#====================== 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 .utils import MetarigError, new_bone, get_rig_type from .utils import ORG_PREFIX, MCH_PREFIX, DEF_PREFIX, WGT_PREFIX, ROOT_NAME, make_original_name from .utils import RIG_DIR from .utils import create_root_widget from .utils import random_id from .utils import copy_attributes from .rig_ui_template import UI_SLIDERS, layers_ui, UI_REGISTER from .rig_ui_pitchipoy_template import UI_P_SLIDERS, layers_P_ui, UI_P_REGISTER 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 #------------------------------------------ # 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 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 # 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) 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 = [] 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 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 bones with child of constraint. pbones = obj.pose.bones noparent_bones = [] for bone in bones: if 'IK_follow' in pbones[bone].keys(): noparent_bones += [bone] 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.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)] if isPitchipoy(metarig): # Generate the UI Pitchipoy 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_P_SLIDERS % rig_id) for s in ui_scripts: script.write("\n " + s.replace("\n", "\n ") + "\n") script.write(layers_P_ui(vis_layers, layer_layout)) script.write(UI_P_REGISTER) script.use_module = True else: # 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, layer_layout)) 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 params = obj.pose.bones[bone_name].rigify_parameters # 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)" % (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 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:] def isPitchipoy(metarig): """ Returns True if metarig is type pitchipoy. """ pbones=metarig.pose.bones for pb in pbones: words = pb.rigify_type.partition('.') if words[0] == 'pitchipoy': return True return False