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import bpy
from ...utils import copy_bone
from ...utils import strip_org, make_deformer_name, connected_children_names
from ...utils import make_mechanism_name, put_bone, create_sphere_widget
from ...utils import create_widget, create_circle_widget
from ...utils import MetarigError
from rna_prop_ui import rna_idprop_ui_prop_get
class Rig:
def __init__(self, obj, bone_name, params):
self.obj = obj
self.org_bones = [bone_name] + connected_children_names(obj, bone_name)
self.params = params
self.copy_rotation_axes = params.copy_rotation_axes
if params.tweak_extra_layers:
self.tweak_layers = list(params.tweak_layers)
else:
self.tweak_layers = None
if len(self.org_bones) <= 1:
raise MetarigError(
"RIGIFY ERROR: invalid rig structure on bone: %s" % (strip_org(bone_name))
)
def make_controls(self):
bpy.ops.object.mode_set(mode ='EDIT')
org_bones = self.org_bones
ctrl_chain = []
for i in range( len( org_bones ) ):
name = org_bones[i]
ctrl_bone = copy_bone(
self.obj,
name,
strip_org(name)
)
ctrl_chain.append( ctrl_bone )
# Make widgets
bpy.ops.object.mode_set(mode ='OBJECT')
for ctrl in ctrl_chain:
create_circle_widget(self.obj, ctrl, radius=0.3, head_tail=0.5)
return ctrl_chain
def make_tweaks(self):
bpy.ops.object.mode_set(mode ='EDIT')
eb = self.obj.data.edit_bones
org_bones = self.org_bones
tweak_chain = []
for i in range( len( org_bones ) + 1 ):
if i == len( org_bones ):
# Make final tweak at the tip of the tentacle
name = org_bones[i-1]
else:
name = org_bones[i]
tweak_bone = copy_bone(
self.obj,
name,
"tweak_" + strip_org(name)
)
tweak_e = eb[ tweak_bone ]
tweak_e.length /= 2 # Set size to half
if i == len( org_bones ):
# Position final tweak at the tip
put_bone( self.obj, tweak_bone, eb[ org_bones[-1]].tail )
tweak_chain.append( tweak_bone )
# Make widgets
bpy.ops.object.mode_set(mode = 'OBJECT')
for tweak in tweak_chain:
create_sphere_widget( self.obj, tweak )
tweak_pb = self.obj.pose.bones[ tweak ]
# Set locks
if tweak_chain.index( tweak ) != len( tweak_chain ) - 1:
tweak_pb.lock_rotation = (True, False, True)
tweak_pb.lock_scale = (False, True, False)
else:
tweak_pb.lock_rotation_w = True
tweak_pb.lock_rotation = (True, True, True)
tweak_pb.lock_scale = (True, True, True)
# Set up tweak bone layers
if self.tweak_layers:
tweak_pb.bone.layers = self.tweak_layers
return tweak_chain
def make_deform(self):
bpy.ops.object.mode_set(mode ='EDIT')
org_bones = self.org_bones
def_chain = []
for i in range( len( org_bones ) ):
name = org_bones[i]
def_bone = copy_bone(
self.obj,
name,
make_deformer_name(strip_org(name))
)
def_chain.append( def_bone )
return def_chain
def parent_bones(self, all_bones):
bpy.ops.object.mode_set(mode ='EDIT')
org_bones = self.org_bones
eb = self.obj.data.edit_bones
# Parent control bones
for bone in all_bones['control'][1:]:
previous_index = all_bones['control'].index( bone ) - 1
eb[ bone ].parent = eb[ all_bones['control'][previous_index] ]
# Parent tweak bones
tweaks = all_bones['tweak']
for tweak in all_bones['tweak']:
parent = ''
if tweaks.index( tweak ) == len( tweaks ) - 1:
parent = all_bones['control'][ -1 ]
else:
parent = all_bones['control'][ tweaks.index( tweak ) ]
eb[ tweak ].parent = eb[ parent ]
# Parent deform bones
for bone in all_bones['deform'][1:]:
previous_index = all_bones['deform'].index( bone ) - 1
eb[ bone ].parent = eb[ all_bones['deform'][previous_index] ]
eb[ bone ].use_connect = True
# Parent org bones ( to tweaks by default, or to the controls )
for org, tweak in zip( org_bones, all_bones['tweak'] ):
eb[ org ].parent = eb[ tweak ]
def make_constraints(self, all_bones):
bpy.ops.object.mode_set(mode ='OBJECT')
org_bones = self.org_bones
pb = self.obj.pose.bones
# Deform bones' constraints
ctrls = all_bones['control']
tweaks = all_bones['tweak' ]
deforms = all_bones['deform' ]
for deform, tweak, ctrl in zip( deforms, tweaks, ctrls ):
con = pb[deform].constraints.new('COPY_TRANSFORMS')
con.target = self.obj
con.subtarget = tweak
con = pb[deform].constraints.new('DAMPED_TRACK')
con.target = self.obj
con.subtarget = tweaks[ tweaks.index( tweak ) + 1 ]
con = pb[deform].constraints.new('STRETCH_TO')
con.target = self.obj
con.subtarget = tweaks[ tweaks.index( tweak ) + 1 ]
# Control bones' constraints
if ctrl != ctrls[0]:
con = pb[ctrl].constraints.new('COPY_ROTATION')
con.target = self.obj
con.subtarget = ctrls[ctrls.index(ctrl) - 1]
for i, prop in enumerate(['use_x', 'use_y', 'use_z']):
if self.copy_rotation_axes[i]:
setattr(con, prop, True)
else:
setattr(con, prop, False)
con.use_offset = True
con.target_space = 'LOCAL'
con.owner_space = 'LOCAL'
def generate(self):
bpy.ops.object.mode_set(mode ='EDIT')
eb = self.obj.data.edit_bones
# Clear all initial parenting
for bone in self.org_bones:
# eb[ bone ].parent = None
eb[ bone ].use_connect = False
# Creating all bones
ctrl_chain = self.make_controls()
tweak_chain = self.make_tweaks()
def_chain = self.make_deform()
all_bones = {
'control' : ctrl_chain,
'tweak' : tweak_chain,
'deform' : def_chain
}
self.make_constraints(all_bones)
self.parent_bones(all_bones)
def add_parameters(params):
""" Add the parameters of this rig type to the
RigifyParameters PropertyGroup
"""
params.copy_rotation_axes = bpy.props.BoolVectorProperty(
size=3,
description="Automation axes",
default=tuple([i == 0 for i in range(0, 3)])
)
# Setting up extra tweak layers
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()
col = r.column(align=True)
row = col.row(align=True)
for i, axis in enumerate(['x', 'y', 'z']):
row.prop(params, "copy_rotation_axes", index=i, toggle=True, text=axis)
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): # Layers 0-7
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): # Layers 16-23
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): # Layers 8-15
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 ): # Layers 24-31
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('Bone')
bone.head[:] = 0.0000, 0.0000, 0.0000
bone.tail[:] = 0.0000, 0.0000, 0.3333
bone.roll = 0.0000
bone.use_connect = False
bones['Bone'] = bone.name
bone = arm.edit_bones.new('Bone.002')
bone.head[:] = 0.0000, 0.0000, 0.3333
bone.tail[:] = 0.0000, 0.0000, 0.6667
bone.roll = 0.0000
bone.use_connect = True
bone.parent = arm.edit_bones[bones['Bone']]
bones['Bone.002'] = bone.name
bone = arm.edit_bones.new('Bone.001')
bone.head[:] = 0.0000, 0.0000, 0.6667
bone.tail[:] = 0.0000, 0.0000, 1.0000
bone.roll = 0.0000
bone.use_connect = True
bone.parent = arm.edit_bones[bones['Bone.002']]
bones['Bone.001'] = bone.name
bpy.ops.object.mode_set(mode='OBJECT')
pbone = obj.pose.bones[bones['Bone']]
pbone.rigify_type = 'limbs.simple_tentacle'
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['Bone.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 = obj.pose.bones[bones['Bone.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'
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
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