1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
|
#====================== 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 importlib
import importlib.util
import os
RIG_DIR = "rigs" # Name of the directory where rig types are kept
METARIG_DIR = "metarigs" # Name of the directory where metarigs are kept
TEMPLATE_DIR = "ui_templates" # Name of the directory where ui templates are kept
outdated_types = {"pitchipoy.limbs.super_limb": "limbs.super_limb",
"pitchipoy.limbs.super_arm": "limbs.super_limb",
"pitchipoy.limbs.super_leg": "limbs.super_limb",
"pitchipoy.limbs.super_front_paw": "limbs.super_limb",
"pitchipoy.limbs.super_rear_paw": "limbs.super_limb",
"pitchipoy.limbs.super_finger": "limbs.super_finger",
"pitchipoy.super_torso_turbo": "spines.super_spine",
"pitchipoy.simple_tentacle": "limbs.simple_tentacle",
"pitchipoy.super_face": "faces.super_face",
"pitchipoy.super_palm": "limbs.super_palm",
"pitchipoy.super_copy": "basic.super_copy",
"pitchipoy.tentacle": "",
"palm": "limbs.super_palm",
"basic.copy": "basic.super_copy",
"biped.arm": "",
"biped.leg": "",
"finger": "",
"neck_short": "",
"misc.delta": "",
"spine": ""
}
def get_rigify_type(pose_bone):
return pose_bone.rigify_type.replace(" ", "")
def is_rig_base_bone(obj, name):
return bool(get_rigify_type(obj.pose.bones[name]))
def upgradeMetarigTypes(metarig, revert=False):
"""Replaces rigify_type properties from old versions with their current names
:param revert: revert types to previous version (if old type available)
"""
if revert:
vals = list(outdated_types.values())
rig_defs = {v: k for k, v in outdated_types.items() if vals.count(v) == 1}
else:
rig_defs = outdated_types
for bone in metarig.pose.bones:
rig_type = bone.rigify_type
if rig_type in rig_defs:
bone.rigify_type = rig_defs[rig_type]
if 'leg' in rig_type:
bone.rigfy_parameters.limb_type = 'leg'
if 'arm' in rig_type:
bone.rigfy_parameters.limb_type = 'arm'
if 'paw' in rig_type:
bone.rigfy_parameters.limb_type = 'paw'
if rig_type == "basic.copy":
bone.rigify_parameters.make_widget = False
#=============================================
# Misc
#=============================================
def get_resource(resource_name):
""" Fetches a rig module by name, and returns it.
"""
module = importlib.import_module(resource_name)
importlib.reload(module)
return module
def attach_persistent_script(obj, script):
"""Make sure the ui script always follows the rig around"""
skip = False
driver = None
if not obj.animation_data:
obj.animation_data_create()
for fcurve in obj.animation_data.drivers:
if fcurve.data_path == 'pass_index':
driver = fcurve.driver
for variable in driver.variables:
if variable.name == script.name:
skip = True
break
break
if not skip:
if not driver:
fcurve = obj.driver_add("pass_index")
driver = fcurve.driver
variable = driver.variables.new()
variable.name = script.name
variable.targets[0].id_type = 'TEXT'
variable.targets[0].id = script
def connected_children_names(obj, bone_name):
""" Returns a list of bone names (in order) of the bones that form a single
connected chain starting with the given bone as a parent.
If there is a connected branch, the list stops there.
"""
bone = obj.data.bones[bone_name]
names = []
while True:
connects = 0
con_name = ""
for child in bone.children:
if child.use_connect:
connects += 1
con_name = child.name
if connects == 1:
names += [con_name]
bone = obj.data.bones[con_name]
else:
break
return names
def has_connected_children(bone):
""" Returns true/false whether a bone has connected children or not.
"""
t = False
for b in bone.children:
t = t or b.use_connect
return t
def _list_bone_names_depth_first_sorted_rec(result_list, bone):
result_list.append(bone.name)
for child in sorted(list(bone.children), key=lambda b: b.name):
_list_bone_names_depth_first_sorted_rec(result_list, child)
def list_bone_names_depth_first_sorted(obj):
"""Returns a list of bone names in depth first name sorted order."""
result_list = []
for bone in sorted(list(obj.data.bones), key=lambda b: b.name):
if bone.parent is None:
_list_bone_names_depth_first_sorted_rec(result_list, bone)
return result_list
def write_metarig(obj, layers=False, func_name="create", groups=False):
"""
Write a metarig as a python script, this rig is to have all info needed for
generating the real rig with rigify.
"""
code = []
code.append("import bpy\n\n")
code.append("from mathutils import Color\n\n")
code.append("def %s(obj):" % func_name)
code.append(" # generated by rigify.utils.write_metarig")
bpy.ops.object.mode_set(mode='EDIT')
code.append(" bpy.ops.object.mode_set(mode='EDIT')")
code.append(" arm = obj.data")
arm = obj.data
# Rigify bone group colors info
if groups and len(arm.rigify_colors) > 0:
code.append("\n for i in range(" + str(len(arm.rigify_colors)) + "):")
code.append(" arm.rigify_colors.add()\n")
for i in range(len(arm.rigify_colors)):
name = arm.rigify_colors[i].name
active = arm.rigify_colors[i].active
normal = arm.rigify_colors[i].normal
select = arm.rigify_colors[i].select
standard_colors_lock = arm.rigify_colors[i].standard_colors_lock
code.append(' arm.rigify_colors[' + str(i) + '].name = "' + name + '"')
code.append(' arm.rigify_colors[' + str(i) + '].active = Color(' + str(active[:]) + ')')
code.append(' arm.rigify_colors[' + str(i) + '].normal = Color(' + str(normal[:]) + ')')
code.append(' arm.rigify_colors[' + str(i) + '].select = Color(' + str(select[:]) + ')')
code.append(' arm.rigify_colors[' + str(i) + '].standard_colors_lock = ' + str(standard_colors_lock))
# Rigify layer layout info
if layers and len(arm.rigify_layers) > 0:
code.append("\n for i in range(" + str(len(arm.rigify_layers)) + "):")
code.append(" arm.rigify_layers.add()\n")
for i in range(len(arm.rigify_layers)):
name = arm.rigify_layers[i].name
row = arm.rigify_layers[i].row
selset = arm.rigify_layers[i].selset
group = arm.rigify_layers[i].group
code.append(' arm.rigify_layers[' + str(i) + '].name = "' + name + '"')
code.append(' arm.rigify_layers[' + str(i) + '].row = ' + str(row))
code.append(' arm.rigify_layers[' + str(i) + '].selset = ' + str(selset))
code.append(' arm.rigify_layers[' + str(i) + '].group = ' + str(group))
# write parents first
bones = [(len(bone.parent_recursive), bone.name) for bone in arm.edit_bones]
bones.sort(key=lambda item: item[0])
bones = [item[1] for item in bones]
code.append("\n bones = {}\n")
for bone_name in bones:
bone = arm.edit_bones[bone_name]
code.append(" bone = arm.edit_bones.new(%r)" % bone.name)
code.append(" bone.head[:] = %.4f, %.4f, %.4f" % bone.head.to_tuple(4))
code.append(" bone.tail[:] = %.4f, %.4f, %.4f" % bone.tail.to_tuple(4))
code.append(" bone.roll = %.4f" % bone.roll)
code.append(" bone.use_connect = %s" % str(bone.use_connect))
if bone.parent:
code.append(" bone.parent = arm.edit_bones[bones[%r]]" % bone.parent.name)
code.append(" bones[%r] = bone.name" % bone.name)
bpy.ops.object.mode_set(mode='OBJECT')
code.append("")
code.append(" bpy.ops.object.mode_set(mode='OBJECT')")
# Rig type and other pose properties
for bone_name in bones:
pbone = obj.pose.bones[bone_name]
code.append(" pbone = obj.pose.bones[bones[%r]]" % bone_name)
code.append(" pbone.rigify_type = %r" % pbone.rigify_type)
code.append(" pbone.lock_location = %s" % str(tuple(pbone.lock_location)))
code.append(" pbone.lock_rotation = %s" % str(tuple(pbone.lock_rotation)))
code.append(" pbone.lock_rotation_w = %s" % str(pbone.lock_rotation_w))
code.append(" pbone.lock_scale = %s" % str(tuple(pbone.lock_scale)))
code.append(" pbone.rotation_mode = %r" % pbone.rotation_mode)
if layers:
code.append(" pbone.bone.layers = %s" % str(list(pbone.bone.layers)))
# Rig type parameters
for param_name in pbone.rigify_parameters.keys():
param = getattr(pbone.rigify_parameters, param_name, '')
if str(type(param)) == "<class 'bpy_prop_array'>":
param = list(param)
if type(param) == str:
param = '"' + param + '"'
code.append(" try:")
code.append(" pbone.rigify_parameters.%s = %s" % (param_name, str(param)))
code.append(" except AttributeError:")
code.append(" pass")
code.append("\n bpy.ops.object.mode_set(mode='EDIT')")
code.append(" for bone in arm.edit_bones:")
code.append(" bone.select = False")
code.append(" bone.select_head = False")
code.append(" bone.select_tail = False")
code.append(" for b in bones:")
code.append(" bone = arm.edit_bones[bones[b]]")
code.append(" bone.select = True")
code.append(" bone.select_head = True")
code.append(" bone.select_tail = True")
code.append(" arm.edit_bones.active = bone")
# Set appropriate layers visible
if layers:
# Find what layers have bones on them
active_layers = []
for bone_name in bones:
bone = obj.data.bones[bone_name]
for i in range(len(bone.layers)):
if bone.layers[i]:
if i not in active_layers:
active_layers.append(i)
active_layers.sort()
code.append("\n arm.layers = [(x in " + str(active_layers) + ") for x in range(" + str(len(arm.layers)) + ")]")
code.append("\n return bones")
code.append('\nif __name__ == "__main__":')
code.append(" " + func_name + "(bpy.context.active_object)\n")
return "\n".join(code)
|