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|
import bpy
from mathutils import Vector
from ...utils import copy_bone, flip_bone, put_bone, org, align_bone_y_axis, align_bone_x_axis
from ...utils import strip_org, make_deformer_name, connected_children_names
from ...utils import create_circle_widget, create_sphere_widget, create_neck_bend_widget, create_neck_tweak_widget
from ..widgets import create_ballsocket_widget
from ...utils import MetarigError, make_mechanism_name, create_cube_widget
from rna_prop_ui import rna_idprop_ui_prop_get
script = """
controls = [%s]
torso = '%s'
if is_selected( controls ):
if hasattr(pose_bones[torso],'["%s"]'):
layout.prop( pose_bones[ torso ], '["%s"]', slider = True )
if hasattr(pose_bones[torso],'["%s"]'):
layout.prop( pose_bones[ torso ], '["%s"]', slider = True )
if hasattr(pose_bones[torso],'["%s"]'):
layout.prop( pose_bones[ torso ], '["%s"]', slider = True )
"""
class Rig:
def __init__(self, obj, bone_name, params):
""" Initialize torso rig and key rig properties """
eb = obj.data.edit_bones
self.obj = obj
self.org_bones = [bone_name] + connected_children_names(obj, bone_name)
self.params = params
# self.spine_length = sum([eb[b].length for b in self.org_bones])
self.copy_rotation_axes = params.copy_rotation_axes
self.use_head = params.use_head
self.use_tail = params.use_tail
# Check if user provided the pivot position
if params.pivot_pos:
self.pivot_pos = params.pivot_pos + 1
else:
raise MetarigError(
"RIGIFY ERROR: please specify pivot bone position"
)
# Check if neck is lower than pivot
if self.use_head and params.neck_pos <= params.pivot_pos and params.neck_pos != 0:
raise MetarigError(
"RIGIFY ERROR: Neck cannot be below or the same as pivot. (use 0 for no neck)"
)
else:
self.neck_pos = params.neck_pos
if not self.use_head:
self.neck_pos = len(self.org_bones)
if self.use_tail and self.pivot_pos - 2 > 0:
self.tail_pos = params.tail_pos
# Assign values to tweak layers props if opted by user
if params.tweak_extra_layers:
self.tweak_layers = list(params.tweak_layers)
else:
self.tweak_layers = None
# Report error of user created less than the minimum of bones for rig
min_bone_number = 3
if self.use_head:
min_bone_number += 1
if self.use_tail:
min_bone_number += 2
if len(self.org_bones) < min_bone_number:
raise MetarigError(
"RIGIFY ERROR: invalid rig structure on %s" % (strip_org(bone_name))
)
def build_bone_structure(self):
""" Divide meta-rig into lists of bones according to torso rig anatomy:
Neck --> Upper torso --> Lower torso --> Tail (optional) """
if self.pivot_pos and (self.neck_pos == 0 or self.neck_pos > self.pivot_pos):
neck_index = self.neck_pos - 1
pivot_index = self.pivot_pos - 1
tail_index = 0
if self.use_tail and self.tail_pos > 1: # 2 bones for the tail at least
tail_index = self.tail_pos - 1
if self.use_head:
neck_bones = self.org_bones[neck_index::]
upper_torso_bones = self.org_bones[pivot_index :neck_index]
else:
neck_bones = []
upper_torso_bones = self.org_bones[pivot_index ::]
tail_bones = []
if tail_index:
lower_torso_bones = self.org_bones[tail_index + 1:pivot_index ]
tail_bones = self.org_bones[:tail_index+1]
else:
lower_torso_bones = self.org_bones[:pivot_index ]
torso_bones = upper_torso_bones + lower_torso_bones
eb = self.obj.data.edit_bones
self.spine_length = sum([eb[b].length for b in torso_bones])
return {
'neck': neck_bones,
'upper': upper_torso_bones,
'lower': lower_torso_bones,
'tail': tail_bones
}
else:
return 'ERROR'
def orient_bone(self, eb, axis, scale, reverse=False):
v = Vector((0,0,0))
setattr(v, axis, scale)
if reverse:
tail_vec = v * self.obj.matrix_world
eb.head[:] = eb.tail
eb.tail[:] = eb.head + tail_vec
else:
tail_vec = v * self.obj.matrix_world
eb.tail[:] = eb.head + tail_vec
def create_pivot(self, pivot):
""" Create the pivot control and mechanism bones """
org_bones = self.org_bones
pivot_name = org_bones[pivot-1]
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
# Create torso control bone
torso_name = 'torso'
ctrl_name = copy_bone(self.obj, pivot_name, torso_name)
ctrl_eb = eb[ctrl_name]
self.orient_bone(ctrl_eb, 'y', self.spine_length * 0.6)
# Create mch_pivot
mch_name = make_mechanism_name('pivot')
mch_name = copy_bone(self.obj, ctrl_name, mch_name)
mch_eb = eb[mch_name]
mch_eb.length /= 4
# Positioning pivot in a more usable location for animators
# if self.use_tail and self.tail_pos > 0:
# pivot_loc = eb[org_bones[pivot-1]].head
if self.use_tail and self.tail_pos > 0:
first_torso_bone = self.tail_pos
pivot_loc = (eb[org_bones[first_torso_bone]].head + eb[org_bones[first_torso_bone]].tail)/2
else:
pivot_loc = (eb[org_bones[0]].head + eb[org_bones[0]].tail) / 2
put_bone(self.obj, ctrl_name, pivot_loc)
return {
'ctrl': ctrl_name,
'mch': mch_name
}
def create_deform(self):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
def_bones = []
for org_b in org_bones:
def_name = make_deformer_name(strip_org(org_b))
def_name = copy_bone(self.obj, org_b, def_name)
def_bones.append(def_name)
return def_bones
def create_neck(self, neck_bones):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
if not self.use_head:
return {
'ctrl_neck': '',
'ctrl': '',
'mch_str': '',
'mch_neck': '',
'mch_head': '',
'mch': [],
'tweak': [],
'neck_bend': '',
'original_names': neck_bones
}
neck, neck_bend = '', ''
if len(neck_bones) >= 2:
# Create neck control
neck = copy_bone(self.obj, org(neck_bones[0]), 'neck')
neck_eb = eb[neck]
# Neck spans all neck bones (except head)
neck_eb.tail[:] = eb[org(neck_bones[-1])].head
if len(neck_bones) > 3:
# Create neck bend control
neck_bend = copy_bone(self.obj, org(neck_bones[0]), 'neck_bend')
neck_bend_eb = eb[neck_bend]
# Neck pivot position
if (len(neck_bones)-1) % 2: # odd num of neck bones (head excluded)
center_bone = org(neck_bones[int((len(neck_bones))/2) - 1])
neck_bend_eb.head = (eb[center_bone].head + eb[center_bone].tail)/2
else:
center_bone = org(neck_bones[int((len(neck_bones)-1)/2) - 1])
neck_bend_eb.head = eb[center_bone].tail
align_bone_y_axis(self.obj, neck_bend, eb[neck].y_axis)
align_bone_x_axis(self.obj, neck_bend, eb[neck].x_axis)
eb[neck_bend].length = eb[neck].length / 2
# Create head control
head = copy_bone(self.obj, org(neck_bones[-1]), 'head')
# MCH bones
mch_str, mch_neck = '', ''
if len(neck_bones) >= 2:
# Neck MCH stretch
mch_str = copy_bone(self.obj, neck, make_mechanism_name('STR-neck'))
# Neck MCH rotation
mch_neck = copy_bone(
self.obj, neck, make_mechanism_name('ROT-neck')
)
self.orient_bone(eb[mch_neck], 'y', self.spine_length / 10)
# Head MCH rotation
mch_head = copy_bone(self.obj, head, make_mechanism_name('ROT-head'))
self.orient_bone(eb[mch_head], 'y', self.spine_length / 10)
twk, mch = [], []
if len(neck_bones) >= 2:
# Intermediary bones
for b in neck_bones[1:-1]: # All except 1st (neck) and last (head)
mch_name = copy_bone(self.obj, org(b), make_mechanism_name(b))
eb[mch_name].length /= 4
align_bone_y_axis(self.obj, mch_name, eb[neck].y_axis)
align_bone_x_axis(self.obj, mch_name, eb[neck].x_axis)
eb[mch_name].use_inherit_scale = False
mch += [mch_name]
# Tweak bones
for b in neck_bones[:-1]: # All except last bone
twk_name = "tweak_" + b
twk_name = copy_bone(self.obj, org(b), twk_name)
eb[twk_name].length /= 2
twk += [twk_name]
return {
'ctrl_neck': neck,
'ctrl': head,
'mch_str': mch_str,
'mch_neck': mch_neck,
'mch_head': mch_head,
'mch': mch,
'tweak': twk,
'neck_bend': neck_bend,
'original_names': neck_bones
}
def create_chest(self, chest_bones):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
# get total spine length
# Create chest control bone
chest = copy_bone(self.obj, org(chest_bones[0]), 'chest')
self.orient_bone(eb[chest], 'y', self.spine_length / 3)
# create chest mch_wgt
mch_wgt = copy_bone(
self.obj, org(chest_bones[-1]),
make_mechanism_name('WGT-chest')
)
# Create mch and twk bones
twk, mch = [], []
for b in chest_bones:
mch_name = copy_bone( self.obj, org(b), make_mechanism_name(b) )
self.orient_bone( eb[mch_name], 'y', self.spine_length / 10 )
twk_name = "tweak_" + b
twk_name = copy_bone( self.obj, org(b), twk_name )
eb[twk_name].length /= 2
mch += [ mch_name ]
twk += [ twk_name ]
return {
'ctrl' : chest,
'mch' : mch,
'tweak' : twk,
'mch_wgt' : mch_wgt
}
def create_hips(self, hip_bones):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
# Create hips control bone
hips = copy_bone(self.obj, org(hip_bones[-1]), 'hips')
self.orient_bone(
eb[hips],
'y',
self.spine_length / 4,
reverse = True
)
# create hips mch_wgt
mch_wgt = copy_bone(
self.obj, org(hip_bones[0]),
make_mechanism_name('WGT-hips')
)
# Create mch and tweak bones
twk, mch = [], []
for b in hip_bones:
mch_name = copy_bone( self.obj, org(b), make_mechanism_name(b) )
self.orient_bone(
eb[mch_name], 'y', self.spine_length / 10, reverse = True
)
twk_name = "tweak_" + b
twk_name = copy_bone( self.obj, org(b), twk_name )
eb[twk_name].length /= 2
mch += [ mch_name ]
twk += [ twk_name ]
return {
'ctrl' : hips,
'mch' : mch,
'tweak' : twk,
'mch_wgt' : mch_wgt
}
def create_tail(self, tail_bones):
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
org_bones = self.org_bones
ctrl_chain = []
for i in range(len(tail_bones)):
name = tail_bones[i]
ctrl_bone = copy_bone(
self.obj,
org(name),
strip_org(name)
)
flip_bone(self.obj, ctrl_bone)
ctrl_chain.append(ctrl_bone)
# Main ctrl
name = tail_bones[-1]
main_ctrl_bone = copy_bone(
self.obj,
org(name),
strip_org(name).split('.')[0] + "_master"
)
flip_bone(self.obj, main_ctrl_bone)
mch_tail = ''
tail_first = org_bones[self.tail_pos-1]
mch_rot_tail = copy_bone(
self.obj,
org(tail_first),
make_mechanism_name("ROT-tail")
)
self.orient_bone(eb[mch_rot_tail], 'y', eb[tail_first].length)
put_bone(self.obj, mch_rot_tail, eb[tail_first].tail)
mch_tail = mch_rot_tail
tweak_chain = []
for i in range(len(tail_bones)):
name = tail_bones[i]
tweak_bone = copy_bone(
self.obj,
org(name),
"tweak_" + strip_org(name)
)
tweak_e = eb[tweak_bone]
tweak_e.length /= 2 # Set size to half
# Position tweaks
flip_bone(self.obj, tweak_bone)
put_bone(self.obj, tweak_bone, eb[org(name)].head)
tweak_chain.append(tweak_bone)
return {
'ctrl': ctrl_chain,
'ctrl_tail': main_ctrl_bone,
'mch_tail': mch_tail,
'tweak': tweak_chain,
'original_names': tail_bones
}
def parent_bones(self, bones):
org_bones = self.org_bones
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
# Parent deform bones
for i, b in enumerate(bones['def']):
if i > 0: # For all bones but the first (which has no parent)
eb[b].parent = eb[bones['def'][i-1]] # to previous
eb[b].use_connect = True
# Parent control bones
# Head control => MCH-rotation_head
if self.use_head:
eb[bones['neck']['ctrl']].parent = eb[bones['neck']['mch_head']]
# Tail control chain
if self.use_tail:
tail_ctrl = bones['tail']['ctrl']
for i, b in enumerate(tail_ctrl[:-1]):
eb[b].parent = eb[tail_ctrl[i+1]]
eb[tail_ctrl[-1]].parent = eb[bones['tail']['mch_tail']]
eb[bones['tail']['ctrl_tail']].parent = eb[org_bones[self.tail_pos]]
if bones['neck']['ctrl_neck']:
# MCH stretch => neck ctrl
eb[ bones['neck']['mch_str']].parent = eb[ bones['neck']['ctrl_neck']]
# Neck control => MCH-rotation_neck
eb[bones['neck']['ctrl_neck']].parent = eb[bones['neck']['mch_neck']]
# Neck pivot => MCH-rotation_neck
if bones['neck']['neck_bend']:
# eb[bones['neck']['neck_bend']].parent = eb[bones['neck']['ctrl_neck']]
eb[bones['neck']['neck_bend']].parent = eb[bones['neck']['mch_str']]
# Parent hips and chest controls to torso
eb[bones['chest']['ctrl']].parent = eb[bones['pivot']['ctrl']]
eb[bones['hips']['ctrl']].parent = eb[bones['pivot']['ctrl']]
# Parent mch bones
if bones['neck']['ctrl_neck']:
# Neck mch
eb[bones['neck']['mch_head']].parent = eb[bones['neck']['ctrl_neck']]
elif self.use_head:
eb[bones['neck']['mch_head']].parent = eb[bones['chest']['mch'][-1]]
for i, b in enumerate([eb[n] for n in bones['neck']['mch']]):
b.parent = eb[bones['neck']['mch_str']]
# for org_b in bones['neck']['original_names']:
# if org_b in b.name:
# b.parent = eb[org(org_b)]
# Chest mch bones and neck mch
chest_mch = bones['chest']['mch'] + [bones['neck']['mch_neck']]
for i, b in enumerate(chest_mch):
if i == 0:
eb[b].parent = eb[bones['pivot']['ctrl']]
elif b:
eb[b].parent = eb[chest_mch[i-1]]
# Hips mch bones
for i, b in enumerate(bones['hips']['mch']):
if i == len(bones['hips']['mch']) - 1:
eb[b].parent = eb[bones['pivot']['ctrl']]
else:
eb[b].parent = eb[bones['hips']['mch'][i+1]]
# mch pivot
eb[bones['pivot']['mch']].parent = eb[bones['chest']['mch'][0]]
# MCH widgets
eb[bones['chest']['mch_wgt']].parent = eb[bones['chest']['mch'][-1]]
eb[bones['hips']['mch_wgt']].parent = eb[bones['hips']['mch'][0]]
# Neck Tweaks
if bones['neck']['tweak']:
# Neck tweaks
for i, twk in enumerate( bones['neck']['tweak']):
if i == 0:
eb[twk].parent = eb[ bones['neck']['ctrl_neck']]
else:
eb[twk].parent = eb[ bones['neck']['mch'][i-1]]
# Chest tweaks
for twk, mch in zip( bones['chest']['tweak'], bones['chest']['mch']):
if bones['chest']['tweak'].index(twk) == 0:
eb[twk].parent = eb[bones['pivot']['mch']]
else:
eb[twk].parent = eb[mch]
# Hips tweaks
for i, twk in enumerate(bones['hips']['tweak']):
if i == 0:
eb[twk].parent = eb[bones['hips']['mch'][i]]
else:
eb[twk].parent = eb[bones['hips']['mch'][i-1]]
# Tail mchs
if self.use_tail:
mch_rot_tail = bones['tail']['mch_tail']
eb[mch_rot_tail].parent = eb[bones['hips']['tweak'][0]]
# Tail tweaks
if self.use_tail:
for i, twk in enumerate(bones['tail']['tweak']):
if i == 0:
eb[twk].parent = eb[bones['tail']['ctrl'][i]]
else:
eb[twk].parent = eb[bones['tail']['ctrl'][i-1]]
# Parent orgs to matching tweaks
tweaks = []
if self.use_tail:
tweaks += bones['tail']['tweak']
tweaks += bones['hips']['tweak'] + bones['chest']['tweak']
if self.use_head:
tweaks += bones['neck']['tweak'] + [bones['neck']['ctrl']]
original_neck_bones = [org(b) for b in bones['neck']['original_names']]
original_neck_bones = original_neck_bones[1:-1] # exclude first neck bone and head
for b, twk in zip(org_bones[:-1], tweaks):
if b in original_neck_bones and len(bones['neck']['original_names']) > 3:
idx = org_bones.index(b)
org_parent = org_bones[idx-1]
eb[b].parent = eb[org_parent]
else:
eb[b].parent = eb[twk]
if self.use_head:
eb[org_bones[-1]].parent = eb[bones['neck']['ctrl']]
def make_constraint(self, bone, constraint):
bpy.ops.object.mode_set(mode='OBJECT')
pb = self.obj.pose.bones
owner_pb = pb[bone]
const = owner_pb.constraints.new(constraint['constraint'])
const.target = self.obj
# filter contraint props to those that actually exist in the currnet
# type of constraint, then assign values to each
for p in [k for k in constraint.keys() if k in dir(const)]:
setattr(const, p, constraint[p])
def constrain_bones(self, bones):
# MCH bones
# head and neck MCH bones
for b in [bones['neck']['mch_head'], bones['neck']['mch_neck']]:
if b:
self.make_constraint(b, {
'constraint': 'COPY_ROTATION',
'subtarget': bones['pivot']['ctrl'],
})
self.make_constraint(b, {
'constraint': 'COPY_SCALE',
'subtarget': bones['pivot']['ctrl'],
})
if bones['neck']['mch_str']:
# Neck MCH Stretch
self.make_constraint(bones['neck']['mch_str'], {
'constraint': 'DAMPED_TRACK',
'subtarget': bones['neck']['ctrl'],
})
self.make_constraint(bones['neck']['mch_str'], {
'constraint': 'STRETCH_TO',
'subtarget': bones['neck']['ctrl'],
})
# Intermediary mch bones
intermediaries = [bones['neck'], bones['chest'], bones['hips']]
for i, l in enumerate(intermediaries):
mch = l['mch']
for j, b in enumerate(mch):
if i == 0: # Neck mch-s
if len(bones['neck']['original_names']) > 3:
self.make_constraint(b, {
'constraint': 'COPY_LOCATION',
'subtarget': org(l['original_names'][j+1]),
'influence': 1.0
})
else:
nfactor = float((j + 1) / len(mch))
self.make_constraint(b, {
'constraint': 'COPY_ROTATION',
'subtarget': l['ctrl'],
'influence': nfactor
})
step = 2/(len(mch)+1)
xval = (j+1)*step
influence = 2*xval - xval**2 #parabolic influence of pivot
if bones['neck']['neck_bend']:
self.make_constraint(b, {
'constraint': 'COPY_LOCATION',
'subtarget': l['neck_bend'],
'influence': influence,
'use_offset': True,
'owner_space': 'LOCAL',
'target_space': 'LOCAL'
})
if len(bones['neck']['original_names']) > 3:
self.make_constraint(b, {
'constraint': 'COPY_SCALE',
'subtarget': org(l['original_names'][j+1]),
'influence': 1.0
})
else:
factor = float(1 / len(l['tweak']))
self.make_constraint(b, {
'constraint': 'COPY_TRANSFORMS',
'subtarget': l['ctrl'],
'influence': factor,
'owner_space': 'LOCAL',
'target_space': 'LOCAL'
})
# Tail ctrls
if self.use_tail:
tail_ctrl = bones['tail']['ctrl']
tail_ctrl.append(bones['tail']['ctrl_tail'])
for i, b in enumerate(tail_ctrl[:-1]):
self.make_constraint(b, {
'constraint': 'COPY_ROTATION',
'subtarget': tail_ctrl[i+1],
'influence': 1.0,
'use_x': self.copy_rotation_axes[0],
'use_y': self.copy_rotation_axes[1],
'use_z': self.copy_rotation_axes[2],
'use_offset': True,
'owner_space': 'LOCAL',
'target_space': 'LOCAL'
})
b = bones['tail']['mch_tail']
self.make_constraint(b, {
'constraint': 'COPY_ROTATION',
'subtarget': bones['pivot']['ctrl'],
'influence': 1.0,
})
# MCH pivot
self.make_constraint(bones['pivot']['mch'], {
'constraint': 'COPY_TRANSFORMS',
'subtarget': bones['hips']['mch'][-1],
'owner_space': 'LOCAL',
'target_space': 'LOCAL'
})
# DEF bones
deform = bones['def']
tweaks = []
if self.use_tail:
tweaks += bones['tail']['tweak']
tweaks += bones['hips']['tweak'] + bones['chest']['tweak']
if self.use_head:
tweaks += bones['neck']['tweak'] + [bones['neck']['ctrl']]
for d, t in zip(deform, tweaks):
tidx = tweaks.index(t)
self.make_constraint(d, {
'constraint': 'COPY_TRANSFORMS',
'subtarget': t
})
if tidx != len(tweaks) - 1:
if self.use_tail and t in bones['tail']['tweak']:
self.make_constraint(d, {
'constraint': 'DAMPED_TRACK',
'subtarget': tweaks[tidx + 1],
'track_axis': 'TRACK_NEGATIVE_Y'
})
else:
self.make_constraint(d, {
'constraint': 'DAMPED_TRACK',
'subtarget': tweaks[tidx + 1],
})
self.make_constraint(d, {
'constraint': 'STRETCH_TO',
'subtarget': tweaks[tidx + 1],
})
pb = self.obj.pose.bones
if bones['neck']['neck_bend']:
pb[bones['neck']['neck_bend']].rotation_mode = 'ZXY'
pb[bones['neck']['neck_bend']].lock_rotation[0] = True
pb[bones['neck']['neck_bend']].lock_rotation[2] = True
for t in tweaks:
if t != bones['neck']['ctrl']:
pb[t].rotation_mode = 'ZXY'
original_neck_bones = [org(b) for b in bones['neck']['original_names']]
# make IK on neck ORGs
if len(original_neck_bones) > 3:
last_neck = original_neck_bones[-2]
self.make_constraint(last_neck, {
'constraint': 'IK',
'subtarget': bones['neck']['ctrl'],
'chain_count': len(original_neck_bones) - 1
})
for b in original_neck_bones[:-1]:
pb[b].ik_stretch = 0.1
def create_drivers(self, bones):
bpy.ops.object.mode_set(mode='OBJECT')
pb = self.obj.pose.bones
# Setting the torso's props
torso = pb[bones['pivot']['ctrl']]
props = []
owners = []
if self.use_head:
props += ["head_follow"]
owners += [bones['neck']['mch_head']]
if bones['neck']['mch_neck']:
props += ["neck_follow"]
owners += [bones['neck']['mch_neck']]
if self.use_tail:
props += ["tail_follow"]
owners += [bones['tail']['mch_tail']]
for prop in props:
if prop == 'neck_follow':
torso[prop] = 0.5
else:
torso[prop] = 0.0
prop = rna_idprop_ui_prop_get(torso, prop, create=True)
prop["min"] = 0.0
prop["max"] = 1.0
prop["soft_min"] = 0.0
prop["soft_max"] = 1.0
prop["description"] = prop
# driving the follow rotation switches for neck and head
for bone, prop, in zip(owners, props):
# Add driver to copy rotation constraint
drv = pb[bone].constraints[0].driver_add("influence").driver
drv.type = 'AVERAGE'
var = drv.variables.new()
var.name = prop
var.type = "SINGLE_PROP"
var.targets[0].id = self.obj
var.targets[0].data_path = \
torso.path_from_id() + '[' + '"' + prop + '"' + ']'
drv_modifier = self.obj.animation_data.drivers[-1].modifiers[0]
drv_modifier.mode = 'POLYNOMIAL'
drv_modifier.poly_order = 1
drv_modifier.coefficients[0] = 1.0
drv_modifier.coefficients[1] = -1.0
def locks_and_widgets(self, bones):
bpy.ops.object.mode_set(mode='OBJECT')
pb = self.obj.pose.bones
# deform bones bbone segements
for bone in bones['def'][:-1]:
self.obj.data.bones[bone].bbone_segments = 8
self.obj.data.bones[bones['def'][0]].bbone_easein = 0.0
self.obj.data.bones[bones['def'][-2]].bbone_easeout = 1.0
# Locks
tweaks = bones['neck']['tweak'] + bones['chest']['tweak']
tweaks += bones['hips']['tweak']
if self.use_tail:
tweaks += bones['tail']['tweak']
pb[bones['tail']['ctrl_tail']].lock_location = True, True, True
# Tweak bones locks
for bone in tweaks:
pb[bone].lock_rotation = True, False, True
pb[bone].lock_scale = False, True, False
# Widgets
# Assigning a widget to torso bone
create_cube_widget(
self.obj,
bones['pivot']['ctrl'],
radius=0.5,
bone_transform_name=None
)
# Assigning widgets to control bones
gen_ctrls = [
bones['chest']['ctrl'],
bones['hips']['ctrl']
]
tail_ctrls = []
if self.use_tail and bones['tail']['ctrl']:
tail_ctrls = bones['tail']['ctrl'] + [bones['tail']['ctrl_tail']]
gen_ctrls.extend(bones['tail']['ctrl'])
create_ballsocket_widget(
self.obj,
bones['tail']['ctrl_tail'],
size=0.7,
bone_transform_name=None
)
for bone in gen_ctrls:
if bone in tail_ctrls:
radius = 0.5
else:
radius = 1.0
# place chest on neck-base for very long necks
if bone == bones['chest']['ctrl'] and len(bones['neck']['original_names']) > 3:
head_tail = 0.0
else:
head_tail = 0.75
create_circle_widget(
self.obj,
bone,
radius=radius,
head_tail=head_tail,
with_line=False,
bone_transform_name=None
)
if bones['neck']['ctrl_neck']:
# Neck ctrl widget
if len(bones['neck']['mch']) == 0:
radius = 1
else:
radius = 1/(len(bones['neck']['mch']))
create_circle_widget(
self.obj,
bones['neck']['ctrl_neck'],
radius=radius,
head_tail=0.5,
bone_transform_name=None
)
if bones['neck']['neck_bend']:
# Neck pivot widget
if len(bones['neck']['mch']) == 0:
radius = 0.5
else:
radius = 1/(2*len(bones['neck']['mch']))
create_neck_bend_widget(
self.obj,
bones['neck']['neck_bend'],
radius=radius,
head_tail=0.0,
bone_transform_name=None
)
# Head widget
# place wgt @ middle of head bone for long necks
if len(bones['neck']['original_names']) > 3:
head_tail = 0.5
else:
head_tail = 1.0
if self.use_head:
create_circle_widget(
self.obj,
bones['neck']['ctrl'],
radius = 0.5,
head_tail = head_tail,
with_line = False,
bone_transform_name = None
)
# place widgets on correct bones
chest_widget_loc = pb[bones['chest']['mch_wgt']]
pb[bones['chest']['ctrl']].custom_shape_transform = chest_widget_loc
hips_widget_loc = pb[bones['hips']['mch_wgt']]
if self.use_tail:
hips_widget_loc = pb[bones['def'][self.tail_pos]]
pb[bones['tail']['ctrl_tail']].custom_shape_transform = pb[bones['tail']['tweak'][0]]
pb[bones['hips']['ctrl']].custom_shape_transform = hips_widget_loc
# Assigning widgets to tweak bones and layers
for bone in tweaks:
if bones['neck']['tweak'] and bone == bones['neck']['tweak'][0] \
and len(bones['neck']['original_names']) > 3:
create_neck_tweak_widget(self.obj, bone, size=1.0, bone_transform_name=None)
continue
create_sphere_widget(self.obj, bone, bone_transform_name=None)
if self.tweak_layers:
pb[bone].bone.layers = self.tweak_layers
def generate(self):
# Torso Rig Anatomy:
# Neck: all bones above neck point, last bone is head
# Upper torso: all bones between pivot and neck start
# Lower torso: all bones below pivot until tail point
# Tail: all bones below tail point
bone_chains = self.build_bone_structure()
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
# Clear parents for org bones
for bone in self.org_bones:
eb[bone].use_connect = False
eb[bone].parent = None
if bone_chains != 'ERROR':
# Create lists of bones and strip "ORG" from their names
neck_bones = [strip_org(b) for b in bone_chains['neck']]
upper_torso_bones = [strip_org(b) for b in bone_chains['upper']]
lower_torso_bones = [strip_org(b) for b in bone_chains['lower']]
tail_bones = [strip_org(b) for b in bone_chains['tail']]
bones = {}
bones['def'] = self.create_deform() # Gets org bones from self
bones['pivot'] = self.create_pivot(self.pivot_pos)
bones['neck'] = self.create_neck(neck_bones)
bones['chest'] = self.create_chest(upper_torso_bones)
bones['hips'] = self.create_hips(lower_torso_bones)
# TODO: Add create tail
if tail_bones:
bones['tail'] = self.create_tail(tail_bones)
# TEST
bpy.ops.object.mode_set(mode='EDIT')
eb = self.obj.data.edit_bones
self.parent_bones(bones)
self.constrain_bones(bones)
self.create_drivers(bones)
self.locks_and_widgets(bones)
else:
return
controls = [bones['neck']['ctrl'], bones['neck']['ctrl_neck']]
controls += [bones['chest']['ctrl'], bones['hips']['ctrl']]
controls += [bones['pivot']['ctrl']]
if self.use_tail:
controls.extend(bones['tail']['ctrl'])
# Create UI
controls_string = ", ".join(["'" + x + "'" for x in controls])
return [script % (
controls_string,
bones['pivot']['ctrl'],
'head_follow',
'head_follow',
'neck_follow',
'neck_follow',
'tail_follow',
'tail_follow',
)]
def add_parameters(params):
""" Add the parameters of this rig type to the
RigifyParameters PropertyGroup
"""
params.neck_pos = bpy.props.IntProperty(
name = 'neck_position',
default = 6,
min = 0,
description = 'Neck start position'
)
params.pivot_pos = bpy.props.IntProperty(
name='pivot_position',
default=2,
min=0,
description='Position of the torso control and pivot point'
)
params.copy_rotation_axes = bpy.props.BoolVectorProperty(
size=3,
description="Automation axes",
default=tuple([i == 0 for i in range(0, 3)])
)
params.tail_pos = bpy.props.IntProperty(
name='tail_position',
default=2,
min=2,
description='Where the tail starts'
)
params.use_tail = bpy.props.BoolProperty(
name='use_tail',
default=False,
description='Create tail bones'
)
params.use_head = bpy.props.BoolProperty(
name='use_head',
default=True,
description='Create head and neck bones'
)
# Setting up extra layers for the FK and tweak
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(align=True)
r.prop(params, "use_head", toggle=True, text="Head")
r.prop(params, "use_tail", toggle=True, text="Tail")
r = layout.row()
r.prop(params, "neck_pos")
r.enabled = params.use_head
r = layout.row()
r.prop(params, "pivot_pos")
r = layout.row()
r.prop(params, "tail_pos")
r.enabled = params.use_tail
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.enabled = params.use_tail
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):
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):
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):
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):
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('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
bone = arm.edit_bones.new('spine.004')
bone.head[:] = 0.0000, 0.0114, 1.6582
bone.tail[:] = 0.0000, -0.013, 1.7197
bone.roll = 0.0000
bone.use_connect = True
bone.parent = arm.edit_bones[bones['spine.003']]
bones['spine.004'] = bone.name
bone = arm.edit_bones.new('spine.005')
bone.head[:] = 0.0000, -0.013, 1.7197
bone.tail[:] = 0.0000, -0.0247, 1.7813
bone.roll = 0.0000
bone.use_connect = True
bone.parent = arm.edit_bones[bones['spine.004']]
bones['spine.005'] = bone.name
bone = arm.edit_bones.new('spine.006')
bone.head[:] = 0.0000, -0.0247, 1.7813
bone.tail[:] = 0.0000, -0.0247, 1.9796
bone.roll = 0.0000
bone.use_connect = True
bone.parent = arm.edit_bones[bones['spine.005']]
bones['spine.006'] = bone.name
bpy.ops.object.mode_set(mode='OBJECT')
pbone = obj.pose.bones[bones['spine']]
pbone.rigify_type = 'spines.super_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.neck_pos = 5
except AttributeError:
pass
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'
pbone = obj.pose.bones[bones['spine.004']]
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.005']]
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.006']]
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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