# ##### 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)