#====================== 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_id from rigify.rig_ui_template import UI_SLIDERS, layers_ui, UI_REGISTER 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() # Random string with time appended so that # different rigs don't collide id's rig_id = random_id(16) # Initial configuration 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.") 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 is 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.write(UI_REGISTER) script.use_module = True # Run UI script exec(script.as_string(), {}) t.tick("The rest: ") #---------------------------------- # Deconfigure bpy.ops.object.mode_set(mode='OBJECT') metarig.data.pose_position = rest_backup obj.data.pose_position = 'POSE' 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:]