# ##### 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_info = { "name": "Skinify Rig", "author": "Albert Makac (karab44)", "version": (0, 8), "blender": (2, 7, 8), "location": "Properties > Bone > Skinify Rig (visible on pose mode only)", "description": "Creates a mesh object from selected bones", "warning": "", "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Skinify", "category": "Object"} # NOTE: there are some unused scene variables around commented out # is the persintent scene props needed or can a property group be used instead? import bpy from bpy.props import ( FloatProperty, IntProperty, BoolProperty ) # from bpy_extras import object_utils from mathutils import Vector, Euler from bpy.app.handlers import persistent bpy.types.Scene.sub_level = IntProperty( name="sub_level", min=0, max=4, default=1, description="mesh density" ) bpy.types.Scene.thickness = FloatProperty( name="thickness", min=0.01, default=0.8, description="adjust shape thickness" ) bpy.types.Scene.finger_thickness = FloatProperty( name="finger_thickness", min=0.01, max=1.0, default=0.25, description="adjust finger thickness relative to body" ) bpy.types.Scene.connect_mesh = BoolProperty( name="solid_shape", default=False, description="makes solid shape from bone chains" ) bpy.types.Scene.connect_parents = BoolProperty( name="fill_gaps", default=False, description="fills the gaps between parented bones" ) bpy.types.Scene.generate_all = BoolProperty( name="all_shapes", default=False, description="generates shapes from all bones" ) bpy.types.Scene.head_ornaments = BoolProperty( name="head_ornaments", default=False, description="includes head ornaments" ) bpy.types.Scene.apply_mod = BoolProperty( name="apply_modifiers", default=True, description="applies Modifiers to mesh" ) bpy.types.Scene.parent_armature = BoolProperty( name="parent_armature", default=True, description="applies mesh to Armature" ) # initialize properties def init_props(): scn = bpy.context.scene 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.scene.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 # 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 # scn = bpy.context.scene # detect the head, face, hands, breast, heels or other exceptionary bones to exclusion or customization common_ignore_list = ['eye', 'heel', 'breast', 'root'] # bvh_ignore_list = [] rigify_ignore_list = [] pitchipoy_ignore_list = ['face', 'breast', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow', 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'] alternate_scale_list = [] # rig_type rigify = 1, pitchipoy = 2 rig_type = 0 me = mesh verts = [] edges = [] idx = 0 alternate_scale_idx_list = list() ignore_list = common_ignore_list # detect rig type for b in bones: if b.name == 'hips' and b.rigify_type == 'spine': ignore_list = ignore_list + rigify_ignore_list rig_type = 1 break if b.name == 'spine' and b.rigify_type == 'pitchipoy.super_torso_turbo': ignore_list = ignore_list + pitchipoy_ignore_list rig_type = 2 break # 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(): 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 ommiting 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 == 1) or (b.name == 'spine' and rig_type == 2))): 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): """ This function adds modifiers for generated edges """ # scn = bpy.context.scene 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), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1) 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), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1) # 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() # fix rigify and pitchipoy hands topology if connect_mesh and connect_parents and generate_all is False and rig_type > 0: # thickness will set palm vertex for both hands look pretty corrective_thickness = 2.5 # left hand verts merge_idx = [] if rig_type == 1: merge_idx = [7, 8, 13, 17, 22, 27] else: merge_idx = [9, 14, 18, 23, 24, 29] 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), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1) bpy.ops.mesh.select_all(action='DESELECT') # right hand verts if rig_type == 1: merge_idx = [30, 35, 39, 44, 45, 50] else: merge_idx = [32, 37, 41, 46, 51, 52] 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), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1) # making hands even more pretty bpy.ops.mesh.select_all(action='DESELECT') hands_idx = [] # left and right hand vertices if rig_type == 1: #hands_idx = [8, 33] #L and R hands_idx = [6, 29] else: #hands_idx = [10, 35] #L and R hands_idx = [8, 31] 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), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1) bpy.ops.mesh.select_all(action='DESELECT') # todo optionally take root from rig's hip tail or head depending on scenario root_idx = [] if rig_type == 1: root_idx = [59] elif rig_type == 2: root_idx = [56] else: 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, apply_as='DATA', modifier="Skin") bpy.ops.object.modifier_apply(override, apply_as='DATA', modifier="Subsurf") return {'FINISHED'} def main(context): """ This script will create a custome shape """ # ### Check if selection is OK ### if len(context.selected_pose_bones) == 0 or \ context.selected_objects[0].type != 'ARMATURE': return {'CANCELLED'}, "No bone selected" scn = bpy.context.scene # 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 = scn.objects.active armature_object.select = 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 scn.apply_mod and scn.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 = scn.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, scn.connect_mesh, scn.connect_parents, scn.head_ornaments, scn.generate_all) generate_mesh(ob, size, scn.thickness, scn.finger_thickness, scn.sub_level, scn.connect_mesh, scn.connect_parents, scn.generate_all, scn.apply_mod, alternate_scale_idx_list, rig_type) # parent mesh with armature only if modifiers are applied if scn.apply_mod and scn.parent_armature: bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.select_all(action='DESELECT') ob.select = True armature_object.select = True scn.objects.active = armature_object bpy.ops.object.parent_set(type='ARMATURE_AUTO') armature_object.data.pose_position = old_pose_pos armature_object.select = False else: bpy.ops.object.mode_set(mode='OBJECT') ob.location = oldLocation ob.rotation_euler = oldRotation ob.scale = oldScale ob.select = False armature_object.select = 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(bpy.types.Operator): '''Creates a mesh object at the selected bones positions''' bl_idname = "object.skinify_rig" bl_label = "Skinify Rig" bl_options = {'REGISTER', 'UNDO'} @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(bpy.types.Panel): bl_space_type = 'PROPERTIES' bl_region_type = 'WINDOW' bl_context = "bone" bl_label = "Skinify rig" @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 row = layout.row() row.operator("object.skinify_rig", text="Add Shape", icon='BONE_DATA') row = layout.row() row.label("Thickness:") row.prop(scn, "thickness", text="Body", icon='MOD_SKIN') row.prop(scn, "finger_thickness", text="fingers", icon='HAND') row = layout.row() row.label("Mesh Density:") row.label(text="") row.prop(scn, "sub_level", icon='MESH_ICOSPHERE') row = layout.row() row.prop(scn, "connect_mesh", text="solid shape", icon='EDITMODE_HLT') row.prop(scn, "connect_parents", text="fill gaps", icon='CONSTRAINT_BONE') row = layout.row() row.prop(scn, "head_ornaments", text="head ornaments", icon='GROUP_BONE') row.prop(scn, "generate_all", text="all shapes", icon='GROUP_BONE') row = layout.row() row.prop(scn, "apply_mod", text="apply Modifiers", icon='FILE_TICK') if scn.apply_mod: row = layout.row() row.prop(scn, "parent_armature", text="parent to Armature", icon='POSE_HLT') # 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) # 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) if __name__ == "__main__": register()