Welcome to mirror list, hosted at ThFree Co, Russian Federation.

generate.py « rigify - git.blender.org/blender-addons.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
blob: 4809e290c4bffed0b25f6b2058babeee0c64fc15 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
#====================== 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-<bone_name> 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:]