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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import math
import functools
import mathutils
from itertools import count
from mathutils import Vector, Matrix
from ...utils.naming import make_derived_name, mirror_name, change_name_side, Side, SideZ
from ...utils.bones import align_bone_z_axis, put_bone
from ...utils.widgets import (widget_generator, generate_circle_geometry,
generate_circle_hull_geometry)
from ...utils.widgets_basic import create_circle_widget
from ...utils.switch_parent import SwitchParentBuilder
from ...utils.misc import map_list, matrix_from_axis_pair, LazyRef
from ...base_rig import stage, RigComponent
from ..skin.skin_nodes import ControlBoneNode
from ..skin.skin_parents import ControlBoneParentOffset
from ..skin.skin_rigs import BaseSkinRig
from ..skin.basic_chain import Rig as BasicChainRig
class Rig(BaseSkinRig):
"""
Eye rig that manages two child eyelid chains. The chains must
connect at their ends using T/B symmetry.
"""
def find_org_bones(self, bone):
return bone.name
cluster_control = None
def initialize(self):
super().initialize()
bone = self.get_bone(self.base_bone)
self.center = bone.head
self.axis = bone.vector
self.eye_corner_nodes = []
self.eye_corner_matrix = None
# Create the cluster control (it will assign self.cluster_control)
if not self.cluster_control:
self.create_cluster_control()
self.init_child_chains()
def create_cluster_control(self):
return EyeClusterControl(self)
####################################################
# UTILITIES
def is_eye_control_node(self, node):
return node.rig in self.child_chains and node.is_master_node
def is_eye_corner_node(self, node):
# Corners are nodes where the two T and B chains merge
sides = set(n.name_split.side_z for n in node.get_merged_siblings())
return {SideZ.BOTTOM, SideZ.TOP}.issubset(sides)
def init_eye_corner_space(self):
"""Initialize the coordinate space of the eye based on two corners."""
if self.eye_corner_matrix:
return
if len(self.eye_corner_nodes) != 2:
self.raise_error('Expected 2 eye corners, but found {}', len(self.eye_corner_nodes))
# Build a coordinate space with XY plane based on eye axis and two corners
corner_axis = self.eye_corner_nodes[1].point - self.eye_corner_nodes[0].point
matrix = matrix_from_axis_pair(self.axis, corner_axis, 'x').to_4x4()
matrix.translation = self.center
self.eye_corner_matrix = matrix.inverted()
# Compute signed angles from space_axis to the eye corners
amin, amax = self.eye_corner_range = list(
sorted(map(self.get_eye_corner_angle, self.eye_corner_nodes)))
if not (amin <= 0 <= amax):
self.raise_error('Bad relative angles of eye corners: {}..{}',
math.degrees(amin), math.degrees(amax))
def get_eye_corner_angle(self, node):
"""Compute a signed Z rotation angle from the eye axis to the node."""
pt = self.eye_corner_matrix @ node.point
return math.atan2(pt.x, pt.y)
def get_master_control_position(self):
"""Compute suitable position for the master control."""
self.init_eye_corner_space()
# Place the control between the two corners on the eye axis
pcorners = [node.point for node in self.eye_corner_nodes]
point, _ = mathutils.geometry.intersect_line_line(
self.center, self.center + self.axis, pcorners[0], pcorners[1]
)
return point
def get_lid_follow_influence(self, node):
"""Compute the influence factor of the eye movement on this eyelid control node."""
self.init_eye_corner_space()
# Interpolate from axis to corners based on Z angle
angle = self.get_eye_corner_angle(node)
amin, amax = self.eye_corner_range
if amin < angle < 0:
return 1 - min(1, angle/amin) ** 2
elif 0 < angle < amax:
return 1 - min(1, angle/amax) ** 2
else:
return 0
####################################################
# BONES
#
# ctrl:
# master:
# Parent control for moving the whole eye.
# target:
# Individual target this eye aims for.
# mch:
# master:
# Bone that rotates to track ctrl.target.
# track:
# Bone that translates to follow mch.master tail.
# deform:
# master:
# Deform mirror of ctrl.master.
# eye:
# Deform bone that rotates with mch.master.
# iris:
# Iris deform bone at master tail that scales with ctrl.target
#
####################################################
####################################################
# CHILD CHAINS
def init_child_chains(self):
self.child_chains = [rig for rig in self.rigify_children if isinstance(rig, BasicChainRig)]
# Inject a component twisting handles to the eye radius
for child in self.child_chains:
self.patch_chain(child)
def patch_chain(self, child):
return EyelidChainPatch(child, self)
####################################################
# CONTROL NODES
def extend_control_node_parent(self, parent, node):
if self.is_eye_control_node(node):
if self.is_eye_corner_node(node):
# Remember corners for later computations
assert not self.eye_corner_matrix
self.eye_corner_nodes.append(node)
else:
# Non-corners get extra motion applied to them
return self.extend_mid_node_parent(parent, node)
return parent
def extend_mid_node_parent(self, parent, node):
parent = ControlBoneParentOffset(self, node, parent)
# Add movement of the eye to the eyelid controls
parent.add_copy_local_location(
LazyRef(self.bones.mch, 'track'),
influence=LazyRef(self.get_lid_follow_influence, node)
)
# If Limit Distance on the control can be disabled, add another one to the mch
if self.params.eyelid_detach_option:
parent.add_limit_distance(
self.bones.org,
distance=(node.point - self.center).length,
limit_mode='LIMITDIST_ONSURFACE', use_transform_limit=True,
# Use custom space to accommodate scaling
space='CUSTOM', space_object=self.obj, space_subtarget=self.bones.org,
# Don't allow reordering this limit and subsequent offsets
ensure_order=True,
)
return parent
def extend_control_node_rig(self, node):
if self.is_eye_control_node(node):
# Add Limit Distance to enforce following the surface of the eye to the control
con = self.make_constraint(
node.control_bone, 'LIMIT_DISTANCE', self.bones.org,
distance=(node.point - self.center).length,
limit_mode='LIMITDIST_ONSURFACE', use_transform_limit=True,
# Use custom space to accommodate scaling
space='CUSTOM', space_object=self.obj, space_subtarget=self.bones.org,
)
if self.params.eyelid_detach_option:
self.make_driver(con, 'influence',
variables=[(self.bones.ctrl.target, 'lid_attach')])
####################################################
# SCRIPT
@stage.configure_bones
def configure_script_panels(self):
ctrl = self.bones.ctrl
controls = sum((chain.get_all_controls() for chain in self.child_chains), ctrl.flatten())
panel = self.script.panel_with_selected_check(self, controls)
self.add_custom_properties()
self.add_ui_sliders(panel)
def add_custom_properties(self):
target = self.bones.ctrl.target
if self.params.eyelid_follow_split:
self.make_property(
target, 'lid_follow', list(self.params.eyelid_follow_default),
description='Eylids follow eye movement (X and Z)'
)
else:
self.make_property(target, 'lid_follow', 1.0,
description='Eylids follow eye movement')
if self.params.eyelid_detach_option:
self.make_property(target, 'lid_attach', 1.0,
description='Eylids follow eye surface')
def add_ui_sliders(self, panel, *, add_name=False):
target = self.bones.ctrl.target
name_tail = f' ({target})' if add_name else ''
follow_text = f'Eyelids Follow{name_tail}'
if self.params.eyelid_follow_split:
row = panel.split(factor=0.66, align=True)
row.custom_prop(target, 'lid_follow', index=0, text=follow_text, slider=True)
row.custom_prop(target, 'lid_follow', index=1, text='', slider=True)
else:
panel.custom_prop(target, 'lid_follow', text=follow_text, slider=True)
if self.params.eyelid_detach_option:
panel.custom_prop(
target, 'lid_attach', text=f'Eyelids Attached{name_tail}', slider=True)
####################################################
# Master control
@stage.generate_bones
def make_master_control(self):
org = self.bones.org
name = self.copy_bone(org, make_derived_name(org, 'ctrl', '_master'), parent=True)
put_bone(self.obj, name, self.get_master_control_position())
self.bones.ctrl.master = name
@stage.configure_bones
def configure_master_control(self):
self.copy_bone_properties(self.bones.org, self.bones.ctrl.master)
@stage.generate_widgets
def make_master_control_widget(self):
ctrl = self.bones.ctrl.master
create_circle_widget(self.obj, ctrl, radius=1, head_tail=0.25)
####################################################
# Tracking MCH
@stage.generate_bones
def make_mch_track_bones(self):
org = self.bones.org
mch = self.bones.mch
mch.master = self.copy_bone(org, make_derived_name(org, 'mch'))
mch.track = self.copy_bone(org, make_derived_name(org, 'mch', '_track'), scale=1/4)
put_bone(self.obj, mch.track, self.get_bone(org).tail)
@stage.parent_bones
def parent_mch_track_bones(self):
mch = self.bones.mch
ctrl = self.bones.ctrl
self.set_bone_parent(mch.master, ctrl.master)
self.set_bone_parent(mch.track, ctrl.master)
@stage.rig_bones
def rig_mch_track_bones(self):
mch = self.bones.mch
ctrl = self.bones.ctrl
# Rotationally track the target bone in mch.master
self.make_constraint(mch.master, 'DAMPED_TRACK', ctrl.target)
# Translate to track the tail of mch.master in mch.track. Its local
# location is then copied to the control nodes.
# Two constraints are used to provide different X and Z influence values.
con_x = self.make_constraint(
mch.track, 'COPY_LOCATION', mch.master, head_tail=1, name='lid_follow_x',
use_xyz=(True, False, False),
space='CUSTOM', space_object=self.obj, space_subtarget=self.bones.org,
)
con_z = self.make_constraint(
mch.track, 'COPY_LOCATION', mch.master, head_tail=1, name='lid_follow_z',
use_xyz=(False, False, True),
space='CUSTOM', space_object=self.obj, space_subtarget=self.bones.org,
)
# Apply follow slider influence(s)
if self.params.eyelid_follow_split:
self.make_driver(con_x, 'influence', variables=[(ctrl.target, 'lid_follow', 0)])
self.make_driver(con_z, 'influence', variables=[(ctrl.target, 'lid_follow', 1)])
else:
factor = self.params.eyelid_follow_default
self.make_driver(
con_x, 'influence', expression=f'var*{factor[0]}',
variables=[(ctrl.target, 'lid_follow')]
)
self.make_driver(
con_z, 'influence', expression=f'var*{factor[1]}',
variables=[(ctrl.target, 'lid_follow')]
)
####################################################
# ORG bone
@stage.parent_bones
def parent_org_chain(self):
self.set_bone_parent(self.bones.org, self.bones.ctrl.master, inherit_scale='FULL')
####################################################
# Deform bones
@stage.generate_bones
def make_deform_bone(self):
org = self.bones.org
deform = self.bones.deform
deform.master = self.copy_bone(org, make_derived_name(org, 'def', '_master'), scale=3/2)
if self.params.make_deform:
deform.eye = self.copy_bone(org, make_derived_name(org, 'def'))
deform.iris = self.copy_bone(org, make_derived_name(org, 'def', '_iris'), scale=1/2)
put_bone(self.obj, deform.iris, self.get_bone(org).tail)
@stage.parent_bones
def parent_deform_chain(self):
deform = self.bones.deform
self.set_bone_parent(deform.master, self.bones.org)
if self.params.make_deform:
self.set_bone_parent(deform.eye, self.bones.mch.master)
self.set_bone_parent(deform.iris, deform.eye)
@stage.rig_bones
def rig_deform_chain(self):
if self.params.make_deform:
# Copy XZ local scale from the eye target control
self.make_constraint(
self.bones.deform.iris, 'COPY_SCALE', self.bones.ctrl.target,
owner_space='LOCAL', target_space='LOCAL_OWNER_ORIENT', use_y=False,
)
####################################################
# SETTINGS
@classmethod
def add_parameters(self, params):
params.make_deform = bpy.props.BoolProperty(
name="Deform",
default=True,
description="Create a deform bone for the copy"
)
params.eyelid_detach_option = bpy.props.BoolProperty(
name="Eyelid Detach Option",
default=False,
description="Create an option to detach eyelids from the eye surface"
)
params.eyelid_follow_split = bpy.props.BoolProperty(
name="Split Eyelid Follow Slider",
default=False,
description="Create separate eyelid follow influence sliders for X and Z"
)
params.eyelid_follow_default = bpy.props.FloatVectorProperty(
size=2,
name="Eyelids Follow Default",
default=(0.2, 0.7), min=0, max=1,
description="Default setting for the Eyelids Follow sliders (X and Z)",
)
@classmethod
def parameters_ui(self, layout, params):
col = layout.column()
col.prop(params, "make_deform", text="Eyball And Iris Deforms")
col.prop(params, "eyelid_detach_option")
col.prop(params, "eyelid_follow_split")
row = col.row(align=True)
row.prop(params, "eyelid_follow_default", index=0, text="Follow X", slider=True)
row.prop(params, "eyelid_follow_default", index=1, text="Follow Z", slider=True)
class EyelidChainPatch(RigComponent):
"""Component injected into child chains to twist handles aiming Z axis at the eye center."""
rigify_sub_object_run_late = True
def __init__(self, owner, eye):
super().__init__(owner)
self.eye = eye
self.owner.use_pre_handles = True
def align_bone(self, name):
"""Align bone rest orientation to aim Z axis at the eye center."""
align_bone_z_axis(self.obj, name, self.eye.center - self.get_bone(name).head)
def prepare_bones(self):
for org in self.owner.bones.org:
self.align_bone(org)
def generate_bones(self):
if self.owner.use_bbones:
mch = self.owner.bones.mch
for pre in [*mch.handles_pre, *mch.handles]:
self.align_bone(pre)
def rig_bones(self):
if self.owner.use_bbones:
for pre, node in zip(self.owner.bones.mch.handles_pre, self.owner.control_nodes):
self.make_constraint(pre, 'COPY_LOCATION', node.control_bone, name='locate_cur')
self.make_constraint(
pre, 'LOCKED_TRACK', self.eye.bones.org, name='track_center',
track_axis='TRACK_Z', lock_axis='LOCK_Y',
)
class EyeClusterControl(RigComponent):
"""Component generating a common control for an eye cluster."""
def __init__(self, owner):
super().__init__(owner)
self.find_cluster_rigs()
def find_cluster_rigs(self):
"""Find and register all other eyes that belong to this cluster."""
owner = self.owner
owner.cluster_control = self
self.rig_list = [owner]
# Collect all sibling eye rigs
parent_rig = owner.rigify_parent
if parent_rig:
for rig in parent_rig.rigify_children:
if isinstance(rig, Rig) and rig != owner:
rig.cluster_control = self
self.rig_list.append(rig)
self.rig_count = len(self.rig_list)
####################################################
# UTILITIES
def find_cluster_position(self):
"""Compute the eye cluster control position and orientation."""
# Average location and Y axis of all the eyes
axis = Vector((0, 0, 0))
center = Vector((0, 0, 0))
length = 0
for rig in self.rig_list:
bone = self.get_bone(rig.base_bone)
axis += bone.y_axis
center += bone.head
length += bone.length
axis /= self.rig_count
center /= self.rig_count
length /= self.rig_count
# Create the matrix from the average Y and world Z
matrix = matrix_from_axis_pair((0, 0, 1), axis, 'z').to_4x4()
matrix.translation = center + axis * length * 5
self.size = length * 3 / 4
self.matrix = matrix
self.inv_matrix = matrix.inverted()
def project_rig_control(self, rig):
"""Intersect the given eye Y axis with the cluster plane, returns (x,y,0)."""
bone = self.get_bone(rig.base_bone)
head = self.inv_matrix @ bone.head
tail = self.inv_matrix @ bone.tail
axis = tail - head
return head + axis * (-head.z / axis.z)
def get_common_rig_name(self):
"""Choose a name for the cluster control based on the members."""
names = set(rig.base_bone for rig in self.rig_list)
name = min(names)
if mirror_name(name) in names:
return change_name_side(name, side=Side.MIDDLE)
return name
def get_rig_control_matrix(self, rig):
"""Compute a matrix for an individual eye sub-control."""
matrix = self.matrix.copy()
matrix.translation = self.matrix @ self.rig_points[rig]
return matrix
def get_master_control_layers(self):
"""Combine layers of all eyes for the cluster control."""
all_layers = [list(self.get_bone(rig.base_bone).layers) for rig in self.rig_list]
return [any(items) for items in zip(*all_layers)]
def get_all_rig_control_bones(self):
"""Make a list of all control bones of all clustered eyes."""
return list(set(sum((rig.bones.ctrl.flatten() for rig in self.rig_list), [self.master_bone])))
####################################################
# STAGES
def initialize(self):
self.find_cluster_position()
self.rig_points = {rig: self.project_rig_control(rig) for rig in self.rig_list}
def generate_bones(self):
if self.rig_count > 1:
self.master_bone = self.make_master_control()
self.child_bones = []
for rig in self.rig_list:
rig.bones.ctrl.target = child = self.make_child_control(rig)
self.child_bones.append(child)
else:
self.master_bone = self.make_child_control(self.rig_list[0])
self.child_bones = [self.master_bone]
self.owner.bones.ctrl.target = self.master_bone
self.build_parent_switch()
def make_master_control(self):
name = self.new_bone(make_derived_name(self.get_common_rig_name(), 'ctrl', '_common'))
bone = self.get_bone(name)
bone.matrix = self.matrix
bone.length = self.size
bone.layers = self.get_master_control_layers()
return name
def make_child_control(self, rig):
name = rig.copy_bone(
rig.base_bone, make_derived_name(rig.base_bone, 'ctrl'), length=self.size)
self.get_bone(name).matrix = self.get_rig_control_matrix(rig)
return name
def build_parent_switch(self):
pbuilder = SwitchParentBuilder(self.owner.generator)
org_parent = self.owner.rig_parent_bone
parents = [org_parent] if org_parent else []
pbuilder.build_child(
self.owner, self.master_bone,
prop_name=f'Parent ({self.master_bone})',
extra_parents=parents, select_parent=org_parent,
controls=self.get_all_rig_control_bones
)
def parent_bones(self):
if self.rig_count > 1:
self.get_bone(self.master_bone).use_local_location = False
for child in self.child_bones:
self.set_bone_parent(child, self.master_bone)
def configure_bones(self):
for child in self.child_bones:
bone = self.get_bone(child)
bone.lock_rotation = (True, True, True)
bone.lock_rotation_w = True
# When the cluster master control is selected, show sliders for all eyes
if self.rig_count > 1:
panel = self.owner.script.panel_with_selected_check(self.owner, [self.master_bone])
for rig in self.rig_list:
rig.add_ui_sliders(panel, add_name=True)
def generate_widgets(self):
for child in self.child_bones:
create_eye_widget(self.obj, child)
if self.rig_count > 1:
pt2d = [p.to_2d() / self.size for p in self.rig_points.values()]
create_eye_cluster_widget(self.obj, self.master_bone, points=pt2d)
@widget_generator
def create_eye_widget(geom, *, size=1):
generate_circle_geometry(geom, Vector((0, 0, 0)), size/2)
@widget_generator
def create_eye_cluster_widget(geom, *, size=1, points):
hpoints = [points[i] for i in mathutils.geometry.convex_hull_2d(points)]
generate_circle_hull_geometry(geom, hpoints, size*0.75, size*0.6)
generate_circle_hull_geometry(geom, hpoints, size, size*0.85)
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('eye.L')
bone.head = 0.0000, 0.0000, 0.0000
bone.tail = 0.0000, -0.0125, 0.0000
bone.roll = 0.0000
bone.use_connect = False
bones['eye.L'] = bone.name
bone = arm.edit_bones.new('lid1.T.L')
bone.head = 0.0155, -0.0006, -0.0003
bone.tail = 0.0114, -0.0099, 0.0029
bone.roll = 2.9453
bone.use_connect = False
bone.parent = arm.edit_bones[bones['eye.L']]
bones['lid1.T.L'] = bone.name
bone = arm.edit_bones.new('lid1.B.L')
bone.head = 0.0155, -0.0006, -0.0003
bone.tail = 0.0112, -0.0095, -0.0039
bone.roll = -0.0621
bone.use_connect = False
bone.parent = arm.edit_bones[bones['eye.L']]
bones['lid1.B.L'] = bone.name
bone = arm.edit_bones.new('lid2.T.L')
bone.head = 0.0114, -0.0099, 0.0029
bone.tail = 0.0034, -0.0149, 0.0040
bone.roll = 2.1070
bone.use_connect = True
bone.parent = arm.edit_bones[bones['lid1.T.L']]
bones['lid2.T.L'] = bone.name
bone = arm.edit_bones.new('lid2.B.L')
bone.head = 0.0112, -0.0095, -0.0039
bone.tail = 0.0029, -0.0140, -0.0057
bone.roll = 0.8337
bone.use_connect = True
bone.parent = arm.edit_bones[bones['lid1.B.L']]
bones['lid2.B.L'] = bone.name
bone = arm.edit_bones.new('lid3.T.L')
bone.head = 0.0034, -0.0149, 0.0040
bone.tail = -0.0046, -0.0157, 0.0026
bone.roll = 1.7002
bone.use_connect = True
bone.parent = arm.edit_bones[bones['lid2.T.L']]
bones['lid3.T.L'] = bone.name
bone = arm.edit_bones.new('lid3.B.L')
bone.head = 0.0029, -0.0140, -0.0057
bone.tail = -0.0041, -0.0145, -0.0057
bone.roll = 1.0671
bone.use_connect = True
bone.parent = arm.edit_bones[bones['lid2.B.L']]
bones['lid3.B.L'] = bone.name
bone = arm.edit_bones.new('lid4.T.L')
bone.head = -0.0046, -0.0157, 0.0026
bone.tail = -0.0123, -0.0140, -0.0049
bone.roll = 1.0850
bone.use_connect = True
bone.parent = arm.edit_bones[bones['lid3.T.L']]
bones['lid4.T.L'] = bone.name
bone = arm.edit_bones.new('lid4.B.L')
bone.head = -0.0041, -0.0145, -0.0057
bone.tail = -0.0123, -0.0140, -0.0049
bone.roll = 1.1667
bone.use_connect = True
bone.parent = arm.edit_bones[bones['lid3.B.L']]
bones['lid4.B.L'] = bone.name
bpy.ops.object.mode_set(mode='OBJECT')
pbone = obj.pose.bones[bones['eye.L']]
pbone.rigify_type = 'face.skin_eye'
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 = obj.pose.bones[bones['lid1.T.L']]
pbone.rigify_type = 'skin.stretchy_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'
try:
pbone.rigify_parameters.skin_chain_pivot_pos = 2
except AttributeError:
pass
try:
pbone.rigify_parameters.bbones = 5
except AttributeError:
pass
try:
pbone.rigify_parameters.skin_chain_connect_mirror = [False, False]
except AttributeError:
pass
pbone = obj.pose.bones[bones['lid1.B.L']]
pbone.rigify_type = 'skin.stretchy_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'
try:
pbone.rigify_parameters.skin_chain_pivot_pos = 2
except AttributeError:
pass
try:
pbone.rigify_parameters.bbones = 5
except AttributeError:
pass
try:
pbone.rigify_parameters.skin_chain_connect_mirror = [False, False]
except AttributeError:
pass
pbone = obj.pose.bones[bones['lid2.T.L']]
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 = obj.pose.bones[bones['lid2.B.L']]
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 = obj.pose.bones[bones['lid3.T.L']]
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 = obj.pose.bones[bones['lid3.B.L']]
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 = obj.pose.bones[bones['lid4.T.L']]
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 = obj.pose.bones[bones['lid4.B.L']]
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'
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
bone.bbone_x = bone.bbone_z = bone.length * 0.05
arm.edit_bones.active = bone
return bones
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