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authorJoshua Leung <aligorith@gmail.com>2016-05-17 18:19:06 +0300
committerJoshua Leung <aligorith@gmail.com>2016-05-17 18:19:06 +0300
commit49aeee5a3dfa9fc0ae29e99f7c5c0cc0124e560e (patch)
tree49ace019e0509cd188f24d11c8f799ab676f6bbd /release/scripts/modules/keyingsets_utils.py
parent29a17d54da1f4b85a59487e032165bb44dc1b065 (diff)
Bendy Bones: Advanced B-Bones for Easier + Simple Rigging
This commit/patch/branch brings a bunch of powerful new options for B-Bones and for working with B-Bones, making it easier for animators to create their own rigs, using fewer bones (which also means hopefully lighter + faster rigs ;) This functionality was first demoed by Daniel at BConf15 Some highlights from this patch include: * You can now directly control the shape of B-Bones using a series of properties instead of being restricted to trying to indirectly control them through the neighbouring bones. See the "Bendy Bones" panel... * B-Bones can be shaped in EditMode to define a "curved rest pose" for the bone. This is useful for things like eyebrows and mouths/eyelids * You can now make B-Bones use custom bones as their reference bone handles, instead of only using the parent/child bones. To do so, enable the "Use Custom Reference Handles" toggle. If none are specified, then the BBone will only use the Bendy Bone properties. * Constraints Head/Tail option can now slide along the B-Bone shape, instead of just linearly interpolating between the endpoints of the bone. For more details, see: * http://aligorith.blogspot.co.nz/2016/05/bendy-bones-dev-update.html * http://aligorith.blogspot.co.nz/2016/05/an-in-depth-look-at-how-b-bones-work.html -- Credits -- Original Idea: Daniel M Lara (pepeland) Original Patch/Research: Jose Molina Additional Development + Polish: Joshua Leung (aligorith) Testing/Feedback: Daniel M Lara (pepeland), Juan Pablo Bouza (jpbouza)
Diffstat (limited to 'release/scripts/modules/keyingsets_utils.py')
-rw-r--r--release/scripts/modules/keyingsets_utils.py51
1 files changed, 50 insertions, 1 deletions
diff --git a/release/scripts/modules/keyingsets_utils.py b/release/scripts/modules/keyingsets_utils.py
index 03400edc904..375ee3feebe 100644
--- a/release/scripts/modules/keyingsets_utils.py
+++ b/release/scripts/modules/keyingsets_utils.py
@@ -28,11 +28,14 @@ __all__ = (
"RKS_POLL_selected_objects",
"RKS_POLL_selected_bones",
"RKS_POLL_selected_items",
+ "RKS_ITER_selected_object",
+ "RKS_ITER_selected_bones",
"RKS_ITER_selected_item",
"RKS_GEN_available",
"RKS_GEN_location",
"RKS_GEN_rotation",
"RKS_GEN_scaling",
+ "RKS_GEN_bendy_bones",
)
import bpy
@@ -93,11 +96,17 @@ def RKS_ITER_selected_item(ksi, context, ks):
ksi.generate(context, ks, ob)
-# all select objects only
+# all selected objects only
def RKS_ITER_selected_objects(ksi, context, ks):
for ob in context.selected_objects:
ksi.generate(context, ks, ob)
+
+# all seelcted bones only
+def RKS_ITER_selected_bones(ksi, context, ks):
+ for bone in context.selected_pose_bones:
+ ksi.generate(context, ks, bone)
+
###########################
# Generate Callbacks
@@ -207,3 +216,43 @@ def RKS_GEN_scaling(ksi, context, ks, data):
ks.paths.add(id_block, path, group_method='NAMED', group_name=grouping)
else:
ks.paths.add(id_block, path)
+
+# ------
+
+# Property identifiers for Bendy Bones
+bbone_property_ids = (
+ "bbone_curveinx",
+ "bbone_curveiny",
+ "bbone_curveoutx",
+ "bbone_curveouty",
+
+ "bbone_rollin",
+ "bbone_rollout",
+
+ "bbone_scalein",
+ "bbone_scaleout",
+
+ # NOTE: These are in the nested bone struct
+ # Do it this way to force them to be included
+ # in whatever actions are being keyed here
+ "bone.bbone_in",
+ "bone.bbone_out",
+)
+
+# Add Keying Set entries for bendy bones
+def RKS_GEN_bendy_bones(ksi, context, ks, data):
+ # get id-block and path info
+ # NOTE: This assumes that we're dealing with a bone here...
+ id_block, base_path, grouping = get_transform_generators_base_info(data)
+
+ # for each of the bendy bone properties, add a Keying Set entry for it...
+ for propname in bbone_property_ids:
+ # add the property name to the base path
+ path = path_add_property(base_path, propname)
+
+ # add Keying Set entry for this...
+ if grouping:
+ ks.paths.add(id_block, path, group_method='NAMED', group_name=grouping)
+ else:
+ ks.paths.add(id_block, path)
+