blender/release/scripts/armature_symmetry.py
Campbell Barton 3e1a5ce7a2 PyAPI.
moved bpy into bpy.data and bpy will be eventually replace the root level 'Blender' module.
currently we have bpy.library bpy.config and bpy.data
2007-04-18 14:40:01 +00:00

326 lines
9.2 KiB
Python

#!BPY
"""
Name: 'Armature Symmetry'
Blender: 242
Group: 'Armature'
Tooltip: 'Make an Armature symmetrical'
"""
__author__ = "Campbell Barton"
__url__ = ("blender", "blenderartist")
__version__ = "1.0 2006-7-26"
__doc__ = """\
This script creates perfectly symmetrical armatures,
based on the best fit when comparing the mirrored locations of 2 bones.
Hidden bones are ignored, and optionally only operate on selected bones.
"""
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) Campbell J Barton 2006
#
# 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 LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
import bpy
Vector= Blender.Mathutils.Vector
def VecXFlip(vec):
'''
Return a copy of this vector x flipped.
'''
x,y,z= vec
return Vector(-x,y,z)
def editbone_mirror_diff(editbone1, editbone2):
'''
X Mirror bone compare
return a float representing the difference between the 2 bones
the smaller the better the match
'''
h1= editbone1.head
h2= editbone2.head
t1= editbone1.tail
t2= editbone2.tail
# Mirror bone2's location
h2= VecXFlip(h2)
t2= VecXFlip(t2)
#return (h1-h2).length + (t1-t2).length # returns the length only
# For this function its easier to return the bones also
return ((h1-h2).length + (t1-t2).length)/2, editbone1, editbone2
def editbone_mirror_merge(editbone1, editbone2, PREF_MODE_L2R, PREF_MODE_R2L):
'''
Merge these 2 bones to their mirrored locations
'''
h1= editbone1.head
h2= editbone2.head
t1= editbone1.tail
t2= editbone2.tail
if PREF_MODE_L2R and PREF_MODE_R2L:
# Median, flip bone2's locations and average, then apply to editbone1, flip and apply to editbone2
h2_f= VecXFlip(h2)
t2_f= VecXFlip(t2)
h_med= (h1+h2_f)*0.5 # middle between t1 and flipped t2
t_med= (t1+t2_f)*0.5 # middle between h1 and flipped h2
# Apply the median to editbone1
editbone1.head= h_med
editbone1.tail= t_med
# Flip in place for editbone2
h_med.x= -h_med.x
t_med.x= -t_med.x
# Apply the median to editbone2
editbone2.head= h_med
editbone2.tail= t_med
# Average the roll, this might need some logical work, but looks good for now.
r1= editbone1.roll
r2= -editbone2.roll
# print 'rolls are', r1,r2
r_med= (r1+r2)/2
# print 'new roll is', r_med
editbone1.roll= r_med
editbone2.roll= -r_med # mirror roll
else: # Copy from 1 side to another
# Crafty function we can use so L>R and R>L can use the same code
def IS_XMIRROR_SOURCE(xval):
'''Source means is this the value we want to copy from'''
if PREF_MODE_L2R:
if xval<0: return True
else: return False
else: # PREF_MODE_R2L
if xval<0: return False
else: return True
if IS_XMIRROR_SOURCE( h1.x ):# head bone 1s negative, so copy it to h2
editbone2.head= VecXFlip(h1)
else:
'''
assume h2.x<0 - not a big deal if were wrong,
its unlikely to ever happen because the bones would both be on the same side.
'''
# head bone 2s negative, so copy it to h1
editbone1.head= VecXFlip(h2)
# Same as above for tail
if IS_XMIRROR_SOURCE(t1.x):
editbone2.tail= VecXFlip(t1)
else:
editbone1.tail= VecXFlip(t2)
# Copy roll from 1 bone to another, use the head's location to decide which side it's on.
if IS_XMIRROR_SOURCE(editbone1.head):
editbone2.roll= -editbone1.roll
else:
editbone1.roll= -editbone2.roll
def armature_symetry(\
arm_ob,\
PREF_MAX_DIST,\
PREF_XMID_SNAP,\
PREF_XZERO_THRESH,\
PREF_MODE_L2R,\
PREF_MODE_R2L,\
PREF_SEL_ONLY):
'''
Main function that does all the work,
return the number of
'''
arm_data= arm_ob.data
arm_data.makeEditable()
# Get the bones
bones= []
HIDDEN_EDIT= Blender.Armature.HIDDEN_EDIT
BONE_SELECTED= Blender.Armature.BONE_SELECTED
if PREF_SEL_ONLY:
for eb in arm_data.bones.values():
options= eb.options
if HIDDEN_EDIT not in options and BONE_SELECTED in options:
bones.append(eb)
else:
# All non hidden bones
for eb in arm_data.bones.values():
options= eb.options
if HIDDEN_EDIT not in options:
bones.append(eb)
del HIDDEN_EDIT # remove temp variables
del BONE_SELECTED
# Store the numder of bones we have modified for a message
tot_editbones= len(bones)
tot_editbones_modified= 0
if PREF_XMID_SNAP:
# Remove bones that are in the middle (X Zero)
# reverse loop so we can remove items in the list.
for eb_idx in xrange(len(bones)-1, -1, -1):
edit_bone= bones[eb_idx]
if abs(edit_bone.head.x) + abs(edit_bone.tail.x) <= PREF_XZERO_THRESH/2:
# This is a center bone, clamp and remove from the bone list so we dont use again.
if edit_bone.tail.x or edit_bone.head.x:
tot_editbones_modified += 1
edit_bone.tail.x= edit_bone.head.x= 0
del bones[eb_idx]
bone_comparisons= []
# Compare every bone with every other bone, shouldn't be too slow.
# These 2 "for" loops only compare once
for eb_idx_a in xrange(len(bones)-1, -1, -1):
edit_bone_a= bones[eb_idx_a]
for eb_idx_b in xrange(eb_idx_a-1, -1, -1):
edit_bone_b= bones[eb_idx_b]
# Error float the first value from editbone_mirror_diff() so we can sort the resulting list.
bone_comparisons.append(editbone_mirror_diff(edit_bone_a, edit_bone_b))
bone_comparisons.sort() # best matches first
# Make a dict() of bone names that have been used so we dont mirror more then once
bone_mirrored= {}
for error, editbone1, editbone2 in bone_comparisons:
# print 'Trying to merge at error %.3f' % error
if error > PREF_MAX_DIST:
# print 'breaking, max error limit reached PREF_MAX_DIST: %.3f' % PREF_MAX_DIST
break
if not bone_mirrored.has_key(editbone1.name) and not bone_mirrored.has_key(editbone2.name):
# Were not used, execute the mirror
editbone_mirror_merge(editbone1, editbone2, PREF_MODE_L2R, PREF_MODE_R2L)
# print 'Merging bones'
# Add ourselves so we aren't touched again
bone_mirrored[editbone1.name] = None # dummy value, would use sets in python 2.4
bone_mirrored[editbone2.name] = None
# If both options are enabled, then we have changed 2 bones
tot_editbones_modified+= PREF_MODE_L2R + PREF_MODE_R2L
arm_data.update() # get out of armature editmode
return tot_editbones, tot_editbones_modified
def main():
'''
User interface function that gets the options and calls armature_symetry()
'''
scn= bpy.data.scenes.active
arm_ob= scn.objects.active
if not arm_ob or arm_ob.type!='Armature':
Blender.Draw.PupMenu('No Armature object selected.')
return
# Cant be in editmode for armature.makeEditable()
is_editmode= Blender.Window.EditMode()
if is_editmode: Blender.Window.EditMode(0)
Draw= Blender.Draw
# Defaults for the user input
PREF_XMID_SNAP= Draw.Create(1)
PREF_MAX_DIST= Draw.Create(0.4)
PREF_XZERO_THRESH= Draw.Create(0.02)
PREF_MODE_L2R= Draw.Create(1)
PREF_MODE_R2L= Draw.Create(0)
PREF_SEL_ONLY= Draw.Create(1)
pup_block = [\
'Left (-), Right (+)',\
('Left > Right', PREF_MODE_L2R, 'Copy from the Left to Right of the mesh. Enable Both for a mid loc.'),\
('Right > Left', PREF_MODE_R2L, 'Copy from the Right to Left of the mesh. Enable Both for a mid loc.'),\
'',\
('MaxDist:', PREF_MAX_DIST, 0.0, 4.0, 'Maximum difference in mirror bones to match up pairs.'),\
('XZero limit:', PREF_XZERO_THRESH, 0.0, 2.0, 'Tolerance for locking bones into the middle (X/zero).'),\
('XMidSnap Bones', PREF_XMID_SNAP, 'Snap middle verts to X Zero (uses XZero limit)'),\
('Selected Only', PREF_SEL_ONLY, 'Only xmirror selected bones.'),\
]
# Popup, exit if the user doesn't click OK
if not Draw.PupBlock("X Mirror mesh tool", pup_block):
return
# Replace the variables with their button values.
PREF_XMID_SNAP= PREF_XMID_SNAP.val
PREF_MAX_DIST= PREF_MAX_DIST.val
PREF_MODE_L2R= PREF_MODE_L2R.val
PREF_MODE_R2L= PREF_MODE_R2L.val
PREF_XZERO_THRESH= PREF_XZERO_THRESH.val
PREF_SEL_ONLY= PREF_SEL_ONLY.val
# If both are off assume mid-point and enable both
if not PREF_MODE_R2L and not PREF_MODE_L2R:
PREF_MODE_R2L= PREF_MODE_L2R= True
tot_editbones, tot_editbones_modified = armature_symetry(\
arm_ob,\
PREF_MAX_DIST,\
PREF_XMID_SNAP,\
PREF_XZERO_THRESH,\
PREF_MODE_L2R,\
PREF_MODE_R2L,\
PREF_SEL_ONLY)
if is_editmode: Blender.Window.EditMode(1)
# Redraw all views before popup
Blender.Window.RedrawAll()
# Print results
if PREF_SEL_ONLY:
msg= 'moved %i bones of %i selected' % (tot_editbones_modified, tot_editbones)
else:
msg= 'moved %i bones of %i visible' % (tot_editbones_modified, tot_editbones)
Blender.Draw.PupMenu(msg)
# Check for __main__ so this function can be imported by other scripts without running the script.
if __name__=='__main__':
main()