Some optimizations and coding style improvements across the retargeting and constraint scripts

This commit is contained in:
Benjy Cook 2011-07-09 21:52:25 +00:00
parent daddbc62df
commit c749a42a8e
3 changed files with 212 additions and 153 deletions

@ -21,15 +21,11 @@
import bpy
from mathutils import *
from bl_operators import nla
from retarget import hasIKConstraint
### Utility Functions
def hasIKConstraint(pose_bone):
#utility function / predicate, returns True if given bone has IK constraint
return ("IK" in [constraint.type for constraint in pose_bone.constraints])
def getConsObj(bone):
#utility function - returns related IK target if bone has IK
ik = [constraint for constraint in bone.constraints if constraint.type == "IK"]
@ -63,21 +59,18 @@ def addNewConstraint(m_constraint, cons_obj):
real_constraint.name = "Mocap constraint " + str(len(cons_obj.constraints))
m_constraint.real_constraint_bone = consObjToBone(cons_obj)
m_constraint.real_constraint = real_constraint.name
setConstraint(m_constraint)
setConstraint(m_constraint, bpy.context)
def removeConstraint(m_constraint, cons_obj):
oldConstraint = cons_obj.constraints[m_constraint.real_constraint]
removeInfluenceFcurve(cons_obj, bpy.context.active_object, oldConstraint)
cons_obj.constraints.remove(oldConstraint)
### Update functions. There are 2: UpdateType/UpdateBone
### and update for the others.
def updateConstraint(self, context):
setConstraint(self)
def updateConstraintBoneType(m_constraint, context):
#If the constraint exists, we need to remove it
#from the old bone
@ -94,22 +87,13 @@ def updateConstraintBoneType(m_constraint, context):
addNewConstraint(m_constraint, cons_obj)
# Function that copies all settings from m_constraint to the real Blender constraints
# Is only called when blender constraint already exists
def setConstraintFraming(m_constraint, cons_obj, obj, real_constraint):
if isinstance(cons_obj, bpy.types.PoseBone):
fcurves = obj.animation_data.action.fcurves
else:
fcurves = cons_obj.animation_data.action.fcurves
influence_RNA = real_constraint.path_from_id("influence")
fcurve = [fcurve for fcurve in fcurves if fcurve.data_path == influence_RNA]
#clear the fcurve and set the frames.
if fcurve:
fcurve = fcurve[0]
for i in range(len(fcurve.keyframe_points) - 1, 0, -1):
fcurve.keyframe_points.remove(fcurve.keyframe_points[i])
def setConstraintFraming(m_constraint, context):
obj = context.active_object
bones = obj.pose.bones
bone = bones[m_constraint.constrained_bone]
cons_obj = getConsObj(bone)
real_constraint = cons_obj.constraints[m_constraint.real_constraint]
removeInfluenceFcurve(cons_obj, obj, real_constraint)
s, e = m_constraint.s_frame, m_constraint.e_frame
s_in, s_out = m_constraint.smooth_in, m_constraint.smooth_out
real_constraint.influence = 1
@ -120,17 +104,34 @@ def setConstraintFraming(m_constraint, cons_obj, obj, real_constraint):
real_constraint.keyframe_insert(data_path="influence", frame=e + s_out)
def setConstraint(m_constraint):
def removeInfluenceFcurve(cons_obj, obj, real_constraint):
if isinstance(cons_obj, bpy.types.PoseBone):
fcurves = obj.animation_data.action.fcurves
else:
fcurves = cons_obj.animation_data.action.fcurves
influence_RNA = real_constraint.path_from_id("influence")
fcurve = [fcurve for fcurve in fcurves if fcurve.data_path == influence_RNA]
#clear the fcurve and set the frames.
if fcurve:
fcurves.remove(fcurve[0])
# Function that copies all settings from m_constraint to the real Blender constraints
# Is only called when blender constraint already exists
def setConstraint(m_constraint, context):
if not m_constraint.constrained_bone:
return
obj = bpy.context.active_object
obj = context.active_object
bones = obj.pose.bones
bone = bones[m_constraint.constrained_bone]
cons_obj = getConsObj(bone)
real_constraint = cons_obj.constraints[m_constraint.real_constraint]
#frame changing section
setConstraintFraming(m_constraint, cons_obj, obj, real_constraint)
#setConstraintFraming(m_constraint, cons_obj, obj, real_constraint)
#Set the blender constraint parameters
if m_constraint.type == "point":
@ -176,17 +177,17 @@ def setConstraint(m_constraint):
real_constraint.limit_mode = "LIMITDIST_ONSURFACE"
real_constraint.distance = m_constraint.targetDist
# active check
# active/baked check
real_constraint.mute = (not m_constraint.active) and (m_constraint.baked)
def updateBake(self, context):
if self.baked:
print("baking...")
bakeConstraint(self)
bakeConstraint(self, context)
else:
print("unbaking...")
unbakeConstraint(self)
unbakeConstraint(self, context)
def bakeTransformFK(anim_data, s_frame, e_frame, end_bone, bones, cons_obj):
@ -210,14 +211,15 @@ def bakeTransformFK(anim_data, s_frame, e_frame, end_bone, bones, cons_obj):
return mute_ik
def bakeConstraint(m_constraint):
obj = bpy.context.active_object
def bakeConstraint(m_constraint, context):
obj = context.active_object
bones = obj.pose.bones
end_bone = bones[m_constraint.constrained_bone]
cons_obj = getConsObj(end_bone)
scene = bpy.context.scene
s_frame = scene.frame_start
e_frame = scene.frame_end
s, e = m_constraint.s_frame, m_constraint.e_frame
s_in, s_out = m_constraint.smooth_in, m_constraint.smooth_out
s_frame = s - s_in
e_frame = e + s_out
mute_ik = bakeTransformFK(obj.animation_data, s_frame, e_frame, end_bone, bones, cons_obj)
if mute_ik:
ik_con = hasIKConstraint(end_bone)
@ -232,16 +234,14 @@ def bakeConstraint(m_constraint):
constraintStrip.frame_end = e_frame
def unbakeConstraint(m_constraint):
def unbakeConstraint(m_constraint, context):
# to unbake a constraint we need to delete the whole strip
# and rebake all the other constraints
obj = bpy.context.active_object
obj = context.active_object
bones = obj.pose.bones
end_bone = bones[m_constraint.constrained_bone]
cons_obj = getConsObj(end_bone)
scene = bpy.context.scene
s_frame = scene.frame_start
e_frame = scene.frame_end
constraintTrack = obj.animation_data.nla_tracks["Mocap constraints"]
constraintStrip = constraintTrack.strips[0]
action = constraintStrip.action
@ -257,12 +257,3 @@ def unbakeConstraint(m_constraint):
ik_con.mute = False
real_constraint = cons_obj.constraints[m_constraint.real_constraint]
real_constraint.mute = False
def hasIKConstraint(pose_bone):
#utility function / predicate, returns True if given bone has IK constraint
ik = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"]
if ik:
return ik[0]
else:
return False

@ -22,40 +22,33 @@ import bpy
from mathutils import *
from math import radians, acos
#TODO: Only selected bones get retargeted.
# Selected Bones/chains get original pos empties,
# if ppl want IK instead of FK
# Some "magic" numbers - frame start and end,
# eulers of all orders instead of just quats keyframed
# dictionary of mapping
# this is currently manuall input'ed, but willW
# be created from a more comfortable UI in the future
def hasIKConstraint(pose_bone):
#utility function / predicate, returns True if given bone has IK constraint
ik = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"]
if ik:
return ik[0]
else:
return False
def createDictionary(perf_arm, end_arm):
bonemap = {}
#Bonemap: performer to enduser
for bone in perf_arm.bones:
bonemap[bone.name] = bone.map
# clear any old data
for end_bone in end_arm.bones:
for mapping in end_bone.reverseMap:
end_bone.reverseMap.remove(0)
for perf_bone in perf_arm.bones:
#find its match and add perf_bone to the match's mapping
if perf_bone.map:
end_bone = end_arm.bones[perf_bone.map]
newMap = end_bone.reverseMap.add()
newMap.name = perf_bone.name
# creation of a reverse map
# multiple keys get mapped to list values
#Bonemapr: enduser to performer
bonemapr = {}
for key, value in bonemap.items():
if not value in bonemapr:
if isinstance(bonemap[key], tuple):
for key_x in bonemap[key]:
bonemapr[key_x] = [key]
else:
bonemapr[bonemap[key]] = [key]
else:
bonemapr[bonemap[key]].append(key)
#root is the root of the enduser
root = end_arm.bones[0].name
feetBones = [bone.name for bone in perf_arm.bones if bone.foot]
return bonemap, bonemapr, feetBones, root
return feetBones, root
# list of empties created to keep track of "original"
# position data
# in final product, these locations can be stored as custom props
@ -69,7 +62,7 @@ def createDictionary(perf_arm, end_arm):
# easily while concentrating on the hierarchy changes
def createIntermediate(performer_obj, enduser_obj, bonemap, bonemapr, root, s_frame, e_frame, scene):
def createIntermediate(performer_obj, enduser_obj, root, s_frame, e_frame, scene):
#creates and keyframes an empty with its location
#the original position of the tail bone
#useful for storing the important data in the original motion
@ -96,21 +89,16 @@ def createIntermediate(performer_obj, enduser_obj, bonemap, bonemapr, root, s_fr
#determines the type of hierachy change needed and calls the
#right function
def retargetPerfToInter(inter_bone):
if inter_bone.name in bonemapr:
perf_bone_name = bonemapr[inter_bone.name]
#is it a 1 to many?
if isinstance(bonemap[perf_bone_name[0]], tuple):
pass
if inter_bone.bone.reverseMap:
perf_bone_name = inter_bone.bone.reverseMap
# 1 to many not supported yet
else:
# then its either a many to 1 or 1 to 1
if len(perf_bone_name) > 1:
performer_bones_s = [performer_bones[name] for name in perf_bone_name]
performer_bones_s = [performer_bones[map.name] for map in perf_bone_name]
#we need to map several performance bone to a single
inter_bone.matrix_basis = manyPerfToSingleInterRetarget(inter_bone, performer_bones_s)
else:
perf_bone = performer_bones[perf_bone_name[0]]
perf_bone = performer_bones[perf_bone_name[0].name]
inter_bone.matrix_basis = singleBoneRetarget(inter_bone, perf_bone)
inter_bone.keyframe_insert("rotation_quaternion")
@ -140,7 +128,7 @@ def createIntermediate(performer_obj, enduser_obj, bonemap, bonemapr, root, s_fr
inter_bone = inter_bones[root]
retargetPerfToInter(inter_bone)
return inter_obj, inter_arm
return inter_obj
# this procedure copies the rotations over from the intermediate
# armature to the end user one.
@ -176,7 +164,13 @@ def retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene):
rest_matrix_inv.invert()
bake_matrix = rest_matrix_inv * bake_matrix
trg_bone.matrix_basis = bake_matrix
rot_mode = end_bone.rotation_mode
if rot_mode == "QUATERNION":
end_bone.keyframe_insert("rotation_quaternion")
elif rot_mode == "AXIS_ANGLE":
end_bone.keyframe_insert("rotation_axis_angle")
else:
end_bone.keyframe_insert("rotation_euler")
for bone in end_bone.children:
bakeTransform(bone)
@ -193,13 +187,13 @@ def retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene):
# (they don't move, despite root moving) somewhere in the animation.
def copyTranslation(performer_obj, enduser_obj, perfFeet, bonemap, bonemapr, root, s_frame, e_frame, scene, enduser_obj_mat):
def copyTranslation(performer_obj, enduser_obj, perfFeet, root, s_frame, e_frame, scene, enduser_obj_mat):
perf_bones = performer_obj.pose.bones
end_bones = enduser_obj.pose.bones
perfRoot = bonemapr[root][0]
endFeet = [bonemap[perfBone] for perfBone in perfFeet]
perfRoot = end_bones[root].bone.reverseMap[0].name
endFeet = [perf_bones[perfBone].bone.map for perfBone in perfFeet]
locDictKeys = perfFeet + endFeet + [perfRoot]
def tailLoc(bone):
@ -208,7 +202,7 @@ def copyTranslation(performer_obj, enduser_obj, perfFeet, bonemap, bonemapr, roo
#Step 1 - we create a dict that contains these keys:
#(Performer) Hips, Feet
#(End user) Feet
# where the values are their world position on each (1,120) frame
# where the values are their world position on each frame in range (s,e)
locDict = {}
for key in locDictKeys:
@ -231,10 +225,7 @@ def copyTranslation(performer_obj, enduser_obj, perfFeet, bonemap, bonemapr, roo
for key in locDict.keys():
graph = locDict[key]
for t in range(len(graph) - 1):
x = graph[t]
xh = graph[t + 1]
locDeriv[key].append(xh - x)
locDeriv[key] = [graph[t + 1] - graph[t] for t in range(len(graph) - 1)]
# now find the plant frames, where perfFeet don't move much
@ -244,7 +235,7 @@ def copyTranslation(performer_obj, enduser_obj, perfFeet, bonemap, bonemapr, roo
for i in range(len(locDeriv[key]) - 1):
v = locDeriv[key][i]
hipV = locDeriv[perfRoot][i]
endV = locDeriv[bonemap[key]][i]
endV = locDeriv[perf_bones[key].bone.map][i]
if (v.length < 0.1):
#this is a plant frame.
#lets see what the original hip delta is, and the corresponding
@ -268,18 +259,16 @@ def copyTranslation(performer_obj, enduser_obj, perfFeet, bonemap, bonemapr, roo
return stride_bone
def IKRetarget(bonemap, bonemapr, performer_obj, enduser_obj, s_frame, e_frame, scene):
def IKRetarget(performer_obj, enduser_obj, s_frame, e_frame, scene):
end_bones = enduser_obj.pose.bones
for pose_bone in end_bones:
if "IK" in [constraint.type for constraint in pose_bone.constraints]:
ik_constraint = hasIKConstraint(pose_bone)
if ik_constraint:
target_is_bone = False
# set constraint target to corresponding empty if targetless,
# if not, keyframe current target to corresponding empty
perf_bone = bonemapr[pose_bone.name]
if isinstance(perf_bone, list):
perf_bone = bonemapr[pose_bone.name][-1]
perf_bone = pose_bone.bone.reverseMap[-1].name
orgLocTrg = originalLocationTarget(pose_bone)
ik_constraint = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"][0]
if not ik_constraint.target:
ik_constraint.target = orgLocTrg
target = orgLocTrg
@ -314,8 +303,8 @@ def turnOffIK(enduser_obj):
#pose_bone.ik_stiffness_x = 0.5
#pose_bone.ik_stiffness_y = 0.5
#pose_bone.ik_stiffness_z = 0.5
if "IK" in [constraint.type for constraint in pose_bone.constraints]:
ik_constraint = [constraint for constraint in pose_bone.constraints if constraint.type == "IK"][0]
ik_constraint = hasIKConstraint(pose_bone)
if ik_constraint:
ik_constraint.mute = True
@ -350,45 +339,38 @@ def originalLocationTarget(end_bone):
return empty
def totalRetarget():
print("retargeting...")
enduser_obj = bpy.context.active_object
performer_obj = [obj for obj in bpy.context.selected_objects if obj != enduser_obj]
if enduser_obj is None or len(performer_obj) != 1:
print("Need active and selected armatures")
else:
performer_obj = performer_obj[0]
perf_arm = performer_obj.data
end_arm = enduser_obj.data
scene = bpy.context.scene
s_frame = scene.frame_start
e_frame = scene.frame_end
bonemap, bonemapr, feetBones, root = createDictionary(perf_arm, end_arm)
perf_obj_mat, enduser_obj_mat = cleanAndStoreObjMat(performer_obj, enduser_obj)
turnOffIK(enduser_obj)
inter_obj, inter_arm = createIntermediate(performer_obj, enduser_obj, bonemap, bonemapr, root, s_frame, e_frame, scene)
retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene)
stride_bone = copyTranslation(performer_obj, enduser_obj, feetBones, bonemap, bonemapr, root, s_frame, e_frame, scene, enduser_obj_mat)
IKRetarget(bonemap, bonemapr, performer_obj, enduser_obj, s_frame, e_frame, scene)
restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_name(name=inter_obj.name, extend=False)
bpy.ops.object.delete()
def NLASystemInitialize(enduser_obj, s_frame):
anim_data = enduser_obj.animation_data
mocapAction = anim_data.action
mocapAction.name = "Base Mocap Action"
mocapAction.name = "Base Mocap"
anim_data.use_nla = True
mocapTrack = anim_data.nla_tracks.new()
mocapTrack.name = "Base Mocap Track"
mocapStrip = mocapTrack.strips.new("Base Mocap Action", s_frame, mocapAction)
mocapStrip = mocapTrack.strips.new("Base Mocap", s_frame, mocapAction)
constraintTrack = anim_data.nla_tracks.new()
constraintTrack.name = "Mocap constraints"
constraintAction = bpy.data.actions.new("Mocap constraints Action")
constraintStrip = constraintTrack.strips.new("Mocap constraints Action", s_frame, constraintAction)
#constraintStrip.frame_end = e_frame
constraintAction = bpy.data.actions.new("Mocap constraints")
constraintStrip = constraintTrack.strips.new("Mocap constraints", s_frame, constraintAction)
anim_data.nla_tracks.active = constraintTrack
anim_data.action = constraintAction
def totalRetarget(performer_obj, enduser_obj, scene, s_frame, e_frame):
perf_arm = performer_obj.data
end_arm = enduser_obj.data
feetBones, root = createDictionary(perf_arm, end_arm)
perf_obj_mat, enduser_obj_mat = cleanAndStoreObjMat(performer_obj, enduser_obj)
turnOffIK(enduser_obj)
inter_obj = createIntermediate(performer_obj, enduser_obj, root, s_frame, e_frame, scene)
retargetEnduser(inter_obj, enduser_obj, root, s_frame, e_frame, scene)
stride_bone = copyTranslation(performer_obj, enduser_obj, feetBones, root, s_frame, e_frame, scene, enduser_obj_mat)
IKRetarget(performer_obj, enduser_obj, s_frame, e_frame, scene)
restoreObjMat(performer_obj, enduser_obj, perf_obj_mat, enduser_obj_mat, stride_bone)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_name(name=inter_obj.name, extend=False)
bpy.ops.object.delete()
NLASystemInitialize(enduser_obj, s_frame)
if __name__ == "__main__":
totalRetarget()

@ -42,7 +42,7 @@ class MocapConstraint(bpy.types.PropertyGroup):
name = bpy.props.StringProperty(name="Name",
default="Mocap Constraint",
description="Name of Mocap Constraint",
update=updateConstraint)
update=setConstraint)
constrained_bone = bpy.props.StringProperty(name="Bone",
default="",
description="Constrained Bone",
@ -50,33 +50,33 @@ class MocapConstraint(bpy.types.PropertyGroup):
constrained_boneB = bpy.props.StringProperty(name="Bone (2)",
default="",
description="Other Constrained Bone (optional, depends on type)",
update=updateConstraint)
update=setConstraint)
s_frame = bpy.props.IntProperty(name="S",
default=1,
description="Start frame of constraint",
update=updateConstraint)
update=setConstraintFraming)
e_frame = bpy.props.IntProperty(name="E",
default=500,
description="End frame of constrain",
update=updateConstraint)
update=setConstraintFraming)
smooth_in = bpy.props.IntProperty(name="In",
default=10,
description="Amount of frames to smooth in",
update=updateConstraint,
update=setConstraintFraming,
min=0)
smooth_out = bpy.props.IntProperty(name="Out",
default=10,
description="Amount of frames to smooth out",
update=updateConstraint,
update=setConstraintFraming,
min=0)
targetMesh = bpy.props.StringProperty(name="Mesh",
default="",
description="Target of Constraint - Mesh (optional, depends on type)",
update=updateConstraint)
update=setConstraint)
active = bpy.props.BoolProperty(name="Active",
default=True,
description="Constraint is active",
update=updateConstraint)
update=setConstraint)
baked = bpy.props.BoolProperty(name="Baked / Applied",
default=False,
description="Constraint has been baked to NLA layer",
@ -84,18 +84,18 @@ class MocapConstraint(bpy.types.PropertyGroup):
targetPoint = bpy.props.FloatVectorProperty(name="Point", size=3,
subtype="XYZ", default=(0.0, 0.0, 0.0),
description="Target of Constraint - Point",
update=updateConstraint)
update=setConstraint)
targetDist = bpy.props.FloatProperty(name="Dist",
default=1,
description="Distance Constraint - Desired distance",
update=updateConstraint)
update=setConstraint)
targetSpace = bpy.props.EnumProperty(
items=[("WORLD", "World Space", "Evaluate target in global space"),
("LOCAL", "Object space", "Evaluate target in object space"),
("constrained_boneB", "Other Bone Space", "Evaluate target in specified other bone space")],
name="Space",
description="In which space should Point type target be evaluated",
update=updateConstraint)
update=setConstraint)
type = bpy.props.EnumProperty(name="Type of constraint",
items=[("point", "Maintain Position", "Bone is at a specific point"),
("freeze", "Maintain Position at frame", "Bone does not move from location specified in target frame"),
@ -148,7 +148,14 @@ def toggleIKBone(self, context):
if not bone.is_in_ik_chain:
bone.IKRetarget = False
class MocapMapping(bpy.types.PropertyGroup):
name = bpy.props.StringProperty()
bpy.utils.register_class(MocapMapping)
bpy.types.Bone.map = bpy.props.StringProperty()
bpy.types.Bone.reverseMap = bpy.props.CollectionProperty(type=MocapMapping)
bpy.types.Bone.foot = bpy.props.BoolProperty(name="Foot",
description="Marks this bone as a 'foot', which determines retargeted animation's translation",
default=False)
@ -225,6 +232,7 @@ class MocapPanel(bpy.types.Panel):
else:
row.label(" ")
row.label(" ")
self.layout.operator("mocap.savemapping", text='Save mapping')
self.layout.operator("mocap.retarget", text='RETARGET!')
@ -283,9 +291,49 @@ class OBJECT_OT_RetargetButton(bpy.types.Operator):
bl_label = "Retargets active action from Performer to Enduser"
def execute(self, context):
retarget.totalRetarget()
enduser_obj = context.active_object
performer_obj = [obj for obj in context.selected_objects if obj != enduser_obj]
if enduser_obj is None or len(performer_obj) != 1:
print("Need active and selected armatures")
else:
performer_obj = performer_obj[0]
scene = context.scene
s_frame = scene.frame_start
e_frame = scene.frame_end
retarget.totalRetarget(performer_obj, enduser_obj, scene, s_frame, e_frame)
return {"FINISHED"}
@classmethod
def poll(cls, context):
if context.active_object:
activeIsArmature = isinstance(context.active_object.data, bpy.types.Armature)
performer_obj = [obj for obj in context.selected_objects if obj != context.active_object]
if performer_obj:
return activeIsArmature and isinstance(performer_obj[0].data, bpy.types.Armature)
else:
return False
class OBJECT_OT_SaveMappingButton(bpy.types.Operator):
bl_idname = "mocap.savemapping"
bl_label = "Saves user generated mapping from Performer to Enduser"
def execute(self, context):
enduser_obj = bpy.context.active_object
performer_obj = [obj for obj in bpy.context.selected_objects if obj != enduser_obj][0]
retarget.createDictionary(performer_obj.data, enduser_obj.data)
return {"FINISHED"}
@classmethod
def poll(cls, context):
if context.active_object:
activeIsArmature = isinstance(context.active_object.data, bpy.types.Armature)
performer_obj = [obj for obj in context.selected_objects if obj != context.active_object]
if performer_obj:
return activeIsArmature and isinstance(performer_obj[0].data, bpy.types.Armature)
else:
return False
class OBJECT_OT_ConvertSamplesButton(bpy.types.Operator):
bl_idname = "mocap.samples"
@ -295,6 +343,10 @@ class OBJECT_OT_ConvertSamplesButton(bpy.types.Operator):
mocap_tools.fcurves_simplify()
return {"FINISHED"}
@classmethod
def poll(cls, context):
return context.active_object.animation_data
class OBJECT_OT_LooperButton(bpy.types.Operator):
bl_idname = "mocap.looper"
@ -304,6 +356,10 @@ class OBJECT_OT_LooperButton(bpy.types.Operator):
mocap_tools.autoloop_anim()
return {"FINISHED"}
@classmethod
def poll(cls, context):
return context.active_object.animation_data
class OBJECT_OT_DenoiseButton(bpy.types.Operator):
bl_idname = "mocap.denoise"
@ -313,6 +369,14 @@ class OBJECT_OT_DenoiseButton(bpy.types.Operator):
mocap_tools.denoise_median()
return {"FINISHED"}
@classmethod
def poll(cls, context):
return context.active_object
@classmethod
def poll(cls, context):
return context.active_object.animation_data
class OBJECT_OT_LimitDOFButton(bpy.types.Operator):
bl_idname = "mocap.limitdof"
@ -321,6 +385,16 @@ class OBJECT_OT_LimitDOFButton(bpy.types.Operator):
def execute(self, context):
return {"FINISHED"}
@classmethod
def poll(cls, context):
if context.active_object:
activeIsArmature = isinstance(context.active_object.data, bpy.types.Armature)
performer_obj = [obj for obj in context.selected_objects if obj != context.active_object]
if performer_obj:
return activeIsArmature and isinstance(performer_obj[0].data, bpy.types.Armature)
else:
return False
class OBJECT_OT_RotateFixArmature(bpy.types.Operator):
bl_idname = "mocap.rotate_fix"
@ -330,8 +404,10 @@ class OBJECT_OT_RotateFixArmature(bpy.types.Operator):
mocap_tools.rotate_fix_armature(context.active_object.data)
return {"FINISHED"}
#def poll(self, context):
# return context.active_object.data in bpy.data.armatures
@classmethod
def poll(cls, context):
if context.active_object:
return isinstance(context.active_object.data, bpy.types.Armature)
class OBJECT_OT_AddMocapConstraint(bpy.types.Operator):
@ -344,6 +420,11 @@ class OBJECT_OT_AddMocapConstraint(bpy.types.Operator):
new_mcon = enduser_arm.mocap_constraints.add()
return {"FINISHED"}
@classmethod
def poll(cls, context):
if context.active_object:
return isinstance(context.active_object.data, bpy.types.Armature)
class OBJECT_OT_RemoveMocapConstraint(bpy.types.Operator):
bl_idname = "mocap.removeconstraint"
@ -362,6 +443,11 @@ class OBJECT_OT_RemoveMocapConstraint(bpy.types.Operator):
m_constraints.remove(self.constraint)
return {"FINISHED"}
@classmethod
def poll(cls, context):
if context.active_object:
return isinstance(context.active_object.data, bpy.types.Armature)
def register():
bpy.utils.register_module(__name__)