forked from bartvdbraak/blender
d8d11c55d9
Adds a new set of bones to rig types which are to be used for weight paint vgroups, in some these have some more segments to account for twist. also use Aligoriths new copy transform constraint.
292 lines
9.0 KiB
Python
292 lines
9.0 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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# <pep8 compliant>
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import bpy
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from rigify import RigifyError, get_layer_dict
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from rigify_utils import copy_bone_simple, get_side_name
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from rna_prop_ui import rna_idprop_ui_prop_get
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from functools import reduce
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METARIG_NAMES = "finger_01", "finger_02", "finger_03"
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def metarig_template():
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# generated by rigify.write_meta_rig
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bpy.ops.object.mode_set(mode='EDIT')
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obj = bpy.context.active_object
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arm = obj.data
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bone = arm.edit_bones.new('finger.01')
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bone.head[:] = 0.0000, 0.0000, 0.0000
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bone.tail[:] = 0.0353, -0.0184, -0.0053
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bone.roll = -2.8722
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bone.connected = False
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bone = arm.edit_bones.new('finger.02')
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bone.head[:] = 0.0353, -0.0184, -0.0053
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bone.tail[:] = 0.0702, -0.0364, -0.0146
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bone.roll = -2.7099
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bone.connected = True
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bone.parent = arm.edit_bones['finger.01']
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bone = arm.edit_bones.new('finger.03')
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bone.head[:] = 0.0702, -0.0364, -0.0146
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bone.tail[:] = 0.0903, -0.0461, -0.0298
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bone.roll = -2.1709
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bone.connected = True
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bone.parent = arm.edit_bones['finger.02']
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bpy.ops.object.mode_set(mode='OBJECT')
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pbone = obj.pose.bones['finger.01']
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pbone['type'] = 'finger_curl'
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def metarig_definition(obj, orig_bone_name):
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'''
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The bone given is the first in a chain
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Expects a chain of at least 2 children.
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eg.
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finger -> finger_01 -> finger_02
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'''
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bone_definition = []
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orig_bone = obj.data.bones[orig_bone_name]
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bone_definition.append(orig_bone.name)
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bone = orig_bone
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chain = 0
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while chain < 2: # first 2 bones only have 1 child
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children = bone.children
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if len(children) != 1:
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raise RigifyError("expected the chain to have 2 children from bone '%s' without a fork" % orig_bone_name)
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bone = children[0]
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bone_definition.append(bone.name) # finger_02, finger_03
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chain += 1
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if len(bone_definition) != len(METARIG_NAMES):
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raise RigifyError("internal problem, expected %d bones" % len(METARIG_NAMES))
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return bone_definition
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def deform(obj, definitions, base_names, options):
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""" Creates the deform rig.
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"""
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bpy.ops.object.mode_set(mode='EDIT')
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# Create base digit bones: two bones, each half of the base digit.
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f1a = copy_bone_simple(obj.data, definitions[0], "DEF-%s.01" % base_names[definitions[0]], parent=True)
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f1b = copy_bone_simple(obj.data, definitions[0], "DEF-%s.02" % base_names[definitions[0]], parent=True)
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f1a.connected = False
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f1b.connected = False
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f1b.parent = f1a
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center = f1a.center
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f1a.tail = center
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f1b.head = center
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# Create the other deform bones.
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f2 = copy_bone_simple(obj.data, definitions[1], "DEF-%s" % base_names[definitions[1]], parent=True)
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f3 = copy_bone_simple(obj.data, definitions[2], "DEF-%s" % base_names[definitions[2]], parent=True)
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# Store names before leaving edit mode
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f1a_name = f1a.name
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f1b_name = f1b.name
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f2_name = f2.name
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f3_name = f3.name
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# Leave edit mode
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bpy.ops.object.mode_set(mode='OBJECT')
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# Get the pose bones
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f1a = obj.pose.bones[f1a_name]
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f1b = obj.pose.bones[f1b_name]
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f2 = obj.pose.bones[f2_name]
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f3 = obj.pose.bones[f3_name]
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# Constrain the base digit's bones
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con = f1a.constraints.new('DAMPED_TRACK')
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con.name = "trackto"
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con.target = obj
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con.subtarget = definitions[1]
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con = f1a.constraints.new('COPY_SCALE')
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con.name = "copy_scale"
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con.target = obj
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con.subtarget = definitions[0]
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con = f1b.constraints.new('COPY_ROTATION')
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con.name = "copy_rot"
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con.target = obj
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con.subtarget = definitions[0]
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# Constrain the other digit's bones
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con = f2.constraints.new('COPY_TRANSFORMS')
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con.name = "copy_transforms"
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con.target = obj
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con.subtarget = definitions[1]
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con = f3.constraints.new('COPY_TRANSFORMS')
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con.name = "copy_transforms"
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con.target = obj
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con.subtarget = definitions[2]
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def main(obj, bone_definition, base_names, options):
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# *** EDITMODE
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# get assosiated data
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arm = obj.data
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orig_ebone = arm.edit_bones[bone_definition[0]]
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obj.animation_data_create() # needed if its a new armature with no keys
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children = orig_ebone.children_recursive
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tot_len = reduce(lambda f, ebone: f + ebone.length, children, orig_ebone.length)
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# FIXME, the line below is far too arbitrary
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base_name = base_names[bone_definition[0]].rsplit(".", 2)[0]
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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_ebone = copy_bone_simple(arm, bone_definition[0], base_name + get_side_name(base_names[bone_definition[0]]), parent=True)
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control_bone_name = control_ebone.name # we dont know if we get the name requested
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control_ebone.connected = orig_ebone.connected
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control_ebone.parent = orig_ebone.parent
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control_ebone.length = tot_len
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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 = [ebone.name for ebone in children]
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driver_bone_pairs = []
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for child_bone_name in children:
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child_ebone = arm.edit_bones[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 = copy_bone_simple(arm, child_ebone.name, driver_bone_name)
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driver_ebone.length *= 0.5
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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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deform(obj, bone_definition, base_names, options)
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# *** POSEMODE
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bpy.ops.object.mode_set(mode='OBJECT')
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orig_pbone = obj.pose.bones[bone_definition[0]]
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control_pbone = obj.pose.bones[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["soft_min"] = 0.0
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prop["soft_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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driver_pbone = obj.pose.bones[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.data_path = controller_path + '.scale[1]'
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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.data_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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child_pbone = obj.pose.bones[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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# last step setup layers
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layers = get_layer_dict(options)
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lay = layers["extra"]
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for child_bone_name, driver_bone_name in driver_bone_pairs:
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arm.bones[driver_bone_name].layer = lay
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lay = layers["main"]
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arm.bones[control_bone_name].layer = lay
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# no blending the result of this
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return None
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