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blender-archive/release/scripts/startup/bl_ui/properties_data_bone.py
Alexander Gavrilov fcf2a712ec Armature: add Inherit Scale options to remove shear or average the scale.
As an inherent property of matrix-based transformation math, non-
uniform scaling of a parent bone induces shear into the transform
matrix of any rotated child. Such matrices cannot be cleanly
decomposed into a combination of location/rotation/scale, which
causes issues for rigging and animation tools.

Blender bones have options to exclude rotation and/or scale from the
inherited transformation, but don't have any support for removing the
often undesired shear component. That goal requires replacing simple
parenting with a combination of multiple bones and constraints. The
same is true about the goal of inheriting some scale, but completely
avoiding shear.

This patch replaces the old Inherit Scale checkbox with a enum that
supports multiple options:

* Full: inherit all effects of scale, like with enabled Inherit Scale.

* Fix Shear: removes shear from the final inherited transformation.

  The cleanup math is specifically designed to preserve the main
  axis of the bone, its length and total volume, and minimally
  affect roll on average. It however will not prevent reappearance
  of shear due to local rotation of the child or its children.

* Average: inherit uniform scale that represents the parent volume.

  This is the simplest foolproof solution that will inherit some
  scale without ever causing shear.

* None: completely remove scale and shear.

* None (Legacy): old disabled Inherit Scale checkbox.

  This mode does not handle parent shear in any way, so the child
  is likely to end up having both scale and shear. It is retained
  for backward compatibility.

Since many rigging-related addons access the use_inherit_scale
property from Python, it is retained as a backward compatibility
stub that provides the old functionality.

As a side effect of reworking the code, this also fixes a matrix
multiplication order bug in the Inherit Rotation code, which caused
the parent local scale to be applied in world space. In rigger
opinion this option is useless in production rigs, so this fix
should not be a problem.

Reviewers: brecht

Differential Revision: https://developer.blender.org/D5588
2019-09-04 10:34:21 +03:00

441 lines
14 KiB
Python

# ##### 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.
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# 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.
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# 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.
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# ##### END GPL LICENSE BLOCK #####
# <pep8 compliant>
import bpy
from bpy.types import Panel
from rna_prop_ui import PropertyPanel
class BoneButtonsPanel:
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "bone"
@classmethod
def poll(cls, context):
return (context.bone or context.edit_bone)
class BONE_PT_context_bone(BoneButtonsPanel, Panel):
bl_label = ""
bl_options = {'HIDE_HEADER'}
def draw(self, context):
layout = self.layout
bone = context.bone
if not bone:
bone = context.edit_bone
row = layout.row()
row.label(text="", icon='BONE_DATA')
row.prop(bone, "name", text="")
class BONE_PT_transform(BoneButtonsPanel, Panel):
bl_label = "Transform"
@classmethod
def poll(cls, context):
if context.edit_bone:
return True
ob = context.object
return ob and ob.mode == 'POSE' and context.bone
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
col = layout.column()
if bone and ob:
pchan = ob.pose.bones[bone.name]
col.active = not (bone.parent and bone.use_connect)
row = col.row(align=True)
row.prop(pchan, "location")
row.use_property_decorate = False
row.prop(pchan, "lock_location", text="", emboss=False, icon='DECORATE_UNLOCKED')
rotation_mode = pchan.rotation_mode
if rotation_mode == 'QUATERNION':
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_quaternion", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(pchan, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
sub.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
elif rotation_mode == 'AXIS_ANGLE':
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_axis_angle", text="Rotation")
sub = row.column(align=True)
sub.use_property_decorate = False
sub.prop(pchan, "lock_rotation_w", text="", emboss=False, icon='DECORATE_UNLOCKED')
sub.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
else:
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "rotation_euler", text="Rotation")
row.use_property_decorate = False
row.prop(pchan, "lock_rotation", text="", emboss=False, icon='DECORATE_UNLOCKED')
row = layout.row(align=True)
row.prop(pchan, "rotation_mode", text='Mode')
row.label(text="", icon='BLANK1')
col = layout.column()
row = col.row(align=True)
row.prop(pchan, "scale")
row.use_property_decorate = False
row.prop(pchan, "lock_scale", text="", emboss=False, icon='DECORATE_UNLOCKED')
elif context.edit_bone:
bone = context.edit_bone
col = layout.column()
col.prop(bone, "head")
col.prop(bone, "tail")
col = layout.column()
col.prop(bone, "roll")
col.prop(bone, "lock")
class BONE_PT_curved(BoneButtonsPanel, Panel):
bl_label = "Bendy Bones"
bl_options = {'DEFAULT_CLOSED'}
def draw(self, context):
ob = context.object
bone = context.bone
arm = context.armature
bone_list = "bones"
if ob and bone:
bbone = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
bbone = bone
bone_list = "edit_bones"
else:
bbone = bone
layout = self.layout
layout.use_property_split = True
layout.prop(bone, "bbone_segments", text="Segments")
col = layout.column(align=True)
col.prop(bone, "bbone_x", text="Display Size X")
col.prop(bone, "bbone_z", text="Z")
topcol = layout.column()
topcol.active = bone.bbone_segments > 1
col = topcol.column(align=True)
col.prop(bbone, "bbone_curveinx", text="Curve In X")
col.prop(bbone, "bbone_curveiny", text="In Y")
col = topcol.column(align=True)
col.prop(bbone, "bbone_curveoutx", text="Curve Out X")
col.prop(bbone, "bbone_curveouty", text="Out Y")
col = topcol.column(align=True)
col.prop(bbone, "bbone_rollin", text="Roll In")
col.prop(bbone, "bbone_rollout", text="Out")
col.prop(bone, "use_endroll_as_inroll")
col = topcol.column(align=True)
col.prop(bbone, "bbone_scaleinx", text="Scale In X")
col.prop(bbone, "bbone_scaleiny", text="In Y")
col = topcol.column(align=True)
col.prop(bbone, "bbone_scaleoutx", text="Scale Out X")
col.prop(bbone, "bbone_scaleouty", text="Out Y")
col = topcol.column(align=True)
col.prop(bbone, "bbone_easein", text="Ease In")
col.prop(bbone, "bbone_easeout", text="Out")
col = topcol.column(align=True)
col.prop(bone, "bbone_handle_type_start", text="Start Handle")
col = col.column(align=True)
col.active = (bone.bbone_handle_type_start != 'AUTO')
col.prop_search(bone, "bbone_custom_handle_start", arm, bone_list, text="Custom")
col = topcol.column(align=True)
col.prop(bone, "bbone_handle_type_end", text="End Handle")
col = col.column(align=True)
col.active = (bone.bbone_handle_type_end != 'AUTO')
col.prop_search(bone, "bbone_custom_handle_end", arm, bone_list, text="Custom")
class BONE_PT_relations(BoneButtonsPanel, Panel):
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Relations"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
arm = context.armature
pchan = None
if ob and bone:
pchan = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
col = layout.column()
col.use_property_split = False
col.prop(bone, "layers", text="")
col.use_property_split = True
col = layout.column()
col.separator()
if context.bone:
col.prop(bone, "parent")
else:
col.prop_search(bone, "parent", arm, "edit_bones")
if ob and pchan:
col.prop(bone, "use_relative_parent")
col.prop_search(pchan, "bone_group", ob.pose, "bone_groups", text="Bone Group")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "use_connect")
sub = col.column()
sub.active = (not bone.parent or not bone.use_connect)
sub.prop(bone, "use_local_location")
sub = col.column()
sub.active = (bone.parent is not None)
sub.prop(bone, "use_inherit_rotation")
sub.prop(bone, "inherit_scale")
class BONE_PT_display(BoneButtonsPanel, Panel):
bl_label = "Viewport Display"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.bone
def draw(self, context):
# note. this works ok in edit-mode but isn't
# all that useful so disabling for now.
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
pchan = None
if ob and bone:
pchan = ob.pose.bones[bone.name]
elif bone is None:
bone = context.edit_bone
if bone:
col = layout.column()
col.prop(bone, "hide", text="Hide")
sub = col.column()
sub.active = bool(pchan and pchan.custom_shape)
sub.prop(bone, "show_wire", text="Wireframe")
if pchan:
col = layout.column()
col.prop(pchan, "custom_shape")
if pchan.custom_shape:
col.prop(pchan, "use_custom_shape_bone_size", text="Bone Size")
col.prop(pchan, "custom_shape_scale", text="Scale")
col.prop_search(pchan, "custom_shape_transform", ob.pose, "bones")
class BONE_PT_inverse_kinematics(BoneButtonsPanel, Panel):
bl_label = "Inverse Kinematics"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.mode == 'POSE' and context.bone
def draw(self, context):
layout = self.layout
layout.use_property_split = True
ob = context.object
bone = context.bone
pchan = ob.pose.bones[bone.name]
active = pchan.is_in_ik_chain
col = layout.column()
col.prop(pchan, "ik_stretch", slider=True)
col.active = active
layout.separator()
col = layout.column(align=True)
col.prop(pchan, "lock_ik_x", text="Lock IK X")
col.prop(pchan, "lock_ik_y", text="Y")
col.prop(pchan, "lock_ik_z", text="Z")
col = layout.column(align=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_x is False and active
sub.prop(pchan, "ik_stiffness_x", text="Stiffness X", slider=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_y is False and active
sub.prop(pchan, "ik_stiffness_y", text="Y", slider=True)
sub = col.column(align=True)
sub.active = pchan.lock_ik_z is False and active
sub.prop(pchan, "ik_stiffness_z", text="Z", slider=True)
col = layout.column(align=True)
sub = col.column()
sub.active = pchan.lock_ik_x is False and active
sub.prop(pchan, "use_ik_limit_x", text="Limit X")
sub = col.column(align=True)
sub.active = pchan.lock_ik_x is False and pchan.use_ik_limit_x and active
sub.prop(pchan, "ik_min_x", text="Min")
sub.prop(pchan, "ik_max_x", text="Max")
col.separator()
sub = col.column()
sub.active = pchan.lock_ik_y is False and active
sub.prop(pchan, "use_ik_limit_y", text="Limit Y")
sub = col.column(align=True)
sub.active = pchan.lock_ik_y is False and pchan.use_ik_limit_y and active
sub.prop(pchan, "ik_min_y", text="Min")
sub.prop(pchan, "ik_max_y", text="Max")
col.separator()
sub = col.column()
sub.active = pchan.lock_ik_z is False and active
sub.prop(pchan, "use_ik_limit_z", text="Limit Z")
sub = col.column(align=True)
sub.active = pchan.lock_ik_z is False and pchan.use_ik_limit_z and active
sub.prop(pchan, "ik_min_z", text="Min")
sub.prop(pchan, "ik_max_z", text="Max")
col.separator()
if ob.pose.ik_solver == 'ITASC':
col = layout.column()
col.prop(pchan, "use_ik_rotation_control", text="Control Rotation")
col.active = active
col = layout.column()
col.prop(pchan, "ik_rotation_weight", text="IK Rotation Weight", slider=True)
col.active = active
# not supported yet
#row = layout.row()
#row.prop(pchan, "use_ik_linear_control", text="Joint Size")
#row.prop(pchan, "ik_linear_weight", text="Weight", slider=True)
class BONE_PT_deform(BoneButtonsPanel, Panel):
bl_label = "Deform"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
bone = context.bone
if not bone:
bone = context.edit_bone
self.layout.prop(bone, "use_deform", text="")
def draw(self, context):
layout = self.layout
layout.use_property_split = True
bone = context.bone
if not bone:
bone = context.edit_bone
layout.active = bone.use_deform
col = layout.column()
col.prop(bone, "envelope_distance", text="Envelope Distance")
col.prop(bone, "envelope_weight", text="Envelope Weight")
col.prop(bone, "use_envelope_multiply", text="Envelope Multiply")
col.separator()
col = layout.column(align=True)
col.prop(bone, "head_radius", text="Radius Head")
col.prop(bone, "tail_radius", text="Tail")
class BONE_PT_custom_props(BoneButtonsPanel, PropertyPanel, Panel):
COMPAT_ENGINES = {'BLENDER_RENDER', 'BLENDER_EEVEE', 'BLENDER_WORKBENCH'}
_property_type = bpy.types.Bone, bpy.types.EditBone, bpy.types.PoseBone
@property
def _context_path(self):
obj = bpy.context.object
if obj and obj.mode == 'POSE':
return "active_pose_bone"
else:
return "active_bone"
classes = (
BONE_PT_context_bone,
BONE_PT_transform,
BONE_PT_curved,
BONE_PT_relations,
BONE_PT_inverse_kinematics,
BONE_PT_deform,
BONE_PT_display,
BONE_PT_custom_props,
)
if __name__ == "__main__": # only for live edit.
from bpy.utils import register_class
for cls in classes:
register_class(cls)