forked from bartvdbraak/blender
67cfc427ee
- added new mathutils.Color() type, use with rna so we can do for eg: material.diffuse_color.r = 1.0 # also has hsv access material.diffuse_color.s = 0.6 - made Mathutils and Geometry module names lowercase.
468 lines
14 KiB
Python
468 lines
14 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# 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.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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# rigify its self does not depend on this module, however some of the
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# rigify templates use these utility functions.
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#
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# So even though this can be for general purpose use, this module was created
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# for rigify so in some cases seemingly generic functions make assumptions
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# that a generic function would need to check for.
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import bpy
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from mathutils import Vector
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from rna_prop_ui import rna_idprop_ui_prop_get
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DELIMITER = '-._'
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EMPTY_LAYER = [False] * 32
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def add_stretch_to(obj, from_name, to_name, name):
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'''
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Adds a bone that stretches from one to another
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'''
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mode_orig = obj.mode
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bpy.ops.object.mode_set(mode='EDIT')
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arm = obj.data
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stretch_ebone = arm.edit_bones.new(name)
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stretch_name = stretch_ebone.name
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del name
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head = stretch_ebone.head = arm.edit_bones[from_name].head.copy()
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#tail = stretch_ebone.tail = arm.edit_bones[to_name].head.copy()
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# annoying exception for zero length bones, since its using stretch_to the rest pose doesnt really matter
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#if (head - tail).length < 0.1:
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if 1:
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tail = stretch_ebone.tail = arm.edit_bones[from_name].tail.copy()
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# Now for the constraint
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bpy.ops.object.mode_set(mode='OBJECT')
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stretch_pbone = obj.pose.bones[stretch_name]
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con = stretch_pbone.constraints.new('COPY_LOCATION')
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con.target = obj
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con.subtarget = from_name
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con = stretch_pbone.constraints.new('STRETCH_TO')
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con.target = obj
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con.subtarget = to_name
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con.original_length = (head - tail).length
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con.keep_axis = 'PLANE_X'
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con.volume = 'NO_VOLUME'
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bpy.ops.object.mode_set(mode=mode_orig)
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return stretch_name
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def copy_bone_simple(arm, from_bone, name, parent=False):
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ebone = arm.edit_bones[from_bone]
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ebone_new = arm.edit_bones.new(name)
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if parent:
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ebone_new.connected = ebone.connected
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ebone_new.parent = ebone.parent
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ebone_new.head = ebone.head
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ebone_new.tail = ebone.tail
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ebone_new.roll = ebone.roll
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ebone_new.layer = list(ebone.layer)
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return ebone_new
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def copy_bone_simple_list(arm, from_bones, to_bones, parent=False):
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if len(from_bones) != len(to_bones):
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raise Exception("bone list sizes must match")
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copy_bones = [copy_bone_simple(arm, bone_name, to_bones[i], True) for i, bone_name in enumerate(from_bones)]
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# now we need to re-parent
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for ebone in copy_bones:
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parent = ebone.parent
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if parent:
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try:
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i = from_bones.index(parent.name)
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except:
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i = -1
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if i == -1:
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ebone.parent = None
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else:
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ebone.parent = copy_bones[i]
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return copy_bones
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def blend_bone_list(obj, apply_bones, from_bones, to_bones, target_bone=None, target_prop="blend", blend_default=0.5):
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if obj.mode == 'EDIT':
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raise Exception("blending cant be called in editmode")
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if len(apply_bones) != len(from_bones):
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raise Exception("lists differ in length (from -> apply): \n\t%s\n\t%s" % (from_bones, apply_bones))
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if len(apply_bones) != len(to_bones):
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raise Exception("lists differ in length (to -> apply): \n\t%s\n\t%s" % (to_bones, apply_bones))
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# setup the blend property
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if target_bone is None:
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target_bone = apply_bones[-1] # default to the last bone
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prop_pbone = obj.pose.bones[target_bone]
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if prop_pbone.get(target_bone) is None:
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prop = rna_idprop_ui_prop_get(prop_pbone, target_prop, create=True)
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prop_pbone[target_prop] = blend_default
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prop["soft_min"] = 0.0
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prop["soft_max"] = 1.0
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driver_path = prop_pbone.path_from_id() + ('["%s"]' % target_prop)
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def blend_target(driver):
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var = driver.variables.new()
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var.name = target_bone
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var.targets[0].id_type = 'OBJECT'
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var.targets[0].id = obj
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var.targets[0].data_path = driver_path
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def blend_transforms(new_pbone, from_bone_name, to_bone_name):
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con = new_pbone.constraints.new('COPY_TRANSFORMS')
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con.target = obj
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con.subtarget = from_bone_name
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con = new_pbone.constraints.new('COPY_TRANSFORMS')
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con.target = obj
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con.subtarget = to_bone_name
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fcurve = con.driver_add("influence", 0)
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driver = fcurve.driver
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driver.type = 'AVERAGE'
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fcurve.modifiers.remove(0) # grr dont need a modifier
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blend_target(driver)
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for i, new_bone_name in enumerate(apply_bones):
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from_bone_name = from_bones[i]
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to_bone_name = to_bones[i]
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# allow skipping some bones by having None in the list
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if None in (new_bone_name, from_bone_name, to_bone_name):
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continue
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new_pbone = obj.pose.bones[new_bone_name]
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blend_transforms(new_pbone, from_bone_name, to_bone_name)
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def add_pole_target_bone(obj, base_bone_name, name, mode='CROSS'):
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'''
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Does not actually create a poll target, just the bone to use as a poll target
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'''
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mode_orig = obj.mode
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bpy.ops.object.mode_set(mode='EDIT')
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arm = obj.data
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poll_ebone = arm.edit_bones.new(name)
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base_ebone = arm.edit_bones[base_bone_name]
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poll_name = poll_ebone.name
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parent_ebone = base_ebone.parent
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base_head = base_ebone.head.copy()
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base_tail = base_ebone.tail.copy()
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base_dir = base_head - base_tail
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parent_head = parent_ebone.head.copy()
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parent_tail = parent_ebone.tail.copy()
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parent_dir = parent_head - parent_tail
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distance = (base_dir.length + parent_dir.length)
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if mode == 'CROSS':
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# direction from the angle of the joint
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offset = base_dir.copy().normalize() - parent_dir.copy().normalize()
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offset.length = distance
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elif mode == 'ZAVERAGE':
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# between both bones Z axis
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z_axis_a = base_ebone.matrix.copy().rotation_part() * Vector(0.0, 0.0, -1.0)
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z_axis_b = parent_ebone.matrix.copy().rotation_part() * Vector(0.0, 0.0, -1.0)
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offset = (z_axis_a + z_axis_b).normalize() * distance
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else:
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# preset axis
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offset = Vector(0, 0, 0)
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if mode[0] == "+":
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val = distance
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else:
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val = - distance
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setattr(offset, mode[1].lower(), val)
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poll_ebone.head = base_head + offset
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poll_ebone.tail = base_head + (offset * (1.0 - (1.0 / 4.0)))
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bpy.ops.object.mode_set(mode=mode_orig)
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return poll_name
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def get_side_name(name):
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'''
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Returns the last part of a string (typically a bone's name) indicating
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whether it is a a left or right (or center, or whatever) bone.
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Returns an empty string if nothing is found.
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'''
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if name[-2] in DELIMITER:
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return name[-2:]
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else:
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return ""
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def get_base_name(name):
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'''
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Returns the part of a string (typically a bone's name) corresponding to it's
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base name (no sidedness, no ORG prefix).
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'''
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if name[-2] in DELIMITER:
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return name[:-2]
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else:
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return name
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def write_meta_rig(obj, func_name="metarig_template"):
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'''
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Write a metarig as a python script, this rig is to have all info needed for
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generating the real rig with rigify.
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'''
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code = []
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code.append("def %s():" % func_name)
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code.append(" # generated by rigify.write_meta_rig")
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bpy.ops.object.mode_set(mode='EDIT')
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code.append(" bpy.ops.object.mode_set(mode='EDIT')")
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code.append(" obj = bpy.context.active_object")
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code.append(" arm = obj.data")
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arm = obj.data
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# write parents first
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bones = [(len(bone.parent_recursive), bone.name) for bone in arm.edit_bones]
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bones.sort(key=lambda item: item[0])
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bones = [item[1] for item in bones]
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for bone_name in bones:
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bone = arm.edit_bones[bone_name]
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code.append(" bone = arm.edit_bones.new('%s')" % bone.name)
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code.append(" bone.head[:] = %.4f, %.4f, %.4f" % bone.head.to_tuple(4))
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code.append(" bone.tail[:] = %.4f, %.4f, %.4f" % bone.tail.to_tuple(4))
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code.append(" bone.roll = %.4f" % bone.roll)
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code.append(" bone.connected = %s" % str(bone.connected))
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if bone.parent:
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code.append(" bone.parent = arm.edit_bones['%s']" % bone.parent.name)
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bpy.ops.object.mode_set(mode='OBJECT')
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code.append("")
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code.append(" bpy.ops.object.mode_set(mode='OBJECT')")
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for bone_name in bones:
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pbone = obj.pose.bones[bone_name]
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pbone_written = False
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# Only 1 level of props, simple types supported
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for key, value in pbone.items():
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if key.startswith("_"):
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continue
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if type(value) not in (float, str, int):
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print("Unsupported ID Prop:", str((key, value)))
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continue
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if type(value) == str:
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value = "'" + value + "'"
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if not pbone_written: # only write bones we need
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code.append(" pbone = obj.pose.bones['%s']" % bone_name)
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code.append(" pbone['%s'] = %s" % (key, value))
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return "\n".join(code)
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# *** bone class collection ***
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def bone_class_instance(obj, slots, name="BoneContainer"):
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'''
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bone collection utility class to help manage cases with
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edit/pose/bone bones where switching modes can invalidate some of the members.
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there are also utility functions for manipulating all members.
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'''
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attr_names = tuple(slots) # dont modify the original
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if len(slots) != len(set(slots)):
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raise Exception("duplicate entries found %s" % attr_names)
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slots = list(slots) # dont modify the original
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for i in range(len(slots)):
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member = slots[i]
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slots.append(member + "_b") # bone bone
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slots.append(member + "_p") # pose bone
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slots.append(member + "_e") # edit bone
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class_dict = { \
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"obj": obj, \
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"attr_names": attr_names, \
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"attr_initialize": _bone_class_instance_attr_initialize, \
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"update": _bone_class_instance_update, \
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"rename": _bone_class_instance_rename, \
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"names": _bone_class_instance_names, \
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"copy": _bone_class_instance_copy, \
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"blend": _bone_class_instance_blend, \
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}
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instance = auto_class_instance(slots, name, class_dict)
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return instance
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def auto_class(slots, name="ContainerClass", class_dict=None):
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if class_dict:
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class_dict = class_dict.copy()
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else:
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class_dict = {}
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class_dict["__slots__"] = tuple(slots)
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return type(name, (object,), class_dict)
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def auto_class_instance(slots, name="ContainerClass", class_dict=None):
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return auto_class(slots, name, class_dict)()
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def _bone_class_instance_attr_initialize(self, attr_names, bone_names):
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''' Initializes attributes, both lists must be aligned
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'''
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for attr in self.attr_names:
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i = attr_names.index(attr)
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setattr(self, attr, bone_names[i])
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self.update()
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def _bone_class_instance_update(self):
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''' Re-Assigns bones from the blender data
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'''
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arm = self.obj.data
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bbones = arm.bones
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pbones = self.obj.pose.bones
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ebones = arm.edit_bones
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for member in self.attr_names:
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name = getattr(self, member, None)
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if name is not None:
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setattr(self, member + "_b", bbones.get(name))
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setattr(self, member + "_p", pbones.get(name))
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setattr(self, member + "_e", ebones.get(name))
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def _bone_class_instance_rename(self, attr, new_name):
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''' Rename bones, editmode only
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'''
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if self.obj.mode != 'EDIT':
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raise Exception("Only rename in editmode supported")
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ebone = getattr(self, attr + "_e")
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ebone.name = new_name
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# we may not get what is asked for so get the name from the editbone
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setattr(self, attr, ebone.name)
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def _bone_class_instance_copy(self, from_fmt="%s", to_fmt="%s", exclude_attrs=(), base_names=None):
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from_name_ls = []
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new_name_ls = []
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new_slot_ls = []
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for attr in self.attr_names:
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if attr in exclude_attrs:
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continue
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bone_name_orig = getattr(self, attr)
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ebone = getattr(self, attr + "_e")
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# orig_names[attr] = bone_name_orig
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# insert formatting
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if from_fmt != "%s":
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bone_name = from_fmt % bone_name_orig
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ebone.name = bone_name
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bone_name = ebone.name # cant be sure we get what we ask for
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else:
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bone_name = bone_name_orig
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setattr(self, attr, bone_name)
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new_slot_ls.append(attr)
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from_name_ls.append(bone_name)
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if base_names:
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bone_name_orig = base_names[bone_name_orig]
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new_name_ls.append(to_fmt % bone_name_orig)
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new_bones = copy_bone_simple_list(self.obj.data, from_name_ls, new_name_ls, True)
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new_bc = bone_class_instance(self.obj, new_slot_ls)
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for i, attr in enumerate(new_slot_ls):
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ebone = new_bones[i]
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setattr(new_bc, attr + "_e", ebone)
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setattr(new_bc, attr, ebone.name)
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return new_bc
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def _bone_class_instance_names(self):
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return [getattr(self, attr) for attr in self.attr_names]
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def _bone_class_instance_blend(self, from_bc, to_bc, target_bone=None, target_prop="blend"):
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'''
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Use for blending bone chains.
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blend_target = (bone_name, bone_property)
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default to the last bone, blend prop
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XXX - toggles editmode, need to re-validate all editbones :(
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'''
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if self.attr_names != from_bc.attr_names or self.attr_names != to_bc.attr_names:
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raise Exception("can only blend between matching chains")
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apply_bones = [getattr(self, attr) for attr in self.attr_names]
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from_bones = [getattr(from_bc, attr) for attr in from_bc.attr_names]
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to_bones = [getattr(to_bc, attr) for attr in to_bc.attr_names]
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blend_bone_list(self.obj, apply_bones, from_bones, to_bones, target_bone, target_prop)
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