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|
import bpy
from mathutils import Vector
from math import pi
from ...utils import copy_bone, flip_bone, put_bone, org, align_bone_y_axis, align_bone_x_axis, align_bone_z_axis
from ...utils import strip_org, make_deformer_name, connected_children_names
from ...utils import create_circle_widget, create_sphere_widget, create_widget, create_chain_widget
from ...utils import MetarigError, make_mechanism_name, create_cube_widget
from rna_prop_ui import rna_idprop_ui_prop_get
from ..limbs.limb_utils import get_bone_name
script = """
controls = [%s]
torso = '%s'
if is_selected( controls ):
layout.prop( pose_bones[ torso ], '["%s"]', slider = True )
layout.prop( pose_bones[ torso ], '["%s"]', slider = True )
"""
class Rig:
def __init__(self, obj, bone_name, params):
""" A simplified version of the torso rig. Basically a connected-DEF chain of bones """
eb = obj.data.edit_bones
self.obj = obj
self.org_bones = [bone_name] + connected_children_names(obj, bone_name)
self.params = params
self.spine_length = sum([eb[b].length for b in self.org_bones])
self.bbones = params.bbones
# Check if user provided the positions of the neck and pivot
# if params.neck_pos and params.pivot_pos:
# self.neck_pos = params.neck_pos
# self.pivot_pos = params.pivot_pos
# else:
# raise MetarigError(
# "RIGIFY ERROR: please specify neck and pivot bone positions"
# )
#
# # Check if neck is lower than pivot
# if params.neck_pos <= params.pivot_pos:
# raise MetarigError(
# "RIGIFY ERROR: Neck cannot be below or the same as pivot"
# )
# if params.control_num:
# self.control_num = params.control_num
# else:
# raise MetarigError(
# "RIGIFY ERROR: please specify number of controls"
# )
#
# if params.control_num > round(len(eb)/2):
# raise MetarigError(
# "RIGIFY ERROR: Number of controls must be <= number of bones/2"
# )
# TODO:
# Limit neck_pos prop to 1 --> num of bones - 1 (last is head)
# Limit pivot_pos prop to 2 --> num of bones (must leave place for lower torso)
# if params.tail_pos:
# self.tail_pos = params.tail_pos
# Assign values to tweak layers props if opted by user
if params.tweak_extra_layers:
self.tweak_layers = list(params.tweak_layers)
else:
self.tweak_layers = None
# Report error of user created less than the minimum of 4 bones for rig
# if len(self.org_bones) <= 4:
# raise MetarigError(
# "RIGIFY ERROR: invalid rig structure" % (strip_org(bone_name))
# )
# def build_bone_structure( self ):
# """ Divide meta-rig into lists of bones according to torso rig anatomy:
# Neck --> Upper torso --> Lower torso --> Tail (optional) """
#
# if self.pivot_pos and self.neck_pos:
#
# neck_index = self.neck_pos - 1
# pivot_index = self.pivot_pos - 1
#
# tail_index = 0
# if 'tail_pos' in dir(self):
# tail_index = self.tail_pos - 1
#
# neck_bones = self.org_bones[neck_index::]
# upper_torso_bones = self.org_bones[pivot_index:neck_index]
# lower_torso_bones = self.org_bones[tail_index:pivot_index]
#
# tail_bones = []
# if tail_index:
# tail_bones = self.org_bones[::tail_index+1]
#
# return {
# 'neck' : neck_bones,
# 'upper' : upper_torso_bones,
# 'lower' : lower_torso_bones,
# 'tail' : tail_bones
# }
#
# else:
# return 'ERROR'
def orient_bone( self, eb, axis, scale, reverse = False ):
v = Vector((0,0,0))
setattr(v,axis,scale)
if reverse:
tail_vec = v * self.obj.matrix_world
eb.head[:] = eb.tail
eb.tail[:] = eb.head + tail_vec
else:
tail_vec = v * self.obj.matrix_world
eb.tail[:] = eb.head + tail_vec
def create_pivot(self, bones=None, pivot=None):
""" Create the pivot control and mechanism bones """
org_bones = self.org_bones
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
if not pivot:
pivot = int(len(org_bones)/2)
pivot_name = org_bones[pivot]
if '.L' in pivot_name:
prefix = strip_org(org_bones[pivot]).split('.')[0] + '.L'
elif '.R' in pivot_name:
prefix = strip_org(org_bones[pivot]).split('.')[0] + '.R'
else:
prefix = strip_org(org_bones[pivot]).split('.')[0]
ctrl_name = get_bone_name(prefix, 'ctrl', 'pivot')
ctrl_name = copy_bone(self.obj, pivot_name, ctrl_name)
ctrl_eb = eb[ ctrl_name ]
self.orient_bone( ctrl_eb, 'y', self.spine_length / 2.5 )
pivot_loc = eb[pivot_name].head + ((eb[pivot_name].tail - eb[pivot_name].head)/2)*(len(org_bones)%2)
put_bone( self.obj, ctrl_name, pivot_loc)
v = eb[org_bones[-1]].tail - eb[org_bones[0]].head # Create a vector from head of first ORG to tail of last
v.normalize()
v_proj = eb[org_bones[0]].y_axis.dot(v)*v # projection of first ORG to v
v_point = eb[org_bones[0]].y_axis - v_proj # a vector co-planar to first ORG and v directed out of the chain
if v_point.magnitude < eb[org_bones[0]].y_axis.magnitude*1e-03: #if v_point is too small it's not usable
v_point = eb[org_bones[0]].x_axis
if self.params.tweak_axis == 'auto':
align_bone_y_axis(self.obj, ctrl_name, v)
align_bone_z_axis(self.obj, ctrl_name, -v_point)
elif self.params.tweak_axis == 'x':
align_bone_y_axis(self.obj, ctrl_name, Vector((1,0,0)))
align_bone_x_axis(self.obj, ctrl_name, Vector((0,0,1)))
elif self.params.tweak_axis == 'y':
align_bone_y_axis(self.obj, ctrl_name, Vector((0,1,0)))
align_bone_x_axis(self.obj, ctrl_name, Vector((1,0,0)))
elif self.params.tweak_axis == 'z':
align_bone_y_axis(self.obj, ctrl_name, Vector((0,0,1)))
align_bone_x_axis(self.obj, ctrl_name, Vector((1,0,0)))
return {
'ctrl' : ctrl_name
}#Todo modify following
org_bones = self.org_bones
pivot_name = org_bones[pivot-1]
bpy.ops.object.mode_set(mode ='EDIT')
eb = self.obj.data.edit_bones
# Create torso control bone
torso_name = 'torso'
ctrl_name = copy_bone(self.obj, pivot_name, torso_name)
ctrl_eb = eb[ctrl_name]
self.orient_bone( ctrl_eb, 'y', self.spine_length / 2.5 )
# Create mch_pivot
mch_name = make_mechanism_name( 'pivot' )
mch_name = copy_bone(self.obj, ctrl_name, mch_name)
mch_eb = eb[mch_name]
mch_eb.length /= 4
# Positioning pivot in a more usable location for animators
if hasattr(self, 'tail_pos') and self.tail_pos > 0:
pivot_loc = eb[org_bones[pivot-1]].head
else:
pivot_loc = (eb[org_bones[0]].head + eb[org_bones[0]].tail) / 2
put_bone(self.obj, ctrl_name, pivot_loc)
return {
'ctrl': ctrl_name,
'mch': mch_name
}
def create_deform(self):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
def_bones = []
for o in org_bones:
def_name = make_deformer_name(strip_org(o))
def_name = copy_bone(self.obj, o, def_name)
def_bones.append(def_name)
bpy.ops.object.mode_set(mode='POSE')
# Create bbone segments
for bone in def_bones:
self.obj.data.bones[bone].bbone_segments = self.bbones
if not self.SINGLE_BONE:
self.obj.data.bones[def_bones[0]].bbone_easein = 0.0
self.obj.data.bones[def_bones[-1]].bbone_easeout = 0.0
else:
self.obj.data.bones[def_bones[0]].bbone_easein = 1.0
self.obj.data.bones[def_bones[-1]].bbone_easeout = 1.0
bpy.ops.object.mode_set(mode='EDIT')
return def_bones
def create_neck( self, neck_bones ):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode ='EDIT')
eb = self.obj.data.edit_bones
# Create neck control
neck = copy_bone( self.obj, org(neck_bones[0]), 'neck' )
neck_eb = eb[ neck ]
# Neck spans all neck bones (except head)
neck_eb.tail[:] = eb[ org(neck_bones[-1]) ].head
# Create head control
head = copy_bone( self.obj, org(neck_bones[-1]), 'head' )
# MCH bones
# Neck MCH stretch
mch_str = copy_bone( self.obj, neck, make_mechanism_name('STR-neck') )
# Neck MCH rotation
mch_neck = copy_bone(
self.obj, neck, make_mechanism_name('ROT-neck')
)
self.orient_bone( eb[mch_neck], 'y', self.spine_length / 10 )
# Head MCH rotation
mch_head = copy_bone(
self.obj, head, make_mechanism_name('ROT-head')
)
self.orient_bone( eb[mch_head], 'y', self.spine_length / 10 )
twk,mch = [],[]
# Intermediary bones
for b in neck_bones[1:-1]: # All except 1st neck and (last) head
mch_name = copy_bone( self.obj, org(b), make_mechanism_name(b) )
eb[mch_name].length /= 4
mch += [ mch_name ]
# Tweak bones
for b in neck_bones[:-1]: # All except last bone
twk_name = "tweak_" + b
twk_name = copy_bone( self.obj, org(b), twk_name )
eb[twk_name].length /= 2
twk += [ twk_name ]
return {
'ctrl_neck' : neck,
'ctrl' : head,
'mch_str' : mch_str,
'mch_neck' : mch_neck,
'mch_head' : mch_head,
'mch' : mch,
'tweak' : twk
}
def create_chest( self, chest_bones ):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode ='EDIT')
eb = self.obj.data.edit_bones
# get total spine length
# Create chest control bone
chest = copy_bone( self.obj, org( chest_bones[0] ), 'chest' )
self.orient_bone( eb[chest], 'y', self.spine_length / 3 )
# create chest mch_wgt
mch_wgt = copy_bone(
self.obj, org( chest_bones[-1] ),
make_mechanism_name( 'WGT-chest' )
)
# Create mch and twk bones
twk,mch = [],[]
for b in chest_bones:
mch_name = copy_bone( self.obj, org(b), make_mechanism_name(b) )
self.orient_bone( eb[mch_name], 'y', self.spine_length / 10 )
twk_name = "tweak_" + b
twk_name = copy_bone( self.obj, org(b), twk_name )
eb[twk_name].length /= 2
mch += [ mch_name ]
twk += [ twk_name ]
return {
'ctrl' : chest,
'mch' : mch,
'tweak' : twk,
'mch_wgt' : mch_wgt
}
def create_hips( self, hip_bones ):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode ='EDIT')
eb = self.obj.data.edit_bones
# Create hips control bone
hips = copy_bone( self.obj, org( hip_bones[-1] ), 'hips' )
self.orient_bone(
eb[hips],
'y',
self.spine_length / 4,
reverse = True
)
# create hips mch_wgt
mch_wgt = copy_bone(
self.obj, org( hip_bones[0] ),
make_mechanism_name( 'WGT-hips' )
)
# Create mch and tweak bones
twk,mch = [],[]
for b in hip_bones:
mch_name = copy_bone( self.obj, org(b), make_mechanism_name(b) )
self.orient_bone(
eb[mch_name], 'y', self.spine_length / 10, reverse = True
)
twk_name = "tweak_" + b
twk_name = copy_bone( self.obj, org( b ), twk_name )
eb[twk_name].length /= 2
mch += [ mch_name ]
twk += [ twk_name ]
return {
'ctrl' : hips,
'mch' : mch,
'tweak' : twk,
'mch_wgt' : mch_wgt
}
def create_tail( self, tail_bones ):
pass
def create_chain(self):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
twk, mch, mch_ctrl, ctrl = [], [], [], []
suffix = ''
if '.L' in org_bones[0]:
suffix = '.L'
elif '.R' in org_bones[0]:
suffix = '.R'
mch_auto = ''
if not self.SINGLE_BONE:
mch_name = copy_bone( self.obj, org(org_bones[0]), 'MCH-AUTO-'+strip_org(org_bones[0]).split('.')[0] + suffix)
eb[mch_name].head = eb[org_bones[0]].head
eb[mch_name].tail = eb[org_bones[-1]].tail
mch_auto = mch_name
# Intermediary bones
for b in org_bones: # All
if self.SINGLE_BONE:
mch_name = copy_bone(self.obj, org(b), make_mechanism_name(strip_org(b)))
eb[mch_name].length /= 4
put_bone(self.obj, mch_name, eb[b].head - (eb[mch_name].tail - eb[mch_name].head))
align_bone_z_axis(self.obj, mch_name, eb[b].z_axis)
if '.' in mch_name:
mch_rev_name = mch_name.split('.')[0] + '_reverse.' + mch_name.split('.')[1]
else:
mch_rev_name = mch_name + '_reverse'
mch_rev_name = copy_bone(self.obj, org(b), mch_rev_name)
eb[mch_rev_name].length /= 4
eb[mch_rev_name].tail = eb[mch_name].head
align_bone_z_axis(self.obj, mch_rev_name, eb[b].z_axis)
mch += [mch_name]
mch += [mch_rev_name]
break
mch_name = copy_bone(self.obj, org(b), make_mechanism_name(strip_org(b)))
eb[mch_name].length /= 4
mch += [ mch_name ]
if b == org_bones[-1]: #Add extra
mch_name = copy_bone(self.obj, org(b), make_mechanism_name(strip_org(b)))
eb[mch_name].length /= 4
put_bone(self.obj, mch_name, eb[b].tail)
mch += [ mch_name ]
# Tweak & Ctrl bones
v = eb[org_bones[-1]].tail - eb[org_bones[0]].head # Create a vector from head of first ORG to tail of last
v.normalize()
v_proj = eb[org_bones[0]].y_axis.dot(v)*v # projection of first ORG to v
v_point = eb[org_bones[0]].y_axis - v_proj # a vector co-planar to first ORG and v directed out of the chain
if v_point.magnitude < eb[org_bones[0]].y_axis.magnitude*1e-03:
v_point = eb[org_bones[0]].x_axis
for b in org_bones: # All
suffix = ''
if '.L' in b:
suffix = '.L'
elif '.R' in b:
suffix = '.R'
if b == org_bones[0]:
name = get_bone_name(b.split('.')[0] + suffix, 'ctrl', 'ctrl')
name = copy_bone(self.obj, org(b), name)
align_bone_x_axis(self.obj, name, eb[org(b)].x_axis)
ctrl += [name]
else:
name = get_bone_name(b, 'ctrl', 'tweak')
name = copy_bone(self.obj, org(b), name)
twk += [name]
self.orient_bone(eb[name], 'y', eb[name].length / 2)
if self.params.tweak_axis == 'auto':
align_bone_y_axis(self.obj, name, v)
align_bone_z_axis(self.obj, name, -v_point) # invert?
elif self.params.tweak_axis == 'x':
align_bone_y_axis(self.obj, name, Vector((1,0,0)))
align_bone_x_axis(self.obj, name, Vector((0,0,1)))
elif self.params.tweak_axis == 'y':
align_bone_y_axis(self.obj, name, Vector((0,1,0)))
align_bone_x_axis(self.obj, name, Vector((1,0,0)))
elif self.params.tweak_axis == 'z':
align_bone_y_axis(self.obj, name, Vector((0,0,1)))
align_bone_x_axis(self.obj, name, Vector((1,0,0)))
if b == org_bones[-1]: # Add extra
ctrl_name = get_bone_name(b.split('.')[0] + suffix, 'ctrl', 'ctrl')
ctrl_name = copy_bone(self.obj, org(b), ctrl_name)
self.orient_bone(eb[ctrl_name], 'y', eb[ctrl_name].length / 2)
#TODO check this if else
if self.params.conv_bone:
align_bone_y_axis(self.obj, ctrl_name, eb[org(self.params.conv_bone)].y_axis)
align_bone_x_axis(self.obj, ctrl_name, eb[org(self.params.conv_bone)].x_axis)
align_bone_z_axis(self.obj, ctrl_name, eb[org(self.params.conv_bone)].z_axis)
else:
if twk:
lastname = twk[-1]
else:
lastname = ctrl[-1]
align_bone_y_axis(self.obj, ctrl_name, eb[lastname].y_axis)
align_bone_x_axis(self.obj, ctrl_name, eb[lastname].x_axis)
put_bone(self.obj, ctrl_name, eb[b].tail)
ctrl += [ctrl_name]
conv_twk = ''
# Convergence tweak
if self.params.conv_bone:
conv_twk = get_bone_name(self.params.conv_bone, 'ctrl', 'tweak') #"tweak_" + self.params.conv_bone
if not(conv_twk in eb.keys()):
conv_twk = copy_bone( self.obj, org(self.params.conv_bone), conv_twk )
# Mch controls
suffix = ''
if '.L' in b:
suffix = '.L'
elif '.R' in b:
suffix = '.R'
for b in org_bones:
mch_ctrl_name = "MCH-CTRL-" + strip_org(b).split('.')[0] + suffix
mch_ctrl_name = copy_bone( self.obj, org(b), mch_ctrl_name )
self.orient_bone( eb[mch_ctrl_name], 'y', eb[mch_ctrl_name].length/6 )
if b == org_bones[0] or b == org_bones[-1]:
name = get_bone_name(b.split('.')[0] + suffix, 'ctrl', 'ctrl') #"ctrl_" + strip_org(b)
else:
name = get_bone_name(b, 'ctrl', 'tweak') #"tweak_" + strip_org(b)
# align_bone_y_axis(self.obj, mch_ctrl_name, eb[name].y_axis)
# align_bone_x_axis(self.obj, mch_ctrl_name, eb[name].x_axis)
align_bone_y_axis(self.obj, mch_ctrl_name, eb[name].y_axis)
align_bone_x_axis(self.obj, mch_ctrl_name, eb[name].x_axis)
if self.SINGLE_BONE:
align_bone_z_axis(self.obj, mch_ctrl_name, eb[b].z_axis)
mch_ctrl += [mch_ctrl_name]
if b == org_bones[-1]: #Add extra
mch_ctrl_name = "MCH-CTRL-" + strip_org(b).split('.')[0] + suffix
mch_ctrl_name = copy_bone( self.obj, org(b), mch_ctrl_name )
self.orient_bone( eb[mch_ctrl_name], 'y', eb[mch_ctrl_name].length/6 )
name = get_bone_name(b.split('.')[0] + suffix, 'ctrl', 'ctrl') #"ctrl_" + strip_org(b)
#align_bone_y_axis(self.obj, mch_ctrl_name, -eb[name].z_axis)
align_bone_y_axis(self.obj, mch_ctrl_name, eb[name].y_axis)
align_bone_x_axis(self.obj, mch_ctrl_name, eb[name].x_axis)
put_bone(self.obj, mch_ctrl_name, eb[b].tail)
if self.SINGLE_BONE:
align_bone_z_axis(self.obj, mch_ctrl_name, eb[b].z_axis)
mch_ctrl += [mch_ctrl_name]
return {
'mch' : mch,
'mch_ctrl' : mch_ctrl,
'mch_auto' : mch_auto,
'tweak' : twk,
'ctrl' : ctrl,
'conv' : conv_twk
}
def parent_bones(self, bones):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode ='EDIT')
eb = self.obj.data.edit_bones
# Parent deform bones
for i, b in enumerate(bones['def']):
if i > 0: # For all bones but the first (which has no parent)
eb[b].parent = eb[bones['def'][i-1]] # to previous
eb[b].use_connect = True
# Todo check case when sup_chain is in bigger rig
eb[bones['def'][0]].parent = eb[bones['chain']['mch'][0]]
for i, twk in enumerate(bones['chain']['tweak']):
eb[ twk ].parent = eb[bones['chain']['mch_ctrl'][i+1]]
eb[ twk ].use_inherit_scale = False
eb[bones['chain']['ctrl'][0]].parent = eb[bones['chain']['mch_ctrl'][0]]
eb[bones['chain']['ctrl'][0]].use_inherit_scale = False
eb[bones['chain']['ctrl'][1]].parent = eb[bones['chain']['mch_ctrl'][-1]]
eb[bones['chain']['ctrl'][1]].use_inherit_scale = False
if 'pivot' in bones.keys():
eb[ bones['pivot']['ctrl'] ].use_inherit_scale = False
for i,mch in enumerate( bones['chain']['mch'] ):
if mch == bones['chain']['mch'][0]:
eb[ mch ].parent = eb[ bones['chain']['ctrl'][0] ]
elif mch == bones['chain']['mch'][-1]:
eb[ mch ].parent = eb[ bones['chain']['ctrl'][1] ]
else:
eb[ mch ].parent = eb[ bones['chain']['tweak'][i-1] ]
if 'parent' in bones.keys():
eb[bones['chain']['mch_auto']].parent = eb[bones['parent']]
eb[bones['chain']['mch_ctrl'][0]].parent = eb[bones['parent']]
eb[bones['chain']['mch_ctrl'][-1]].parent = eb[bones['parent']]
for i, mch_ctrl in enumerate( bones['chain']['mch_ctrl'][1:-1] ):
eb[ mch_ctrl ].parent = eb[ bones['chain']['mch_auto'] ]
if 'pivot' in bones.keys():
eb[ bones['pivot']['ctrl'] ].parent = eb[ bones['chain']['mch_auto'] ]
if bones['chain']['conv']:
eb[ bones['chain']['tweak'][-1] ].parent = eb[ bones['chain']['conv'] ]
if self.SINGLE_BONE:
eb[bones['chain']['ctrl'][0]].parent = None
eb[bones['chain']['ctrl'][-1]].parent = None
eb[bones['chain']['mch_ctrl'][0]].parent = eb[bones['chain']['ctrl'][0]]
eb[bones['chain']['mch_ctrl'][-1]].parent = eb[bones['chain']['ctrl'][-1]]
eb[bones['chain']['mch'][0]].parent = eb[bones['chain']['mch'][1]]
eb[bones['chain']['mch'][1]].parent = eb[bones['chain']['mch_ctrl'][0]]
return #TODO modify what follows
# Parent control bones
# Head control => MCH-rotation_head
eb[ bones['neck']['ctrl'] ].parent = eb[ bones['neck']['mch_head'] ]
# MCH stretch => neck ctrl
eb[ bones['neck']['mch_str'] ].parent = eb[ bones['neck']['ctrl_neck'] ]
# Neck control => MCH-rotation_neck
eb[ bones['neck']['ctrl_neck'] ].parent = eb[ bones['neck']['mch_neck'] ]
# Parent hips and chest controls to torso
eb[ bones['chest']['ctrl'] ].parent = eb[ bones['pivot']['ctrl'] ]
eb[ bones['hips']['ctrl'] ].parent = eb[ bones['pivot']['ctrl'] ]
# Parent mch bones
# Neck mch
eb[ bones['neck']['mch_head'] ].parent = eb[ bones['neck']['ctrl_neck'] ]
parent = eb[ bones['neck']['mch_str'] ]
for i,b in enumerate([ eb[n] for n in bones['neck']['mch'] ]):
b.parent = parent
# Chest mch bones and neck mch
chest_mch = bones['chest']['mch'] + [ bones['neck']['mch_neck'] ]
for i,b in enumerate(chest_mch):
if i == 0:
eb[b].parent = eb[ bones['pivot']['ctrl'] ]
else:
eb[b].parent = eb[ chest_mch[i-1] ]
# Hips mch bones
for i,b in enumerate( bones['hips']['mch'] ):
if i == len(bones['hips']['mch']) - 1:
eb[b].parent = eb[ bones['pivot']['ctrl'] ]
else:
eb[b].parent = eb[ bones['hips']['mch'][i+1] ]
# mch pivot
eb[ bones['pivot']['mch'] ].parent = eb[ bones['chest']['mch'][0] ]
# MCH widgets
eb[ bones['chest']['mch_wgt'] ].parent = eb[ bones['chest']['mch'][-1] ]
eb[ bones['hips' ]['mch_wgt'] ].parent = eb[ bones['hips' ]['mch'][0 ] ]
# Tweaks
# Neck tweaks
for i,twk in enumerate( bones['neck']['tweak'] ):
if i == 0:
eb[ twk ].parent = eb[ bones['neck']['ctrl_neck'] ]
else:
eb[ twk ].parent = eb[ bones['neck']['mch'][i-1] ]
# Chest tweaks
for twk,mch in zip( bones['chest']['tweak'], bones['chest']['mch'] ):
if bones['chest']['tweak'].index( twk ) == 0:
eb[ twk ].parent = eb[ bones['pivot']['mch'] ]
else:
eb[ twk ].parent = eb[ mch ]
# Hips tweaks
for i,twk in enumerate(bones['hips']['tweak']):
if i == 0:
eb[twk].parent = eb[ bones['hips']['mch'][i] ]
else:
eb[twk].parent = eb[ bones['hips']['mch'][i-1] ]
# Parent orgs to matching tweaks
tweaks = bones['hips']['tweak'] + bones['chest']['tweak']
tweaks += bones['neck']['tweak'] + [ bones['neck']['ctrl'] ]
if 'tail' in bones.keys():
tweaks += bones['tail']['tweak']
for org, twk in zip( org_bones, tweaks ):
eb[ org ].parent = eb[ twk ]
def make_constraint(self, bone, constraint):
bpy.ops.object.mode_set(mode='OBJECT')
pb = self.obj.pose.bones
owner_pb = pb[bone]
const = owner_pb.constraints.new(constraint['constraint'])
const.target = self.obj
# filter contraint props to those that actually exist in the current
# type of constraint, then assign values to each
for p in [k for k in constraint.keys() if k in dir(const)]:
setattr(const, p, constraint[p])
def constrain_bones(self, bones):
# DEF bones
deform = bones['def']
mch = bones['chain']['mch']
mch_ctrl = bones['chain']['mch_ctrl']
ctrls = bones['chain']['ctrl']
tweaks = [ ctrls[0]] + bones['chain']['tweak'] + [ ctrls[-1] ]
# if 'conv' in bones['chain'].keys():
# conv_tweak = bones['chain']['conv']
for i, d in enumerate(deform):
if len(deform) > 1:
self.make_constraint(d, {
'constraint': 'COPY_TRANSFORMS',
'subtarget': mch[i],
'owner_space': 'POSE',
'target_space': 'POSE'
})
self.make_constraint(d, {
'constraint': 'STRETCH_TO',
'subtarget': tweaks[i+1]
})
if 'pivot' in bones.keys():
step = 2/(len(self.org_bones))
for i,b in enumerate(mch_ctrl):
xval = i*step
influence = 2*xval - xval**2 #parabolic influence of pivot
if (i != 0) and (i != len(mch_ctrl)-1):
self.make_constraint( b, {
'constraint' : 'COPY_TRANSFORMS',
'subtarget' : bones['pivot']['ctrl'],
'influence' : influence,
'owner_space' : 'LOCAL',
'target_space' : 'LOCAL'
} )
# MCH-AUTO
mch_auto = bones['chain']['mch_auto']
if mch_auto:
self.make_constraint( mch_auto, {
'constraint': 'COPY_LOCATION',
'subtarget' : mch[0],
'owner_space' : 'WORLD',
'target_space' : 'WORLD'
} )
self.make_constraint( mch_auto, {
'constraint' : 'STRETCH_TO',
'subtarget' : tweaks[-1]
} )
# PIVOT CTRL
if 'pivot' in bones.keys():
pivot = bones['pivot']['ctrl']
self.make_constraint( pivot, {
'constraint': 'COPY_ROTATION',
'subtarget' : tweaks[0],
'influence' : 0.33,
'owner_space' : 'LOCAL',
'target_space' : 'LOCAL'
} )
self.make_constraint( pivot, {
'constraint': 'COPY_ROTATION',
'subtarget' : tweaks[-1],
'influence' : 0.33,
'owner_space' : 'LOCAL',
'target_space' : 'LOCAL'
} )
# MCH-CTRL
# for i, b in enumerate(mch_ctrl):
#
# if i != 0 and mch_ctrl[i] != mch_ctrl[-1]:
# self.make_constraint( b, {
# 'constraint' : 'COPY_TRANSFORMS',
# 'subtarget' : tweaks[i-1],
# 'influence' : 0.5,
# 'owner_space' : 'LOCAL',
# 'target_space' : 'LOCAL'
# } )
#
# self.make_constraint( b, {
# 'constraint' : 'COPY_TRANSFORMS',
# 'subtarget' : tweaks[i+1],
# 'influence' : 0.5,
# 'owner_space' : 'LOCAL',
# 'target_space' : 'LOCAL'
# } )
return #Todo mdify what follows
# head and neck MCH bones
for b in [ bones['neck']['mch_head'], bones['neck']['mch_neck'] ]:
self.make_constraint( b, {
'constraint' : 'COPY_ROTATION',
'subtarget' : bones['pivot']['ctrl'],
} )
self.make_constraint( b, {
'constraint' : 'COPY_SCALE',
'subtarget' : bones['pivot']['ctrl'],
} )
# Neck MCH Stretch
self.make_constraint( bones['neck']['mch_str'], {
'constraint' : 'DAMPED_TRACK',
'subtarget' : bones['neck']['ctrl'],
})
self.make_constraint( bones['neck']['mch_str'], {
'constraint' : 'STRETCH_TO',
'subtarget' : bones['neck']['ctrl'],
})
# Intermediary mch bones
intermediaries = [ bones['neck'], bones['chest'], bones['hips'] ]
if 'tail' in bones.keys():
intermediaries += bones['tail']
for i,l in enumerate(intermediaries):
mch = l['mch']
factor = float( 1 / len( l['tweak'] ) )
for j,b in enumerate(mch):
if i == 0:
nfactor = float( (j + 1) / len( mch ) )
self.make_constraint( b, {
'constraint' : 'COPY_ROTATION',
'subtarget' : l['ctrl'],
'influence' : nfactor
} )
else:
self.make_constraint( b, {
'constraint' : 'COPY_TRANSFORMS',
'subtarget' : l['ctrl'],
'influence' : factor,
'owner_space' : 'LOCAL',
'target_space' : 'LOCAL'
} )
# MCH pivot
self.make_constraint( bones['pivot']['mch'], {
'constraint' : 'COPY_TRANSFORMS',
'subtarget' : bones['hips']['mch'][-1],
'owner_space' : 'LOCAL',
'target_space' : 'LOCAL'
})
# DEF bones
deform = bones['def']
tweaks = bones['hips']['tweak'] + bones['chest']['tweak']
tweaks += bones['neck']['tweak'] + [ bones['neck']['ctrl'] ]
for d,t in zip(deform, tweaks):
tidx = tweaks.index(t)
self.make_constraint( d, {
'constraint' : 'COPY_TRANSFORMS',
'subtarget' : t
})
if tidx != len(tweaks) - 1:
self.make_constraint( d, {
'constraint' : 'DAMPED_TRACK',
'subtarget' : tweaks[ tidx + 1 ],
})
self.make_constraint( d, {
'constraint' : 'STRETCH_TO',
'subtarget' : tweaks[ tidx + 1 ],
})
def stick_to_bendy_bones(self, bones):
bpy.ops.object.mode_set(mode='OBJECT')
deform = bones['def']
pb = self.obj.pose.bones
if len(deform) > 1: # Only for single bone sup chain
return
def_pb = pb[deform[0]]
ctrl_start = pb[bones['chain']['ctrl'][0]]
ctrl_end = pb[bones['chain']['ctrl'][-1]]
mch_start = pb[bones['chain']['mch'][0]]
mch_end = pb[bones['chain']['mch_ctrl'][-1]]
if 'bbone_custom_handle_start' in dir(def_pb) and 'bbone_custom_handle_end' in dir(def_pb):
if not self.SINGLE_BONE:
def_pb.bbone_custom_handle_start = ctrl_start
def_pb.bbone_custom_handle_end = ctrl_end
else:
def_pb.bbone_custom_handle_start = mch_start
def_pb.bbone_custom_handle_end = mch_end
def_pb.use_bbone_custom_handles = True
def create_drivers(self, bones):
bpy.ops.object.mode_set(mode ='OBJECT')
pb = self.obj.pose.bones
# Setting the torso's props
torso = pb[ bones['pivot']['ctrl'] ]
props = [ "head_follow", "neck_follow" ]
owners = [ bones['neck']['mch_head'], bones['neck']['mch_neck'] ]
for prop in props:
if prop == 'neck_follow':
torso[prop] = 0.5
else:
torso[prop] = 0.0
prop = rna_idprop_ui_prop_get( torso, prop, create=True )
prop["min"] = 0.0
prop["max"] = 1.0
prop["soft_min"] = 0.0
prop["soft_max"] = 1.0
prop["description"] = prop
# driving the follow rotation switches for neck and head
for bone, prop, in zip( owners, props ):
# Add driver to copy rotation constraint
drv = pb[ bone ].constraints[ 0 ].driver_add("influence").driver
drv.type = 'AVERAGE'
var = drv.variables.new()
var.name = prop
var.type = "SINGLE_PROP"
var.targets[0].id = self.obj
var.targets[0].data_path = \
torso.path_from_id() + '['+ '"' + prop + '"' + ']'
drv_modifier = self.obj.animation_data.drivers[-1].modifiers[0]
drv_modifier.mode = 'POLYNOMIAL'
drv_modifier.poly_order = 1
drv_modifier.coefficients[0] = 1.0
drv_modifier.coefficients[1] = -1.0
def locks_and_widgets(self, bones):
bpy.ops.object.mode_set(mode='OBJECT')
pb = self.obj.pose.bones
#Locks
mch_ctrl = bones['chain']['mch_ctrl']
for b in mch_ctrl:
pb[b].lock_rotation = False, False, False
pb[b].lock_location = False, False, False
pb[b].lock_scale = False, False, False
for b in bones['chain']['tweak']:
pb[b].lock_rotation = True, False, True
for b in bones['chain']['ctrl']:
pb[b].lock_rotation = True, False, True
if 'pivot' in bones.keys():
pb[bones['pivot']['ctrl']].lock_rotation = True, False, True
# Assigning a widget to main ctrl bone
if 'pivot' in bones.keys():
create_cube_widget(
self.obj,
bones['pivot']['ctrl'],
radius = 0.15,
bone_transform_name = None
)
for bone in bones['chain']['tweak']:
create_cube_widget(
self.obj,
bone,
radius = 0.2,
bone_transform_name = None
)
create_chain_widget(
self.obj,
bones['chain']['ctrl'][0],
invert = False,
radius = 0.3,
bone_transform_name = None
)
create_chain_widget(
self.obj,
bones['chain']['ctrl'][-1],
invert = True,
radius = 0.3,
bone_transform_name = None
)
if bones['chain']['conv']:
create_cube_widget(
self.obj,
bones['chain']['conv'],
radius = 0.5,
bone_transform_name = None
)
# Assigning layers to tweaks and ctrls
for bone in bones['chain']['tweak']:
if self.tweak_layers:
pb[bone].bone.layers = self.tweak_layers
# for bone in bones['chain']['ctrl']:
# if self.tweak_layers:
# pb[bone].bone.layers = self.tweak_layers
return
# Locks
tweaks = bones['neck']['tweak'] + bones['chest']['tweak']
tweaks += bones['hips']['tweak']
if 'tail' in bones.keys():
tweaks += bones['tail']['tweak']
# Tweak bones locks
for bone in tweaks:
pb[bone].lock_rotation = True, False, True
pb[bone].lock_scale = False, True, False
# Widgets
# Assigning a widget to pivot bone
if 'pivot' in bones.keys():
create_cube_widget(
self.obj,
bones['pivot']['ctrl'],
radius = 0.5,
bone_transform_name = None
)
# Assigning widgets to control bones
gen_ctrls = [
bones['neck']['ctrl_neck'],
bones['chest']['ctrl'],
bones['hips']['ctrl']
]
if 'tail' in bones.keys():
gen_ctrls += [ bones['tail']['ctrl'] ]
for bone in gen_ctrls:
create_circle_widget(
self.obj,
bone,
radius = 1.0,
head_tail = 0.5,
with_line = False,
bone_transform_name = None
)
# Head widget
create_circle_widget(
self.obj,
bones['neck']['ctrl'],
radius = 0.75,
head_tail = 1.0,
with_line = False,
bone_transform_name = None
)
# place widgets on correct bones
chest_widget_loc = pb[ bones['chest']['mch_wgt'] ]
pb[bones['chest']['ctrl'] ].custom_shape_transform = chest_widget_loc
hips_widget_loc = pb[bones['hips']['mch_wgt']]
if 'tail' in bones.keys():
hips_widget_loc = bones['def'][self.tail_pos - 1]
pb[ bones['hips']['ctrl'] ].custom_shape_transform = hips_widget_loc
# Assigning widgets to tweak bones and layers
for bone in tweaks:
create_sphere_widget(self.obj, bone, bone_transform_name=None)
if self.tweak_layers:
pb[bone].bone.layers = self.tweak_layers
def generate(self):
# Torso Rig Anatomy:
# Neck: all bones above neck point, last bone is head
# Upper torso: all bones between pivot and neck start
# Lower torso: all bones below pivot until tail point
# Tail: all bones below tail point
#bone_chains = self.build_bone_structure()
self.SINGLE_BONE = (len(self.org_bones) == 1)
bpy.ops.object.mode_set(mode ='EDIT')
eb = self.obj.data.edit_bones
bones = {}
if eb[self.org_bones[0]].parent:
bones['parent'] = eb[self.org_bones[0]].parent.name
# Clear parents for org bones
for bone in self.org_bones[0:]:
eb[bone].use_connect = False
eb[bone].parent = None
#if bone_chains != 'ERROR':
#
# # Create lists of bones and strip "ORG" from their names
# neck_bones = [ strip_org(b) for b in bone_chains['neck' ] ]
# upper_torso_bones = [ strip_org(b) for b in bone_chains['upper'] ]
# lower_torso_bones = [ strip_org(b) for b in bone_chains['lower'] ]
# tail_bones = [ strip_org(b) for b in bone_chains['tail' ] ]
chain_bones = [strip_org(b) for b in self.org_bones]
# bones = {}
#
# bones['def'] = self.create_deform() # Gets org bones from self
# bones['pivot'] = self.create_pivot( self.pivot_pos )
# bones['neck'] = self.create_neck( neck_bones )
# bones['chest'] = self.create_chest( upper_torso_bones )
# bones['hips'] = self.create_hips( lower_torso_bones )
# # TODO: Add create tail
#
# if tail_bones:
# bones['tail'] = self.create_tail( tail_bones )
bones['def'] = self.create_deform()
if len(self.org_bones) > 2:
bones['pivot'] = self.create_pivot()
bones['chain'] = self.create_chain()
# Adjust Roll in SINGLE_BONE case
#if self.SINGLE_BONE:
all_bones = bones['chain']['mch'] + bones['chain']['mch_ctrl'] + bones['chain']['ctrl'] + bones['def']
for b in all_bones:
eb[b].roll = -pi / 2
#Todo create pivot-like controls
# # TEST
# bpy.ops.object.mode_set(mode ='EDIT')
# eb = self.obj.data.edit_bones
#
# self.parent_bones( bones )
# self.constrain_bones( bones )
# self.create_drivers( bones )
# self.locks_and_widgets( bones )
self.parent_bones(bones)
self.constrain_bones(bones)
self.stick_to_bendy_bones(bones)
self.locks_and_widgets(bones)
#Todo invoke the remaining functions
# controls = [ bones['neck']['ctrl'], bones['neck']['ctrl_neck'] ]
# controls += [ bones['chest']['ctrl'], bones['hips']['ctrl'] ]
# controls += [ bones['pivot']['ctrl'] ]
# if 'tail' in bones.keys():
# controls += [ bones['tail']['ctrl'] ]
return #TODO modify what follows
# Create UI
controls_string = ", ".join(["'" + x + "'" for x in controls]) #TODO correct this
return [script % (
controls_string,
bones['pivot']['ctrl'],
'head_follow',
'neck_follow'
)]
def add_parameters(params):
""" Add the parameters of this rig type to the
RigifyParameters PropertyGroup
"""
items = [
('auto', 'Auto', ''),
('x', 'X', ''),
('y', 'Y', ''),
('z', 'Z', '')
]
params.tweak_axis = bpy.props.EnumProperty(
items = items,
name = "Tweak Axis",
default = 'auto'
)
params.conv_bone = bpy.props.StringProperty(
name = 'Convergence bone',
default = ''
)
params.bbones = bpy.props.IntProperty(
name = 'bbone segments',
default = 10,
min = 1,
description = 'Number of segments'
)
# params.neck_pos = bpy.props.IntProperty(
# name = 'neck_position',
# default = 6,
# min = 0,
# description = 'Neck start position'
# )
#
# params.pivot_pos = bpy.props.IntProperty(
# name = 'pivot_position',
# default = 3,
# min = 0,
# description = 'Position of the torso control and pivot point'
# )
#
# params.tail_pos = bpy.props.IntProperty(
# name = 'tail_position',
# default = 0,
# min = 0,
# description = 'Where the tail starts (change from 0 to enable)'
# )
# Setting up extra layers for the FK and tweak
params.tweak_extra_layers = bpy.props.BoolProperty(
name = "tweak_extra_layers",
default = True,
description = ""
)
params.tweak_layers = bpy.props.BoolVectorProperty(
size = 32,
description = "Layers for the tweak controls to be on",
default = tuple( [ i == 1 for i in range(0, 32) ] )
)
def parameters_ui(layout, params):
""" Create the ui for the rig parameters."""
# r = layout.row()
# r.prop(params, "neck_pos")
#
# r = layout.row()
# r.prop(params, "pivot_pos")
#
# r = layout.row()
# r.prop(params, "tail_pos")
# r = layout.row()
# r.prop(params, "control_num")
pb = bpy.context.object.pose
r = layout.row()
col = r.column(align=True)
row = col.row(align=True)
row.prop(params, "tweak_axis", expand=True)
# for i,axis in enumerate( [ 'x', 'y', 'z' ] ):
# row.prop(params, "tweak_axis", index=i, toggle=True, text=axis)
r = layout.row()
r.prop(params, "bbones")
r = layout.row()
r.prop_search(params, 'conv_bone', pb, "bones", text="Convergence Bone")
r = layout.row()
r.prop(params, "tweak_extra_layers")
r.active = params.tweak_extra_layers
col = r.column(align=True)
row = col.row(align=True)
bone_layers = bpy.context.active_pose_bone.bone.layers[:]
for i in range(8):
icon = "NONE"
if bone_layers[i]:
icon = "LAYER_ACTIVE"
row.prop(params, "tweak_layers", index=i, toggle=True, text="", icon=icon)
row = col.row(align=True)
for i in range(16,24):
icon = "NONE"
if bone_layers[i]:
icon = "LAYER_ACTIVE"
row.prop(params, "tweak_layers", index=i, toggle=True, text="", icon=icon)
col = r.column(align=True)
row = col.row(align=True)
for i in range(8,16):
icon = "NONE"
if bone_layers[i]:
icon = "LAYER_ACTIVE"
row.prop(params, "tweak_layers", index=i, toggle=True, text="", icon=icon)
row = col.row(align=True)
for i in range(24,32):
icon = "NONE"
if bone_layers[i]:
icon = "LAYER_ACTIVE"
row.prop(params, "tweak_layers", index=i, toggle=True, text="", icon=icon)
def create_sample(obj):
# generated by rigify.utils.write_metarig
bpy.ops.object.mode_set(mode='EDIT')
arm = obj.data
bones = {}
bone = arm.edit_bones.new('spine')
bone.head[:] = 0.0000, 0.0000, 0.0000
bone.tail[:] = 0.0000, 0.5000/8, 1.0000/8
bone.roll = 0.0000
bone.use_connect = False
bones['spine'] = bone.name
bone = arm.edit_bones.new('spine.001')
bone.head[:] = 0.0000, 0.5000/8, 1.0000/8
bone.tail[:] = 0.0000, 0.7500/8, 2.0000/8
bone.roll = 0.0000
bone.use_connect = True
bone.parent = arm.edit_bones[bones['spine']]
bones['spine.001'] = bone.name
bone = arm.edit_bones.new('spine.002')
bone.head[:] = 0.0000, 0.7500/8, 2.0000/8
bone.tail[:] = 0.0000, 0.5000/8, 3.0000/8
bone.roll = 0.0000
bone.use_connect = True
bone.parent = arm.edit_bones[bones['spine.001']]
bones['spine.002'] = bone.name
bone = arm.edit_bones.new('spine.003')
bone.head[:] = 0.0000, 0.5000/8, 3.0000/8
bone.tail[:] = 0.0000, 0.0000, 4.0000/8
bone.roll = 0.0000
bone.use_connect = True
bone.parent = arm.edit_bones[bones['spine.002']]
bones['spine.003'] = bone.name
bpy.ops.object.mode_set(mode='OBJECT')
pbone = obj.pose.bones[bones['spine']]
pbone.rigify_type = 'experimental.super_chain'
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'
pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
pbone = obj.pose.bones[bones['spine.001']]
pbone.rigify_type = ''
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'
pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
pbone = obj.pose.bones[bones['spine.002']]
pbone.rigify_type = ''
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'
pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
pbone = obj.pose.bones[bones['spine.003']]
pbone.rigify_type = ''
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'
pbone.bone.layers = [True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
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
arm.layers = [(x in [0]) for x in range(32)]
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