#====================== 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 from mathutils import Vector from math import pi, acos from rigify.utils import MetarigError from rigify.utils import copy_bone, flip_bone, put_bone from rigify.utils import connected_children_names from rigify.utils import strip_org, make_mechanism_name, insert_before_lr from rigify.utils import get_layers from rigify.utils import create_widget, create_line_widget, create_sphere_widget, create_circle_widget from rna_prop_ui import rna_idprop_ui_prop_get def align_x_axis(obj, bone, vec): """ Aligns the x-axis of a bone to the given vector. This only works if it can be an exact match. Must be in edit mode. """ vec.normalize() bone_e = obj.data.edit_bones[bone] dot = max(-1.0, min(1.0, bone_e.x_axis.dot(vec))) angle = acos(dot) bone_e.roll += angle dot1 = bone_e.x_axis.dot(vec) bone_e.roll -= angle * 2 dot2 = bone_e.x_axis.dot(vec) if dot1 > dot2: bone_e.roll += angle * 2 def angle_on_plane(plane, vec1, vec2): """ Return the angle between two vectors projected onto a plane. """ plane.normalize() vec1 = vec1 - (plane * (vec1.dot(plane))) vec2 = vec2 - (plane * (vec2.dot(plane))) vec1.normalize() vec2.normalize() # Determine the angle angle = acos(max(-1.0, min(1.0, vec1.dot(vec2)))) if angle < 0.00001: # close enough to zero that sign doesn't matter return angle # Determine the sign of the angle vec3 = vec2.cross(vec1) vec3.normalize() sign = vec3.dot(plane) if sign >= 0: sign = 1 else: sign = -1 return angle * sign class Rig: """ An IK leg rig, with an optional ik/fk switch. """ def __init__(self, obj, bone, params, ikfk_switch=False): """ Gather and validate data about the rig. Store any data or references to data that will be needed later on. In particular, store references to bones that will be needed, and store names of bones that will be needed. Do NOT change any data in the scene. This is a gathering phase only. """ self.obj = obj self.params = params self.switch = ikfk_switch # Get the chain of 2 connected bones leg_bones = [bone] + connected_children_names(self.obj, bone)[:2] if len(leg_bones) != 2: raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type." % (strip_org(bone))) # Get the foot and heel foot = None heel = None for b in self.obj.data.bones[leg_bones[1]].children: if b.use_connect == True: if len(b.children) == 0: heel = b.name else: foot = b.name if foot == None or heel == None: raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type." % (strip_org(bone))) # Get the toe toe = None for b in self.obj.data.bones[foot].children: if b.use_connect == True: toe = b.name # Get toe if toe == None: raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type." % (strip_org(bone))) self.org_bones = leg_bones + [foot, toe, heel] # Get rig parameters if params.separate_ik_layers: self.layers = list(params.ik_layers) else: self.layers = None self.primary_rotation_axis = params.primary_rotation_axis def generate(self): """ Generate the rig. Do NOT modify any of the original bones, except for adding constraints. The main armature should be selected and active before this is called. """ bpy.ops.object.mode_set(mode='EDIT') # Create the bones thigh = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[0], "_ik")))) shin = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[1], "_ik")))) foot = copy_bone(self.obj, self.org_bones[2], strip_org(insert_before_lr(self.org_bones[2], "_ik"))) foot_ik_target = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(insert_before_lr(self.org_bones[2], "_ik_target")))) pole = copy_bone(self.obj, self.org_bones[0], strip_org(insert_before_lr(self.org_bones[0], "_pole"))) toe = copy_bone(self.obj, self.org_bones[3], strip_org(self.org_bones[3])) toe_parent = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".parent"))) toe_parent_socket1 = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".socket1"))) toe_parent_socket2 = copy_bone(self.obj, self.org_bones[2], make_mechanism_name(strip_org(self.org_bones[3] + ".socket2"))) foot_roll = copy_bone(self.obj, self.org_bones[4], strip_org(insert_before_lr(self.org_bones[2], "_roll"))) roll1 = copy_bone(self.obj, self.org_bones[4], make_mechanism_name(strip_org(self.org_bones[2] + ".roll"))) roll2 = copy_bone(self.obj, self.org_bones[4], make_mechanism_name(strip_org(self.org_bones[2] + ".roll"))) visfoot = copy_bone(self.obj, self.org_bones[2], "VIS-" + strip_org(insert_before_lr(self.org_bones[2], "_ik"))) vispole = copy_bone(self.obj, self.org_bones[1], "VIS-" + strip_org(insert_before_lr(self.org_bones[0], "_pole"))) # Get edit bones eb = self.obj.data.edit_bones org_foot_e = eb[self.org_bones[2]] thigh_e = eb[thigh] shin_e = eb[shin] foot_e = eb[foot] foot_ik_target_e = eb[foot_ik_target] pole_e = eb[pole] toe_e = eb[toe] toe_parent_e = eb[toe_parent] toe_parent_socket1_e = eb[toe_parent_socket1] toe_parent_socket2_e = eb[toe_parent_socket2] foot_roll_e = eb[foot_roll] roll1_e = eb[roll1] roll2_e = eb[roll2] visfoot_e = eb[visfoot] vispole_e = eb[vispole] # Parenting shin_e.parent = thigh_e foot_e.use_connect = False foot_e.parent = None foot_ik_target_e.use_connect = False foot_ik_target_e.parent = roll2_e pole_e.use_connect = False pole_e.parent = foot_e toe_e.parent = toe_parent_e toe_parent_e.use_connect = False toe_parent_e.parent = toe_parent_socket1_e toe_parent_socket1_e.use_connect = False toe_parent_socket1_e.parent = roll1_e toe_parent_socket2_e.use_connect = False toe_parent_socket2_e.parent = eb[self.org_bones[2]] foot_roll_e.use_connect = False foot_roll_e.parent = foot_e roll1_e.use_connect = False roll1_e.parent = foot_e roll2_e.use_connect = False roll2_e.parent = roll1_e visfoot_e.use_connect = False visfoot_e.parent = None vispole_e.use_connect = False vispole_e.parent = None # Misc foot_e.use_local_location = False visfoot_e.hide_select = True vispole_e.hide_select = True # Positioning vec = Vector(toe_e.vector) vec = vec.normalize() foot_e.tail = foot_e.head + (vec * foot_e.length) foot_e.roll = toe_e.roll v1 = shin_e.tail - thigh_e.head if 'X' in self.primary_rotation_axis or 'Y' in self.primary_rotation_axis: v2 = v1.cross(shin_e.x_axis) if (v2 * shin_e.z_axis) > 0.0: v2 *= -1.0 else: v2 = v1.cross(shin_e.z_axis) if (v2 * shin_e.x_axis) < 0.0: v2 *= -1.0 v2.normalize() v2 *= v1.length if '-' in self.primary_rotation_axis: v2 *= -1 pole_e.head = shin_e.head + v2 pole_e.tail = pole_e.head + (Vector((0, 1, 0)) * (v1.length / 8)) pole_e.roll = 0.0 flip_bone(self.obj, toe_parent_socket1) flip_bone(self.obj, toe_parent_socket2) toe_parent_socket1_e.head = Vector(org_foot_e.tail) toe_parent_socket2_e.head = Vector(org_foot_e.tail) toe_parent_socket1_e.tail = Vector(org_foot_e.tail) + (Vector((0, 0, 1)) * foot_e.length / 2) toe_parent_socket2_e.tail = Vector(org_foot_e.tail) + (Vector((0, 0, 1)) * foot_e.length / 3) toe_parent_socket2_e.roll = toe_parent_socket1_e.roll tail = Vector(roll1_e.tail) roll1_e.tail = Vector(org_foot_e.tail) roll1_e.tail = Vector(org_foot_e.tail) roll1_e.head = tail roll2_e.head = Vector(org_foot_e.tail) foot_roll_e.head = Vector(org_foot_e.tail) put_bone(self.obj, foot_roll, roll1_e.head) foot_roll_e.length /= 2 roll_axis = roll1_e.vector.cross(org_foot_e.vector) align_x_axis(self.obj, roll1, roll_axis) align_x_axis(self.obj, roll2, roll_axis) foot_roll_e.roll = roll2_e.roll visfoot_e.tail = visfoot_e.head + Vector((0, 0, v1.length / 32)) vispole_e.tail = vispole_e.head + Vector((0, 0, v1.length / 32)) # Weird alignment issues. Fix. toe_parent_e.head = Vector(org_foot_e.head) toe_parent_e.tail = Vector(org_foot_e.tail) toe_parent_e.roll = org_foot_e.roll foot_e.head = Vector(org_foot_e.head) foot_ik_target_e.head = Vector(org_foot_e.head) foot_ik_target_e.tail = Vector(org_foot_e.tail) # Determine the pole offset value plane = (shin_e.tail - thigh_e.head).normalize() vec1 = thigh_e.x_axis.normalize() vec2 = (pole_e.head - thigh_e.head).normalize() pole_offset = angle_on_plane(plane, vec1, vec2) # Object mode, get pose bones bpy.ops.object.mode_set(mode='OBJECT') pb = self.obj.pose.bones thigh_p = pb[thigh] shin_p = pb[shin] foot_p = pb[foot] pole_p = pb[pole] foot_roll_p = pb[foot_roll] roll1_p = pb[roll1] roll2_p = pb[roll2] toe_p = pb[toe] toe_parent_p = pb[toe_parent] toe_parent_socket1_p = pb[toe_parent_socket1] visfoot_p = pb[visfoot] vispole_p = pb[vispole] # Set the knee to only bend on the primary axis. if 'X' in self.primary_rotation_axis: shin_p.lock_ik_y = True shin_p.lock_ik_z = True elif 'Y' in self.primary_rotation_axis: shin_p.lock_ik_x = True shin_p.lock_ik_z = True else: shin_p.lock_ik_x = True shin_p.lock_ik_y = True # Foot roll control only rotates on x-axis. foot_roll_p.rotation_mode = 'XYZ' foot_roll_p.lock_rotation = False, True, True foot_roll_p.lock_location = True, True, True foot_roll_p.lock_scale = True, True, True # Pole target only translates pole_p.lock_location = False, False, False pole_p.lock_rotation = True, True, True pole_p.lock_rotation_w = True pole_p.lock_scale = True, True, True # Set up custom properties if self.switch == True: prop = rna_idprop_ui_prop_get(foot_p, "ikfk_switch", create=True) foot_p["ikfk_switch"] = 0.0 prop["soft_min"] = prop["min"] = 0.0 prop["soft_max"] = prop["max"] = 1.0 # IK Constraint con = shin_p.constraints.new('IK') con.name = "ik" con.target = self.obj con.subtarget = foot_ik_target con.pole_target = self.obj con.pole_subtarget = pole con.pole_angle = pole_offset con.chain_count = 2 # toe_parent constraint con = toe_parent_socket1_p.constraints.new('COPY_LOCATION') con.name = "copy_location" con.target = self.obj con.subtarget = toe_parent_socket2 con = toe_parent_socket1_p.constraints.new('COPY_SCALE') con.name = "copy_scale" con.target = self.obj con.subtarget = toe_parent_socket2 con = toe_parent_socket1_p.constraints.new('COPY_TRANSFORMS') # drive with IK switch con.name = "fk" con.target = self.obj con.subtarget = toe_parent_socket2 fcurve = con.driver_add("influence") driver = fcurve.driver var = driver.variables.new() driver.type = 'AVERAGE' var.name = "var" var.targets[0].id_type = 'OBJECT' var.targets[0].id = self.obj var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]' mod = fcurve.modifiers[0] mod.poly_order = 1 mod.coefficients[0] = 1.0 mod.coefficients[1] = -1.0 # Foot roll constraints con = roll1_p.constraints.new('COPY_ROTATION') con.name = "roll" con.target = self.obj con.subtarget = foot_roll con.target_space = 'LOCAL' con.owner_space = 'LOCAL' con = roll1_p.constraints.new('LIMIT_ROTATION') con.name = "limit_roll" con.use_limit_x = True con.min_x = -180 con.max_x = 0 con.owner_space = 'LOCAL' con = roll2_p.constraints.new('COPY_ROTATION') con.name = "roll" con.target = self.obj con.subtarget = foot_roll con.target_space = 'LOCAL' con.owner_space = 'LOCAL' con = roll2_p.constraints.new('LIMIT_ROTATION') con.name = "limit_roll" con.use_limit_x = True con.min_x = 0 con.max_x = 180 con.owner_space = 'LOCAL' # Constrain org bones to controls con = pb[self.org_bones[0]].constraints.new('COPY_TRANSFORMS') con.name = "ik" con.target = self.obj con.subtarget = thigh if self.switch == True: # IK/FK switch driver fcurve = con.driver_add("influence") driver = fcurve.driver var = driver.variables.new() driver.type = 'AVERAGE' var.name = "var" var.targets[0].id_type = 'OBJECT' var.targets[0].id = self.obj var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]' con = pb[self.org_bones[1]].constraints.new('COPY_TRANSFORMS') con.name = "ik" con.target = self.obj con.subtarget = shin if self.switch == True: # IK/FK switch driver fcurve = con.driver_add("influence") driver = fcurve.driver var = driver.variables.new() driver.type = 'AVERAGE' var.name = "var" var.targets[0].id_type = 'OBJECT' var.targets[0].id = self.obj var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]' con = pb[self.org_bones[2]].constraints.new('COPY_TRANSFORMS') con.name = "ik" con.target = self.obj con.subtarget = foot_ik_target if self.switch == True: # IK/FK switch driver fcurve = con.driver_add("influence") driver = fcurve.driver var = driver.variables.new() driver.type = 'AVERAGE' var.name = "var" var.targets[0].id_type = 'OBJECT' var.targets[0].id = self.obj var.targets[0].data_path = foot_p.path_from_id() + '["ikfk_switch"]' con = pb[self.org_bones[3]].constraints.new('COPY_TRANSFORMS') con.name = "copy_transforms" con.target = self.obj con.subtarget = toe # VIS foot constraints con = visfoot_p.constraints.new('COPY_LOCATION') con.name = "copy_loc" con.target = self.obj con.subtarget = self.org_bones[2] con = visfoot_p.constraints.new('STRETCH_TO') con.name = "stretch_to" con.target = self.obj con.subtarget = foot con.volume = 'NO_VOLUME' con.rest_length = visfoot_p.length # VIS pole constraints con = vispole_p.constraints.new('COPY_LOCATION') con.name = "copy_loc" con.target = self.obj con.subtarget = self.org_bones[1] con = vispole_p.constraints.new('STRETCH_TO') con.name = "stretch_to" con.target = self.obj con.subtarget = pole con.volume = 'NO_VOLUME' con.rest_length = vispole_p.length # Set layers if specified if self.layers: foot_p.bone.layers = self.layers pole_p.bone.layers = self.layers foot_roll_p.bone.layers = self.layers visfoot_p.bone.layers = self.layers vispole_p.bone.layers = self.layers toe_p.bone.layers = [(i[0] or i[1]) for i in zip(toe_p.bone.layers, self.layers)] # Both FK and IK layers # Create widgets create_line_widget(self.obj, vispole) create_line_widget(self.obj, visfoot) create_sphere_widget(self.obj, pole) create_circle_widget(self.obj, toe, radius=0.7, head_tail=0.5) ob = create_widget(self.obj, foot) if ob != None: verts = [(0.7, 1.5, 0.0), (0.7, -0.25, 0.0), (-0.7, -0.25, 0.0), (-0.7, 1.5, 0.0), (0.7, 0.723, 0.0), (-0.7, 0.723, 0.0), (0.7, 0.0, 0.0), (-0.7, 0.0, 0.0)] edges = [(1, 2), (0, 3), (0, 4), (3, 5), (4, 6), (1, 6), (5, 7), (2, 7)] mesh = ob.data mesh.from_pydata(verts, edges, []) mesh.update_tag() mod = ob.modifiers.new("subsurf", 'SUBSURF') mod.levels = 2 ob = create_widget(self.obj, foot_roll) if ob != None: verts = [(0.3999999761581421, 0.766044557094574, 0.6427875757217407), (0.17668449878692627, 3.823702598992895e-08, 3.2084670920085046e-08), (-0.17668461799621582, 9.874240447516058e-08, 8.285470443070153e-08), (-0.39999961853027344, 0.7660449147224426, 0.6427879333496094), (0.3562471270561218, 0.6159579753875732, 0.5168500542640686), (-0.35624682903289795, 0.6159582138061523, 0.5168502926826477), (0.20492683351039886, 0.09688037633895874, 0.0812922865152359), (-0.20492687821388245, 0.0968804731965065, 0.08129236847162247)] edges = [(1, 2), (0, 3), (0, 4), (3, 5), (1, 6), (4, 6), (2, 7), (5, 7)] mesh = ob.data mesh.from_pydata(verts, edges, []) mesh.update_tag() mod = ob.modifiers.new("subsurf", 'SUBSURF') mod.levels = 2 return [foot, pole, foot_roll]