forked from bartvdbraak/blender
b40307df16
bone = arm.edit_bones.new("SomeBone") arm.edit_bones.remove(bone) regify (WIP)
386 lines
11 KiB
Python
386 lines
11 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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import bpy
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from functools import reduce
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# TODO, have these in a more general module
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from rna_prop_ui import rna_idprop_ui_get, rna_idprop_ui_prop_get
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empty_layer = [False] * 16
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def gen_none(obj, orig_bone_name):
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pass
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def get_bone_data(obj, bone_name):
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arm = obj.data
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pbone = obj.pose.bones[bone_name]
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if obj.mode == 'EDIT':
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bone = arm.edit_bones[bone_name]
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else:
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bone = arm.bones[bone_name]
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return obj, arm, pbone, bone
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def bone_basename(name):
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return name.split(".")[0]
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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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is_editmode = (obj.mode == 'EDIT')
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if not is_editmode:
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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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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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# Now for the constraint
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bpy.ops.object.mode_set(mode='OBJECT')
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from_pbone = obj.pose.bones[from_name]
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to_pbone = obj.pose.bones[to_name]
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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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if is_editmode:
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bpy.ops.object.mode_set(mode='EDIT')
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#else:
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# bpy.ops.object.mode_set(mode='OBJECT')
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def gen_finger(obj, orig_bone_name):
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# *** EDITMODE
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# get assosiated data
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obj, arm, orig_pbone, orig_ebone = get_bone_data(obj, orig_bone_name)
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obj.animation_data_create() # needed if its a new armature with no keys
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arm.layer[0] = arm.layer[8] = True
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children = orig_pbone.children_recursive
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tot_len = reduce(lambda f, pbone: f + pbone.bone.length, children, orig_pbone.bone.length)
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base_name = bone_basename(orig_pbone.name)
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# first make a new bone at the location of the finger
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control_ebone = arm.edit_bones.new(base_name)
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control_bone_name = control_ebone.name # we dont know if we get the name requested
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# Place the finger bone
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head = orig_ebone.head.copy()
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tail = orig_ebone.tail.copy()
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control_ebone.head = head
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control_ebone.tail = head + ((tail - head).normalize() * tot_len)
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control_ebone.roll = orig_ebone.roll
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# now add bones inbetween this and its children recursively
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# switching modes so store names only!
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children = [pbone.name for pbone in children]
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# set an alternate layer for driver bones
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other_layer = empty_layer[:]
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other_layer[8] = True
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driver_bone_pairs = []
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for child_bone_name in children:
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obj, arm, pbone_child, child_ebone = get_bone_data(obj, child_bone_name)
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# finger.02 --> finger_driver.02
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driver_bone_name = child_bone_name.split('.')
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driver_bone_name = driver_bone_name[0] + "_driver." + ".".join(driver_bone_name[1:])
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driver_ebone = arm.edit_bones.new(driver_bone_name)
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driver_bone_name = driver_ebone.name # cant be too sure!
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driver_ebone.layer = other_layer
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new_len = pbone_child.bone.length / 2.0
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head = child_ebone.head.copy()
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tail = child_ebone.tail.copy()
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driver_ebone.head = head
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driver_ebone.tail = head + ((tail - head).normalize() * new_len)
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driver_ebone.roll = child_ebone.roll
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# Insert driver_ebone in the chain without connected parents
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driver_ebone.connected = False
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driver_ebone.parent = child_ebone.parent
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child_ebone.connected = False
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child_ebone.parent = driver_ebone
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# Add the drivers to these when in posemode.
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driver_bone_pairs.append((child_bone_name, driver_bone_name))
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del control_ebone
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# *** POSEMODE
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bpy.ops.object.mode_set(mode='OBJECT')
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obj, arm, orig_pbone, orig_bone = get_bone_data(obj, orig_bone_name)
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obj, arm, control_pbone, control_bone= get_bone_data(obj, control_bone_name)
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# only allow Y scale
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control_pbone.lock_scale = (True, False, True)
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control_pbone["bend_ratio"]= 0.4
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prop = rna_idprop_ui_prop_get(control_pbone, "bend_ratio", create=True)
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prop["min"] = 0.0
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prop["max"] = 1.0
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con = orig_pbone.constraints.new('COPY_LOCATION')
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con.target = obj
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con.subtarget = control_bone_name
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con = orig_pbone.constraints.new('COPY_ROTATION')
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con.target = obj
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con.subtarget = control_bone_name
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# setup child drivers on each new smaller bone added. assume 2 for now.
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# drives the bones
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controller_path = control_pbone.path_to_id() # 'pose.bones["%s"]' % control_bone_name
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i = 0
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for child_bone_name, driver_bone_name in driver_bone_pairs:
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# XXX - todo, any number
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if i==2:
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break
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obj, arm, driver_pbone, driver_bone = get_bone_data(obj, driver_bone_name)
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driver_pbone.rotation_mode = 'YZX'
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fcurve_driver = driver_pbone.driver_add("rotation_euler", 0)
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#obj.driver_add('pose.bones["%s"].scale', 1)
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#obj.animation_data.drivers[-1] # XXX, WATCH THIS
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driver = fcurve_driver.driver
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# scale target
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tar = driver.targets.new()
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tar.name = "scale"
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tar.id_type = 'OBJECT'
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tar.id = obj
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tar.array_index = 1 # Y scale
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tar.rna_path = controller_path + '.scale'
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# bend target
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tar = driver.targets.new()
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tar.name = "br"
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tar.id_type = 'OBJECT'
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tar.id = obj
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tar.rna_path = controller_path + '["bend_ratio"]'
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# XXX - todo, any number
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if i==0:
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driver.expression = '(-scale+1.0)*pi*2.0*(1.0-br)'
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elif i==1:
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driver.expression = '(-scale+1.0)*pi*2.0*br'
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obj, arm, child_pbone, child_bone = get_bone_data(obj, child_bone_name)
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# only allow X rotation
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driver_pbone.lock_rotation = child_pbone.lock_rotation = (False, True, True)
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i += 1
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def gen_delta(obj, delta_name):
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'''
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Use this bone to define a delta thats applied to its child in pose mode.
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'''
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mode_orig = obj.mode
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bpy.ops.object.mode_set(mode='OBJECT')
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delta_pbone = obj.pose.bones[delta_name]
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children = delta_pbone.children
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if len(children) != 1:
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print("only 1 child supported for delta")
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child_name = children[0].name
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delta_head = delta_pbone.head.copy()
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delta_tail = delta_pbone.tail.copy()
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delta_matrix = delta_pbone.matrix.copy()
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children = delta_pbone.children
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bpy.ops.object.mode_set(mode='EDIT')
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arm = obj.data
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# XXX -probably should allow via the UI
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for ebone in arm.edit_bones:
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ebone.selected = ebone.head_selected = ebone.tail_selected = False
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# Select for deleting
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delta_ebone = arm.edit_bones[delta_name]
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delta_ebone.selected = delta_ebone.head_selected = delta_ebone.tail_selected = True
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bpy.ops.armature.delete()
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bpy.ops.object.mode_set(mode='OBJECT')
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# Move the child bone to the deltas location
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obj.animation_data_create()
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child_pbone = obj.pose[child_name]
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# ------------------- drivers
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fcurve_driver = child_pbone.driver_add("rotation_euler", 0)
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#fcurve_driver = obj.animation_data.drivers[-1] # XXX, WATCH THIS
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driver = fcurve_driver.driver
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driver.type = 'AVERAGE'
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mod = driver.modifiers.new('GENERATOR')
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obj, arm, parent_pbone, parent_bone = get_bone_data(obj, delta_name)
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.object.mode_set(mode=mode_orig)
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def gen_arm(obj, orig_bone_name):
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"""
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the bone with the 'arm' property is the upper arm, this assumes a chain as follows.
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[shoulder, upper_arm, forearm, hand]
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...where this bone is 'upper_arm'
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"""
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def validate_chain():
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'''
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Sanity check and return the arm as a list of bone names.
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'''
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# do a sanity check
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obj, arm, orig_pbone, orig_ebone = get_bone_data(obj, orig_bone_name)
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shoulder_pbone = arm_pbone.parent
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if not shoulder_pbone:
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print("could not find 'arm' parent, skipping:", orig_bone_name)
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return
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# We could have some bones attached, find the bone that has this as its 2nd parent
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hands = []
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for pbone in obj.pose.bones:
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index = pbone.parent_index(orig_pbone)
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if index == 2:
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hands.append(pbone)
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if len(hands) > 1:
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print("more then 1 hand found on:", orig_bone_name)
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return
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# first add the 2 new bones
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hand_pbone = hands[0]
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forearm_pbone = hand_pbone.parent
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return shoulder_pbone.name, orig_pbone.name, forearm_pbone.name, hand_pbone.name
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shoulder_name, arm_name, forearm_name, hand_name = validate_chain()
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obj, arm, hand_pbone, hand_ebone = get_bone_data(obj, hand_name)
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# Add the edit bones
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hand_ik_ebone = arm.edit_bones.new(hand_name + "_ik")
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hand_ik_ebone.head = hand_ebone.head
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hand_ik_ebone.tail = hand_ebone.tail
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hand_ik_ebone.roll = hand_ebone.roll
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gen_table = {
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"":gen_none, \
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"finger":gen_finger, \
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"delta":gen_delta, \
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"arm":gen_arm, \
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}
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def generate_rig(context, ob):
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# add_stretch_to(ob, "a", "b", "c")
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bpy.ops.object.mode_set(mode='OBJECT')
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# copy object and data
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ob.selected = False
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ob_new = ob.copy()
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ob_new.data = ob.data.copy()
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scene = context.scene
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scene.objects.link(ob_new)
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scene.objects.active = ob_new
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ob_new.selected = True
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# enter armature editmode
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for pbone_name in ob_new.pose.bones.keys():
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bone_type = ob_new.pose.bones[pbone_name].get("type", "")
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try:
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func = gen_table[bone_type]
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except KeyError:
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print("\tunknown type '%s', bone '%s'" % (bone_type, pbone_name))
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# Toggle editmode so the pose data is always up to date
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bpy.ops.object.mode_set(mode='EDIT')
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func(ob_new, pbone_name)
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bpy.ops.object.mode_set(mode='OBJECT')
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# needed to update driver deps
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# context.scene.update()
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if __name__ == "__main__":
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generate_rig(bpy.context, bpy.context.object)
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