rig-generation from metadata, the idea is to input a simple rig with metadata matching preset definitions

these are applied by adding constraints, drivers, control bones etc. making it possible to re-apply changes & improvements to many rigs at once.

testcase makes a finger rig (like in BBB) from 3 bones, the base tagged with an id property "type":"finger".

still missing is a way to update the driver dep's


also fixed an error  in the property UI when the active bone is not on the active layer.
This commit is contained in:
Campbell Barton 2009-11-24 00:02:21 +00:00
parent e968017951
commit 727d9bb059
2 changed files with 241 additions and 0 deletions

@ -0,0 +1,237 @@
# ##### 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ##### END GPL LICENSE BLOCK #####
import bpy
from functools import reduce
# TODO, have these in a more general module
from rna_prop_ui import rna_idprop_ui_get, rna_idprop_ui_prop_get
empty_layer = [False] * 16
def gen_none(obj, orig_bone_name):
pass
def get_bone_data(obj, bone_name):
arm = obj.data
pbone = obj.pose.bones[bone_name]
if obj.mode == 'EDIT':
bone = arm.edit_bones[bone_name]
else:
bone = arm.bones[bone_name]
return obj, arm, pbone, bone
def bone_basename(name):
return name.split(".")[0]
def add_bone(arm, name):
'''Must be in editmode'''
bpy.ops.armature.bone_primitive_add(name=name)
return arm.edit_bones[-1]
def gen_finger(obj, orig_bone_name):
# *** EDITMODE
# get assosiated data
obj, arm, orig_pbone, orig_ebone = get_bone_data(obj, orig_bone_name)
obj.animation_data_create() # needed if its a new armature with no keys
arm.layer[0] = arm.layer[8] = True
children = orig_pbone.children_recursive
tot_len = reduce(lambda f, pbone: f + pbone.bone.length, children, orig_pbone.bone.length)
base_name = bone_basename(orig_pbone.name)
# first make a new bone at the location of the finger
control_ebone = add_bone(arm, base_name)
control_bone_name = control_ebone.name # we dont know if we get the name requested
# Place the finger bone
head = orig_ebone.head.copy()
tail = orig_ebone.tail.copy()
control_ebone.head = head
control_ebone.tail = head + ((tail - head).normalize() * tot_len)
control_ebone.roll = orig_ebone.roll
# now add bones inbetween this and its children recursively
# switching modes so store names only!
children = [pbone.name for pbone in children]
# set an alternate layer for driver bones
other_layer = empty_layer[:]
other_layer[8] = True
driver_bone_pairs = []
for child_bone_name in children:
obj, arm, pbone_child, child_ebone = get_bone_data(obj, child_bone_name)
# finger.02 --> finger_driver.02
driver_bone_name = child_bone_name.split('.')
driver_bone_name = driver_bone_name[0] + "_driver." + ".".join(driver_bone_name[1:])
driver_ebone = add_bone(arm, driver_bone_name)
driver_bone_name = driver_ebone.name # cant be too sure!
driver_ebone.layer = other_layer
new_len = pbone_child.bone.length / 2.0
head = child_ebone.head.copy()
tail = child_ebone.tail.copy()
driver_ebone.head = head
driver_ebone.tail = head + ((tail - head).normalize() * new_len)
driver_ebone.roll = child_ebone.roll
# Insert driver_ebone in the chain without connected parents
driver_ebone.connected = False
driver_ebone.parent = child_ebone.parent
child_ebone.connected = False
child_ebone.parent = driver_ebone
# Add the drivers to these when in posemode.
driver_bone_pairs.append((child_bone_name, driver_bone_name))
del control_ebone
# *** POSEMODE
bpy.ops.object.mode_set(mode='OBJECT')
obj, arm, orig_pbone, orig_bone = get_bone_data(obj, orig_bone_name)
obj, arm, control_pbone, control_bone= get_bone_data(obj, control_bone_name)
# only allow Y scale
control_pbone.lock_scale = (True, False, True)
control_pbone["bend_ratio"]= 0.4
prop = rna_idprop_ui_prop_get(control_pbone, "bend_ratio", create=True)
prop["min"] = 0.0
prop["max"] = 1.0
con = orig_pbone.constraints.new('COPY_LOCATION')
con.target = obj
con.subtarget = control_bone_name
con = orig_pbone.constraints.new('COPY_ROTATION')
con.target = obj
con.subtarget = control_bone_name
# setup child drivers on each new smaller bone added. assume 2 for now.
# drives the bones
controller_path = control_pbone.path_to_id() # 'pose.bones["%s"]' % control_bone_name
i = 0
for child_bone_name, driver_bone_name in driver_bone_pairs:
# XXX - todo, any number
if i==2:
break
obj, arm, driver_pbone, driver_bone = get_bone_data(obj, driver_bone_name)
driver_pbone.rotation_mode = 'YZX'
driver_pbone.driver_add("rotation_euler", 0)
#obj.driver_add('pose.bones["%s"].scale', 1)
fcurve_driver = obj.animation_data.drivers[-1] # XXX, WATCH THIS
driver = fcurve_driver.driver
# scale target
tar = driver.targets.new()
tar.name = "scale"
tar.id_type = 'OBJECT'
tar.id = obj
tar.array_index = 1 # Y scale
tar.rna_path = controller_path + '.scale'
# bend target
tar = driver.targets.new()
tar.name = "br"
tar.id_type = 'OBJECT'
tar.id = obj
tar.rna_path = controller_path + '["bend_ratio"]'
# XXX - todo, any number
if i==0:
driver.expression = '(-scale+1.0)*pi*2.0*(1.0-br)'
elif i==1:
driver.expression = '(-scale+1.0)*pi*2.0*br'
obj, arm, child_pbone, child_bone = get_bone_data(obj, child_bone_name)
# only allow X rotation
driver_pbone.lock_rotation = child_pbone.lock_rotation = (False, True, True)
i += 1
gen_table = {
"":gen_none, \
"finger":gen_finger, \
}
def generate_rig(context, ob):
bpy.ops.object.mode_set(mode='OBJECT')
# copy object and data
ob.selected = False
ob_new = ob.copy()
ob_new.data = ob.data.copy()
scene = context.scene
scene.objects.link(ob_new)
scene.objects.active = ob_new
ob_new.selected = True
# enter armature editmode
for pbone_name in ob_new.pose.bones.keys():
bone_type = ob_new.pose.bones[pbone_name].get("type", "")
try:
func = gen_table[bone_type]
except KeyError:
print("\tunknown type '%s', bone '%s'" % (bone_type, pbone_name))
# Toggle editmode so the pose data is always up to date
bpy.ops.object.mode_set(mode='EDIT')
func(ob_new, pbone_name)
bpy.ops.object.mode_set(mode='OBJECT')
if __name__ == "__main__":
generate_rig(bpy.context, bpy.context.object)

@ -69,6 +69,10 @@ def draw(layout, context, context_member, use_edit = True):
pass
rna_item = eval("context." + context_member)
# poll should really get this...
if not rna_item:
return
items = rna_item.items()
items.sort()