#====================== 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 re import time import traceback import sys from rna_prop_ui import rna_idprop_ui_prop_get from collections import OrderedDict from .utils import MetarigError, new_bone from .utils import MCH_PREFIX, DEF_PREFIX, WGT_PREFIX, ROOT_NAME, make_original_name from .utils import create_root_widget from .utils.collections import ensure_widget_collection, list_layer_collections, filter_layer_collections_by_object from .utils import random_id from .utils import copy_attributes from .utils import gamma_correct from . import rig_lists from . import rig_ui_template 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 # UNUSED rest_backup = metarig.data.pose_position metarig.data.pose_position = 'REST' bpy.ops.object.mode_set(mode='OBJECT') scene = context.scene view_layer = context.view_layer layer_collection = context.layer_collection id_store = context.window_manager usable_collections = list_layer_collections(view_layer.layer_collection, selectable=True) if layer_collection not in usable_collections: metarig_collections = filter_layer_collections_by_object(usable_collections, metarig) layer_collection = (metarig_collections + [view_layer.layer_collection])[0] collection = layer_collection.collection #------------------------------------------ # 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.") rig_new_name = "" rig_old_name = "" if id_store.rigify_rig_basename: rig_new_name = id_store.rigify_rig_basename + "_rig" if id_store.rigify_generate_mode == 'overwrite': name = id_store.rigify_target_rig or "rig" try: obj = scene.objects[name] rig_old_name = name obj.name = rig_new_name or name rig_collections = filter_layer_collections_by_object(usable_collections, obj) layer_collection = (rig_collections + [layer_collection])[0] collection = layer_collection.collection except KeyError: rig_old_name = name name = rig_new_name or name obj = bpy.data.objects.new(name, bpy.data.armatures.new(name)) obj.display_type = 'WIRE' collection.objects.link(obj) else: name = rig_new_name or "rig" obj = bpy.data.objects.new(name, bpy.data.armatures.new(name)) # in case name 'rig' exists it will be rig.001 obj.display_type = 'WIRE' collection.objects.link(obj) id_store.rigify_target_rig = obj.name 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() obj.data.animation_data_clear() # Select generated rig object metarig.select_set(False) obj.select_set(True) view_layer.objects.active = obj # Remove wgts if force update is set wgts_group_name = "WGTS_" + (rig_old_name or obj.name) if wgts_group_name in scene.objects and id_store.rigify_force_widget_update: bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.select_all(action='DESELECT') for wgt in bpy.data.objects[wgts_group_name].children: wgt.select_set(True) bpy.ops.object.delete(use_global=False) if rig_old_name: bpy.data.objects[wgts_group_name].name = "WGTS_" + obj.name wgts_group_name = "WGTS_" + obj.name # Get parented objects to restore later childs = {} # {object: bone} for child in obj.children: childs[child] = child.parent_bone # 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() collection.objects.link(temp_rig_1) temp_rig_2 = metarig.copy() temp_rig_2.data = obj.data collection.objects.link(temp_rig_2) # Select the temp rigs for merging for objt in view_layer.objects: objt.select_set(False) # deselect all objects temp_rig_1.select_set(True) temp_rig_2.select_set(True) view_layer.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 view_layer.objects: objt.select_set(False) # deselect all objects obj.select_set(True) view_layer.objects.active = obj # 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_easein = bone.bbone_easein bone_gen.bbone_easeout = bone.bbone_easeout # 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) # rigify_type and rigify_parameters bone_gen.rigify_type = bone.rigify_type for prop in dir(bone_gen.rigify_parameters): if (not prop.startswith("_")) \ and (not prop.startswith("bl_")) \ and (prop != "rna_type"): try: setattr(bone_gen.rigify_parameters, prop, \ getattr(bone.rigify_parameters, prop)) except AttributeError: print("FAILED TO COPY PARAMETER: " + str(prop)) # Custom properties for prop in bone.keys(): try: bone_gen[prop] = bone[prop] except KeyError: pass # Constraints for con1 in bone.constraints: con2 = bone_gen.constraints.new(type=con1.type) copy_attributes(con1, con2) # Set metarig target to rig target if "target" in dir(con2): if con2.target == metarig: con2.target = obj # Copy drivers if metarig.animation_data: for d1 in metarig.animation_data.drivers: d2 = obj.driver_add(d1.data_path) copy_attributes(d1, d2) copy_attributes(d1.driver, d2.driver) # Remove default modifiers, variables, etc. for m in d2.modifiers: d2.modifiers.remove(m) for v in d2.driver.variables: d2.driver.variables.remove(v) # Copy modifiers for m1 in d1.modifiers: m2 = d2.modifiers.new(type=m1.type) copy_attributes(m1, m2) # Copy variables for v1 in d1.driver.variables: v2 = d2.driver.variables.new() copy_attributes(v1, v2) for i in range(len(v1.targets)): copy_attributes(v1.targets[i], v2.targets[i]) # Switch metarig targets to rig targets if v2.targets[i].id == metarig: v2.targets[i].id = obj # Mark targets that may need to be altered after rig generation tar = v2.targets[i] # If a custom property if v2.type == 'SINGLE_PROP' \ and re.match('^pose.bones\["[^"\]]*"\]\["[^"\]]*"\]$', tar.data_path): tar.data_path = "RIGIFY-" + tar.data_path # Copy key frames for i in range(len(d1.keyframe_points)): d2.keyframe_points.add() k1 = d1.keyframe_points[i] k2 = d2.keyframe_points[i] copy_attributes(k1, k2) 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) spread = get_xy_spread(metarig.data.bones) or metarig.data.bones[0].length spread = float('%.3g' % spread) scale = spread/0.589 obj.data.edit_bones[root_bone].head = (0, 0, 0) obj.data.edit_bones[root_bone].tail = (0, scale, 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: ") # Create/find widge collection widget_collection = ensure_widget_collection(context) # Create Group widget # wgts_group_name = "WGTS" if wgts_group_name not in scene.objects: if wgts_group_name in bpy.data.objects: bpy.data.objects[wgts_group_name].user_clear() bpy.data.objects.remove(bpy.data.objects[wgts_group_name]) mesh = bpy.data.meshes.new(wgts_group_name) wgts_obj = bpy.data.objects.new(wgts_group_name, mesh) widget_collection.objects.link(wgts_obj) t.tick("Create main WGTS: ") # # if id_store.rigify_generate_mode == 'new': # bpy.ops.object.select_all(action='DESELECT') # for wgt in bpy.data.objects[wgts_group_name].children: # wgt.select_set(True) # bpy.ops.object.make_single_user(obdata=True) #---------------------------------- try: # Collect/initialize all the rigs. 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 = [] ui_imports = rig_ui_template.UI_IMPORTS.copy() ui_utilities = rig_ui_template.UI_UTILITIES.copy() ui_register = rig_ui_template.UI_REGISTER.copy() noparent_bones = [] for rig in rigs: # Go into editmode in the rig armature bpy.ops.object.mode_set(mode='OBJECT') context.view_layer.objects.active = obj obj.select_set(True) bpy.ops.object.mode_set(mode='EDIT') scripts = rig.generate() if isinstance(scripts, dict): if 'script' in scripts: ui_scripts += scripts['script'] if 'imports' in scripts: ui_imports += scripts['imports'] if 'utilities' in scripts: ui_utilities += scripts['utilities'] if 'register' in scripts: ui_register += scripts['register'] if 'noparent_bones' in scripts: noparent_bones += scripts['noparent_bones'] elif scripts is not 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 excluding noparent_bones noparent_bones = dict.fromkeys(noparent_bones) bpy.ops.object.mode_set(mode='EDIT') for bone in bones: if bone in noparent_bones: continue elif 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') # Lock transforms on all non-control bones r = re.compile("[A-Z][A-Z][A-Z]-") for bone in bones: if r.match(bone): pb = obj.pose.bones[bone] pb.lock_location = (True, True, True) pb.lock_rotation = (True, True, True) pb.lock_rotation_w = True pb.lock_scale = (True, True, True) # 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 # Alter marked driver targets if obj.animation_data: for d in obj.animation_data.drivers: for v in d.driver.variables: for tar in v.targets: if tar.data_path.startswith("RIGIFY-"): temp, bone, prop = tuple([x.strip('"]') for x in tar.data_path.split('["')]) if bone in obj.data.bones \ and prop in obj.pose.bones[bone].keys(): tar.data_path = tar.data_path[7:] else: tar.data_path = 'pose.bones["%s"]["%s"]' % (make_original_name(bone), prop) # 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.name + '_' + obj.data.bones[bone].name)[:63] # Object names are limited to 63 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 # Ensure the collection of layer names exists for i in range(1 + len(metarig.data.rigify_layers), 29): metarig.data.rigify_layers.add() # Create list of layer name/row pairs layer_layout = [] for l in metarig.data.rigify_layers: print(l.name) layer_layout += [(l.name, l.row)] # Generate the UI script if id_store.rigify_generate_mode == 'overwrite': rig_ui_name = id_store.rigify_rig_ui or 'rig_ui.py' else: rig_ui_name = 'rig_ui.py' if id_store.rigify_generate_mode == 'overwrite' and rig_ui_name in bpy.data.texts.keys(): script = bpy.data.texts[rig_ui_name] script.clear() else: script = bpy.data.texts.new("rig_ui.py") rig_ui_old_name = "" if id_store.rigify_rig_basename: rig_ui_old_name = script.name script.name = id_store.rigify_rig_basename + "_rig_ui.py" id_store.rigify_rig_ui = script.name for s in OrderedDict.fromkeys(ui_imports): script.write(s + "\n") script.write(rig_ui_template.UI_BASE_UTILITIES % rig_id) for s in OrderedDict.fromkeys(ui_utilities): script.write(s + "\n") script.write(rig_ui_template.UI_SLIDERS) for s in ui_scripts: script.write("\n " + s.replace("\n", "\n ") + "\n") script.write(rig_ui_template.layers_ui(vis_layers, layer_layout)) script.write("\ndef register():\n") ui_register = OrderedDict.fromkeys(ui_register) for s in ui_register: script.write(" bpy.utils.register_class("+s+");\n") script.write("\ndef unregister():\n") for s in ui_register: script.write(" bpy.utils.unregister_class("+s+");\n") script.write("\nregister()\n") script.use_module = True # Run UI script exec(script.as_string(), {}) # Create Selection Sets create_selection_sets(obj, metarig) # Create Bone Groups create_bone_groups(obj, metarig) # Add rig_ui to logic create_persistent_rig_ui(obj, script) # Do final gluing for rig in rigs: if hasattr(rig, "glue"): # update glue_bone rigs bpy.ops.object.mode_set(mode='EDIT') rig = rig.__class__(rig.obj, rig.base_bone, rig.params) rig.glue() t.tick("Glue pass") t.tick("The rest: ") #---------------------------------- # Deconfigure bpy.ops.object.mode_set(mode='OBJECT') metarig.data.pose_position = rest_backup obj.data.pose_position = 'POSE' # Restore parent to bones for child, sub_parent in childs.items(): if sub_parent in obj.pose.bones: mat = child.matrix_world.copy() child.parent_bone = sub_parent child.matrix_world = mat #---------------------------------- # Restore active collection view_layer.active_layer_collection = layer_collection def create_selection_sets(obj, metarig): # Check if selection sets addon is installed if 'bone_selection_groups' not in bpy.context.preferences.addons \ and 'bone_selection_sets' not in bpy.context.preferences.addons: return bpy.ops.object.mode_set(mode='POSE') bpy.context.view_layer.objects.active = obj obj.select_set(True) metarig.select_set(False) pbones = obj.pose.bones for i, name in enumerate(metarig.data.rigify_layers.keys()): if name == '' or not metarig.data.rigify_layers[i].selset: continue bpy.ops.pose.select_all(action='DESELECT') for b in pbones: if b.bone.layers[i]: b.bone.select = True #bpy.ops.pose.selection_set_add() obj.selection_sets.add() obj.selection_sets[-1].name = name if 'bone_selection_sets' in bpy.context.preferences.addons: act_sel_set = obj.selection_sets[-1] # iterate only the selected bones in current pose that are not hidden for bone in bpy.context.selected_pose_bones: if bone.name not in act_sel_set.bone_ids: bone_id = act_sel_set.bone_ids.add() bone_id.name = bone.name def create_bone_groups(obj, metarig): bpy.ops.object.mode_set(mode='OBJECT') pb = obj.pose.bones layers = metarig.data.rigify_layers groups = metarig.data.rigify_colors # Create BGs for l in layers: if l.group == 0: continue g_id = l.group - 1 name = groups[g_id].name if name not in obj.pose.bone_groups.keys(): bg = obj.pose.bone_groups.new(name=name) bg.color_set = 'CUSTOM' bg.colors.normal = gamma_correct(groups[g_id].normal) bg.colors.select = gamma_correct(groups[g_id].select) bg.colors.active = gamma_correct(groups[g_id].active) for b in pb: try: layer_index = b.bone.layers[:].index(True) except ValueError: continue if layer_index > len(layers) - 1: # bone is on reserved layers continue g_id = layers[layer_index].group - 1 if g_id >= 0: name = groups[g_id].name b.bone_group = obj.pose.bone_groups[name] def create_persistent_rig_ui(obj, script): """Make sure the ui script always follows the rig around""" skip = False driver = None if not obj.animation_data: obj.animation_data_create() for fcurve in obj.animation_data.drivers: if fcurve.data_path == 'pass_index': driver = fcurve.driver for variable in driver.variables: if variable.name == script.name: skip = True break break if not skip: if not driver: fcurve = obj.driver_add("pass_index") driver = fcurve.driver variable = driver.variables.new() variable.name = script.name variable.targets[0].id_type = 'TEXT' variable.targets[0].id = script 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 params = obj.pose.bones[bone_name].rigify_parameters # Get the rig try: rig = rig_lists.rigs[rig_type]["module"] rig = rig.Rig(obj, bone_name, params) except (KeyError, ImportError): message = "Rig Type Missing: python module for type '%s' not found (bone: %s)" % (rig_type, 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 get_xy_spread(bones): x_max = 0 y_max = 0 for b in bones: x_max = max((x_max, abs(b.head[0]), abs(b.tail[0]))) y_max = max((y_max, abs(b.head[1]), abs(b.tail[1]))) return max((x_max, y_max)) 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:]