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#====================== BEGIN GPL LICENSE BLOCK ======================
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
#======================= END GPL LICENSE BLOCK ========================
# <pep8 compliant>
import bpy
import math
from itertools import count, repeat
from mathutils import Matrix
from ...utils.layers import ControlLayersOption
from ...utils.naming import strip_org, make_mechanism_name, make_derived_name
from ...utils.bones import BoneDict, put_bone, align_bone_to_axis, align_bone_orientation, set_bone_widget_transform
from ...utils.widgets import adjust_widget_transform_mesh
from ...utils.widgets_basic import create_circle_widget
from ...utils.misc import map_list
from ...base_rig import stage
from .spine_rigs import BaseSpineRig
class Rig(BaseSpineRig):
"""
Spine rig with fixed pivot, hip/chest controls and tweaks.
"""
def initialize(self):
super().initialize()
# Check if user provided the pivot position
self.pivot_pos = self.params.pivot_pos
self.use_fk = self.params.make_fk_controls
if not (0 < self.pivot_pos < len(self.bones.org)):
self.raise_error("Please specify a valid pivot bone position.")
####################################################
# BONES
#
# org[]:
# ORG bones
# ctrl:
# master, hips, chest:
# Main controls.
# fk:
# chest[], hips[]:
# FK controls.
# tweak[]:
# Tweak control chain.
# mch:
# pivot:
# Pivot tweak parent.
# chain:
# chest[], hips[]:
# Tweak parents, distributing master deform.
# wgt_hips, wgt_chest:
# Widget position bones.
# deform[]:
# DEF bones
#
####################################################
####################################################
# Master control bone
def get_master_control_pos(self, orgs):
base_bone = self.get_bone(orgs[0])
return (base_bone.head + base_bone.tail) / 2
####################################################
# Main control bones
@stage.generate_bones
def make_end_control_bones(self):
orgs = self.bones.org
pivot = self.pivot_pos
self.bones.ctrl.hips = self.make_hips_control_bone(orgs[pivot-1], 'hips')
self.bones.ctrl.chest = self.make_chest_control_bone(orgs[pivot], 'chest')
def make_hips_control_bone(self, org, name):
name = self.copy_bone(org, name, parent=False)
align_bone_to_axis(self.obj, name, 'y', length=self.length / 4, flip=True)
return name
def make_chest_control_bone(self, org, name):
name = self.copy_bone(org, name, parent=False)
align_bone_to_axis(self.obj, name, 'y', length=self.length / 3)
return name
@stage.parent_bones
def parent_end_control_bones(self):
ctrl = self.bones.ctrl
pivot = self.get_master_control_output()
self.set_bone_parent(ctrl.hips, pivot)
self.set_bone_parent(ctrl.chest, pivot)
@stage.generate_widgets
def make_end_control_widgets(self):
ctrl = self.bones.ctrl
mch = self.bones.mch
self.make_end_control_widget(ctrl.hips, mch.wgt_hips)
self.make_end_control_widget(ctrl.chest, mch.wgt_chest)
def make_end_control_widget(self, ctrl, wgt_mch):
shape_bone = self.get_bone(wgt_mch)
is_horizontal = abs(shape_bone.z_axis.normalized().y) < 0.7
set_bone_widget_transform(self.obj, ctrl, wgt_mch)
obj = create_circle_widget(
self.obj, ctrl,
radius=1.2 if is_horizontal else 1.1,
head_tail=0.0,
head_tail_x=1.0,
with_line=False,
)
if is_horizontal:
# Tilt the widget toward the ground for horizontal (animal) spines
angle = math.copysign(28, shape_bone.x_axis.x)
rotmat = Matrix.Rotation(math.radians(angle), 4, 'X')
adjust_widget_transform_mesh(obj, rotmat, local=True)
####################################################
# FK control bones
@stage.generate_bones
def make_control_chain(self):
if self.use_fk:
orgs = self.bones.org
self.bones.ctrl.fk = self.fk_result = BoneDict(
hips = map_list(self.make_control_bone, count(0), orgs[0:self.pivot_pos], repeat(True)),
chest = map_list(self.make_control_bone, count(self.pivot_pos), orgs[self.pivot_pos:], repeat(False)),
)
def make_control_bone(self, i, org, is_hip):
name = self.copy_bone(org, make_derived_name(org, 'ctrl', '_fk'), parent=False)
if is_hip:
put_bone(self.obj, name, self.get_bone(name).tail)
return name
@stage.parent_bones
def parent_control_chain(self):
if self.use_fk:
chain = self.bones.mch.chain
fk = self.bones.ctrl.fk
for child, parent in zip(fk.hips, chain.hips):
self.set_bone_parent(child, parent)
for child, parent in zip(fk.chest, chain.chest):
self.set_bone_parent(child, parent)
@stage.configure_bones
def configure_control_chain(self):
if self.use_fk:
fk = self.bones.ctrl.fk
for args in zip(count(0), fk.hips + fk.chest, self.bones.org):
self.configure_control_bone(*args)
ControlLayersOption.FK.assign_rig(self, fk.hips + fk.chest)
@stage.generate_widgets
def make_control_widgets(self):
if self.use_fk:
fk = self.bones.ctrl.fk
for ctrl in fk.hips:
self.make_control_widget(ctrl, True)
for ctrl in fk.chest:
self.make_control_widget(ctrl, False)
def make_control_widget(self, ctrl, is_hip):
obj = create_circle_widget(self.obj, ctrl, radius=1.0, head_tail=0.5)
if is_hip:
adjust_widget_transform_mesh(obj, Matrix.Diagonal((1, -1, 1, 1)), local=True)
####################################################
# MCH bones associated with main controls
@stage.generate_bones
def make_mch_control_bones(self):
orgs = self.bones.org
mch = self.bones.mch
mch.pivot = self.make_mch_pivot_bone(orgs[self.pivot_pos], 'pivot')
mch.wgt_hips = self.make_mch_widget_bone(orgs[0], 'WGT-hips')
mch.wgt_chest = self.make_mch_widget_bone(orgs[-1], 'WGT-chest')
def make_mch_pivot_bone(self, org, name):
name = self.copy_bone(org, make_mechanism_name(name), parent=False)
align_bone_to_axis(self.obj, name, 'y', length=self.length * 0.6 / 4)
return name
def make_mch_widget_bone(self, org, name):
return self.copy_bone(org, make_mechanism_name(name), parent=False)
@stage.parent_bones
def parent_mch_control_bones(self):
mch = self.bones.mch
fk = self.fk_result
self.set_bone_parent(mch.pivot, fk.chest[0])
self.set_bone_parent(mch.wgt_hips, fk.hips[0])
self.set_bone_parent(mch.wgt_chest, fk.chest[-1])
align_bone_orientation(self.obj, mch.pivot, fk.hips[-1])
@stage.rig_bones
def rig_mch_control_bones(self):
mch = self.bones.mch
self.make_constraint(mch.pivot, 'COPY_TRANSFORMS', self.fk_result.hips[-1], influence=0.5)
####################################################
# MCH chain for distributing hip & chest transform
@stage.generate_bones
def make_mch_chain(self):
orgs = self.bones.org
self.bones.mch.chain = BoneDict(
hips = map_list(self.make_mch_bone, orgs[0:self.pivot_pos], repeat(True)),
chest = map_list(self.make_mch_bone, orgs[self.pivot_pos:], repeat(False)),
)
if not self.use_fk:
self.fk_result = self.bones.mch.chain
def make_mch_bone(self, org, is_hip):
name = self.copy_bone(org, make_mechanism_name(strip_org(org)), parent=False)
align_bone_to_axis(self.obj, name, 'y', length=self.length / 10, flip=is_hip)
return name
@stage.parent_bones
def parent_mch_chain(self):
master = self.get_master_control_output()
chain = self.bones.mch.chain
fk = self.fk_result
for child, parent in zip(reversed(chain.hips), [master, *reversed(fk.hips)]):
self.set_bone_parent(child, parent)
for child, parent in zip(chain.chest, [master, *fk.chest]):
self.set_bone_parent(child, parent)
@stage.rig_bones
def rig_mch_chain(self):
ctrl = self.bones.ctrl
chain = self.bones.mch.chain
for mch in chain.hips:
self.rig_mch_bone(mch, ctrl.hips, len(chain.hips))
for mch in chain.chest:
self.rig_mch_bone(mch, ctrl.chest, len(chain.chest))
def rig_mch_bone(self, mch, control, count):
self.make_constraint(mch, 'COPY_TRANSFORMS', control, space='LOCAL', influence=1/count)
####################################################
# Tweak bones
@stage.parent_bones
def parent_tweak_chain(self):
mch = self.bones.mch
chain = self.fk_result
parents = [chain.hips[0], *chain.hips[0:-1], mch.pivot, *chain.chest[1:], chain.chest[-1]]
for args in zip(self.bones.ctrl.tweak, parents):
self.set_bone_parent(*args)
####################################################
# SETTINGS
@classmethod
def add_parameters(self, params):
params.pivot_pos = bpy.props.IntProperty(
name='pivot_position',
default=2,
min=0,
description='Position of the torso control and pivot point'
)
super().add_parameters(params)
params.make_fk_controls = bpy.props.BoolProperty(
name="FK Controls", default=True,
description="Generate an FK control chain"
)
ControlLayersOption.FK.add_parameters(params)
@classmethod
def parameters_ui(self, layout, params):
r = layout.row()
r.prop(params, "pivot_pos")
super().parameters_ui(layout, params)
layout.prop(params, 'make_fk_controls')
if params.make_fk_controls:
ControlLayersOption.FK.parameters_ui(layout, params)
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, 0.0552, 1.0099
bone.tail[:] = 0.0000, 0.0172, 1.1573
bone.roll = 0.0000
bone.use_connect = False
bones['spine'] = bone.name
bone = arm.edit_bones.new('spine.001')
bone.head[:] = 0.0000, 0.0172, 1.1573
bone.tail[:] = 0.0000, 0.0004, 1.2929
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, 0.0004, 1.2929
bone.tail[:] = 0.0000, 0.0059, 1.4657
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, 0.0059, 1.4657
bone.tail[:] = 0.0000, 0.0114, 1.6582
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 = 'spines.basic_spine'
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, 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]
except AttributeError:
pass
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 = 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 = 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'
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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