# ##### 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') # needed to update driver deps context.scene.update() if __name__ == "__main__": generate_rig(bpy.context, bpy.context.object)