From 471be493e60fd1562fa2d8147a09fd22efdafef3 Mon Sep 17 00:00:00 2001 From: Nathan Vegdahl Date: Wed, 17 Nov 2010 06:05:16 +0000 Subject: Adding the Rigify addon to svn. --- rigify/generate.py | 351 +++++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 351 insertions(+) create mode 100644 rigify/generate.py (limited to 'rigify/generate.py') 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- 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:] + -- cgit v1.2.3