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# SPDX-License-Identifier: GPL-2.0-or-later
# <pep8 compliant>
import bpy
import math
from itertools import count, repeat
from mathutils import Vector, Matrix, Quaternion
from math import acos
from bl_math import smoothstep
from ...utils.rig import connected_children_names, rig_is_child
from ...utils.layers import ControlLayersOption
from ...utils.naming import make_derived_name
from ...utils.bones import align_bone_orientation, align_bone_to_axis, align_bone_roll
from ...utils.mechanism import driver_var_distance
from ...utils.widgets_basic import create_cube_widget, create_sphere_widget
from ...utils.misc import map_list, matrix_from_axis_roll
from ...base_rig import stage
from .skin_nodes import ControlBoneNode, ControlNodeEnd
from .skin_rigs import BaseSkinChainRigWithRotationOption, get_bone_quaternion
class Rig(BaseSkinChainRigWithRotationOption):
"""
Base deform rig of the skin system, implementing a B-Bone chain without
any automation on the control nodes.
"""
chain_priority = None
def find_org_bones(self, bone):
return [bone.name] + connected_children_names(self.obj, bone.name)
def initialize(self):
super().initialize()
self.bbone_segments = self.params.bbones
self.use_bbones = self.bbone_segments > 1
self.use_connect_mirror = self.params.skin_chain_connect_mirror
self.use_connect_ends = self.params.skin_chain_connect_ends
self.use_scale = any(self.params.skin_chain_use_scale)
self.use_reparent_handles = self.params.skin_chain_use_reparent
orgs = self.bones.org
self.num_orgs = len(orgs)
self.length = sum([self.get_bone(b).length for b in orgs]) / len(orgs)
####################################################
# OVERRIDES
def get_control_node_rotation(self, node):
"""Compute the chain-aligned control orientation."""
orgs = self.bones.org
# Average the adjoining org bone orientations
bones = orgs[max(0, node.index-1):node.index+1]
quats = [get_bone_quaternion(self.obj, name) for name in bones]
result = sum(quats, Quaternion((0, 0, 0, 0))).normalized()
# For end bones, align to the connected chain tangent
if node.index in (0, self.num_orgs):
chain = self.get_node_chain_with_mirror()
nprev = chain[node.index]
nnext = chain[node.index+2]
if nprev and nnext:
# Apply only swing to preserve roll; tgt roll thus doesn't matter
tgt = matrix_from_axis_roll(nnext.point - nprev.point, 0).to_quaternion()
swing, _ = (result.inverted() @ tgt).to_swing_twist('Y')
result = result @ swing
return result
def get_all_controls(self):
return [node.control_bone for node in self.control_nodes]
####################################################
# BONES
#
# mch:
# handles[]
# Final B-Bone handles.
# handles_pre[] (optional, may be copy of handles[])
# Mechanism bones that emulate Auto handle behavior.
# deform[]:
# Deformation B-Bones.
#
####################################################
####################################################
# CONTROL NODES
@stage.initialize
def init_control_nodes(self):
orgs = self.bones.org
self.control_nodes = nodes = [
# Bone head nodes
*map_list(self.make_control_node, count(0), orgs, repeat(False)),
# Tail of the final bone
self.make_control_node(len(orgs), orgs[-1], True),
]
self.control_node_chain = None
nodes[0].chain_end_neighbor = nodes[1]
nodes[-1].chain_end_neighbor = nodes[-2]
def make_control_node(self, i, org, is_end):
bone = self.get_bone(org)
name = make_derived_name(org, 'ctrl', '_end' if is_end else '')
pos = bone.tail if is_end else bone.head
if i == 0:
chain_end = ControlNodeEnd.START
elif is_end:
chain_end = ControlNodeEnd.END
else:
chain_end = ControlNodeEnd.MIDDLE
return ControlBoneNode(
self, org, name, point=pos, size=self.length/3, index=i,
allow_scale=self.use_scale, needs_reparent=self.use_reparent_handles,
chain_end=chain_end,
)
def make_control_node_widget(self, node):
create_sphere_widget(self.obj, node.control_bone)
####################################################
# B-Bone handle MCH
# Generate two layers of handle bones, 'pre' for the auto handle mechanism,
# and final handles combining that with user transformation. This flag may
# be enabled by parent controller rigs when needed in order to be able to
# inject more automatic handle positioning mechanisms.
use_pre_handles = False
def get_connected_node(self, node):
"""Find which other chain to connect this chain to at this node."""
is_end = 1 if node.index != 0 else 0
corner = self.params.skin_chain_connect_sharp_angle[is_end]
# First try merge through mirror
if self.use_connect_mirror[is_end]:
mirror = node.get_best_mirror()
if mirror and mirror.chain_end_neighbor and isinstance(mirror.rig, Rig):
# Connect the same chain end
s_is_end = 1 if mirror.index != 0 else 0
if is_end == s_is_end and mirror.rig.use_connect_mirror[is_end]:
mirror_corner = mirror.rig.params.skin_chain_connect_sharp_angle[is_end]
return mirror, mirror.chain_end_neighbor, (corner + mirror_corner)/2
# Then try connecting ends
if self.use_connect_ends[is_end]:
# Find chains that want to connect ends at this node group
groups = ([], [])
for sibling in node.get_merged_siblings():
if isinstance(sibling.rig, Rig) and sibling.chain_end_neighbor:
s_is_end = 1 if sibling.index != 0 else 0
if sibling.rig.use_connect_ends[s_is_end]:
groups[s_is_end].append(sibling)
# Only connect if the pairing is unambiguous
if len(groups[0]) == 1 and len(groups[1]) == 1:
assert node == groups[is_end][0]
link = groups[1 - is_end][0]
link_corner = link.rig.params.skin_chain_connect_sharp_angle[1 - is_end]
return link, link.chain_end_neighbor, (corner + link_corner)/2
return None, None, 0
def get_node_chain_with_mirror(self):
"""Get node chain with connected node extensions at the ends."""
if self.control_node_chain is not None:
return self.control_node_chain
nodes = self.control_nodes
prev_link, self.prev_node, self.prev_corner = self.get_connected_node(nodes[0])
next_link, self.next_node, self.next_corner = self.get_connected_node(nodes[-1])
self.control_node_chain = [self.prev_node, *nodes, self.next_node]
# Optimize connect next by sharing last handle mch
if next_link and next_link.index == 0:
self.next_chain_rig = next_link.rig
else:
self.next_chain_rig = None
return self.control_node_chain
def get_all_mch_handles(self):
if self.next_chain_rig:
return self.bones.mch.handles + [self.next_chain_rig.bones.mch.handles[0]]
else:
return self.bones.mch.handles
def get_all_mch_handles_pre(self):
if self.next_chain_rig:
return self.bones.mch.handles_pre + [self.next_chain_rig.bones.mch.handles_pre[0]]
else:
return self.bones.mch.handles_pre
@stage.generate_bones
def make_mch_handle_bones(self):
if self.use_bbones:
mch = self.bones.mch
chain = self.get_node_chain_with_mirror()
# If the last handle mch will be shared, drop it from chain
if self.next_chain_rig:
chain = chain[0:-1]
mch.handles = map_list(self.make_mch_handle_bone, count(0),
chain, chain[1:], chain[2:])
if self.use_pre_handles:
mch.handles_pre = map_list(self.make_mch_pre_handle_bone, count(0), mch.handles)
else:
mch.handles_pre = mch.handles
def make_mch_handle_bone(self, i, prev_node, node, next_node):
name = self.copy_bone(node.org, make_derived_name(node.name, 'mch', '_handle'))
hstart = prev_node or node
hend = next_node or node
haxis = (hend.point - hstart.point).normalized()
bone = self.get_bone(name)
bone.tail = bone.head + haxis * self.length * 3/4
align_bone_roll(self.obj, name, node.org)
return name
def make_mch_pre_handle_bone(self, i, handle):
return self.copy_bone(handle, make_derived_name(handle, 'mch', '_pre'))
@stage.parent_bones
def parent_mch_handle_bones(self):
if self.use_bbones:
mch = self.bones.mch
if self.use_pre_handles:
for pre in mch.handles_pre:
self.set_bone_parent(pre, self.rig_parent_bone, inherit_scale='AVERAGE')
for handle in mch.handles:
self.set_bone_parent(handle, self.rig_parent_bone, inherit_scale='AVERAGE')
@stage.rig_bones
def rig_mch_handle_bones(self):
if self.use_bbones:
mch = self.bones.mch
chain = self.get_node_chain_with_mirror()
# Rig Auto-handle emulation (on pre handles)
for args in zip(count(0), mch.handles_pre, chain, chain[1:], chain[2:]):
self.rig_mch_handle_auto(*args)
# Apply user transformation to the final handles
for args in zip(count(0), mch.handles, chain, chain[1:], chain[2:], mch.handles_pre):
self.rig_mch_handle_user(*args)
def rig_mch_handle_auto(self, i, mch, prev_node, node, next_node):
hstart = prev_node or node
hend = next_node or node
# Emulate auto handle
self.make_constraint(mch, 'COPY_LOCATION', hstart.control_bone, name='locate_prev')
self.make_constraint(mch, 'DAMPED_TRACK', hend.control_bone, name='track_next')
def rig_mch_handle_user(self, i, mch, prev_node, node, next_node, pre):
# Copy from the pre handle if used. Before Full is used to allow
# drivers on local transform channels to still work.
if pre != mch:
self.make_constraint(
mch, 'COPY_TRANSFORMS', pre, name='copy_pre',
space='LOCAL', mix_mode='BEFORE_FULL',
)
# Apply user rotation and scale.
# If the node belongs to a parent of this rig, there is a good chance this
# may cause weird double transformation, so skip it in that case.
if not rig_is_child(self, node.merged_master.rig, strict=True):
input_bone = node.reparent_bone if self.use_reparent_handles else node.control_bone
self.make_constraint(
mch, 'COPY_TRANSFORMS', input_bone, name='copy_user',
target_space='LOCAL_OWNER_ORIENT', owner_space='LOCAL',
mix_mode='BEFORE_FULL',
)
# Remove any shear created by the previous steps
self.make_constraint(mch, 'LIMIT_ROTATION', name='remove_shear')
##############################
# ORG chain
@stage.parent_bones
def parent_org_chain(self):
orgs = self.bones.org
self.set_bone_parent(orgs[0], self.rig_parent_bone, inherit_scale='AVERAGE')
self.parent_bone_chain(orgs, use_connect=True, inherit_scale='AVERAGE')
@stage.rig_bones
def rig_org_chain(self):
for args in zip(count(0), self.bones.org, self.control_nodes, self.control_nodes[1:]):
self.rig_org_bone(*args)
def rig_org_bone(self, i, org, node, next_node):
if i == 0:
self.make_constraint(org, 'COPY_LOCATION', node.control_bone)
self.make_constraint(org, 'STRETCH_TO', next_node.control_bone, keep_axis='SWING_Y')
##############################
# Deform chain
@stage.generate_bones
def make_deform_chain(self):
self.bones.deform = map_list(self.make_deform_bone, count(0), self.bones.org)
def make_deform_bone(self, i, org):
name = self.copy_bone(org, make_derived_name(org, 'def'), bbone=True)
self.get_bone(name).bbone_segments = self.bbone_segments
return name
@stage.parent_bones
def parent_deform_chain(self):
deform = self.bones.deform
self.set_bone_parent(deform[0], self.rig_parent_bone, inherit_scale='AVERAGE')
self.parent_bone_chain(deform, use_connect=True, inherit_scale='AVERAGE')
if self.use_bbones:
handles = self.get_all_mch_handles()
for name, start_handle, end_handle in zip(deform, handles, handles[1:]):
bone = self.get_bone(name)
bone.bbone_handle_type_start = 'TANGENT'
bone.bbone_custom_handle_start = self.get_bone(start_handle)
bone.bbone_handle_type_end = 'TANGENT'
bone.bbone_custom_handle_end = self.get_bone(end_handle)
if self.use_scale:
bone.bbone_handle_use_scale_start = self.params.skin_chain_use_scale[0:3]
bone.bbone_handle_use_scale_end = self.params.skin_chain_use_scale[0:3]
bone.bbone_handle_use_ease_start = self.params.skin_chain_use_scale[3]
bone.bbone_handle_use_ease_end = self.params.skin_chain_use_scale[3]
@stage.rig_bones
def rig_deform_chain(self):
for args in zip(count(0), self.bones.deform, self.bones.org):
self.rig_deform_bone(*args)
def rig_deform_bone(self, i, deform, org):
self.make_constraint(deform, 'COPY_TRANSFORMS', org)
if self.use_bbones:
if i == 0 and self.prev_corner > 1e-3:
self.make_corner_driver(
deform, 'bbone_easein', self.control_nodes[0], self.control_nodes[1], self.prev_node, self.prev_corner)
elif i == self.num_orgs-1 and self.next_corner > 1e-3:
self.make_corner_driver(
deform, 'bbone_easeout', self.control_nodes[-1], self.control_nodes[-2], self.next_node, self.next_corner)
def make_corner_driver(self, bbone, field, corner_node, next_node1, next_node2, angle):
"""
Create a driver adjusting B-Bone Ease based on the angle between controls,
gradually making the corner sharper when the angle drops below the threshold.
"""
pbone = self.get_bone(bbone)
a = (corner_node.point - next_node1.point).length
b = (corner_node.point - next_node2.point).length
c = (next_node1.point - next_node2.point).length
varmap = {
'a': driver_var_distance(self.obj, bone1=corner_node.control_bone, bone2=next_node1.control_bone),
'b': driver_var_distance(self.obj, bone1=corner_node.control_bone, bone2=next_node2.control_bone),
'c': driver_var_distance(self.obj, bone1=next_node1.control_bone, bone2=next_node2.control_bone),
}
# Compute and set the ease in rest pose
initval = -1+2*smoothstep(-1, 1, acos((a*a+b*b-c*c)/max(2*a*b, 1e-10))/angle)
setattr(pbone.bone, field, initval)
# Create the actual driver
self.make_driver(
pbone, field,
expression='%f+2*smoothstep(-1,1,acos((a*a+b*b-c*c)/max(2*a*b,1e-10))/%f)' % (-1-initval, angle),
variables=varmap
)
####################################################
# SETTINGS
@classmethod
def add_parameters(self, params):
params.bbones = bpy.props.IntProperty(
name='B-Bone Segments',
default=10,
min=1,
description='Number of B-Bone segments'
)
params.skin_chain_use_reparent = bpy.props.BoolProperty(
name='Merge Parent Rotation And Scale',
default=False,
description='When controls are merged into ones owned by other chains, include ' +
'parent-induced rotation/scale difference into handle motion. Otherwise ' +
'only local motion of the control bone is used',
)
params.skin_chain_use_scale = bpy.props.BoolVectorProperty(
size=4,
name='Use Handle Scale',
default=(False, False, False, False),
description='Use control scaling to scale the B-Bone'
)
params.skin_chain_connect_mirror = bpy.props.BoolVectorProperty(
size=2,
name='Connect With Mirror',
default=(True, True),
description='Create a smooth B-Bone transition if an end of the chain meets its mirror'
)
params.skin_chain_connect_sharp_angle = bpy.props.FloatVectorProperty(
size=2,
name='Sharpen Corner',
default=(0, 0),
min=0,
max=math.pi,
description='Create a mechanism to sharpen a connected corner when the angle is below this value',
unit='ROTATION',
)
params.skin_chain_connect_ends = bpy.props.BoolVectorProperty(
size=2,
name='Connect Matching Ends',
default=(False, False),
description='Create a smooth B-Bone transition if an end of the chain meets another chain going in the same direction'
)
super().add_parameters(params)
@classmethod
def parameters_ui(self, layout, params):
layout.prop(params, "bbones")
col = layout.column()
col.active = params.bbones > 1
col.prop(params, "skin_chain_use_reparent")
row = col.split(factor=0.3)
row.label(text="Use Scale:")
row = row.row(align=True)
row.prop(params, "skin_chain_use_scale", index=0, text="X", toggle=True)
row.prop(params, "skin_chain_use_scale", index=1, text="Y", toggle=True)
row.prop(params, "skin_chain_use_scale", index=2, text="Z", toggle=True)
row.prop(params, "skin_chain_use_scale", index=3, text="Ease", toggle=True)
row = col.split(factor=0.3)
row.label(text="Connect Mirror:")
row = row.row(align=True)
row.prop(params, "skin_chain_connect_mirror", index=0, text="Start", toggle=True)
row.prop(params, "skin_chain_connect_mirror", index=1, text="End", toggle=True)
row = col.split(factor=0.3)
row.label(text="Connect Next:")
row = row.row(align=True)
row.prop(params, "skin_chain_connect_ends", index=0, text="Start", toggle=True)
row.prop(params, "skin_chain_connect_ends", index=1, text="End", toggle=True)
row = col.split(factor=0.3)
row.label(text="Sharpen:")
row = row.row(align=True)
row.prop(params, "skin_chain_connect_sharp_angle", index=0, text="Start")
row.prop(params, "skin_chain_connect_sharp_angle", index=1, text="End")
super().parameters_ui(layout, params)
def create_sample(obj):
from rigify.rigs.basic.copy_chain import create_sample as inner
obj.pose.bones[inner(obj)["bone.01"]].rigify_type = 'skin.basic_chain'
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