blender/release/scripts/modules/rigify.py
Campbell Barton b40307df16 add access to bone add/remove from rna. eg.
bone = arm.edit_bones.new("SomeBone")
 arm.edit_bones.remove(bone)

regify (WIP)
2009-11-25 11:05:11 +00:00

386 lines
11 KiB
Python

# ##### 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_stretch_to(obj, from_name, to_name, name):
'''
Adds a bone that stretches from one to another
'''
is_editmode = (obj.mode == 'EDIT')
if not is_editmode:
bpy.ops.object.mode_set(mode='EDIT')
arm = obj.data
stretch_ebone = arm.edit_bones.new(name)
stretch_name = stretch_ebone.name
head = stretch_ebone.head = arm.edit_bones[from_name].head.copy()
tail = stretch_ebone.tail = arm.edit_bones[to_name].head.copy()
# Now for the constraint
bpy.ops.object.mode_set(mode='OBJECT')
from_pbone = obj.pose.bones[from_name]
to_pbone = obj.pose.bones[to_name]
stretch_pbone = obj.pose.bones[stretch_name]
con = stretch_pbone.constraints.new('COPY_LOCATION')
con.target = obj
con.subtarget = from_name
con = stretch_pbone.constraints.new('STRETCH_TO')
con.target = obj
con.subtarget = to_name
con.original_length = (head-tail).length
con.keep_axis = 'PLANE_X'
con.volume = 'NO_VOLUME'
if is_editmode:
bpy.ops.object.mode_set(mode='EDIT')
#else:
# bpy.ops.object.mode_set(mode='OBJECT')
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 = arm.edit_bones.new(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 = arm.edit_bones.new(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'
fcurve_driver = driver_pbone.driver_add("rotation_euler", 0)
#obj.driver_add('pose.bones["%s"].scale', 1)
#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
def gen_delta(obj, delta_name):
'''
Use this bone to define a delta thats applied to its child in pose mode.
'''
mode_orig = obj.mode
bpy.ops.object.mode_set(mode='OBJECT')
delta_pbone = obj.pose.bones[delta_name]
children = delta_pbone.children
if len(children) != 1:
print("only 1 child supported for delta")
child_name = children[0].name
delta_head = delta_pbone.head.copy()
delta_tail = delta_pbone.tail.copy()
delta_matrix = delta_pbone.matrix.copy()
children = delta_pbone.children
bpy.ops.object.mode_set(mode='EDIT')
arm = obj.data
# XXX -probably should allow via the UI
for ebone in arm.edit_bones:
ebone.selected = ebone.head_selected = ebone.tail_selected = False
# Select for deleting
delta_ebone = arm.edit_bones[delta_name]
delta_ebone.selected = delta_ebone.head_selected = delta_ebone.tail_selected = True
bpy.ops.armature.delete()
bpy.ops.object.mode_set(mode='OBJECT')
# Move the child bone to the deltas location
obj.animation_data_create()
child_pbone = obj.pose[child_name]
# ------------------- drivers
fcurve_driver = child_pbone.driver_add("rotation_euler", 0)
#fcurve_driver = obj.animation_data.drivers[-1] # XXX, WATCH THIS
driver = fcurve_driver.driver
driver.type = 'AVERAGE'
mod = driver.modifiers.new('GENERATOR')
obj, arm, parent_pbone, parent_bone = get_bone_data(obj, delta_name)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.mode_set(mode=mode_orig)
def gen_arm(obj, orig_bone_name):
"""
the bone with the 'arm' property is the upper arm, this assumes a chain as follows.
[shoulder, upper_arm, forearm, hand]
...where this bone is 'upper_arm'
"""
def validate_chain():
'''
Sanity check and return the arm as a list of bone names.
'''
# do a sanity check
obj, arm, orig_pbone, orig_ebone = get_bone_data(obj, orig_bone_name)
shoulder_pbone = arm_pbone.parent
if not shoulder_pbone:
print("could not find 'arm' parent, skipping:", orig_bone_name)
return
# We could have some bones attached, find the bone that has this as its 2nd parent
hands = []
for pbone in obj.pose.bones:
index = pbone.parent_index(orig_pbone)
if index == 2:
hands.append(pbone)
if len(hands) > 1:
print("more then 1 hand found on:", orig_bone_name)
return
# first add the 2 new bones
hand_pbone = hands[0]
forearm_pbone = hand_pbone.parent
return shoulder_pbone.name, orig_pbone.name, forearm_pbone.name, hand_pbone.name
shoulder_name, arm_name, forearm_name, hand_name = validate_chain()
obj, arm, hand_pbone, hand_ebone = get_bone_data(obj, hand_name)
# Add the edit bones
hand_ik_ebone = arm.edit_bones.new(hand_name + "_ik")
hand_ik_ebone.head = hand_ebone.head
hand_ik_ebone.tail = hand_ebone.tail
hand_ik_ebone.roll = hand_ebone.roll
gen_table = {
"":gen_none, \
"finger":gen_finger, \
"delta":gen_delta, \
"arm":gen_arm, \
}
def generate_rig(context, ob):
# add_stretch_to(ob, "a", "b", "c")
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)