split up metarig hierarchy evaluation and modifying the metarig into 2 steps,
original bone names cant be changed anymore but this means the bones can be re-parented without confusing scripts that run after the rig is modified. support for defining a bone to have multiple types and automatically blending between 2 generated rigs
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@@ -17,10 +17,11 @@
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# ##### END GPL LICENSE BLOCK #####
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import bpy
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from rigify import get_bone_data, empty_layer
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from rigify import get_bone_data, empty_layer, copy_bone_simple
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from rna_prop_ui import rna_idprop_ui_get, 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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bpy.ops.object.mode_set(mode='EDIT')
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@@ -48,13 +49,43 @@ def metarig_template():
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pbone = obj.pose.bones['finger.01']
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pbone['type'] = 'finger'
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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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def main(obj, orig_bone_name):
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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 Exception("expected the chain to have 2 children without a fork")
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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 Exception("internal problem, expected %d bones" % len(METARIG_NAMES))
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return bone_definition
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def main(obj, bone_definition, base_names):
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# *** EDITMODE
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# get assosiated data
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arm, orig_pbone, orig_ebone = get_bone_data(obj, orig_bone_name)
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arm, orig_pbone, orig_ebone = get_bone_data(obj, bone_definition[0])
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obj.animation_data_create() # needed if its a new armature with no keys
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@@ -63,22 +94,16 @@ def main(obj, orig_bone_name):
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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 = orig_pbone.basename
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base_name = base_names[bone_definition[0]].rsplit(".", 1)[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 = arm.edit_bones.new(base_name)
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control_ebone = copy_bone_simple(arm, base_name, 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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control_ebone.connected = orig_ebone.connected
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control_ebone.parent = orig_ebone.parent
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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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control_ebone.length = tot_len
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# now add bones inbetween this and its children recursively
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@@ -99,19 +124,10 @@ def main(obj, orig_bone_name):
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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 = copy_bone_simple(arm, child_ebone.name, driver_bone_name)
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driver_ebone.length *= 0.5
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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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@@ -129,7 +145,7 @@ def main(obj, orig_bone_name):
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bpy.ops.object.mode_set(mode='OBJECT')
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arm, orig_pbone, orig_bone = get_bone_data(obj, orig_bone_name)
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arm, orig_pbone, orig_bone = get_bone_data(obj, bone_definition[0])
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arm, control_pbone, control_bone= get_bone_data(obj, control_bone_name)
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@@ -198,4 +214,6 @@ def main(obj, orig_bone_name):
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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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# no blending the result of this
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return None
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