Welcome to mirror list, hosted at ThFree Co, Russian Federation.

git.blender.org/blender.git - Unnamed repository; edit this file 'description' to name the repository.
summaryrefslogtreecommitdiff
diff options
context:
space:
mode:
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/startup/keyingsets_builtins.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/startup/keyingsets_builtins.py')
-rw-r--r--release/scripts/startup/keyingsets_builtins.py32
1 files changed, 32 insertions, 0 deletions
diff --git a/release/scripts/startup/keyingsets_builtins.py b/release/scripts/startup/keyingsets_builtins.py
index 6d52a81456b..195eaf823f4 100644
--- a/release/scripts/startup/keyingsets_builtins.py
+++ b/release/scripts/startup/keyingsets_builtins.py
@@ -175,6 +175,22 @@ class BUILTIN_KSI_RotScale(KeyingSetInfo):
# ------------
+# Bendy Bones
+class BUILTIN_KSI_BendyBones(KeyingSetInfo):
+ """Insert a keyframe for each of the BBone shape properties"""
+ bl_label = "BBone Shape"
+
+ # poll - use callback for selected bones
+ poll = keyingsets_utils.RKS_POLL_selected_bones
+
+ # iterator - use callback for selected bones
+ iterator = keyingsets_utils.RKS_ITER_selected_bones
+
+ # generator - use generator for bendy bone properties
+ generate = keyingsets_utils.RKS_GEN_bendy_bones
+
+# ------------
+
# VisualLocation
class BUILTIN_KSI_VisualLoc(KeyingSetInfo):
@@ -387,6 +403,9 @@ class BUILTIN_KSI_WholeCharacter(KeyingSetInfo):
ksi.doRot3d(ks, bone)
ksi.doScale(ks, bone)
+ # bbone properties?
+ ksi.doBBone(context, ks, bone)
+
# custom props?
ksi.doCustomProps(ks, bone)
@@ -466,6 +485,19 @@ class BUILTIN_KSI_WholeCharacter(KeyingSetInfo):
# ----------------
+ # bendy bone properties
+ def doBBone(ksi, context, ks, pchan):
+ bone = pchan.bone
+
+ # This check is crude, but is the best we can do for now
+ # It simply adds all of these if the bbone has segments
+ # (and the bone is a control bone). This may lead to some
+ # false positives...
+ if bone.bbone_segments > 1:
+ keyingsets_utils.RKS_GEN_bendy_bones(ksi, context, ks, pchan)
+
+ # ----------------
+
# custom properties
def doCustomProps(ksi, ks, bone):