# SPDX-License-Identifier: GPL-2.0-or-later bl_info = { "name": "Skinify Rig", "author": "Albert Makac (karab44)", "version": (0, 11, 0), "blender": (2, 80, 0), "location": "Pose Mode > Sidebar > Create Tab", "description": "Creates a mesh object from selected bones", "warning": "Work in progress", "doc_url": "{BLENDER_MANUAL_URL}/addons/object/skinify.html", "category": "Object", } import bpy from bpy.props import ( FloatProperty, IntProperty, BoolProperty, PointerProperty, ) from bpy.types import ( Operator, Panel, PropertyGroup, ) from mathutils import ( Vector, Euler, ) from bpy.app.handlers import persistent from enum import Enum # can the armature data properties group_prop and row be fetched directly from the rigify script? horse_data = \ (1, 5), (2, 4), (3, 0), (4, 3), (5, 4), (1, 0), (1, 0), (7, 2), (8, 5), (9, 4), \ (7, 2), (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), \ (13, 6), (1, 4), (14, 6), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1), shark_data = \ (1, 5), (2, 4), (1, 0), (3, 3), (4, 4), (5, 6), (6, 5), (7, 4), (6, 5), (7, 4), \ (8, 3), (9, 4), (1, 0), (1, 6), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), \ (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1), bird_data = \ (1, 6), (2, 4), (1, 0), (3, 3), (4, 4), (1, 0), (1, 0), (6, 5), (8, 0), (7, 4), (6, 5), \ (8, 0), (7, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \ (13, 6), (14, 4), (1, 0), (8, 6), (1, 0), (1, 0), (1, 0), (14, 1), cat_data = \ (1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \ (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 3), (14, 4), \ (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (16, 1), biped_data = \ (1, 0), (1, 0), (1, 0), (3, 3), (4, 4), (1, 0), (1, 0), (7, 2), (8, 5), (9, 4), (7, 2), \ (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \ (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1), human_data = \ (1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \ (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \ (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1), wolf_data = \ (1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \ (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 6), (1, 0), \ (13, 0), (13, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1), quadruped_data = \ (1, 0), (2, 0), (2, 0), (3, 3), (4, 4), (5, 0), (6, 0), (7, 2), (8, 5), (9, 4), \ (7, 2), (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 6), \ (1, 0), (13, 0), (13, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1), human_legacy_data = \ (1, None), (1, None), (2, None), (1, None), (3, None), (3, None), (4, None), (5, None), \ (6, None), (4, None), (5, None), (6, None), (7, None), (8, None), (9, None), (7, None), \ (8, None), (9, None), (1, None), (1, None), (1, None), (1, None), (1, None), (1, None), \ (1, None), (1, None), (1, None), (1, None), pitchipoy_data = \ (1, None), (2, None), (2, None), (3, None), (4, None), (5, None), (6, None), (7, None), \ (8, None), (9, None), (7, None), (8, None), (9, None), (10, None), (11, None), (12, None), \ (10, None), (11, None), (12, None), (1, None), (1, None), (1, None), (1, None), (1, None), \ (1, None), (1, None), (1, None), (1, None), rigify_data = horse_data, shark_data, bird_data, cat_data, biped_data, human_data, \ wolf_data, quadruped_data, human_legacy_data, pitchipoy_data class Rig_type(Enum): HORSE = 0 SHARK = 1 BIRD = 2 CAT = 3 BIPED = 4 HUMAN = 5 WOLF = 6 QUAD = 7 LEGACY = 8 PITCHIPOY = 9 OTHER = 10 rig_type = Rig_type.OTHER class Idx_Store(object): def __init__(self, rig_type): self.rig_type = rig_type self.hand_r_merge = [] self.hand_l_merge = [] self.hands_pretty = [] self.root = [] if not self.rig_type == Rig_type.LEGACY and \ not self.rig_type == Rig_type.HUMAN and \ not self.rig_type == Rig_type.PITCHIPOY: return if self.rig_type == Rig_type.LEGACY: self.hand_l_merge = [7, 12, 16, 21, 26, 27] self.hand_r_merge = [30, 31, 36, 40, 45, 50] self.hands_pretty = [6, 29] self.root = [59] if self.rig_type == Rig_type.HUMAN or self.rig_type == Rig_type.PITCHIPOY: self.hand_l_merge = [9, 10, 15, 19, 24, 29] self.hand_r_merge = [32, 33, 37, 42, 47, 52] self.hands_pretty = [8, 31] self.root = [56] def get_all_idx(self): return self.hand_l_merge, self.hand_r_merge, self.hands_pretty, self.root def get_hand_l_merge_idx(self): return self.hand_l_merge def get_hand_r_merge_idx(self): return self.hand_r_merge def get_hands_pretty_idx(self): return self.hands_pretty def get_root_idx(self): return self.root # initialize properties def init_props(): # additional check - this should be a rare case if the handler # wasn't removed for some reason and the add-on is not toggled on/off if hasattr(bpy.types.Scene, "skinify"): scn = bpy.context.scene.skinify scn.connect_mesh = False scn.connect_parents = False scn.generate_all = False scn.thickness = 0.8 scn.finger_thickness = 0.25 scn.apply_mod = True scn.parent_armature = True scn.sub_level = 1 # selects vertices def select_vertices(mesh_obj, idx): bpy.context.view_layer.objects.active = mesh_obj mode = mesh_obj.mode bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.object.mode_set(mode='OBJECT') for i in idx: mesh_obj.data.vertices[i].select = True selectedVerts = [v.index for v in mesh_obj.data.vertices if v.select] bpy.ops.object.mode_set(mode=mode) return selectedVerts def identify_rig(): if 'rigify_layers' not in bpy.context.object.data: return Rig_type.OTHER # non recognized LEGACY_LAYERS_SIZE = 28 layers = bpy.context.object.data['rigify_layers'] for type, rig in enumerate(rigify_data): index = 0 for props in layers: if len(layers) == LEGACY_LAYERS_SIZE and 'group_prop' not in props: if props['row'] != rig[index][0] or rig[index][1] is not None: break elif (props['row'] != rig[index][0]) or (props['group_prop'] != rig[index][1]): break # SUCCESS if reach the end if index == len(layers) - 1: return Rig_type(type) index = index + 1 return Rig_type.OTHER def prepare_ignore_list(rig_type, bones): # detect the head, face, hands, breast, heels or other exceptionary bones to exclusion or customization common_ignore_list = ['eye', 'heel', 'breast', 'root'] # edit these lists to suits your taste horse_ignore_list = ['chest', 'belly', 'pelvis', 'jaw', 'nose', 'skull', 'ear.'] shark_ignore_list = ['jaw'] bird_ignore_list = [ 'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow', 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue', 'beak' ] cat_ignore_list = [ 'face', 'belly' 'pelvis.C', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow', 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue' ] biped_ignore_list = ['pelvis'] human_ignore_list = [ 'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow', 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue' ] wolf_ignore_list = [ 'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow', 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue' ] quad_ignore_list = [ 'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow', 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue' ] rigify_legacy_ignore_list = [] pitchipoy_ignore_list = [ 'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow', 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue' ] other_ignore_list = [] ignore_list = common_ignore_list if rig_type == Rig_type.HORSE: ignore_list = ignore_list + horse_ignore_list print("RIDER OF THE APOCALYPSE") elif rig_type == Rig_type.SHARK: ignore_list = ignore_list + shark_ignore_list print("DEADLY JAWS") elif rig_type == Rig_type.BIRD: ignore_list = ignore_list + bird_ignore_list print("WINGS OF LIBERTY") elif rig_type == Rig_type.CAT: ignore_list = ignore_list + cat_ignore_list print("MEOW") elif rig_type == Rig_type.BIPED: ignore_list = ignore_list + biped_ignore_list print("HUMANOID") elif rig_type == Rig_type.HUMAN: ignore_list = ignore_list + human_ignore_list print("JUST A HUMAN AFTER ALL") elif rig_type == Rig_type.WOLF: ignore_list = ignore_list + wolf_ignore_list print("WHITE FANG") elif rig_type == Rig_type.QUAD: ignore_list = ignore_list + quad_ignore_list print("MYSTERIOUS CREATURE") elif rig_type == Rig_type.LEGACY: ignore_list = ignore_list + rigify_legacy_ignore_list print("LEGACY RIGIFY") elif rig_type == Rig_type.PITCHIPOY: ignore_list = ignore_list + pitchipoy_ignore_list print("PITCHIPOY") elif rig_type == Rig_type.OTHER: ignore_list = ignore_list + other_ignore_list print("rig non recognized...") return ignore_list # generates edges from vertices used by skin modifier def generate_edges(mesh, shape_object, bones, scale, connect_mesh=False, connect_parents=False, head_ornaments=False, generate_all=False): """ This function adds vertices for all heads and tails """ # scene preferences alternate_scale_list = [] me = mesh verts = [] edges = [] idx = 0 alternate_scale_idx_list = list() rig_type = identify_rig() ignore_list = prepare_ignore_list(rig_type, bones) # edge generator loop for b in bones: # look for rig's hands and their childs if 'hand' in b.name.lower(): # prepare the list for c in b.children_recursive: alternate_scale_list.append(c.name) found = False for i in ignore_list: if i in b.name.lower(): found = True break if found and generate_all is False: continue # fix for drawing rootbone and relationship lines if 'root' in b.name.lower() and generate_all is False: continue # ignore any head ornaments if head_ornaments is False: if b.parent is not None: if 'head' in b.parent.name.lower() and not rig_type == Rig_type.HUMAN: continue if 'face' in b.parent.name.lower() and rig_type == Rig_type.HUMAN: continue if connect_parents: if b.parent is not None and b.parent.bone.select is True and b.bone.use_connect is False: if 'root' in b.parent.name.lower() and generate_all is False: continue # ignore shoulder if 'shoulder' in b.name.lower() and connect_mesh is True: continue # connect the upper arm directly with chest omitting shoulders if 'shoulder' in b.parent.name.lower() and connect_mesh is True: vert1 = b.head vert2 = b.parent.parent.tail else: vert1 = b.head vert2 = b.parent.tail verts.append(vert1) verts.append(vert2) edges.append([idx, idx + 1]) # also make list of edges made of gaps between the bones for a in alternate_scale_list: if b.name == a: alternate_scale_idx_list.append(idx) alternate_scale_idx_list.append(idx + 1) idx = idx + 2 # for bvh free floating hips and hips correction for rigify and pitchipoy if ((generate_all is False and 'hip' in b.name.lower()) or (generate_all is False and (b.name == 'hips' and rig_type == Rig_type.LEGACY) or (b.name == 'spine' and rig_type == Rig_type.PITCHIPOY) or (b.name == 'spine' and rig_type == Rig_type.HUMAN) or (b.name == 'spine' and rig_type == Rig_type.BIPED))): continue vert1 = b.head vert2 = b.tail verts.append(vert1) verts.append(vert2) edges.append([idx, idx + 1]) for a in alternate_scale_list: if b.name == a: alternate_scale_idx_list.append(idx) alternate_scale_idx_list.append(idx + 1) idx = idx + 2 # Create mesh from given verts, faces me.from_pydata(verts, edges, []) # Update mesh with new data me.update() # set object scale exact as armature's scale shape_object.scale = scale return alternate_scale_idx_list, rig_type def generate_mesh(shape_object, size, thickness=0.8, finger_thickness=0.25, sub_level=1, connect_mesh=False, connect_parents=False, generate_all=False, apply_mod=True, alternate_scale_idx_list=[], rig_type=0, bones=[]): """ This function adds modifiers for generated edges """ total_bones_num = bpy.context.selected_pose_bones_from_active_object selected_bones_num = len(bones) bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_all(action='DESELECT') # add skin modifier shape_object.modifiers.new("Skin", 'SKIN') bpy.ops.mesh.select_all(action='SELECT') override = bpy.context.copy() for area in bpy.context.screen.areas: if area.type == 'VIEW_3D': for region in area.regions: if region.type == 'WINDOW': override['area'] = area override['region'] = region override['edit_object'] = bpy.context.edit_object override['scene'] = bpy.context.scene override['active_object'] = shape_object override['object'] = shape_object override['modifier'] = bpy.context.object.modifiers break # calculate optimal thickness for defaults bpy.ops.object.skin_root_mark(override) bpy.ops.transform.skin_resize( override, value=(1 * thickness * (size / 10), 1 * thickness * (size / 10), 1 * thickness * (size / 10)), constraint_axis=(False, False, False), orient_type='GLOBAL', mirror=False, use_proportional_edit=False, ) shape_object.modifiers["Skin"].use_smooth_shade = True shape_object.modifiers["Skin"].use_x_symmetry = True # select finger vertices and calculate optimal thickness for fingers to fix proportions if len(alternate_scale_idx_list) > 0: select_vertices(shape_object, alternate_scale_idx_list) bpy.ops.object.skin_loose_mark_clear(override, action='MARK') # by default set fingers thickness to 25 percent of body thickness bpy.ops.transform.skin_resize( override, value=(finger_thickness, finger_thickness, finger_thickness), constraint_axis=(False, False, False), orient_type='GLOBAL', mirror=False, use_proportional_edit=False, ) # make loose hands only for better topology # bpy.ops.mesh.select_all(action='DESELECT') if connect_mesh: bpy.ops.object.mode_set(mode='EDIT') bpy.ops.mesh.select_all(action='DESELECT') bpy.ops.mesh.select_all(action='SELECT') bpy.ops.mesh.remove_doubles() idx_store = Idx_Store(rig_type) # fix rigify and pitchipoy hands topology if connect_mesh and connect_parents and generate_all is False and \ (rig_type == Rig_type.LEGACY or rig_type == Rig_type.PITCHIPOY or rig_type == Rig_type.HUMAN) and \ selected_bones_num == total_bones_num: # thickness will set palm vertex for both hands look pretty corrective_thickness = 2.5 # left hand verts merge_idx = idx_store.get_hand_l_merge_idx() select_vertices(shape_object, merge_idx) bpy.ops.mesh.merge(type='CENTER') bpy.ops.transform.skin_resize( override, value=(corrective_thickness, corrective_thickness, corrective_thickness), constraint_axis=(False, False, False), orient_type='GLOBAL', mirror=False, use_proportional_edit=False, ) bpy.ops.mesh.select_all(action='DESELECT') # right hand verts merge_idx = idx_store.get_hand_r_merge_idx() select_vertices(shape_object, merge_idx) bpy.ops.mesh.merge(type='CENTER') bpy.ops.transform.skin_resize( override, value=(corrective_thickness, corrective_thickness, corrective_thickness), constraint_axis=(False, False, False), orient_type='GLOBAL', mirror=False, use_proportional_edit=False, ) # making hands even more pretty bpy.ops.mesh.select_all(action='DESELECT') hands_idx = idx_store.get_hands_pretty_idx() select_vertices(shape_object, hands_idx) # change the thickness to make hands look less blocky and more sexy corrective_thickness = 0.7 bpy.ops.transform.skin_resize( override, value=(corrective_thickness, corrective_thickness, corrective_thickness), constraint_axis=(False, False, False), orient_type='GLOBAL', mirror=False, use_proportional_edit=False, ) bpy.ops.mesh.select_all(action='DESELECT') # todo optionally take root from rig's hip tail or head depending on scenario root_idx = idx_store.get_root_idx() if selected_bones_num == total_bones_num: root_idx = [0] if len(root_idx) > 0: select_vertices(shape_object, root_idx) bpy.ops.object.skin_root_mark(override) # skin in edit mode # add Subsurf modifier shape_object.modifiers.new("Subsurf", 'SUBSURF') shape_object.modifiers["Subsurf"].levels = sub_level shape_object.modifiers["Subsurf"].render_levels = sub_level bpy.ops.object.mode_set(mode='OBJECT') # object mode apply all modifiers if apply_mod: bpy.ops.object.modifier_apply(override, modifier="Skin") bpy.ops.object.modifier_apply(override, modifier="Subsurf") return {'FINISHED'} def main(context): """ This script will create a custom shape """ # ### Check if selection is OK ### if len(context.selected_pose_bones) == 0 or \ len(context.selected_objects) == 0 or \ context.selected_objects[0].type != 'ARMATURE': return {'CANCELLED'}, "No bone selected or the Armature is hidden" scn = bpy.context.scene sknfy = scn.skinify # initialize the mesh object mesh_name = context.selected_objects[0].name + "_mesh" obj_name = context.selected_objects[0].name + "_object" armature_object = context.object origin = context.object.location bone_selection = context.selected_pose_bones oldLocation = None oldRotation = None oldScale = None armature_object = context.view_layer.objects.active armature_object.select_set(True) old_pose_pos = armature_object.data.pose_position bpy.ops.object.mode_set(mode='OBJECT') oldLocation = Vector(armature_object.location) oldRotation = Euler(armature_object.rotation_euler) oldScale = Vector(armature_object.scale) bpy.ops.object.rotation_clear(clear_delta=False) bpy.ops.object.location_clear(clear_delta=False) bpy.ops.object.scale_clear(clear_delta=False) if sknfy.apply_mod and sknfy.parent_armature: armature_object.data.pose_position = 'REST' scale = bpy.context.object.scale size = bpy.context.object.dimensions[2] bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.select_all(action='DESELECT') bpy.ops.object.add(type='MESH', enter_editmode=False, location=origin) # get the mesh object ob = context.view_layer.objects.active ob.name = obj_name me = ob.data me.name = mesh_name # this way we fit mesh and bvh with armature modifier correctly alternate_scale_idx_list, rig_type = generate_edges( me, ob, bone_selection, scale, sknfy.connect_mesh, sknfy.connect_parents, sknfy.head_ornaments, sknfy.generate_all ) generate_mesh(ob, size, sknfy.thickness, sknfy.finger_thickness, sknfy.sub_level, sknfy.connect_mesh, sknfy.connect_parents, sknfy.generate_all, sknfy.apply_mod, alternate_scale_idx_list, rig_type, bone_selection) # parent mesh with armature only if modifiers are applied if sknfy.apply_mod and sknfy.parent_armature: bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.select_all(action='DESELECT') ob.select_set(True) armature_object.select_set(True) bpy.context.view_layer.objects.active = armature_object bpy.ops.object.parent_set(type='ARMATURE_AUTO') armature_object.data.pose_position = old_pose_pos armature_object.select_set(False) else: bpy.ops.object.mode_set(mode='OBJECT') ob.location = oldLocation ob.rotation_euler = oldRotation ob.scale = oldScale ob.select_set(False) armature_object.select_set(True) scn.objects.active = armature_object armature_object.location = oldLocation armature_object.rotation_euler = oldRotation armature_object.scale = oldScale bpy.ops.object.mode_set(mode='POSE') return {'FINISHED'}, me class BONE_OT_custom_shape(Operator): bl_idname = "object.skinify_rig" bl_label = "Skinify Rig" bl_description = "Creates a mesh object at the selected bones positions" bl_options = {'UNDO', 'INTERNAL'} @classmethod def poll(cls, context): return context.active_object is not None def execute(self, context): Mesh = main(context) if Mesh[0] == {'CANCELLED'}: self.report({'WARNING'}, Mesh[1]) return {'CANCELLED'} else: self.report({'INFO'}, Mesh[1].name + " has been created") return {'FINISHED'} class BONE_PT_custom_shape(Panel): bl_space_type = "VIEW_3D" bl_region_type = "UI" bl_category = "Create" # bl_context = "bone" bl_label = "Skinify Rig" bl_options = {'DEFAULT_CLOSED'} @classmethod def poll(cls, context): ob = context.object return ob and ob.mode == 'POSE' #and context.bone def draw(self, context): layout = self.layout scn = context.scene.skinify row = layout.row() row.operator("object.skinify_rig", text="Add Shape", icon='BONE_DATA') split = layout.split(factor=0.3) split.label(text="Thickness:") split.prop(scn, "thickness", text="Body", icon='MOD_SKIN') split.prop(scn, "finger_thickness", text="Fingers", icon='HAND') split = layout.split(factor=0.3) split.label(text="Mesh Density:") split.prop(scn, "sub_level", icon='MESH_ICOSPHERE') row = layout.row() row.prop(scn, "connect_mesh", icon='EDITMODE_HLT') row.prop(scn, "connect_parents", icon='CONSTRAINT_BONE') row = layout.row() row.prop(scn, "head_ornaments", icon='GROUP_BONE') row.prop(scn, "generate_all", icon='GROUP_BONE') row = layout.row() row.prop(scn, "apply_mod", icon='FILE_TICK') if scn.apply_mod: row = layout.row() row.prop(scn, "parent_armature", icon='POSE_HLT') # define the scene properties in a group - call them with context.scene.skinify class Skinify_Properties(PropertyGroup): sub_level: IntProperty( name="Sub level", min=0, max=4, default=1, description="Mesh density" ) thickness: FloatProperty( name="Thickness", min=0.01, default=0.8, description="Adjust shape thickness" ) finger_thickness: FloatProperty( name="Finger Thickness", min=0.01, max=1.0, default=0.25, description="Adjust finger thickness relative to body" ) connect_mesh: BoolProperty( name="Solid Shape", default=False, description="Makes solid shape from bone chains" ) connect_parents: BoolProperty( name="Fill Gaps", default=False, description="Fills the gaps between parented bones" ) generate_all: BoolProperty( name="All Shapes", default=False, description="Generates shapes from all bones" ) head_ornaments: BoolProperty( name="Head Ornaments", default=False, description="Includes head ornaments" ) apply_mod: BoolProperty( name="Apply Modifiers", default=True, description="Applies Modifiers to mesh" ) parent_armature: BoolProperty( name="Parent Armature", default=True, description="Applies mesh to Armature" ) # startup defaults @persistent def startup_init(dummy): init_props() def register(): bpy.utils.register_class(BONE_OT_custom_shape) bpy.utils.register_class(BONE_PT_custom_shape) bpy.utils.register_class(Skinify_Properties) bpy.types.Scene.skinify = PointerProperty( type=Skinify_Properties ) # startup defaults bpy.app.handlers.load_post.append(startup_init) def unregister(): bpy.utils.unregister_class(BONE_OT_custom_shape) bpy.utils.unregister_class(BONE_PT_custom_shape) bpy.utils.unregister_class(Skinify_Properties) # cleanup the handler bpy.app.handlers.load_post.remove(startup_init) del bpy.types.Scene.skinify if __name__ == "__main__": register()