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#====================== 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 ========================
# <pep8 compliant>
import bpy
from ...base_rig import BaseRig
from ...utils.layers import DEF_LAYER
from ...utils.naming import strip_org, make_deformer_name
from ...utils.widgets_basic import create_bone_widget, create_circle_widget
class Rig(BaseRig):
""" A "copy" rig. All it does is duplicate the original bone and
constrain it.
This is a control and deformation rig.
"""
def find_org_bones(self, pose_bone):
return pose_bone.name
def initialize(self):
""" Gather and validate data about the rig.
"""
self.org_name = strip_org(self.bones.org)
self.make_control = self.params.make_control
self.make_widget = self.params.make_widget
deform = self.params.make_deform
rename = self.params.rename_to_deform
self.make_deform = deform and not rename
self.rename_deform = deform and rename
def generate_bones(self):
bones = self.bones
# Make a control bone (copy of original).
if self.make_control:
bones.ctrl = self.copy_bone(bones.org, self.org_name, parent=True)
# Make a deformation bone (copy of original, child of original).
if self.make_deform:
bones.deform = self.copy_bone(bones.org, make_deformer_name(self.org_name), bbone=True)
def parent_bones(self):
bones = self.bones
if self.make_deform:
self.set_bone_parent(bones.deform, bones.org, use_connect=False)
def configure_bones(self):
bones = self.bones
if self.make_control:
self.copy_bone_properties(bones.org, bones.ctrl)
def rig_bones(self):
bones = self.bones
if self.make_control:
# Constrain the original bone.
self.make_constraint(bones.org, 'COPY_TRANSFORMS', bones.ctrl)
def generate_widgets(self):
bones = self.bones
if self.make_control:
# Create control widget
if self.make_widget:
create_circle_widget(self.obj, bones.ctrl, radius=0.5)
else:
create_bone_widget(self.obj, bones.ctrl)
def finalize(self):
if self.rename_deform:
new_name = self.rename_bone(self.bones.org, make_deformer_name(self.org_name))
bone = self.get_bone(new_name).bone
bone.use_deform = True
bone.layers = DEF_LAYER
@classmethod
def add_parameters(self, params):
""" Add the parameters of this rig type to the
RigifyParameters PropertyGroup
"""
params.make_control = bpy.props.BoolProperty(
name = "Control",
default = True,
description = "Create a control bone for the copy"
)
params.make_widget = bpy.props.BoolProperty(
name = "Widget",
default = True,
description = "Choose a widget for the bone control"
)
params.make_deform = bpy.props.BoolProperty(
name = "Deform",
default = True,
description = "Create a deform bone for the copy"
)
params.rename_to_deform = bpy.props.BoolProperty(
name = "Rename To Deform",
default = False,
description = "Rename the original bone itself to use as deform bone (advanced feature)"
)
@classmethod
def parameters_ui(self, layout, params):
""" Create the ui for the rig parameters.
"""
r = layout.row()
r.prop(params, "make_control")
r = layout.row()
r.prop(params, "make_widget")
r.enabled = params.make_control
r = layout.row()
r.prop(params, "make_deform")
if params.make_deform:
r = layout.row()
r.prop(params, "rename_to_deform")
def create_sample(obj):
""" Create a sample metarig for this rig type.
"""
# generated by rigify.utils.write_metarig
bpy.ops.object.mode_set(mode='EDIT')
arm = obj.data
bones = {}
bone = arm.edit_bones.new('Bone')
bone.head[:] = 0.0000, 0.0000, 0.0000
bone.tail[:] = 0.0000, 0.0000, 0.2000
bone.roll = 0.0000
bone.use_connect = False
bones['Bone'] = bone.name
bpy.ops.object.mode_set(mode='OBJECT')
pbone = obj.pose.bones[bones['Bone']]
pbone.rigify_type = 'basic.super_copy'
pbone.lock_location = (False, False, False)
pbone.lock_rotation = (False, False, False)
pbone.lock_rotation_w = False
pbone.lock_scale = (False, False, False)
pbone.rotation_mode = 'QUATERNION'
bpy.ops.object.mode_set(mode='EDIT')
for bone in arm.edit_bones:
bone.select = False
bone.select_head = False
bone.select_tail = False
for b in bones:
bone = arm.edit_bones[bones[b]]
bone.select = True
bone.select_head = True
bone.select_tail = True
arm.edit_bones.active = bone
return bones
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