- Added two driven-shape-key rig types that create and drive shape keys on a mesh/meshes based on the distance or rotation difference between two bones. - Fixed bug in finger curl rig type where secondary finger controls were not created. Finger type can also now (optionally) have a hinge switch (useful when using it for wings). - Changed the blending system in rigify_utils to use copy_transforms constraints instead of copy_loc+copy_rot. - Finished the quadruped leg type. Now has both ik and fk control and ik/fk switching. Also uses a rotating bone to control the knee direction instead of a pole target (seems to work more consistently for quadruped setups). There's still one annoying bug regarding foot roll, but it's not blocking. I'll track it down later. - Mouth rig now creates corrective shape keys on the face mesh for dealing with mouth corners when they spread open. - Biped arm and leg types now cause mesh to scale when you scale the fk controls. - Misc improvements to the rig types.
		
			
				
	
	
		
			350 lines
		
	
	
		
			12 KiB
		
	
	
	
		
			Python
		
	
	
	
	
	
			
		
		
	
	
			350 lines
		
	
	
		
			12 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 bone_class_instance, copy_bone_simple
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from rna_prop_ui import rna_idprop_ui_prop_get
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# not used, defined for completeness
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METARIG_NAMES = ("body", "head")
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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('body')
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    bone.head[:] = 0.0000, -0.0276, -0.1328
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    bone.tail[:] = 0.0000, -0.0170, -0.0197
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    bone.roll = 0.0000
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    bone.connected = False
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    bone = arm.edit_bones.new('head')
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    bone.head[:] = 0.0000, -0.0170, -0.0197
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    bone.tail[:] = 0.0000, 0.0726, 0.1354
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    bone.roll = 0.0000
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    bone.connected = True
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    bone.parent = arm.edit_bones['body']
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    bone = arm.edit_bones.new('neck.01')
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    bone.head[:] = 0.0000, -0.0170, -0.0197
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    bone.tail[:] = 0.0000, -0.0099, 0.0146
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    bone.roll = 0.0000
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    bone.connected = False
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    bone.parent = arm.edit_bones['head']
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    bone = arm.edit_bones.new('neck.02')
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    bone.head[:] = 0.0000, -0.0099, 0.0146
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    bone.tail[:] = 0.0000, -0.0242, 0.0514
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    bone.roll = 0.0000
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    bone.connected = True
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    bone.parent = arm.edit_bones['neck.01']
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    bone = arm.edit_bones.new('neck.03')
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    bone.head[:] = 0.0000, -0.0242, 0.0514
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    bone.tail[:] = 0.0000, -0.0417, 0.0868
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    bone.roll = 0.0000
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    bone.connected = True
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    bone.parent = arm.edit_bones['neck.02']
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    bone = arm.edit_bones.new('neck.04')
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    bone.head[:] = 0.0000, -0.0417, 0.0868
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    bone.tail[:] = 0.0000, -0.0509, 0.1190
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    bone.roll = 0.0000
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    bone.connected = True
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    bone.parent = arm.edit_bones['neck.03']
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    bone = arm.edit_bones.new('neck.05')
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    bone.head[:] = 0.0000, -0.0509, 0.1190
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    bone.tail[:] = 0.0000, -0.0537, 0.1600
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    bone.roll = 0.0000
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    bone.connected = True
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    bone.parent = arm.edit_bones['neck.04']
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    bpy.ops.object.mode_set(mode='OBJECT')
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    pbone = obj.pose.bones['head']
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    pbone['type'] = 'neck_flex'
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def metarig_definition(obj, orig_bone_name):
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    '''
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    The bone given is the head, its parent is the body,
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    # its only child the first of a chain with matching basenames.
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    eg.
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        body -> head -> neck_01 -> neck_02 -> neck_03.... etc
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    '''
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    arm = obj.data
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    head = arm.bones[orig_bone_name]
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    body = head.parent
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    children = head.children
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    if len(children) != 1:
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        raise RigifyError("expected the head bone '%s' to have only 1 child." % orig_bone_name)
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    child = children[0]
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    bone_definition = [body.name, head.name, child.name]
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    bone_definition.extend([child.name for child in child.children_recursive_basename])
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    return bone_definition
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def deform(obj, definitions, base_names, options):
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    for org_bone_name in definitions[2:]:
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        bpy.ops.object.mode_set(mode='EDIT')
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        # Create deform bone.
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        bone = copy_bone_simple(obj.data, org_bone_name, "DEF-%s" % base_names[org_bone_name], parent=True)
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        # Store name before leaving edit mode
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        bone_name = bone.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 bone
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        bone = obj.pose.bones[bone_name]
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        # Constrain to the original bone
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        # XXX. Todo, is this needed if the bone is connected to its parent?
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        con = bone.constraints.new('COPY_TRANSFORMS')
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        con.name = "copy_loc"
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        con.target = obj
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        con.subtarget = org_bone_name
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def main(obj, bone_definition, base_names, options):
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    from Mathutils import Vector
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    arm = obj.data
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    # Initialize container classes for convenience
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    mt = bone_class_instance(obj, ["body", "head"]) # meta
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    mt.body = bone_definition[0]
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    mt.head = bone_definition[1]
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    mt.update()
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    neck_chain = bone_definition[2:]
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    mt_chain = bone_class_instance(obj, [("neck_%.2d" % (i + 1)) for i in range(len(neck_chain))]) # 99 bones enough eh?
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    for i, attr in enumerate(mt_chain.attr_names):
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        setattr(mt_chain, attr, neck_chain[i])
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    mt_chain.update()
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    neck_chain_basename = base_names[mt_chain.neck_01_e.name].split(".")[0]
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    neck_chain_segment_length = mt_chain.neck_01_e.length
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    ex = bone_class_instance(obj, ["head", "head_hinge", "neck_socket", "head_ctrl"]) # hinge & extras
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    # Add the head hinge at the bodys location, becomes the parent of the original head
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    # apply everything to this copy of the chain
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    ex_chain = mt_chain.copy(base_names=base_names)
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    ex_chain.neck_01_e.parent = mt_chain.neck_01_e.parent
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    # Copy the head bone and offset
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    ex.head_e = copy_bone_simple(arm, mt.head, "MCH-%s" % base_names[mt.head], parent=True)
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    ex.head_e.connected = False
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    ex.head = ex.head_e.name
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    # offset
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    head_length = ex.head_e.length
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    ex.head_e.head.y += head_length / 2.0
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    ex.head_e.tail.y += head_length / 2.0
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    # Yes, use the body bone but call it a head hinge
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    ex.head_hinge_e = copy_bone_simple(arm, mt.body, "MCH-%s_hinge" % base_names[mt.head], parent=False)
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    ex.head_hinge_e.connected = False
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    ex.head_hinge = ex.head_hinge_e.name
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    ex.head_hinge_e.head.y += head_length / 4.0
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    ex.head_hinge_e.tail.y += head_length / 4.0
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    # Insert the neck socket, the head copys this loation
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    ex.neck_socket_e = arm.edit_bones.new("MCH-%s_socked" % neck_chain_basename)
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    ex.neck_socket = ex.neck_socket_e.name
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    ex.neck_socket_e.connected = False
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    ex.neck_socket_e.parent = mt.body_e
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    ex.neck_socket_e.head = mt.head_e.head
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    ex.neck_socket_e.tail = mt.head_e.head - Vector(0.0, neck_chain_segment_length / 2.0, 0.0)
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    ex.neck_socket_e.roll = 0.0
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    # copy of the head for controling
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    ex.head_ctrl_e = copy_bone_simple(arm, mt.head, base_names[mt.head])
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    ex.head_ctrl = ex.head_ctrl_e.name
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    ex.head_ctrl_e.parent = ex.head_hinge_e
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    for i, attr in enumerate(ex_chain.attr_names):
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        neck_e = getattr(ex_chain, attr + "_e")
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        # dont store parent names, re-reference as each chain bones parent.
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        neck_e_parent = arm.edit_bones.new("MCH-rot_%s" % base_names[getattr(mt_chain, attr)])
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        neck_e_parent.head = neck_e.head
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        neck_e_parent.tail = neck_e.head + (mt.head_e.vector.normalize() * neck_chain_segment_length / 2.0)
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        neck_e_parent.roll = mt.head_e.roll
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        orig_parent = neck_e.parent
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        neck_e.connected = False
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        neck_e.parent = neck_e_parent
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        neck_e_parent.connected = False
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        if i == 0:
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            neck_e_parent.parent = mt.body_e
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        else:
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            neck_e_parent.parent = orig_parent
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    deform(obj, bone_definition, base_names, options)
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    bpy.ops.object.mode_set(mode='OBJECT')
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    mt.update()
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    mt_chain.update()
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    ex_chain.update()
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    ex.update()
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    # Axis locks
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    ex.head_ctrl_p.lock_location = True, True, True
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    # Simple one off constraints, no drivers
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    con = ex.head_ctrl_p.constraints.new('COPY_LOCATION')
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    con.target = obj
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    con.subtarget = ex.neck_socket
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    con = ex.head_p.constraints.new('COPY_ROTATION')
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    con.target = obj
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    con.subtarget = ex.head_ctrl
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    # driven hinge
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    prop = rna_idprop_ui_prop_get(ex.head_ctrl_p, "hinge", create=True)
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    ex.head_ctrl_p["hinge"] = 0.0
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    prop["soft_min"] = 0.0
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    prop["soft_max"] = 1.0
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    con = ex.head_hinge_p.constraints.new('COPY_ROTATION')
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    con.name = "hinge"
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    con.target = obj
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    con.subtarget = mt.body
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    # add driver
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    hinge_driver_path = ex.head_ctrl_p.path_to_id() + '["hinge"]'
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    fcurve = con.driver_add("influence", 0)
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    driver = fcurve.driver
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    var = driver.variables.new()
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    driver.type = 'AVERAGE'
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    var.name = "var"
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    var.targets[0].id_type = 'OBJECT'
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    var.targets[0].id = obj
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    var.targets[0].data_path = hinge_driver_path
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    #mod = fcurve_driver.modifiers.new('GENERATOR')
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    mod = fcurve.modifiers[0]
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    mod.poly_order = 1
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    mod.coefficients[0] = 1.0
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    mod.coefficients[1] = -1.0
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    head_driver_path = ex.head_ctrl_p.path_to_id()
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    target_names = [("b%.2d" % (i + 1)) for i in range(len(neck_chain))]
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    ex.head_ctrl_p["bend_tot"] = 0.0
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    fcurve = ex.head_ctrl_p.driver_add('["bend_tot"]', 0)
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    driver = fcurve.driver
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    driver.type = 'SUM'
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    fcurve.modifiers.remove(0) # grr dont need a modifier
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    for i in range(len(neck_chain)):
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        var = driver.variables.new()
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        var.name = target_names[i]
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        var.targets[0].id_type = 'OBJECT'
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        var.targets[0].id = obj
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        var.targets[0].data_path = head_driver_path + ('["bend_%.2d"]' % (i + 1))
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    for i, attr in enumerate(ex_chain.attr_names):
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        neck_p = getattr(ex_chain, attr + "_p")
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        neck_p.lock_location = True, True, True
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        neck_p.lock_location = True, True, True
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        neck_p.lock_rotations_4d = True
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        # Add bend prop
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        prop_name = "bend_%.2d" % (i + 1)
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        prop = rna_idprop_ui_prop_get(ex.head_ctrl_p, prop_name, create=True)
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        ex.head_ctrl_p[prop_name] = 1.0
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        prop["soft_min"] = 0.0
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        prop["soft_max"] = 1.0
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        # add parent constraint
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        neck_p_parent = neck_p.parent
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        # add constraint
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        con = neck_p_parent.constraints.new('COPY_ROTATION')
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        con.name = "Copy Rotation"
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        con.target = obj
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        con.subtarget = ex.head
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        con.owner_space = 'LOCAL'
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        con.target_space = 'LOCAL'
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        fcurve = con.driver_add("influence", 0)
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        driver = fcurve.driver
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        driver.type = 'SCRIPTED'
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        driver.expression = "bend/bend_tot"
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        fcurve.modifiers.remove(0) # grr dont need a modifier
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        # add target
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        var = driver.variables.new()
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        var.name = "bend_tot"
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        var.targets[0].id_type = 'OBJECT'
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        var.targets[0].id = obj
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        var.targets[0].data_path = head_driver_path + ('["bend_tot"]')
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        var = driver.variables.new()
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        var.name = "bend"
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        var.targets[0].id_type = 'OBJECT'
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        var.targets[0].id = obj
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        var.targets[0].data_path = head_driver_path + ('["%s"]' % prop_name)
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        # finally constrain the original bone to this one
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        orig_neck_p = getattr(mt_chain, attr + "_p")
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        con = orig_neck_p.constraints.new('COPY_ROTATION')
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        con.target = obj
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        con.subtarget = neck_p.name
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    # Set the head control's custom shape to use the last
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    # org neck bone for its transform
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    ex.head_ctrl_p.custom_shape_transform = obj.pose.bones[bone_definition[len(bone_definition)-1]]
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    # last step setup layers
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    if "ex_layer" in options:
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        layer = [n==options["ex_layer"] for n in range(0,32)]
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    else:
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        layer = list(arm.bones[bone_definition[1]].layer)
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    for attr in ex_chain.attr_names:
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        getattr(ex_chain, attr + "_b").layer = layer
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    for attr in ex.attr_names:
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        getattr(ex, attr + "_b").layer = layer
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    layer = list(arm.bones[bone_definition[1]].layer)
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    ex.head_ctrl_b.layer = layer
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    # no blending the result of this
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    return None
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