y', ''), ('-Z', '-Z', '')]
+ group.primary_rotation_axis = bpy.props.EnumProperty(items=items, name="Primary Rotation Axis", default='X')
+
+ group.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.")
+ group.ik_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the ik controls to be on.")
+
+ group.use_upper_arm_twist = bpy.props.BoolProperty(name="Upper Arm Twist", default=True, description="Generate the dual-bone twist setup for the upper arm.")
+ group.use_forearm_twist = bpy.props.BoolProperty(name="Forearm Twist", default=True, description="Generate the dual-bone twist setup for the forearm.")
+
+ @classmethod
+ def parameters_ui(self, layout, obj, bone):
+ """ Create the ui for the rig parameters.
+
+ """
+ params = obj.pose.bones[bone].rigify_parameters[0]
+
+ 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="")
+
+ r = layout.row()
+ r.label(text="Elbow rotation axis:")
+ r.prop(params, "primary_rotation_axis", text="")
+
+ col = layout.column()
+ col.prop(params, "use_upper_arm_twist")
+ col.prop(params, "use_forearm_twist")
+
+ @classmethod
+ def create_sample(self, 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.rigify_parameters.add()
+ 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/rigs/biped/arm/deform.py b/rigify/rigs/biped/arm/deform.py
new file mode 100644
index 00000000..2a7b3109
--- /dev/null
+++ b/rigify/rigs/biped/arm/deform.py
@@ -0,0 +1,230 @@
+#====================== 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
+from math import acos, degrees
+from mathutils import Vector, Matrix
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone, flip_bone, put_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, make_deformer_name
+
+
+def align_roll(obj, bone1, bone2):
+ 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 = x1 * rot_mat
+ dot = x2 * x3
+ if dot > 1.0:
+ dot = 1.0
+ elif dot < -1.0:
+ dot = -1.0
+ roll = acos(dot)
+
+ # Set the roll
+ bone1_e.roll = roll
+
+ # Check if we rolled in the right direction
+ x3 = bone1_e.x_axis * rot_mat
+ check = x2 * x3
+
+ # If not, reverse
+ if check < 0.9999:
+ bone1_e.roll = -roll
+
+
+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
+ 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
+ self.use_upper_arm_twist = params.use_upper_arm_twist
+ self.use_forearm_twist = params.use_forearm_twist
+
+ 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 upper arm bones
+ if self.use_upper_arm_twist:
+ uarm1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".01")))
+ uarm2 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".02")))
+ utip = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(self.org_bones[0] + ".tip")))
+ else:
+ uarm = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0])))
+
+ # Create forearm bones
+ if self.use_forearm_twist:
+ farm1 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".01")))
+ farm2 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".02")))
+ ftip = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(self.org_bones[1] + ".tip")))
+ else:
+ farm = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1])))
+
+ # Create hand bone
+ hand = 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
+
+ org_uarm_e = eb[self.org_bones[0]]
+ if self.use_upper_arm_twist:
+ uarm1_e = eb[uarm1]
+ uarm2_e = eb[uarm2]
+ utip_e = eb[utip]
+ else:
+ uarm_e = eb[uarm]
+
+ org_farm_e = eb[self.org_bones[1]]
+ if self.use_forearm_twist:
+ farm1_e = eb[farm1]
+ farm2_e = eb[farm2]
+ ftip_e = eb[ftip]
+ else:
+ farm_e = eb[farm]
+
+ org_hand_e = eb[self.org_bones[2]]
+ hand_e = eb[hand]
+
+ # Parent and position upper arm bones
+ if self.use_upper_arm_twist:
+ uarm1_e.use_connect = False
+ uarm2_e.use_connect = False
+ utip_e.use_connect = False
+
+ uarm1_e.parent = org_uarm_e.parent
+ uarm2_e.parent = org_uarm_e
+ utip_e.parent = org_uarm_e
+
+ center = Vector((org_uarm_e.head + org_uarm_e.tail) / 2)
+
+ uarm1_e.tail = center
+ uarm2_e.head = center
+ put_bone(self.obj, utip, org_uarm_e.tail)
+ utip_e.length = org_uarm_e.length / 8
+ else:
+ uarm_e.use_connect = False
+ uarm_e.parent = org_uarm_e
+
+ # Parent and position forearm bones
+ if self.use_forearm_twist:
+ farm1_e.use_connect = False
+ farm2_e.use_connect = False
+ ftip_e.use_connect = False
+
+ farm1_e.parent = org_farm_e
+ farm2_e.parent = org_farm_e
+ ftip_e.parent = org_farm_e
+
+ center = Vector((org_farm_e.head + org_farm_e.tail) / 2)
+
+ farm1_e.tail = center
+ farm2_e.head = center
+ put_bone(self.obj, ftip, org_farm_e.tail)
+ ftip_e.length = org_farm_e.length / 8
+
+ # Align roll of farm2 with hand
+ align_roll(self.obj, farm2, hand)
+ else:
+ farm_e.use_connect = False
+ farm_e.parent = org_farm_e
+
+ # Parent hand
+ hand_e.use_connect = False
+ hand_e.parent = org_hand_e
+
+ # Object mode, get pose bones
+ bpy.ops.object.mode_set(mode='OBJECT')
+ pb = self.obj.pose.bones
+
+ if self.use_upper_arm_twist:
+ uarm1_p = pb[uarm1]
+ if self.use_forearm_twist:
+ farm2_p = pb[farm2]
+ hand_p = pb[hand]
+
+ # Upper arm constraints
+ if self.use_upper_arm_twist:
+ con = uarm1_p.constraints.new('COPY_LOCATION')
+ con.name = "copy_location"
+ con.target = self.obj
+ con.subtarget = self.org_bones[0]
+
+ con = uarm1_p.constraints.new('COPY_SCALE')
+ con.name = "copy_scale"
+ con.target = self.obj
+ con.subtarget = self.org_bones[0]
+
+ con = uarm1_p.constraints.new('DAMPED_TRACK')
+ con.name = "track_to"
+ con.target = self.obj
+ con.subtarget = utip
+
+ # Forearm constraints
+ if self.use_forearm_twist:
+ con = farm2_p.constraints.new('COPY_ROTATION')
+ con.name = "copy_rotation"
+ con.target = self.obj
+ con.subtarget = hand
+
+ con = farm2_p.constraints.new('DAMPED_TRACK')
+ con.name = "track_to"
+ con.target = self.obj
+ con.subtarget = ftip
+
diff --git a/rigify/rigs/biped/arm/fk.py b/rigify/rigs/biped/arm/fk.py
new file mode 100644
index 00000000..20ba89f2
--- /dev/null
+++ b/rigify/rigs/biped/arm/fk.py
@@ -0,0 +1,208 @@
+#====================== 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 math
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone, flip_bone, put_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, make_deformer_name
+from rigify.utils import get_layers
+from rigify.utils import create_widget, create_limb_widget
+from rna_prop_ui import rna_idprop_ui_prop_get
+
+
+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
+ 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 (optional) parent
+ if self.obj.data.bones[bone].parent == None:
+ self.org_parent = None
+ else:
+ self.org_parent = self.obj.data.bones[bone].parent.name
+
+ # Get the rig parameters
+ if "layers" in params:
+ self.layers = get_layers(params["layers"])
+ else:
+ self.layers = None
+
+ self.primary_rotation_axis = params.primary_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')
+
+ # Create the control bones
+ uarm = copy_bone(self.obj, self.org_bones[0], strip_org(self.org_bones[0]))
+ farm = copy_bone(self.obj, self.org_bones[1], strip_org(self.org_bones[1]))
+ hand = copy_bone(self.obj, self.org_bones[2], strip_org(self.org_bones[2]))
+
+ # Create the hinge bones
+ if self.org_parent != None:
+ hinge = copy_bone(self.obj, self.org_parent, make_mechanism_name(uarm + ".hinge"))
+ socket1 = copy_bone(self.obj, uarm, make_mechanism_name(uarm + ".socket1"))
+ socket2 = copy_bone(self.obj, uarm, make_mechanism_name(uarm + ".socket2"))
+
+ # Get edit bones
+ eb = self.obj.data.edit_bones
+
+ uarm_e = eb[uarm]
+ farm_e = eb[farm]
+ hand_e = eb[hand]
+
+ if self.org_parent != None:
+ hinge_e = eb[hinge]
+ socket1_e = eb[socket1]
+ socket2_e = eb[socket2]
+
+ # Parenting
+ farm_e.parent = uarm_e
+ hand_e.parent = farm_e
+
+ if self.org_parent != None:
+ hinge_e.use_connect = False
+ socket1_e.use_connect = False
+ socket2_e.use_connect = False
+
+ uarm_e.parent = hinge_e
+ hinge_e.parent = socket2_e
+ socket2_e.parent = None
+
+ # Positioning
+ if self.org_parent != None:
+ center = (hinge_e.head + hinge_e.tail) / 2
+ hinge_e.head = center
+ 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
+
+ uarm_p = pb[uarm]
+ farm_p = pb[farm]
+ hand_p = pb[hand]
+
+ if self.org_parent != None:
+ socket1_p = pb[socket1]
+ socket2_p = pb[socket2]
+
+ # Set the elbow to only bend on the x-axis.
+ farm_p.rotation_mode = 'XYZ'
+ if 'X' in self.primary_rotation_axis:
+ farm_p.lock_rotation = (False, True, True)
+ elif 'Y' in self.primary_rotation_axis:
+ farm_p.lock_rotation = (True, False, True)
+ else:
+ farm_p.lock_rotation = (True, True, False)
+
+ # Set up custom properties
+ if self.org_parent != None:
+ prop = rna_idprop_ui_prop_get(uarm_p, "isolate", create=True)
+ uarm_p["isolate"] = 0.0
+ prop["soft_min"] = prop["min"] = 0.0
+ prop["soft_max"] = prop["max"] = 1.0
+
+ # Hinge constraints / drivers
+ if self.org_parent != 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 = uarm_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 = uarm
+
+ con = pb[self.org_bones[1]].constraints.new('COPY_TRANSFORMS')
+ con.name = "fk"
+ con.target = self.obj
+ con.subtarget = farm
+
+ con = pb[self.org_bones[2]].constraints.new('COPY_TRANSFORMS')
+ con.name = "fk"
+ con.target = self.obj
+ con.subtarget = hand
+
+ # Set layers if specified
+ if self.layers:
+ uarm_p.bone.layers = self.layers
+ farm_p.bone.layers = self.layers
+ hand_p.bone.layers = self.layers
+
+ # Create control widgets
+ create_limb_widget(self.obj, uarm)
+ create_limb_widget(self.obj, farm)
+
+ ob = create_widget(self.obj, hand)
+ if ob != 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/rigs/biped/arm/ik.py b/rigify/rigs/biped/arm/ik.py
new file mode 100644
index 00000000..2b941b9e
--- /dev/null
+++ b/rigify/rigs/biped/arm/ik.py
@@ -0,0 +1,307 @@
+#====================== 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
+from mathutils import Vector
+from math import pi, acos
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, insert_before_lr
+from rigify.utils import get_layers
+from rigify.utils import create_widget, create_line_widget, create_sphere_widget
+from rna_prop_ui import rna_idprop_ui_prop_get
+
+
+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 = 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
+
+
+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
+ self.switch = ikfk_switch
+
+ # 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:
+ self.layers = list(params.ik_layers)
+ else:
+ self.layers = None
+
+ self.primary_rotation_axis = params.primary_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')
+
+ # Create the bones
+ uarm = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], "_ik"))))
+ farm = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], "_ik"))))
+
+ hand = copy_bone(self.obj, self.org_bones[2], strip_org(insert_before_lr(self.org_bones[2], "_ik")))
+ pole = copy_bone(self.obj, self.org_bones[0], strip_org(insert_before_lr(self.org_bones[0], "_pole")))
+
+ vishand = 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")))
+
+ # Get edit bones
+ eb = self.obj.data.edit_bones
+
+ uarm_e = eb[uarm]
+ farm_e = eb[farm]
+ hand_e = eb[hand]
+ pole_e = eb[pole]
+ vishand_e = eb[vishand]
+ vispole_e = eb[vispole]
+
+ # Parenting
+ farm_e.parent = uarm_e
+
+ hand_e.use_connect = False
+ hand_e.parent = None
+
+ pole_e.use_connect = False
+
+ vishand_e.use_connect = False
+ vishand_e.parent = None
+
+ vispole_e.use_connect = False
+ vispole_e.parent = None
+
+ # Misc
+ hand_e.use_local_location = False
+
+ vishand_e.hide_select = True
+ vispole_e.hide_select = True
+
+ # Positioning
+ v1 = farm_e.tail - uarm_e.head
+ if 'X' in self.primary_rotation_axis or 'Y' in self.primary_rotation_axis:
+ v2 = v1.cross(farm_e.x_axis)
+ if (v2 * farm_e.z_axis) > 0.0:
+ v2 *= -1.0
+ else:
+ v2 = v1.cross(farm_e.z_axis)
+ if (v2 * farm_e.x_axis) < 0.0:
+ v2 *= -1.0
+ v2.normalize()
+ v2 *= v1.length
+
+ if '-' in self.primary_rotation_axis:
+ v2 *= -1
+
+ pole_e.head = farm_e.head + v2
+ pole_e.tail = pole_e.head + (Vector((0, 1, 0)) * (v1.length / 8))
+ pole_e.roll = 0.0
+
+ vishand_e.tail = vishand_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 = (farm_e.tail - uarm_e.head).normalize()
+ vec1 = uarm_e.x_axis.normalize()
+ vec2 = (pole_e.head - uarm_e.head).normalize()
+ 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
+
+ uarm_p = pb[uarm]
+ farm_p = pb[farm]
+ hand_p = pb[hand]
+ pole_p = pb[pole]
+ vishand_p = pb[vishand]
+ vispole_p = pb[vispole]
+
+ # Set the elbow to only bend on the primary axis
+ if 'X' in self.primary_rotation_axis:
+ farm_p.lock_ik_y = True
+ farm_p.lock_ik_z = True
+ elif 'Y' in self.primary_rotation_axis:
+ farm_p.lock_ik_x = True
+ farm_p.lock_ik_z = True
+ else:
+ farm_p.lock_ik_x = True
+ farm_p.lock_ik_y = True
+
+ # 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 == True:
+ prop = rna_idprop_ui_prop_get(hand_p, "ikfk_switch", create=True)
+ hand_p["ikfk_switch"] = 0.0
+ prop["soft_min"] = prop["min"] = 0.0
+ prop["soft_max"] = prop["max"] = 1.0
+
+ # IK Constraint
+ con = farm_p.constraints.new('IK')
+ con.name = "ik"
+ con.target = self.obj
+ con.subtarget = hand
+ con.pole_target = self.obj
+ con.pole_subtarget = pole
+ con.pole_angle = pole_offset
+ con.chain_count = 2
+
+ # Constrain org bones to controls
+ con = pb[self.org_bones[0]].constraints.new('COPY_TRANSFORMS')
+ con.name = "ik"
+ con.target = self.obj
+ con.subtarget = uarm
+ if self.switch == 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 = hand_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 = farm
+ if self.switch == 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 = hand_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 = hand
+ if self.switch == 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 = hand_p.path_from_id() + '["ikfk_switch"]'
+
+ # VIS hand constraints
+ con = vishand_p.constraints.new('COPY_LOCATION')
+ con.name = "copy_loc"
+ con.target = self.obj
+ con.subtarget = self.org_bones[2]
+
+ con = vishand_p.constraints.new('STRETCH_TO')
+ con.name = "stretch_to"
+ con.target = self.obj
+ con.subtarget = hand
+ con.volume = 'NO_VOLUME'
+ con.rest_length = vishand_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:
+ hand_p.bone.layers = self.layers
+ pole_p.bone.layers = self.layers
+ vishand_p.bone.layers = self.layers
+ vispole_p.bone.layers = self.layers
+
+ # Create widgets
+ create_line_widget(self.obj, vispole)
+ create_line_widget(self.obj, vishand)
+ create_sphere_widget(self.obj, pole)
+
+ ob = create_widget(self.obj, hand)
+ if ob != 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 [hand, pole]
+
diff --git a/rigify/rigs/biped/leg/__init__.py b/rigify/rigs/biped/leg/__init__.py
new file mode 100644
index 00000000..5cbf3b11
--- /dev/null
+++ b/rigify/rigs/biped/leg/__init__.py
@@ -0,0 +1,237 @@
+#====================== 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 imp
+from . import fk, ik, deform
+from rigify.utils import MetarigError, get_layers
+
+imp.reload(fk)
+imp.reload(ik)
+imp.reload(deform)
+
+script = """
+fk_leg = ["%s", "%s", "%s"]
+ik_leg = ["%s", "%s", "%s"]
+if is_selected(fk_leg+ik_leg):
+ layout.prop(pose_bones[ik_leg[0]], '["ikfk_switch"]', text="FK / IK (" + ik_leg[0] + ")", slider=True)
+if is_selected(fk_leg):
+ layout.prop(pose_bones[fk_leg[0]], '["isolate"]', text="Isolate Rotation (" + fk_leg[0] + ")", slider=True)
+"""
+
+
+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.
+
+ """
+ # 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.
+
+ """
+ self.deform_rig.generate()
+ fk_controls = self.fk_rig.generate()
+ ik_controls = self.ik_rig.generate()
+ return [script % (fk_controls[0], fk_controls[1], fk_controls[2], ik_controls[0], ik_controls[1], ik_controls[2])]
+
+ @classmethod
+ def add_parameters(self, group):
+ """ Add the parameters of this rig type to the
+ RigifyParameters IDPropertyGroup
+
+ """
+ items = [('X', 'X', ''), ('Y', 'Y', ''), ('Z', 'Z', ''), ('-X', '-X', ''), ('-Y', '-Y', ''), ('-Z', '-Z', '')]
+ group.primary_rotation_axis = bpy.props.EnumProperty(items=items, name="Primary Rotation Axis", default='X')
+
+ group.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.")
+ group.ik_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the ik controls to be on.")
+
+ group.use_thigh_twist = bpy.props.BoolProperty(name="Thigh Twist", default=True, description="Generate the dual-bone twist setup for the thigh.")
+ group.use_shin_twist = bpy.props.BoolProperty(name="Shin Twist", default=True, description="Generate the dual-bone twist setup for the shin.")
+
+ @classmethod
+ def parameters_ui(self, layout, obj, bone):
+ """ Create the ui for the rig parameters.
+
+ """
+ params = obj.pose.bones[bone].rigify_parameters[0]
+
+ 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="")
+
+ r = layout.row()
+ r.label(text="Knee rotation axis:")
+ r.prop(params, "primary_rotation_axis", text="")
+
+ col = layout.column()
+ col.prop(params, "use_thigh_twist")
+ col.prop(params, "use_shin_twist")
+
+ @classmethod
+ def create_sample(self, 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('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.rigify_parameters.add()
+ 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/rigs/biped/leg/deform.py b/rigify/rigs/biped/leg/deform.py
new file mode 100644
index 00000000..df6c6a60
--- /dev/null
+++ b/rigify/rigs/biped/leg/deform.py
@@ -0,0 +1,264 @@
+#====================== 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
+from math import acos, degrees
+from mathutils import Vector, Matrix
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone, flip_bone, put_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, make_deformer_name
+
+
+def align_roll(obj, bone1, bone2):
+ 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 = x1 * rot_mat
+ dot = x2 * x3
+ if dot > 1.0:
+ dot = 1.0
+ elif dot < -1.0:
+ dot = -1.0
+ roll = acos(dot)
+
+ # Set the roll
+ bone1_e.roll = roll
+
+ # Check if we rolled in the right direction
+ x3 = bone1_e.x_axis * rot_mat
+ check = x2 * x3
+
+ # If not, reverse
+ if check < 0.9999:
+ bone1_e.roll = -roll
+
+
+class Rig:
+ """ A leg deform-bone setup.
+
+ """
+ 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 == True:
+ if len(b.children) == 0:
+ heel = b.name
+ else:
+ foot = b.name
+
+ if foot == None or heel == 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 == True:
+ toe = b.name
+
+ if toe == 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 rig parameters
+ self.use_thigh_twist = params.use_thigh_twist
+ self.use_shin_twist = params.use_shin_twist
+
+ 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 upper arm bones
+ if self.use_thigh_twist:
+ thigh1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".01")))
+ thigh2 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".02")))
+ utip = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(self.org_bones[0] + ".tip")))
+ else:
+ thigh = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0])))
+
+ # Create forearm bones
+ if self.use_shin_twist:
+ shin1 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".01")))
+ shin2 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".02")))
+ stip = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(self.org_bones[1] + ".tip")))
+ else:
+ shin = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1])))
+
+ # Create foot bone
+ foot = copy_bone(self.obj, self.org_bones[2], make_deformer_name(strip_org(self.org_bones[2])))
+
+ # Create toe bone
+ toe = copy_bone(self.obj, self.org_bones[3], make_deformer_name(strip_org(self.org_bones[3])))
+
+ # Get edit bones
+ eb = self.obj.data.edit_bones
+
+ org_thigh_e = eb[self.org_bones[0]]
+ if self.use_thigh_twist:
+ thigh1_e = eb[thigh1]
+ thigh2_e = eb[thigh2]
+ utip_e = eb[utip]
+ else:
+ thigh_e = eb[thigh]
+
+ org_shin_e = eb[self.org_bones[1]]
+ if self.use_shin_twist:
+ shin1_e = eb[shin1]
+ shin2_e = eb[shin2]
+ stip_e = eb[stip]
+ else:
+ shin_e = eb[shin]
+
+ org_foot_e = eb[self.org_bones[2]]
+ foot_e = eb[foot]
+
+ org_toe_e = eb[self.org_bones[3]]
+ toe_e = eb[toe]
+
+ # Parent and position thigh bones
+ if self.use_thigh_twist:
+ thigh1_e.use_connect = False
+ thigh2_e.use_connect = False
+ utip_e.use_connect = False
+
+ thigh1_e.parent = org_thigh_e.parent
+ thigh2_e.parent = org_thigh_e
+ utip_e.parent = org_thigh_e
+
+ center = Vector((org_thigh_e.head + org_thigh_e.tail) / 2)
+
+ thigh1_e.tail = center
+ thigh2_e.head = center
+ put_bone(self.obj, utip, org_thigh_e.tail)
+ utip_e.length = org_thigh_e.length / 8
+ else:
+ thigh_e.use_connect = False
+ thigh_e.parent = org_thigh_e
+
+ # Parent and position shin bones
+ if self.use_shin_twist:
+ shin1_e.use_connect = False
+ shin2_e.use_connect = False
+ stip_e.use_connect = False
+
+ shin1_e.parent = org_shin_e
+ shin2_e.parent = org_shin_e
+ stip_e.parent = org_shin_e
+
+ center = Vector((org_shin_e.head + org_shin_e.tail) / 2)
+
+ shin1_e.tail = center
+ shin2_e.head = center
+ put_bone(self.obj, stip, org_shin_e.tail)
+ stip_e.length = org_shin_e.length / 8
+
+ # Align roll of shin2 with foot
+ align_roll(self.obj, shin2, foot)
+ else:
+ shin_e.use_connect = False
+ shin_e.parent = org_shin_e
+
+ # Parent foot
+ foot_e.use_connect = False
+ foot_e.parent = org_foot_e
+
+ # Parent toe
+ toe_e.use_connect = False
+ toe_e.parent = org_toe_e
+
+ # Object mode, get pose bones
+ bpy.ops.object.mode_set(mode='OBJECT')
+ pb = self.obj.pose.bones
+
+ if self.use_thigh_twist:
+ thigh1_p = pb[thigh1]
+ if self.use_shin_twist:
+ shin2_p = pb[shin2]
+ foot_p = pb[foot]
+
+ # Thigh constraints
+ if self.use_thigh_twist:
+ con = thigh1_p.constraints.new('COPY_LOCATION')
+ con.name = "copy_location"
+ con.target = self.obj
+ con.subtarget = self.org_bones[0]
+
+ con = thigh1_p.constraints.new('COPY_SCALE')
+ con.name = "copy_scale"
+ con.target = self.obj
+ con.subtarget = self.org_bones[0]
+
+ con = thigh1_p.constraints.new('DAMPED_TRACK')
+ con.name = "track_to"
+ con.target = self.obj
+ con.subtarget = utip
+
+ # Shin constraints
+ if self.use_shin_twist:
+ con = shin2_p.constraints.new('COPY_ROTATION')
+ con.name = "copy_rotation"
+ con.target = self.obj
+ con.subtarget = foot
+
+ con = shin2_p.constraints.new('DAMPED_TRACK')
+ con.name = "track_to"
+ con.target = self.obj
+ con.subtarget = stip
+
diff --git a/rigify/rigs/biped/leg/fk.py b/rigify/rigs/biped/leg/fk.py
new file mode 100644
index 00000000..a212d445
--- /dev/null
+++ b/rigify/rigs/biped/leg/fk.py
@@ -0,0 +1,246 @@
+#====================== 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 math
+from mathutils import Vector
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone, flip_bone, put_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, make_deformer_name
+from rigify.utils import get_layers
+from rigify.utils import create_widget, create_limb_widget
+from rna_prop_ui import rna_idprop_ui_prop_get
+
+
+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 == True:
+ if len(b.children) == 0:
+ heel = b.name
+ else:
+ foot = b.name
+
+ if foot == None or heel == 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 == True:
+ toe = b.name
+
+ # Get the toe
+ if toe == 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 == None:
+ self.org_parent = None
+ else:
+ self.org_parent = self.obj.data.bones[bone].parent.name
+
+ # Get rig parameters
+ if "layers" in params:
+ self.layers = get_layers(params["layers"])
+ else:
+ self.layers = None
+
+ self.primary_rotation_axis = params.primary_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')
+
+ # Create the control bones
+ thigh = copy_bone(self.obj, self.org_bones[0], strip_org(self.org_bones[0]))
+ shin = copy_bone(self.obj, self.org_bones[1], strip_org(self.org_bones[1]))
+ foot = copy_bone(self.obj, self.org_bones[2], strip_org(self.org_bones[2]))
+
+ # Create the foot mechanism bone
+ foot_mch = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[2])))
+
+ # Create the hinge bones
+ if self.org_parent != None:
+ hinge = copy_bone(self.obj, self.org_parent, make_mechanism_name(thigh + ".hinge"))
+ socket1 = copy_bone(self.obj, thigh, make_mechanism_name(thigh + ".socket1"))
+ socket2 = copy_bone(self.obj, thigh, make_mechanism_name(thigh + ".socket2"))
+
+ # Get edit bones
+ eb = self.obj.data.edit_bones
+
+ thigh_e = eb[thigh]
+ shin_e = eb[shin]
+ foot_e = eb[foot]
+ foot_mch_e = eb[foot_mch]
+
+ if self.org_parent != None:
+ hinge_e = eb[hinge]
+ socket1_e = eb[socket1]
+ socket2_e = eb[socket2]
+
+ # Parenting
+ shin_e.parent = thigh_e
+ foot_e.parent = shin_e
+
+ foot_mch_e.use_connect = False
+ foot_mch_e.parent = foot_e
+
+ if self.org_parent != None:
+ hinge_e.use_connect = False
+ socket1_e.use_connect = False
+ socket2_e.use_connect = False
+
+ thigh_e.parent = hinge_e
+ hinge_e.parent = socket2_e
+ socket2_e.parent = None
+
+ # Positioning
+ vec = Vector(eb[self.org_bones[3]].vector)
+ vec = vec.normalize()
+ foot_e.tail = foot_e.head + (vec * foot_e.length)
+ foot_e.roll = eb[self.org_bones[3]].roll
+
+ if self.org_parent != None:
+ center = (hinge_e.head + hinge_e.tail) / 2
+ hinge_e.head = center
+ 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
+
+ thigh_p = pb[thigh]
+ shin_p = pb[shin]
+ foot_p = pb[foot]
+
+ if self.org_parent != None:
+ socket1_p = pb[socket1]
+ socket2_p = pb[socket2]
+
+ # Set the elbow to only bend on the x-axis.
+ shin_p.rotation_mode = 'XYZ'
+ if 'X' in self.primary_rotation_axis:
+ shin_p.lock_rotation = (False, True, True)
+ elif 'Y' in self.primary_rotation_axis:
+ shin_p.lock_rotation = (True, False, True)
+ else:
+ shin_p.lock_rotation = (True, True, False)
+
+ # Set up custom properties
+ if self.org_parent != None:
+ prop = rna_idprop_ui_prop_get(thigh_p, "isolate", create=True)
+ thigh_p["isolate"] = 0.0
+ prop["soft_min"] = prop["min"] = 0.0
+ prop["soft_max"] = prop["max"] = 1.0
+
+ # Hinge constraints / drivers
+ if self.org_parent != 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 = thigh_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 = thigh
+
+ con = pb[self.org_bones[1]].constraints.new('COPY_TRANSFORMS')
+ con.name = "fk"
+ con.target = self.obj
+ con.subtarget = shin
+
+ con = pb[self.org_bones[2]].constraints.new('COPY_TRANSFORMS')
+ con.name = "fk"
+ con.target = self.obj
+ con.subtarget = foot_mch
+
+ # Set layers if specified
+ if self.layers:
+ thigh_p.bone.layers = self.layers
+ shin_p.bone.layers = self.layers
+ foot_p.bone.layers = self.layers
+
+ # Create control widgets
+ create_limb_widget(self.obj, thigh)
+ create_limb_widget(self.obj, shin)
+
+ ob = create_widget(self.obj, foot)
+ if ob != 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]
+
diff --git a/rigify/rigs/biped/leg/ik.py b/rigify/rigs/biped/leg/ik.py
new file mode 100644
index 00000000..a04b57dc
--- /dev/null
+++ b/rigify/rigs/biped/leg/ik.py
@@ -0,0 +1,520 @@
+#====================== 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
+from mathutils import Vector
+from math import pi, acos
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone, flip_bone, put_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, insert_before_lr
+from rigify.utils import get_layers
+from rigify.utils import create_widget, create_line_widget, create_sphere_widget, create_circle_widget
+from rna_prop_ui import rna_idprop_ui_prop_get
+
+
+def align_x_axis(obj, bone, vec):
+ """ Aligns the x-axis of a bone to the given vector. This only works if it
+ can be an exact match.
+ Must be in edit mode.
+
+ """
+ vec.normalize()
+ bone_e = obj.data.edit_bones[bone]
+ dot = max(-1.0, min(1.0, bone_e.x_axis.dot(vec)))
+ angle = 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
+
+
+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 = 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
+
+
+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
+ for b in self.obj.data.bones[leg_bones[1]].children:
+ if b.use_connect == True:
+ if len(b.children) == 0:
+ heel = b.name
+ else:
+ foot = b.name
+
+ if foot == None or heel == 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 == True:
+ toe = b.name
+
+ # Get toe
+ if toe == 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 rig parameters
+ if params.separate_ik_layers:
+ self.layers = list(params.ik_layers)
+ else:
+ self.layers = None
+
+ self.primary_rotation_axis = params.primary_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')
+
+ # Create the bones
+ thigh = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], "_ik"))))
+ shin = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], "_ik"))))
+
+ foot = copy_bone(self.obj, self.org_bones[2], strip_org(insert_before_lr(self.org_bones[2], "_ik")))
+ foot_ik_target = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[2], "_ik_target"))))
+ pole = copy_bone(self.obj, self.org_bones[0], strip_org(insert_before_lr(self.org_bones[0], "_pole")))
+
+ 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")))
+ roll1 = copy_bone(self.obj, self.org_bones[4], make_mechanism_name(strip_org(self.org_bones[2] + ".roll")))
+ roll2 = copy_bone(self.obj, self.org_bones[4], make_mechanism_name(strip_org(self.org_bones[2] + ".roll")))
+
+ visfoot = 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")))
+
+ # Get edit bones
+ eb = self.obj.data.edit_bones
+
+ org_foot_e = eb[self.org_bones[2]]
+ thigh_e = eb[thigh]
+ shin_e = eb[shin]
+ foot_e = eb[foot]
+ foot_ik_target_e = eb[foot_ik_target]
+ pole_e = eb[pole]
+ 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]
+ visfoot_e = eb[visfoot]
+ vispole_e = eb[vispole]
+
+ # Parenting
+ shin_e.parent = thigh_e
+
+ foot_e.use_connect = False
+ foot_e.parent = None
+ foot_ik_target_e.use_connect = False
+ foot_ik_target_e.parent = roll2_e
+
+ pole_e.use_connect = False
+ pole_e.parent = foot_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
+
+ visfoot_e.use_connect = False
+ visfoot_e.parent = None
+
+ vispole_e.use_connect = False
+ vispole_e.parent = None
+
+ # Misc
+ foot_e.use_local_location = False
+
+ visfoot_e.hide_select = True
+ vispole_e.hide_select = True
+
+ # Positioning
+ vec = Vector(toe_e.vector)
+ vec = vec.normalize()
+ foot_e.tail = foot_e.head + (vec * foot_e.length)
+ foot_e.roll = toe_e.roll
+
+ v1 = shin_e.tail - thigh_e.head
+
+ if 'X' in self.primary_rotation_axis or 'Y' in self.primary_rotation_axis:
+ v2 = v1.cross(shin_e.x_axis)
+ if (v2 * shin_e.z_axis) > 0.0:
+ v2 *= -1.0
+ else:
+ v2 = v1.cross(shin_e.z_axis)
+ if (v2 * shin_e.x_axis) < 0.0:
+ v2 *= -1.0
+ v2.normalize()
+ v2 *= v1.length
+
+ if '-' in self.primary_rotation_axis:
+ v2 *= -1
+
+ pole_e.head = shin_e.head + v2
+ pole_e.tail = pole_e.head + (Vector((0, 1, 0)) * (v1.length / 8))
+ pole_e.roll = 0.0
+
+ 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_x_axis(self.obj, roll1, roll_axis)
+ align_x_axis(self.obj, roll2, roll_axis)
+ foot_roll_e.roll = roll2_e.roll
+
+ visfoot_e.tail = visfoot_e.head + Vector((0, 0, v1.length / 32))
+ vispole_e.tail = vispole_e.head + Vector((0, 0, v1.length / 32))
+
+ # Weird alignment issues. Fix.
+ toe_parent_e.head = Vector(org_foot_e.head)
+ toe_parent_e.tail = Vector(org_foot_e.tail)
+ toe_parent_e.roll = org_foot_e.roll
+
+ foot_e.head = Vector(org_foot_e.head)
+
+ foot_ik_target_e.head = Vector(org_foot_e.head)
+ foot_ik_target_e.tail = Vector(org_foot_e.tail)
+
+ # Determine the pole offset value
+ plane = (shin_e.tail - thigh_e.head).normalize()
+ vec1 = thigh_e.x_axis.normalize()
+ vec2 = (pole_e.head - thigh_e.head).normalize()
+ 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
+
+ thigh_p = pb[thigh]
+ shin_p = pb[shin]
+ foot_p = pb[foot]
+ pole_p = pb[pole]
+ foot_roll_p = pb[foot_roll]
+ roll1_p = pb[roll1]
+ roll2_p = pb[roll2]
+ toe_p = pb[toe]
+ toe_parent_p = pb[toe_parent]
+ toe_parent_socket1_p = pb[toe_parent_socket1]
+ visfoot_p = pb[visfoot]
+ vispole_p = pb[vispole]
+
+ # Set the knee to only bend on the primary axis.
+ if 'X' in self.primary_rotation_axis:
+ shin_p.lock_ik_y = True
+ shin_p.lock_ik_z = True
+ elif 'Y' in self.primary_rotation_axis:
+ shin_p.lock_ik_x = True
+ shin_p.lock_ik_z = True
+ else:
+ shin_p.lock_ik_x = True
+ shin_p.lock_ik_y = True
+
+ # Foot roll control only rotates on x-axis.
+ foot_roll_p.rotation_mode = 'XYZ'
+ foot_roll_p.lock_rotation = False, True, True
+ foot_roll_p.lock_location = True, True, True
+ foot_roll_p.lock_scale = True, True, True
+
+ # 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 == True:
+ prop = rna_idprop_ui_prop_get(foot_p, "ikfk_switch", create=True)
+ foot_p["ikfk_switch"] = 0.0
+ prop["soft_min"] = prop["min"] = 0.0
+ prop["soft_max"] = prop["max"] = 1.0
+
+ # IK Constraint
+ con = shin_p.constraints.new('IK')
+ con.name = "ik"
+ con.target = self.obj
+ con.subtarget = foot_ik_target
+ con.pole_target = self.obj
+ con.pole_subtarget = pole
+ con.pole_angle = pole_offset
+ con.chain_count = 2
+
+ # 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 constraints
+ con = roll1_p.constraints.new('COPY_ROTATION')
+ con.name = "roll"
+ con.target = self.obj
+ con.subtarget = foot_roll
+ con.target_space = 'LOCAL'
+ con.owner_space = 'LOCAL'
+
+ con = roll1_p.constraints.new('LIMIT_ROTATION')
+ con.name = "limit_roll"
+ con.use_limit_x = True
+ con.min_x = -180
+ con.max_x = 0
+ con.owner_space = 'LOCAL'
+
+ con = roll2_p.constraints.new('COPY_ROTATION')
+ con.name = "roll"
+ con.target = self.obj
+ con.subtarget = foot_roll
+ con.target_space = 'LOCAL'
+ con.owner_space = 'LOCAL'
+
+ con = roll2_p.constraints.new('LIMIT_ROTATION')
+ con.name = "limit_roll"
+ con.use_limit_x = True
+ con.min_x = 0
+ con.max_x = 180
+ con.owner_space = 'LOCAL'
+
+ # Constrain org bones to controls
+ con = pb[self.org_bones[0]].constraints.new('COPY_TRANSFORMS')
+ con.name = "ik"
+ con.target = self.obj
+ con.subtarget = thigh
+ if self.switch == 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 = foot_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 = shin
+ if self.switch == 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 = foot_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 = foot_ik_target
+ if self.switch == 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 = foot_p.path_from_id() + '["ikfk_switch"]'
+
+ con = pb[self.org_bones[3]].constraints.new('COPY_TRANSFORMS')
+ con.name = "copy_transforms"
+ con.target = self.obj
+ con.subtarget = toe
+
+ # VIS foot constraints
+ con = visfoot_p.constraints.new('COPY_LOCATION')
+ con.name = "copy_loc"
+ con.target = self.obj
+ con.subtarget = self.org_bones[2]
+
+ con = visfoot_p.constraints.new('STRETCH_TO')
+ con.name = "stretch_to"
+ con.target = self.obj
+ con.subtarget = foot
+ con.volume = 'NO_VOLUME'
+ con.rest_length = visfoot_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:
+ foot_p.bone.layers = self.layers
+ pole_p.bone.layers = self.layers
+ foot_roll_p.bone.layers = self.layers
+ visfoot_p.bone.layers = self.layers
+ vispole_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_line_widget(self.obj, vispole)
+ create_line_widget(self.obj, visfoot)
+ create_sphere_widget(self.obj, pole)
+ create_circle_widget(self.obj, toe, radius=0.7, head_tail=0.5)
+
+ ob = create_widget(self.obj, foot)
+ if ob != 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
+
+ ob = create_widget(self.obj, foot_roll)
+ if ob != 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
+
+ return [foot, pole, foot_roll]
+
diff --git a/rigify/rigs/copy.py b/rigify/rigs/copy.py
new file mode 100644
index 00000000..61c4cc99
--- /dev/null
+++ b/rigify/rigs/copy.py
@@ -0,0 +1,114 @@
+#====================== 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
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone
+from rigify.utils import strip_org, make_deformer_name
+from rigify.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
+
+ 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).
+ bone = copy_bone(self.obj, self.org_bone, self.org_name)
+
+ # Make a deformation bone (copy of original, child of original).
+ def_bone = copy_bone(self.obj, self.org_bone, make_deformer_name(self.org_name))
+
+ # Get edit bones
+ eb = self.obj.data.edit_bones
+ bone_e = eb[bone]
+ def_bone_e = eb[def_bone]
+
+ # Parent
+ 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
+
+ # Constrain the original bone.
+ con = pb[self.org_bone].constraints.new('COPY_TRANSFORMS')
+ con.name = "copy_loc"
+ con.target = self.obj
+ con.subtarget = bone
+
+ # Create control widget
+ create_bone_widget(self.obj, bone)
+
+ @classmethod
+ def create_sample(self, 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 = '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'
+ pbone.rigify_parameters.add()
+
+ 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/rigs/finger.py b/rigify/rigs/finger.py
new file mode 100644
index 00000000..f5788d02
--- /dev/null
+++ b/rigify/rigs/finger.py
@@ -0,0 +1,413 @@
+#====================== 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
+from mathutils import Vector
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, make_deformer_name
+from rigify.utils import get_layers
+from rigify.utils import create_widget, create_line_widget, create_limb_widget
+from rna_prop_ui import rna_idprop_ui_prop_get
+import re
+
+
+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 == 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 != 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()
+
+ @classmethod
+ def add_parameters(self, group):
+ """ Add the parameters of this rig type to the
+ RigifyParameters IDPropertyGroup
+ """
+ items = [('X', 'X', ''), ('Y', 'Y', ''), ('Z', 'Z', ''), ('-X', '-X', ''), ('-Y', '-Y', ''), ('-Z', '-Z', '')]
+ group.primary_rotation_axis = bpy.props.EnumProperty(items=items, name="Primary Rotation Axis", default='X')
+
+ group.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.")
+ group.extra_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the secondary controls to be on.")
+
+ group.use_digit_twist = bpy.props.BoolProperty(name="Digit Twist", default=True, description="Generate the dual-bone twist setup for the first finger digit.")
+
+ @classmethod
+ def parameters_ui(self, layout, obj, bone):
+ """ Create the ui for the rig parameters.
+ """
+ params = obj.pose.bones[bone].rigify_parameters[0]
+
+ 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, "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="")
+
+ 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")
+
+ @classmethod
+ def create_sample(self, 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.rigify_parameters.add()
+ 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/rigs/misc/__init__.py b/rigify/rigs/misc/__init__.py
new file mode 100644
index 00000000..e69de29b
--- /dev/null
+++ b/rigify/rigs/misc/__init__.py
diff --git a/rigify/rigs/misc/delta.py b/rigify/rigs/misc/delta.py
new file mode 100644
index 00000000..2157970a
--- /dev/null
+++ b/rigify/rigs/misc/delta.py
@@ -0,0 +1,161 @@
+#====================== 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
+from math import acos
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone
+from rigify.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 == None:
+ raise MetarigError("RIGIFY ERROR: bone '%s': rig type requires one child." % org_name(bone.name))
+ if bb[bone].use_connect == 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"]
+ 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
+
+ @classmethod
+ def create_sample(self, 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.rigify_parameters.add()
+ 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_quat().dot(matrix.to_quat())) * 2
+
+ roll_1 = a.roll + d
+ roll_2 = a.roll - d
+
+ a.roll = roll_1
+ d1 = a.matrix.to_quat().dot(matrix.to_quat())
+ a.roll = roll_2
+ d2 = a.matrix.to_quat().dot(matrix.to_quat())
+
+ if d1 > d2:
+ a.roll = roll_1
+ else:
+ a.roll = roll_2
+
diff --git a/rigify/rigs/neck_short.py b/rigify/rigs/neck_short.py
new file mode 100644
index 00000000..3c34fbda
--- /dev/null
+++ b/rigify/rigs/neck_short.py
@@ -0,0 +1,385 @@
+#====================== 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
+from mathutils import Vector
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone, flip_bone, put_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, make_deformer_name
+from rigify.utils import obj_to_bone, create_circle_widget
+from rna_prop_ui import rna_idprop_ui_prop_get
+
+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 "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
+
+ 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)))
+
+ 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")))
+
+ head_ctrl = copy_bone(self.obj, self.org_bones[-1], strip_org(self.org_bones[-1]))
+ head_mch = copy_bone(self.obj, self.org_bones[0], 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_ctrl, 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]
+ 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_ctrl_e.parent = neck_follow_e
+
+ # Position
+ put_bone(self.obj, neck_follow, 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 /= 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 /= 3
+
+ # 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]
+ head_ctrl_p = pb[head_ctrl]
+ if self.isolate:
+ head_socket1_p = pb[head_socket1]
+ 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_ctrl
+
+ 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
+ w1 = create_circle_widget(self.obj, neck_ctrl, radius=1.0, head_tail=0.5)
+ w2 = create_circle_widget(self.obj, head_ctrl, radius=1.0, head_tail=0.5)
+
+ if w1 != None:
+ obj_to_bone(w1, self.obj, self.org_bones[(len(self.org_bones) - 1) // 2])
+ if w2 != None:
+ obj_to_bone(w2, self.obj, 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]
+
+ @classmethod
+ def create_sample(self, 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.rigify_parameters.add()
+ 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/rigs/palm.py b/rigify/rigs/palm.py
new file mode 100644
index 00000000..5a0fa773
--- /dev/null
+++ b/rigify/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 ========================
+
+import bpy
+from math import sin, cos, pi
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone
+from rigify.utils import strip_org, deformer, mch
+from rigify.utils import create_widget
+import re
+
+
+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 == 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 != 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
+
+ @classmethod
+ def add_parameters(self, group):
+ """ Add the parameters of this rig type to the
+ RigifyParameters IDPropertyGroup
+
+ """
+ items = [('X', 'X', ''), ('Z', 'Z', '')]
+ group.palm_rotation_axis = bpy.props.EnumProperty(items=items, name="Palm Rotation Axis", default='X')
+
+ @classmethod
+ def parameters_ui(self, layout, obj, bone):
+ """ Create the ui for the rig parameters.
+
+ """
+ params = obj.pose.bones[bone].rigify_parameters[0]
+
+ r = layout.row()
+ r.label(text="Primary rotation axis:")
+ r.prop(params, "palm_rotation_axis", text="")
+
+ @classmethod
+ def create_sample(self, 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'
+ pbone.rigify_parameters.add()
+
+ 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/rigs/spine.py b/rigify/rigs/spine.py
new file mode 100644
index 00000000..2318b3b9
--- /dev/null
+++ b/rigify/rigs/spine.py
@@ -0,0 +1,484 @@
+#====================== 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
+from mathutils import Vector
+from rigify.utils import MetarigError
+from rigify.utils import copy_bone, flip_bone, put_bone
+from rigify.utils import connected_children_names
+from rigify.utils import strip_org, make_mechanism_name, make_deformer_name
+from rigify.utils import obj_to_bone, create_circle_widget
+from rna_prop_ui import rna_idprop_ui_prop_get
+
+
+script = """
+hips = "%s"
+ribs = "%s"
+if is_selected([hips, ribs]):
+ layout.prop(pose_bones[ribs], '["pivot_slide"]', text="Pivot Slide (" + ribs + ")", slider=True)
+if is_selected(ribs):
+ layout.prop(pose_bones[ribs], '["isolate"]', text="Isolate Rotation (" + ribs + ")", 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
+
+ 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)))
+
+ 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 hip and rib controls
+ bpy.ops.object.mode_set(mode='EDIT')
+
+ # Copy org bones
+ hip_control = copy_bone(self.obj, self.org_bones[0], strip_org(self.org_bones[0]))
+ rib_control = copy_bone(self.obj, self.org_bones[-1], strip_org(self.org_bones[-1]))
+ rib_mch = copy_bone(self.obj, self.org_bones[-1], make_mechanism_name(strip_org(self.org_bones[-1] + ".follow")))
+ hinge = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(self.org_bones[-1]) + ".hinge"))
+
+ eb = self.obj.data.edit_bones
+
+ hip_control_e = eb[hip_control]
+ rib_control_e = eb[rib_control]
+ rib_mch_e = eb[rib_mch]
+ hinge_e = eb[hinge]
+
+ # Parenting
+ hip_control_e.use_connect = False
+ rib_control_e.use_connect = False
+ rib_mch_e.use_connect = False
+ hinge_e.use_connect = False
+
+ hinge_e.parent = None
+ rib_control_e.parent = hinge_e
+ rib_mch_e.parent = rib_control_e
+
+ # Position
+ flip_bone(self.obj, hip_control)
+ flip_bone(self.obj, hinge)
+
+ hinge_e.length /= 2
+ rib_mch_e.length /= 2
+
+ put_bone(self.obj, rib_control, hip_control_e.head)
+ put_bone(self.obj, rib_mch, hip_control_e.head)
+
+ bpy.ops.object.mode_set(mode='POSE')
+ bpy.ops.object.mode_set(mode='EDIT')
+ eb = self.obj.data.edit_bones
+
+ # Switch to object mode
+ bpy.ops.object.mode_set(mode='OBJECT')
+ pb = self.obj.pose.bones
+ hip_control_p = pb[hip_control]
+ rib_control_p = pb[rib_control]
+ hinge_p = pb[hinge]
+
+ # No translation on rib control
+ rib_control_p.lock_location = [True, True, True]
+
+ # Hip does not use local location
+ hip_control_p.bone.use_local_location = False
+
+ # Custom hinge property
+ prop = rna_idprop_ui_prop_get(rib_control_p, "isolate", create=True)
+ rib_control_p["isolate"] = 1.0
+ prop["soft_min"] = prop["min"] = 0.0
+ prop["soft_max"] = prop["max"] = 1.0
+
+ # Constraints
+ con = hinge_p.constraints.new('COPY_LOCATION')
+ con.name = "copy_location"
+ con.target = self.obj
+ con.subtarget = hip_control
+
+ con1 = hinge_p.constraints.new('COPY_ROTATION')
+ con1.name = "isolate_off.01"
+ con1.target = self.obj
+ con1.subtarget = hip_control
+
+ con2 = rib_control_p.constraints.new('COPY_SCALE')
+ con2.name = "isolate_off.02"
+ con2.target = self.obj
+ con2.subtarget = hip_control
+ con2.use_offset = True
+ con2.target_space = 'LOCAL'
+ con2.owner_space = 'LOCAL'
+
+ # Drivers for "isolate_off"
+ fcurve = con1.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 = rib_control_p.path_from_id() + '["isolate"]'
+ mod = fcurve.modifiers[0]
+ mod.poly_order = 1
+ mod.coefficients[0] = 1.0
+ mod.coefficients[1] = -1.0
+
+ fcurve = con2.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 = rib_control_p.path_from_id() + '["isolate"]'
+ mod = fcurve.modifiers[0]
+ mod.poly_order = 1
+ mod.coefficients[0] = 1.0
+ mod.coefficients[1] = -1.0
+
+ # Appearence
+ hip_control_p.custom_shape_transform = pb[self.org_bones[0]]
+ rib_control_p.custom_shape_transform = pb[self.org_bones[-1]]
+
+ #-------------------------
+ # Create flex spine chain
+
+ # Create bones/parenting/positiong
+ bpy.ops.object.mode_set(mode='EDIT')
+ flex_bones = []
+ flex_helpers = []
+ prev_bone = None
+ for b in self.org_bones:
+ # Create bones
+ bone = copy_bone(self.obj, b, make_mechanism_name(strip_org(b) + ".flex"))
+ helper = copy_bone(self.obj, rib_mch, make_mechanism_name(strip_org(b) + ".flex_h"))
+ flex_bones += [bone]
+ flex_helpers += [helper]
+
+ eb = self.obj.data.edit_bones
+ bone_e = eb[bone]
+ helper_e = eb[helper]
+
+ # Parenting
+ bone_e.use_connect = False
+ helper_e.use_connect = False
+ if prev_bone == None:
+ helper_e.parent = eb[hip_control]
+ bone_e.parent = helper_e
+
+ # Position
+ put_bone(self.obj, helper, bone_e.head)
+ helper_e.length /= 4
+
+ prev_bone = bone
+
+ # Constraints
+ bpy.ops.object.mode_set(mode='OBJECT')
+ pb = self.obj.pose.bones
+ rib_control_p = pb[rib_control]
+ rib_mch_p = pb[rib_mch]
+
+ inc = 1.0 / (len(flex_helpers) - 1)
+ inf = 1.0 / (len(flex_helpers) - 1)
+ for b in zip(flex_helpers[1:], flex_bones[:-1], self.org_bones[1:]):
+ bone_p = pb[b[0]]
+
+ # Scale constraints
+ con = bone_p.constraints.new('COPY_SCALE')
+ con.name = "copy_scale1"
+ con.target = self.obj
+ con.subtarget = flex_helpers[0]
+ con.influence = 1.0
+
+ con = bone_p.constraints.new('COPY_SCALE')
+ con.name = "copy_scale2"
+ con.target = self.obj
+ con.subtarget = rib_mch
+ con.influence = inf
+
+ # Bend constraints
+ con = bone_p.constraints.new('COPY_ROTATION')
+ con.name = "bend1"
+ con.target = self.obj
+ con.subtarget = flex_helpers[0]
+ con.influence = 1.0
+
+ con = bone_p.constraints.new('COPY_ROTATION')
+ con.name = "bend2"
+ con.target = self.obj
+ con.subtarget = rib_mch
+ con.influence = inf
+
+ # If not the rib control
+ if b[0] != flex_helpers[-1]:
+ # Custom bend property
+ prop_name = "bend_" + strip_org(b[2])
+ prop = rna_idprop_ui_prop_get(rib_control_p, prop_name, create=True)
+ rib_control_p[prop_name] = inf
+ prop["min"] = 0.0
+ prop["max"] = 1.0
+ prop["soft_min"] = 0.0
+ prop["soft_max"] = 1.0
+
+ # Bend driver
+ fcurve = con.driver_add("influence")
+ driver = fcurve.driver
+ var = driver.variables.new()
+ driver.type = 'AVERAGE'
+ var.name = prop_name
+ var.targets[0].id_type = 'OBJECT'
+ var.targets[0].id = self.obj
+ var.targets[0].data_path = rib_control_p.path_from_id() + '["' + prop_name + '"]'
+
+ # Location constraint
+ con = bone_p.constraints.new('COPY_LOCATION')
+ con.name = "copy_location"
+ con.target = self.obj
+ con.subtarget = b[1]
+ con.head_tail = 1.0
+
+ inf += inc
+
+ #----------------------------
+ # 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 == None:
+ pass # Position base bone wherever you want, for now do nothing (i.e. position at hips)
+ 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 == None:
+ con.subtarget = hip_control # Position base bone wherever you want, for now hips
+ else:
+ con.subtarget = prev_bone
+ con.head_tail = 1.0
+ prev_bone = bone
+
+ #---------------------------------------------
+ # Constrain org bones to flex bone's rotation
+ pb = self.obj.pose.bones
+ for b in zip(self.org_bones, flex_bones):
+ con = pb[b[0]].constraints.new('COPY_TRANSFORMS')
+ con.name = "copy_rotation"
+ con.target = self.obj
+ con.subtarget = b[1]
+
+ #---------------------------
+ # Create pivot slide system
+ pb = self.obj.pose.bones
+ bone_p = pb[self.org_bones[0]]
+ rib_control_p = pb[rib_control]
+
+ # Custom pivot_slide property
+ prop = rna_idprop_ui_prop_get(rib_control_p, "pivot_slide", create=True)
+ rib_control_p["pivot_slide"] = 1.0 / len(self.org_bones)
+ 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 constraint
+ 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 = rib_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
+
+ # Create control widgets
+ w1 = create_circle_widget(self.obj, hip_control, radius=1.0, head_tail=1.0)
+ w2 = create_circle_widget(self.obj, rib_control, radius=1.0, head_tail=0.0)
+
+ if w1 != None:
+ obj_to_bone(w1, self.obj, self.org_bones[0])
+ if w2 != None:
+ obj_to_bone(w2, self.obj, self.org_bones[-1])
+
+ # Return control names
+ return hip_control, rib_control
+
+ 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()
+ hips, ribs = self.gen_control()
+
+ return [script % (hips, ribs)]
+
+ @classmethod
+ def create_sample(self, 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'
+
+ 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/ui.py b/rigify/ui.py
new file mode 100644
index 00000000..a27d319b
--- /dev/null
+++ b/rigify/ui.py
@@ -0,0 +1,251 @@
+#====================== 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
+from bpy.props import *
+import rigify
+from rigify.utils import get_rig_type
+from rigify import generate
+from rna_prop_ui import rna_idprop_ui_prop_get
+
+
+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'):
+ row = layout.row()
+ row.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 rigify.rig_list:
+ collection = r.split('.')[0]
+ 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 collection field
+ #row = layout.row()
+ #row.prop(id_store, 'rigify_collection', text="Category")
+
+ # Rig type list
+ row = layout.row()
+ row.template_list(id_store, "rigify_types", id_store, 'rigify_active_type')
+ row = layout.row()
+ op = row.operator("armature.metarig_sample_add", text="Add sample")
+ op.metarig_type = id_store.rigify_types[id_store.rigify_active_type].name
+
+
+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 in ('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 rigify.rig_list:
+ collection = r.split('.')[0]
+ 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 != "":
+ if len(bone.rigify_parameters) < 1:
+ bone.rigify_parameters.add()
+
+ 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.Rig.parameters_ui
+ except AttributeError:
+ pass
+ else:
+ col = layout.column()
+ col.label(text="Options:")
+ box = layout.box()
+
+ rig.Rig.parameters_ui(box, C.active_object, bone.name)
+
+
+#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(set(['INFO']), '\n'.join(message))
+
+
+class Generate(bpy.types.Operator):
+ '''Generates a rig from the active metarig armature'''
+
+ bl_idname = "pose.rigify_generate"
+ bl_label = "Rigify Generate Rig"
+
+ def execute(self, context):
+ import imp
+ imp.reload(generate)
+
+ try:
+ generate.generate_rig(context, context.object)
+ except rigify.utils.MetarigError as rig_exception:
+ rigify_report_exception(self, rig_exception)
+
+ 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"
+
+ metarig_type = StringProperty(name="Type", description="Name of the rig type to generate a sample of", maxlen=128, default="")
+
+ def execute(self, context):
+ if context.mode == 'EDIT_ARMATURE' and self.metarig_type != "":
+ try:
+ rig = get_rig_type(self.metarig_type).Rig
+ create_sample = rig.create_sample
+ except (ImportError, AttributeError):
+ print("Rigify: rig type has no sample.")
+ else:
+ create_sample(context.active_object)
+ 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'))
+
+#import space_info # ensure the menu is loaded first
+
+def register():
+ #bpy.types.register(DATA_PT_rigify_buttons)
+ #bpy.types.register(BONE_PT_rigify_buttons)
+ #bpy.types.register(Generate)
+ #bpy.types.register(Sample)
+
+ #space_info.INFO_MT_armature_add.append(ui.menu_func)
+ pass
+
+
+def unregister():
+ #bpy.types.unregister(DATA_PT_rigify_buttons)
+ #bpy.types.unregister(BONE_PT_rigify_buttons)
+ #bpy.types.unregister(Generate)
+ #bpy.types.unregister(Sample)
+ pass
+
diff --git a/rigify/utils.py b/rigify/utils.py
new file mode 100644
index 00000000..84d4c4f1
--- /dev/null
+++ b/rigify/utils.py
@@ -0,0 +1,497 @@
+#====================== 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 imp
+from random import randint
+from mathutils import Vector
+from math import ceil, floor
+from rna_prop_ui import rna_idprop_ui_prop_get
+
+RIG_DIR = "rigs" # Name of the directory where rig types 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(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:
+ 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
+
+ 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 copy 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.")
+
+
+#=============================================
+# 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.translation_part()
+
+ obj.rotation_mode = 'XYZ'
+ obj.rotation_euler = mat.to_euler()
+
+ scl = mat.scale_part()
+ 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_widget(rig, bone_name):
+ """ Creates an empty widget object for a bone, and returns the object.
+ """
+ obj_name = WGT_PREFIX + bone_name
+ scene = bpy.context.scene
+ # Check if it already exists
+ if obj_name in scene.objects:
+ return None
+ else:
+ mesh = bpy.data.meshes.new(obj_name)
+ obj = bpy.data.objects.new(obj_name, mesh)
+ scene.objects.link(obj)
+
+ obj_to_bone(obj, rig, bone_name)
+ obj.layers = WGT_LAYERS
+
+ return obj
+
+
+# Common Widgets
+
+def create_line_widget(rig, bone_name):
+ """ Creates a basic line widget, a line that spans the length of the bone.
+ """
+ obj = create_widget(rig, bone_name)
+ if obj != 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):
+ """ 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)
+ if obj != None:
+ v = [(0.7071068286895752, 2.980232238769531e-07, -0.7071065306663513), (0.8314696550369263, 2.980232238769531e-07, -0.5555699467658997), (0.9238795042037964, 2.682209014892578e-07, -0.3826831877231598), (0.9807852506637573, 2.5331974029541016e-07, -0.19509011507034302), (1.0, 2.365559055306221e-07, 1.6105803979371558e-07), (0.9807853698730469, 2.2351741790771484e-07, 0.19509044289588928), (0.9238796234130859, 2.086162567138672e-07, 0.38268351554870605), (0.8314696550369263, 1.7881393432617188e-07, 0.5555704236030579), (0.7071068286895752, 1.7881393432617188e-07, 0.7071070075035095), (0.5555702447891235, 1.7881393432617188e-07, 0.8314698934555054), (0.38268327713012695, 1.7881393432617188e-07, 0.923879861831665), (0.19509008526802063, 1.7881393432617188e-07, 0.9807855486869812), (-3.2584136988589307e-07, 1.1920928955078125e-07, 1.000000238418579), (-0.19509072601795197, 1.7881393432617188e-07, 0.9807854294776917), (-0.3826838731765747, 1.7881393432617188e-07, 0.9238795638084412), (-0.5555707216262817, 1.7881393432617188e-07, 0.8314695358276367), (-0.7071071863174438, 1.7881393432617188e-07, 0.7071065902709961), (-0.8314700126647949, 1.7881393432617188e-07, 0.5555698871612549), (-0.923879861831665, 2.086162567138672e-07, 0.3826829195022583), (-0.9807853698730469, 2.2351741790771484e-07, 0.1950896978378296), (-1.0, 2.365559907957504e-07, -7.290432222362142e-07), (-0.9807850122451782, 2.5331974029541016e-07, -0.195091113448143), (-0.9238790273666382, 2.682209014892578e-07, -0.38268423080444336), (-0.831468939781189, 2.980232238769531e-07, -0.5555710196495056), (-0.7071058750152588, 2.980232238769531e-07, -0.707107424736023), (-0.555569052696228, 2.980232238769531e-07, -0.8314701318740845), (-0.38268208503723145, 2.980232238769531e-07, -0.923879861831665), (-0.19508881866931915, 2.980232238769531e-07, -0.9807853102684021), (1.6053570561780361e-06, 2.980232238769531e-07, -0.9999997615814209), (0.19509197771549225, 2.980232238769531e-07, -0.9807847142219543), (0.3826850652694702, 2.980232238769531e-07, -0.9238786101341248), (0.5555717945098877, 2.980232238769531e-07, -0.8314683437347412)]
+ verts = [(a[0] * radius, head_tail, a[2] * radius) for a in v]
+ 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), (15, 16), (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), (0, 31)]
+ mesh = obj.data
+ mesh.from_pydata(verts, edges, [])
+ mesh.update()
+ return obj
+ else:
+ return None
+
+
+def create_sphere_widget(rig, bone_name):
+ """ Creates a basic sphere widget, three pependicular overlapping circles.
+ """
+ obj = create_widget(rig, bone_name)
+ if obj != None:
+ verts = [(0.3535533845424652, 0.3535533845424652, 0.0), (0.4619397521018982, 0.19134171307086945, 0.0), (0.5, -2.1855694143368964e-08, 0.0), (0.4619397521018982, -0.19134175777435303, 0.0), (0.3535533845424652, -0.3535533845424652, 0.0), (0.19134174287319183, -0.4619397521018982, 0.0), (7.549790126404332e-08, -0.5, 0.0), (-0.1913416087627411, -0.46193981170654297, 0.0), (-0.35355329513549805, -0.35355350375175476, 0.0), (-0.4619397521018982, -0.19134178757667542, 0.0), (-0.5, 5.962440319251527e-09, 0.0), (-0.4619397222995758, 0.1913418024778366, 0.0), (-0.35355326533317566, 0.35355350375175476, 0.0), (-0.19134148955345154, 0.46193987131118774, 0.0), (3.2584136988589307e-07, 0.5, 0.0), (0.1913420855998993, 0.46193960309028625, 0.0), (7.450580596923828e-08, 0.46193960309028625, 0.19134199619293213), (5.9254205098113744e-08, 0.5, 2.323586443253589e-07), (4.470348358154297e-08, 0.46193987131118774, -0.1913415789604187), (2.9802322387695312e-08, 0.35355350375175476, -0.3535533547401428), (2.9802322387695312e-08, 0.19134178757667542, -0.46193981170654297), (5.960464477539063e-08, -1.1151834122813398e-08, -0.5000000596046448), (5.960464477539063e-08, -0.1913418024778366, -0.46193984150886536), (5.960464477539063e-08, -0.35355350375175476, -0.3535533845424652), (7.450580596923828e-08, -0.46193981170654297, -0.19134166836738586), (9.348272556053416e-08, -0.5, 1.624372103492533e-08), (1.043081283569336e-07, -0.4619397521018982, 0.19134168326854706), (1.1920928955078125e-07, -0.3535533845424652, 0.35355329513549805), (1.1920928955078125e-07, -0.19134174287319183, 0.46193966269493103), (1.1920928955078125e-07, -4.7414250303745575e-09, 0.49999991059303284), (1.1920928955078125e-07, 0.19134172797203064, 0.46193966269493103), (8.940696716308594e-08, 0.3535533845424652, 0.35355329513549805), (0.3535534739494324, 0.0, 0.35355329513549805), (0.1913418173789978, -2.9802322387695312e-08, 0.46193966269493103), (8.303572940349113e-08, -5.005858838558197e-08, 0.49999991059303284), (-0.19134165346622467, -5.960464477539063e-08, 0.46193966269493103), (-0.35355329513549805, -8.940696716308594e-08, 0.35355329513549805), (-0.46193963289260864, -5.960464477539063e-08, 0.19134168326854706), (-0.49999991059303284, -5.960464477539063e-08, 1.624372103492533e-08), (-0.4619397521018982, -2.9802322387695312e-08, -0.19134166836738586), (-0.3535534143447876, -2.9802322387695312e-08, -0.3535533845424652), (-0.19134171307086945, 0.0, -0.46193984150886536), (7.662531942287387e-08, 9.546055501630235e-09, -0.5000000596046448), (0.19134187698364258, 5.960464477539063e-08, -0.46193981170654297), (0.3535535931587219, 5.960464477539063e-08, -0.3535533547401428), (0.4619399905204773, 5.960464477539063e-08, -0.1913415789604187), (0.5000000596046448, 5.960464477539063e-08, 2.323586443253589e-07), (0.4619396924972534, 2.9802322387695312e-08, 0.19134199619293213)]
+ 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, 31), (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), (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):
+ """ 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)
+ if obj != None:
+ verts = [(-1.1920928955078125e-07, 1.7881393432617188e-07, 0.0), (3.5762786865234375e-07, 1.0000004768371582, 0.0), (0.1767769455909729, 0.5000001192092896, 0.17677664756774902), (0.20786768198013306, 0.5000001192092896, 0.1388925313949585), (0.23097014427185059, 0.5000001192092896, 0.09567084908485413), (0.24519658088684082, 0.5000001192092896, 0.048772573471069336), (0.2500002384185791, 0.5000001192092896, -2.545945676502015e-09), (0.24519658088684082, 0.5000001192092896, -0.048772573471069336), (0.23097014427185059, 0.5000001192092896, -0.09567084908485413), (0.20786768198013306, 0.5000001192092896, -0.13889259099960327), (0.1767769455909729, 0.5000001192092896, -0.1767767071723938), (0.13889282941818237, 0.5000001192092896, -0.20786744356155396), (0.09567105770111084, 0.5000001192092896, -0.23096990585327148), (0.04877278208732605, 0.5000001192092896, -0.24519634246826172), (1.7279069197684294e-07, 0.5000000596046448, -0.25), (-0.0487724244594574, 0.5000001192092896, -0.24519634246826172), (-0.09567070007324219, 0.5000001192092896, -0.2309698462486267), (-0.13889241218566895, 0.5000001192092896, -0.20786738395690918), (-0.17677652835845947, 0.5000001192092896, -0.17677664756774902), (-0.20786726474761963, 0.5000001192092896, -0.13889244198799133), (-0.23096972703933716, 0.5000001192092896, -0.09567070007324219), (-0.24519610404968262, 0.5000001192092896, -0.04877239465713501), (-0.2499997615814209, 0.5000001192092896, 2.1997936983098043e-07), (-0.24519598484039307, 0.5000001192092896, 0.04877282679080963), (-0.23096948862075806, 0.5000001192092896, 0.09567108750343323), (-0.20786696672439575, 0.5000001192092896, 0.1388927698135376), (-0.1767762303352356, 0.5000001192092896, 0.17677688598632812), (-0.13889199495315552, 0.5000001192092896, 0.2078675627708435), (-0.09567028284072876, 0.5000001192092896, 0.23097002506256104), (-0.048771947622299194, 0.5000001192092896, 0.24519634246826172), (6.555903269145347e-07, 0.5000001192092896, 0.25), (0.04877324402332306, 0.5000001192092896, 0.24519622325897217), (0.09567153453826904, 0.5000001192092896, 0.23096966743469238), (0.13889318704605103, 0.5000001192092896, 0.20786714553833008)]
+ edges = [(0, 1), (2, 3), (4, 3), (5, 4), (5, 6), (6, 7), (8, 7), (8, 9), (10, 9), (10, 11), (11, 12), (13, 12), (14, 13), (14, 15), (16, 15), (16, 17), (17, 18), (19, 18), (19, 20), (21, 20), (21, 22), (22, 23), (24, 23), (25, 24), (25, 26), (27, 26), (27, 28), (29, 28), (29, 30), (30, 31), (32, 31), (32, 33), (2, 33)]
+ mesh = obj.data
+ mesh.from_pydata(verts, edges, [])
+ mesh.update()
+
+
+def create_bone_widget(rig, bone_name):
+ """ Creates a basic bone widget, a simple obolisk-esk shape.
+ """
+ obj = create_widget(rig, bone_name)
+ if obj != 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_root_widget(rig, bone_name):
+ """ Creates a widget for the root bone.
+ """
+ obj = create_widget(rig, bone_name)
+ if obj != 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()
+
+
+#=============================================
+# Misc
+#=============================================
+
+
+def get_rig_type(rig_type):
+ """ Fetches a rig module by name, and returns it.
+ """
+ #print("%s.%s.%s" % (__package__,RIG_DIR,rig_type))
+ submod = __import__(name="%s.%s.%s" % (MODULE_NAME, RIG_DIR, rig_type), fromlist=[rig_type])
+ imp.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 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_sample"):
+ '''
+ 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("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
+ # 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('%s')" % 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['%s']]" % bone.parent.name)
+ code.append(" bones['%s'] = 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]
+ pbone_written = False
+
+ code.append(" pbone = obj.pose.bones[bones['%s']]" % bone_name)
+ code.append(" pbone.rigify_type = '%s'" % 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 = '%s'" % str(pbone.rotation_mode))
+ if layers:
+ code.append(" pbone.bone.layers = %s" % str(list(pbone.bone.layers)))
+ # Rig type parameters
+ if len(pbone.rigify_parameters) > 0:
+ code.append(" pbone.rigify_parameters.add()")
+ for param_name in pbone.rigify_parameters[0].keys():
+ param = getattr(pbone.rigify_parameters[0], param_name)
+ if str(type(param)) == "<class 'bpy_prop_array'>":
+ param = list(param)
+ code.append(" try:")
+ code.append(" pbone.rigify_parameters[0].%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")
+
+ return "\n".join(code)
+
+
+def random_string(length):
+ 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, length):
+ text += chars[randint(0, 35)]
+ return text
+