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blender-archive/release/scripts/modules/mocap_constraints.py

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# ##### 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from mathutils import *
### Utility Functions
def hasIKConstraint(pose_bone):
#utility function / predicate, returns True if given bone has IK constraint
return ("IK" in [constraint.type for constraint in pose_bone.constraints])
def getConsObj(bone):
#utility function - returns related IK target if bone has IK
ik = [constraint for constraint in bone.constraints if constraint.type == "IK"]
if ik:
ik = ik[0]
cons_obj = ik.target
if ik.subtarget:
cons_obj = ik.target.pose.bones[ik.subtarget]
else:
cons_obj = bone
return cons_obj
def consObjToBone(cons_obj):
if cons_obj.name[-3:] == "Org":
return cons_obj.name[:-3]
else:
return cons_obj.name
### And and Remove Constraints (called from operators)
def addNewConstraint(m_constraint, cons_obj):
if m_constraint.type == "point" or m_constraint.type == "freeze":
c_type = "LIMIT_LOCATION"
if m_constraint.type == "distance":
c_type = "LIMIT_DISTANCE"
if m_constraint.type == "floor":
c_type = "FLOOR"
real_constraint = cons_obj.constraints.new(c_type)
real_constraint.name = "Mocap constraint " + str(len(cons_obj.constraints))
m_constraint.real_constraint_bone = consObjToBone(cons_obj)
m_constraint.real_constraint = real_constraint.name
setConstraint(m_constraint)
def removeConstraint(m_constraint, cons_obj):
oldConstraint = cons_obj.constraints[m_constraint.real_constraint]
cons_obj.constraints.remove(oldConstraint)
### Update functions. There are 2: UpdateType/UpdateBone
### and update for the others.
def updateConstraint(self, context):
setConstraint(self)
def updateConstraintBoneType(m_constraint, context):
#If the constraint exists, we need to remove it
#from the old bone
obj = context.active_object
bones = obj.pose.bones
if m_constraint.real_constraint:
bone = bones[m_constraint.real_constraint_bone]
cons_obj = getConsObj(bone)
removeConstraint(m_constraint, cons_obj)
#Regardless, after that we create a new constraint
if m_constraint.constrained_bone:
bone = bones[m_constraint.constrained_bone]
cons_obj = getConsObj(bone)
addNewConstraint(m_constraint, cons_obj)
# Function that copies all settings from m_constraint to the real Blender constraints
# Is only called when blender constraint already exists
def setConstraintFraming(m_constraint, cons_obj):
if isinstance(cons_obj, bpy.types.PoseBone):
fcurves = obj.animation_data.action.fcurves
else:
fcurves = cons_obj.animation_data.action.fcurves
influence_RNA = real_constraint.path_from_id("influence")
fcurve = [fcurve for fcurve in fcurves if fcurve.data_path == influence_RNA]
#clear the fcurve and set the frames.
if fcurve:
fcurve = fcurve[0]
for i in range(len(fcurve.keyframe_points) - 1, 0, -1):
fcurve.keyframe_points.remove(fcurve.keyframe_points[i])
s, e = m_constraint.s_frame, m_constraint.e_frame
s_in, s_out = m_constraint.smooth_in, m_constraint.smooth_out
real_constraint.influence = 1
real_constraint.keyframe_insert(data_path="influence", frame=s)
real_constraint.keyframe_insert(data_path="influence", frame=e)
real_constraint.influence = 0
real_constraint.keyframe_insert(data_path="influence", frame=s - s_in)
real_constraint.keyframe_insert(data_path="influence", frame=e + s_out)
def setConstraint(m_constraint):
if not m_constraint.constrained_bone:
return
obj = bpy.context.active_object
bones = obj.pose.bones
bone = bones[m_constraint.constrained_bone]
cons_obj = getConsObj(bone)
real_constraint = cons_obj.constraints[m_constraint.real_constraint]
#frame changing section
setConstraintFraming(m_constraint, cons_obj)
#Set the blender constraint parameters
if m_constraint.type == "point":
real_constraint.owner_space = m_constraint.targetSpace
x, y, z = m_constraint.targetPoint
real_constraint.max_x = x
real_constraint.max_y = y
real_constraint.max_z = z
real_constraint.min_x = x
real_constraint.min_y = y
real_constraint.min_z = z
real_constraint.use_max_x = True
real_constraint.use_max_y = True
real_constraint.use_max_z = True
real_constraint.use_min_x = True
real_constraint.use_min_y = True
real_constraint.use_min_z = True
if m_constraint.type == "freeze":
real_constraint.owner_space = m_constraint.targetSpace
bpy.context.scene.frame_set(s)
if isinstance(cons_obj, bpy.types.PoseBone):
x, y, z = cons_obj.center + (cons_obj.vector / 2)
else:
x, y, z = cons_obj.matrix_world.to_translation()
real_constraint.max_x = x
real_constraint.max_y = y
real_constraint.max_z = z
real_constraint.min_x = x
real_constraint.min_y = y
real_constraint.min_z = z
real_constraint.use_max_x = True
real_constraint.use_max_y = True
real_constraint.use_max_z = True
real_constraint.use_min_x = True
real_constraint.use_min_y = True
real_constraint.use_min_z = True
if m_constraint.type == "distance" and m_constraint.constrained_boneB:
real_constraint.owner_space = "WORLD"
real_constraint.target = getConsObj(bones[m_constraint.constrained_boneB])
real_constraint.limit_mode = "LIMITDIST_ONSURFACE"
real_constraint.distance = m_constraint.targetDist
# active check
real_constraint.mute = not m_constraint.active