blender/release/scripts/modules/rigify/__init__.py

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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,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
import bpy
from mathutils import Vector
# TODO, have these in a more general module
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from rna_prop_ui import rna_idprop_ui_prop_get
SPECIAL_TYPES = "root",
LAYER_TYPES = "main", "extra", "ik", "fk"
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ORG_LAYERS = [n == 31 for n in range(0, 32)]
MCH_LAYERS = [n == 30 for n in range(0, 32)]
DEF_LAYERS = [n == 29 for n in range(0, 32)]
ROOT_LAYERS = [n == 28 for n in range(0, 32)]
ORG_PREFIX = "ORG-"
MCH_PREFIX = "MCH-"
DEF_PREFIX = "DEF-"
WGT_PREFIX = "WGT-"
class RigifyError(Exception):
"""Exception raised for errors in the metarig.
"""
def __init__(self, message):
self.message = message
def __str__(self):
return repr(self.message)
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def submodule_func_from_type(bone_type):
type_pair = bone_type.split(".")
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# 'leg.ik' will look for an ik function in the leg module
# 'leg' will look up leg.main
if len(type_pair) == 1:
type_pair = type_pair[0], "main"
type_name, func_name = type_pair
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# from rigify import leg
try:
submod = __import__(name="%s.%s" % (__package__, type_name), fromlist=[type_name])
except ImportError:
raise RigifyError("python module for type '%s' not found" % type_name)
reload(submod)
return type_name, submod, getattr(submod, func_name)
def get_submodule_types():
import os
submodules = []
files = os.listdir(os.path.dirname(__file__))
for f in files:
if not f.startswith("_") and f.endswith(".py"):
submodules.append(f[:-3])
return sorted(submodules)
def get_bone_type_options(pbone, type_name):
options = {}
bone_name = pbone.name
for key, value in pbone.items():
key_pair = key.rsplit(".")
# get all bone properties
""""
if key_pair[0] == type_name:
if len(key_pair) != 2:
raise RigifyError("option error for bone '%s', property name was not a pair '%s'" % (bone_name, key_pair))
options[key_pair[1]] = value
"""
options[key] = value
return options
def get_layer_dict(options):
'''
Extracts layer info from a bone options dict
defaulting to the layer index if not set.
'''
layer_default = [False] * 32
result = {}
for i, layer_type in enumerate(LAYER_TYPES):
# no matter if its not defined
layer_index = options.get("layer_" + layer_type, i + 2)
layer = layer_default[:]
layer[layer_index-1] = True
result[layer_type] = layer
return result
def validate_rig(context, obj):
'''
Makes no changes
only runs the metarig definitions and reports errors
'''
type_found = False
for pbone in obj.pose.bones:
bone_name = pbone.name
bone_type = pbone.get("type", "")
if bone_type:
bone_type_list = [bt for bt in bone_type.replace(",", " ").split()]
else:
bone_type_list = []
for bone_type in bone_type_list:
if bone_type.split(".")[0] in SPECIAL_TYPES:
continue
type_name, submod, type_func = submodule_func_from_type(bone_type)
reload(submod)
submod.metarig_definition(obj, bone_name)
type_found = True
get_bone_type_options(pbone, bone_type)
# missing, - check for duplicate root bone.
if not type_found:
raise RigifyError("This rig has no 'type' properties defined on any pose bones, nothing to do")
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def generate_rig(context, obj_orig, prefix="ORG-", META_DEF=True):
'''
Main function for generating
'''
from collections import OrderedDict
import rigify_utils
reload(rigify_utils)
print("Begin...")
# Not needed but catches any errors before duplicating
validate_rig(context, obj_orig)
global_undo = context.user_preferences.edit.global_undo
context.user_preferences.edit.global_undo = False
mode_orig = context.mode
rest_backup = obj_orig.data.pose_position
obj_orig.data.pose_position = 'REST'
bpy.ops.object.mode_set(mode='OBJECT')
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scene = context.scene
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# Check if the generated rig already exists, so we can
# regenerate in the same object. If not, create a new
# object to generate the rig in.
print("Fetch rig.")
try:
name = obj_orig["rig_object_name"]
except KeyError:
name = "rig"
try:
obj = scene.objects[name]
except KeyError:
obj = bpy.data.objects.new(name, bpy.data.armatures.new(name))
scene.objects.link(obj)
obj.data.pose_position = 'POSE'
# Get rid of anim data in case the rig already existed
print("Clear rig animation data.")
obj.animation_data_clear()
# Select generated rig object
obj_orig.selected = False
obj.selected = True
scene.objects.active = obj
# Remove all bones from the generated rig armature.
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.edit_bones:
obj.data.edit_bones.remove(bone)
bpy.ops.object.mode_set(mode='OBJECT')
# Create temporary duplicates for merging
temp_rig_1 = obj_orig.copy()
temp_rig_1.data = obj_orig.data.copy()
scene.objects.link(temp_rig_1)
temp_rig_2 = obj_orig.copy()
temp_rig_2.data = obj.data
scene.objects.link(temp_rig_2)
# Select the temp rigs for merging
for objt in scene.objects:
objt.selected = False # deselect all objects
temp_rig_1.selected = True
temp_rig_2.selected = True
scene.objects.active = temp_rig_2
# Merge the temporary rigs
bpy.ops.object.join(context)
# Delete the second temp rig
bpy.ops.object.delete()
# Select the generated rig
for objt in scene.objects:
objt.selected = False # deselect all objects
obj.selected = True
scene.objects.active = obj
# Copy over the pose_bone properties
for bone in obj_orig.pose.bones:
bone_gen = obj.pose.bones[bone.name]
# Rotation mode and transform locks
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bone_gen.rotation_mode = bone.rotation_mode
bone_gen.lock_rotation = tuple(bone.lock_rotation)
bone_gen.lock_rotation_w = bone.lock_rotation_w
bone_gen.lock_rotations_4d = bone.lock_rotations_4d
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bone_gen.lock_location = tuple(bone.lock_location)
bone_gen.lock_scale = tuple(bone.lock_scale)
# Custom properties
for prop in bone.keys():
bone_gen[prop] = bone[prop]
# Copy over bone properties
for bone in obj_orig.data.bones:
bone_gen = obj.data.bones[bone.name]
# B-bone stuff
bone_gen.bbone_segments = bone.bbone_segments
bone_gen.bbone_in = bone.bbone_in
bone_gen.bbone_out = bone.bbone_out
# Create proxy deformation rig
# TODO: remove this
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if META_DEF:
obj_def = obj_orig.copy()
obj_def.data = obj_orig.data.copy()
scene.objects.link(obj_def)
scene.update()
print("On to the real work.")
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arm = obj.data
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# prepend the ORG prefix to the bones, and create the base_names mapping
base_names = {}
bpy.ops.object.mode_set(mode='EDIT')
for bone in arm.edit_bones:
bone_name = bone.name
bone.name = ORG_PREFIX + bone_name
base_names[bone.name] = bone_name
# create root_bone
bpy.ops.object.mode_set(mode='EDIT')
edit_bone = obj.data.edit_bones.new("root")
root_bone = edit_bone.name
edit_bone.head = (0.0, 0.0, 0.0)
edit_bone.tail = (0.0, 1.0, 0.0)
edit_bone.roll = 0.0
edit_bone.layer = ROOT_LAYERS
bpy.ops.object.mode_set(mode='OBJECT')
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# key: bone name
# value: {type:definition, ...}
# where type is the submodule name - leg, arm etc
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# and definition is a list of bone names
bone_definitions = {}
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# key: bone name
# value: [functions, ...]
# each function is from the module. eg leg.ik, arm.main
bone_typeinfos = {}
# key: bone name
# value: [new_bone_name, ...]
# where each bone with a 'type' stores a list of bones that it created
# ...needed so we can override the root parent
bone_genesis = {}
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# inspect all bones and assign their definitions before modifying
for pbone in obj.pose.bones:
bone_name = pbone.name
bone_type = pbone.get("type", "")
if bone_type:
bone_type_list = [bt for bt in bone_type.replace(",", " ").split()]
# not essential but means running autorig again wont do anything
del pbone["type"]
else:
bone_type_list = []
for bone_type in bone_type_list:
type_name, submod, type_func = submodule_func_from_type(bone_type)
reload(submod)
bone_def_dict = bone_definitions.setdefault(bone_name, {})
# Only calculate bone definitions once
if type_name not in bone_def_dict:
bone_def_dict[type_name] = submod.metarig_definition(obj, bone_name)
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bone_typeinfo = bone_typeinfos.setdefault(bone_name, [])
bone_typeinfo.append((type_name, type_func))
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# sort bones, not needed but gives more pradictable execution which may be useful in rare cases
bones_sorted = obj.pose.bones.values()
bones_sorted.sort(key=lambda pbone: pbone.name) # first sort by names
bones_sorted.sort(key=lambda pbone: len(pbone.parent_recursive)) # parents before children
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# now we have all the info about bones we can start operating on them
# for pbone in obj.pose.bones:
for pbone in bones_sorted:
bone_name = pbone.name
print(bone_name)
if bone_name not in bone_typeinfos:
continue
bone_def_dict = bone_definitions[bone_name]
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# Only blend results from the same submodule, eg.
# leg.ik and arm.fk could not be blended.
results = OrderedDict()
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bone_names_pre = {bone.name for bone in arm.bones}
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for type_name, type_func in bone_typeinfos[bone_name]:
print(" " + type_name)
# this bones definition of the current typeinfo
definition = bone_def_dict[type_name]
options = get_bone_type_options(pbone, type_name)
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bpy.ops.object.mode_set(mode='EDIT')
ret = type_func(obj, definition, base_names, options)
bpy.ops.object.mode_set(mode='OBJECT')
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if ret:
result_submod = results.setdefault(type_name, [])
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if result_submod and len(result_submod[-1]) != len(ret):
raise RigifyError("bone lists not compatible: %s, %s" % (result_submod[-1], ret))
result_submod.append(ret)
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for result_submod in results.values():
# blend 2 chains
definition = bone_def_dict[type_name]
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if len(result_submod) == 2:
blend_bone_list(obj, definition, result_submod[0], result_submod[1], target_bone=bone_name)
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bone_names_post = {bone.name for bone in arm.bones}
# Store which bones were created from this one
bone_genesis[bone_name] = list(bone_names_post - bone_names_pre)
# need a reverse lookup on bone_genesis so as to know immediately
# where a bone comes from
bone_genesis_reverse = {}
'''
for bone_name, bone_children in bone_genesis.items():
for bone_child_name in bone_children:
bone_genesis_reverse[bone_child_name] = bone_name
'''
if root_bone:
# assign all new parentless bones to this
bpy.ops.object.mode_set(mode='EDIT')
root_ebone = arm.edit_bones[root_bone]
for ebone in arm.edit_bones:
bone_name = ebone.name
if ebone.parent is None:
ebone.parent = root_ebone
'''
if ebone.parent is None and bone_name not in base_names:
# check for override
bone_creator = bone_genesis_reverse[bone_name]
pbone_creator = obj.pose.bones[bone_creator]
root_bone_override = pbone_creator.get("root", "")
if root_bone_override:
root_ebone_tmp = arm.edit_bones[root_bone_override]
else:
root_ebone_tmp = root_ebone
ebone.connected = False
ebone.parent = root_ebone_tmp
'''
bpy.ops.object.mode_set(mode='OBJECT')
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if META_DEF:
# for pbone in obj_def.pose.bones:
for bone_name, bone_name_new in base_names.items():
#pbone_from = bone_name
pbone = obj_def.pose.bones[bone_name_new]
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con = pbone.constraints.new('COPY_ROTATION')
con.target = obj
con.subtarget = bone_name
if not pbone.bone.connected:
con = pbone.constraints.new('COPY_LOCATION')
con.target = obj
con.subtarget = bone_name
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# would be 'REST' from when copied
obj_def.data.pose_position = 'POSE'
# todo - make a more generic system?
layer_tot = [False] * 32
layer_last = layer_tot[:]
layer_last[31] = True
layer_second_last = layer_tot[:]
layer_second_last[30] = True
for bone_name, bone in arm.bones.items():
bone.deform = False # Non DEF bones shouldn't deform
if bone_name.startswith(ORG_PREFIX):
bone.layer = ORG_LAYERS
elif bone_name.startswith(MCH_PREFIX): # XXX fixme
bone.layer = MCH_LAYERS
elif bone_name.startswith(DEF_PREFIX): # XXX fixme
bone.layer = DEF_LAYERS
bone.deform = True
else:
# Assign bone appearance if there is a widget for it
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obj.pose.bones[bone_name].custom_shape = context.scene.objects.get(WGT_PREFIX + bone_name)
layer_tot[:] = [max(lay) for lay in zip(layer_tot, bone.layer)]
# Only for demo'ing
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layer_show = [a and not (b or c or d) for a, b, c, d in zip(layer_tot, ORG_LAYERS, MCH_LAYERS, DEF_LAYERS)]
arm.layer = layer_show
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# obj.restrict_view = True
obj.data.draw_axes = False
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bpy.ops.object.mode_set(mode=mode_orig)
obj_orig.data.pose_position = rest_backup
obj.data.pose_position = 'POSE'
obj_orig.data.pose_position = 'POSE'
context.user_preferences.edit.global_undo = global_undo
print("Done.\n")
return obj
def generate_test(context, metarig_type="", GENERATE_FINAL=True):
import os
new_objects = []
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scene = context.scene
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def create_empty_armature(name):
armature = bpy.data.armatures.new(name)
obj_new = bpy.data.objects.new(name, armature)
scene.objects.link(obj_new)
scene.objects.active = obj_new
for obj in scene.objects:
obj.selected = False
obj_new.selected = True
for module_name in get_submodule_types():
if (metarig_type and module_name != metarig_type):
continue
# XXX workaround!, problem with updating the pose matrix.
if module_name == "delta":
continue
type_name, submodule, func = submodule_func_from_type(module_name)
metarig_template = getattr(submodule, "metarig_template", None)
if metarig_template:
create_empty_armature("meta_" + module_name) # sets active
metarig_template()
obj = context.active_object
obj.location = scene.cursor_location
if GENERATE_FINAL:
obj_new = generate_rig(context, obj)
new_objects.append((obj, obj_new))
else:
new_objects.append((obj, None))
else:
print("note: rig type '%s' has no metarig_template(), can't test this" % module_name)
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return new_objects
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def generate_test_all(context, GRAPH=False):
import rigify
import rigify_utils
import graphviz_export
import os
reload(rigify)
reload(rigify_utils)
reload(graphviz_export)
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new_objects = rigify.generate_test(context)
if GRAPH:
base_name = os.path.splitext(bpy.data.filename)[0]
for obj, obj_new in new_objects:
for obj in (obj, obj_new):
fn = base_name + "-" + bpy.utils.clean_name(obj.name)
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path_dot = fn + ".dot"
path_png = fn + ".png"
saved = graphviz_export.graph_armature(obj, path_dot, CONSTRAINTS=True, DRIVERS=True)
#if saved:
# os.system("dot -Tpng %s > %s; eog %s" % (path_dot, path_png, path_png))
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i = 0
for obj, obj_new in new_objects:
obj.data.drawtype = 'STICK'
obj.location[1] += i
obj_new.location[1] += i
obj_new.selected = False
obj.selected = True
i += 4
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if __name__ == "__main__":
generate_rig(bpy.context, bpy.context.active_object)