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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from mathutils import Matrix
from ...utils.bones import put_bone, compute_chain_x_axis, align_bone_x_axis, align_bone_z_axis
from ...utils.naming import make_derived_name
from ...utils.widgets import adjust_widget_transform_mesh
from ..widgets import create_hand_widget
from ...utils.widgets_basic import create_circle_widget
from ...base_rig import stage
from .limb_rigs import BaseLimbRig
class Rig(BaseLimbRig):
"""Human arm rig."""
min_valid_orgs = max_valid_orgs = 3
def initialize(self):
super().initialize()
self.make_wrist_pivot = self.params.make_ik_wrist_pivot
def prepare_bones(self):
orgs = self.bones.org.main
if self.params.rotation_axis == 'automatic':
axis = compute_chain_x_axis(self.obj, orgs[0:2])
for bone in orgs:
align_bone_x_axis(self.obj, bone, axis)
elif self.params.auto_align_extremity:
axis = self.vector_without_z(self.get_bone(orgs[2]).z_axis)
align_bone_z_axis(self.obj, orgs[2], axis)
####################################################
# Overrides
def register_switch_parents(self, pbuilder):
super().register_switch_parents(pbuilder)
pbuilder.register_parent(self, self.bones.org.main[2], exclude_self=True, tags={'limb_end'})
def make_ik_ctrl_widget(self, ctrl):
create_hand_widget(self.obj, ctrl)
####################################################
# Palm Pivot
def get_ik_input_bone(self):
if self.make_wrist_pivot:
return self.bones.mch.ik_wrist
else:
return self.get_ik_control_output()
def get_extra_ik_controls(self):
controls = super().get_extra_ik_controls()
if self.make_wrist_pivot:
controls += [self.bones.ctrl.ik_wrist]
return controls
@stage.generate_bones
def make_wrist_pivot_control(self):
if self.make_wrist_pivot:
org = self.bones.org.main[2]
self.bones.ctrl.ik_wrist = self.make_wrist_pivot_bone(org)
self.bones.mch.ik_wrist = self.copy_bone(org, make_derived_name(org, 'mch', '_ik_wrist'), scale=0.25)
def make_wrist_pivot_bone(self, org):
name = self.copy_bone(org, make_derived_name(org, 'ctrl', '_ik_wrist'), scale=0.5)
put_bone(self.obj, name, self.get_bone(org).tail)
return name
@stage.parent_bones
def parent_wrist_pivot_control(self):
if self.make_wrist_pivot:
ctrl = self.bones.ctrl.ik_wrist
self.set_bone_parent(ctrl, self.get_ik_control_output())
self.set_bone_parent(self.bones.mch.ik_wrist, ctrl)
@stage.generate_widgets
def make_wrist_pivot_widget(self):
if self.make_wrist_pivot:
ctrl = self.bones.ctrl.ik_wrist
if self.main_axis == 'x':
obj = create_circle_widget(self.obj, ctrl, head_tail=-0.3, head_tail_x=0.5)
else:
obj = create_circle_widget(self.obj, ctrl, head_tail=0.5, head_tail_x=-0.3)
if obj:
org_bone = self.get_bone(self.bones.org.main[2])
offset = org_bone.head - self.get_bone(ctrl).head
adjust_widget_transform_mesh(obj, Matrix.Translation(offset))
####################################################
# Settings
@classmethod
def add_parameters(self, params):
super().add_parameters(params)
params.make_ik_wrist_pivot = bpy.props.BoolProperty(
name="IK Wrist Pivot", default=False,
description="Make an extra IK hand control pivoting around the tip of the hand"
)
@classmethod
def parameters_ui(self, layout, params):
layout.prop(params, "make_ik_wrist_pivot")
super().parameters_ui(layout, params, 'Hand')
def create_sample(obj, limb=False):
# generated by rigify.utils.write_metarig
bpy.ops.object.mode_set(mode='EDIT')
arm = obj.data
bones = {}
bone = arm.edit_bones.new('upper_arm.L')
bone.head[:] = -0.0016, 0.0060, -0.0012
bone.tail[:] = 0.2455, 0.0678, -0.1367
bone.roll = 2.0724
bone.use_connect = False
bones['upper_arm.L'] = bone.name
bone = arm.edit_bones.new('forearm.L')
bone.head[:] = 0.2455, 0.0678, -0.1367
bone.tail[:] = 0.4625, 0.0285, -0.2797
bone.roll = 2.1535
bone.use_connect = True
bone.parent = arm.edit_bones[bones['upper_arm.L']]
bones['forearm.L'] = bone.name
bone = arm.edit_bones.new('hand.L')
bone.head[:] = 0.4625, 0.0285, -0.2797
bone.tail[:] = 0.5265, 0.0205, -0.3273
bone.roll = 2.2103
bone.use_connect = True
bone.parent = arm.edit_bones[bones['forearm.L']]
bones['hand.L'] = bone.name
bpy.ops.object.mode_set(mode='OBJECT')
pbone = obj.pose.bones[bones['upper_arm.L']]
pbone.rigify_type = 'limbs.super_limb' if limb else 'limbs.arm'
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.tweak_layers = [False, False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
except AttributeError:
pass
try:
pbone.rigify_parameters.fk_layers = [False, False, False, False, False, False, False, False, True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False]
except AttributeError:
pass
try:
pbone.rigify_parameters.ik_local_location = False
except AttributeError:
pass
pbone = obj.pose.bones[bones['forearm.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['hand.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
arm.edit_bones.active = bone
return bones
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