Fix Add Camera Rigs after 4.0 API changes #104919
@ -5,8 +5,8 @@
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bl_info = {
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"name": "Add Camera Rigs",
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"author": "Wayne Dixon, Brian Raschko, Kris Wittig, Damien Picard, Flavio Perez",
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"version": (1, 5, 1),
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"blender": (3, 3, 0),
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"version": (1, 6, 0),
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"blender": (4, 0, 0),
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"location": "View3D > Add > Camera > Dolly or Crane Rig",
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"description": "Adds a Camera Rig with UI",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/camera/camera_rigs.html",
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@ -36,26 +36,35 @@ def create_dolly_bones(rig):
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root = bones.new("Root")
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root.tail = (0.0, 1.0, 0.0)
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root.show_wire = True
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rig.data.collections.new(name="Controls")
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rig.data.collections['Controls'].assign(root)
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ctrl_aim_child = bones.new("Aim_shape_rotation-MCH")
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ctrl_aim_child = bones.new("MCH-Aim_shape_rotation")
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ctrl_aim_child.head = (0.0, 10.0, 1.7)
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ctrl_aim_child.tail = (0.0, 11.0, 1.7)
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ctrl_aim_child.layers = tuple(i == 1 for i in range(32))
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# Create bone collection and assign bone
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rig.data.collections.new(name="MCH")
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rig.data.collections['MCH'].assign(ctrl_aim_child)
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rig.data.collections['MCH'].is_visible = False
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ctrl_aim = bones.new("Aim")
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ctrl_aim.head = (0.0, 10.0, 1.7)
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ctrl_aim.tail = (0.0, 11.0, 1.7)
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ctrl_aim.show_wire = True
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rig.data.collections['Controls'].assign(ctrl_aim)
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ctrl = bones.new("Camera")
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ctrl.head = (0.0, 0.0, 1.7)
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ctrl.tail = (0.0, 1.0, 1.7)
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ctrl.show_wire = True
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rig.data.collections['Controls'].assign(ctrl)
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ctrl_offset = bones.new("Camera_offset")
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ctrl_offset = bones.new("Camera_Offset")
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ctrl_offset.head = (0.0, 0.0, 1.7)
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ctrl_offset.tail = (0.0, 1.0, 1.7)
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ctrl_offset.show_wire = True
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rig.data.collections['Controls'].assign(ctrl_offset)
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# Setup hierarchy
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ctrl.parent = root
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@ -67,7 +76,7 @@ def create_dolly_bones(rig):
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bpy.ops.object.mode_set(mode='OBJECT')
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pose_bones = rig.pose.bones
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# Lock the relevant scale channels of the Camera_offset bone
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pose_bones["Camera_offset"].lock_scale = (True,) * 3
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pose_bones["Camera_Offset"].lock_scale = (True,) * 3
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def create_crane_bones(rig):
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@ -78,42 +87,51 @@ def create_crane_bones(rig):
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root = bones.new("Root")
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root.tail = (0.0, 1.0, 0.0)
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root.show_wire = True
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rig.data.collections.new(name="Controls")
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rig.data.collections['Controls'].assign(root)
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ctrl_aim_child = bones.new("Aim_shape_rotation-MCH")
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ctrl_aim_child = bones.new("MCH-Aim_shape_rotation")
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ctrl_aim_child.head = (0.0, 10.0, 1.7)
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ctrl_aim_child.tail = (0.0, 11.0, 1.7)
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ctrl_aim_child.layers = tuple(i == 1 for i in range(32))
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rig.data.collections.new(name="MCH")
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rig.data.collections['MCH'].assign(ctrl_aim_child)
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rig.data.collections['MCH'].is_visible = False
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ctrl_aim = bones.new("Aim")
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ctrl_aim.head = (0.0, 10.0, 1.7)
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ctrl_aim.tail = (0.0, 11.0, 1.7)
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ctrl_aim.show_wire = True
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rig.data.collections['Controls'].assign(ctrl_aim)
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ctrl = bones.new("Camera")
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ctrl.head = (0.0, 1.0, 1.7)
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ctrl.tail = (0.0, 2.0, 1.7)
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rig.data.collections['Controls'].assign(ctrl)
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ctrl_offset = bones.new("Camera_offset")
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ctrl_offset = bones.new("Camera_Offset")
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ctrl_offset.head = (0.0, 1.0, 1.7)
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ctrl_offset.tail = (0.0, 2.0, 1.7)
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rig.data.collections['Controls'].assign(ctrl_offset)
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arm = bones.new("Crane_arm")
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arm = bones.new("Crane_Arm")
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arm.head = (0.0, 0.0, 1.7)
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arm.tail = (0.0, 1.0, 1.7)
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rig.data.collections['Controls'].assign(arm)
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height = bones.new("Crane_height")
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height = bones.new("Crane_Height")
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height.head = (0.0, 0.0, 0.0)
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height.tail = (0.0, 0.0, 1.7)
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rig.data.collections['Controls'].assign(height)
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# Setup hierarchy
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ctrl.parent = arm
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ctrl_offset.parent = ctrl
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ctrl.use_inherit_rotation = False
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ctrl.use_inherit_scale = False
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ctrl.inherit_scale = "NONE"
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ctrl.show_wire = True
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arm.parent = height
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arm.use_inherit_scale = False
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arm.inherit_scale = "NONE"
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height.parent = root
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ctrl_aim.parent = root
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@ -124,12 +142,12 @@ def create_crane_bones(rig):
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pose_bones = rig.pose.bones
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# Lock the relevant loc, rot and scale
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pose_bones["Crane_arm"].lock_rotation = (False, True, False)
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pose_bones["Crane_arm"].lock_scale = (True, False, True)
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pose_bones["Crane_height"].lock_location = (True,) * 3
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pose_bones["Crane_height"].lock_rotation = (True,) * 3
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pose_bones["Crane_height"].lock_scale = (True, False, True)
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pose_bones["Camera_offset"].lock_scale = (True,) * 3
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pose_bones["Crane_Arm"].lock_rotation = (False, True, False)
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pose_bones["Crane_Arm"].lock_scale = (True, False, True)
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pose_bones["Crane_Height"].lock_location = (True,) * 3
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pose_bones["Crane_Height"].lock_rotation = (True,) * 3
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pose_bones["Crane_Height"].lock_scale = (True, False, True)
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pose_bones["Camera_Offset"].lock_scale = (True,) * 3
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def setup_3d_rig(rig, cam):
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@ -149,20 +167,20 @@ def setup_3d_rig(rig, cam):
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# Build the widgets
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root_widget = create_root_widget("Camera_Root")
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camera_widget = create_camera_widget("Camera")
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camera_offset_widget = create_camera_offset_widget("Camera_offset")
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camera_offset_widget = create_camera_offset_widget("Camera_Offset")
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aim_widget = create_aim_widget("Aim")
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# Add the custom bone shapes
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pose_bones["Root"].custom_shape = root_widget
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pose_bones["Aim"].custom_shape = aim_widget
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pose_bones["Camera"].custom_shape = camera_widget
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pose_bones["Camera_offset"].custom_shape = camera_offset_widget
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pose_bones["Camera_Offset"].custom_shape = camera_offset_widget
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# Set the "Override Transform" field to the mechanism position
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pose_bones["Aim"].custom_shape_transform = pose_bones["Aim_shape_rotation-MCH"]
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pose_bones["Aim"].custom_shape_transform = pose_bones["MCH-Aim_shape_rotation"]
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# Add constraints to bones
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con = pose_bones['Aim_shape_rotation-MCH'].constraints.new('COPY_ROTATION')
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con = pose_bones['MCH-Aim_shape_rotation'].constraints.new('COPY_ROTATION')
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con.target = rig
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con.subtarget = "Camera"
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@ -189,29 +207,38 @@ def create_2d_bones(context, rig, cam):
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root = bones.new("Root")
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root.tail = Vector((0.0, 0.0, 1.0))
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root.show_wire = True
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rig.data.collections.new(name="Controls")
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rig.data.collections['Controls'].assign(root)
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ctrl = bones.new('Camera')
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ctrl.tail = Vector((0.0, 0.0, 1.0))
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ctrl.show_wire = True
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rig.data.collections['Controls'].assign(ctrl)
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left_corner = bones.new("Left_corner")
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left_corner = bones.new("Left_Corner")
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left_corner.head = (-3, 10, -2)
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left_corner.tail = left_corner.head + Vector((0.0, 0.0, 1.0))
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left_corner.show_wire = True
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rig.data.collections['Controls'].assign(left_corner)
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right_corner = bones.new("Right_corner")
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right_corner = bones.new("Right_Corner")
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right_corner.head = (3, 10, -2)
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right_corner.tail = right_corner.head + Vector((0.0, 0.0, 1.0))
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right_corner.show_wire = True
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rig.data.collections['Controls'].assign(right_corner)
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corner_distance_x = (left_corner.head - right_corner.head).length
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corner_distance_y = -left_corner.head.z
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corner_distance_z = left_corner.head.y
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rig.data.collections['Controls'].assign(root)
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center = bones.new("Center-MCH")
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center = bones.new("MCH-Center")
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center.head = ((right_corner.head + left_corner.head) / 2.0)
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center.tail = center.head + Vector((0.0, 0.0, 1.0))
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center.layers = tuple(i == 1 for i in range(32))
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center.show_wire = True
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rig.data.collections.new(name="MCH")
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rig.data.collections['MCH'].assign(center)
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rig.data.collections['MCH'].is_visible = False
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center.show_wire = True
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# Setup hierarchy
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@ -227,7 +254,7 @@ def create_2d_bones(context, rig, cam):
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bone.rotation_mode = 'XYZ'
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# Bone drivers
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center_drivers = pose_bones["Center-MCH"].driver_add("location")
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center_drivers = pose_bones["MCH-Center"].driver_add("location")
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# Center X driver
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driver = center_drivers[0].driver
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@ -238,7 +265,7 @@ def create_2d_bones(context, rig, cam):
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var.name = corner
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var.type = 'TRANSFORMS'
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var.targets[0].id = rig
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var.targets[0].bone_target = corner.capitalize() + '_corner'
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var.targets[0].bone_target = corner.capitalize() + '_Corner'
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var.targets[0].transform_type = 'LOC_X'
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var.targets[0].transform_space = 'TRANSFORM_SPACE'
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@ -255,7 +282,7 @@ def create_2d_bones(context, rig, cam):
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var.name = '%s_%s' % (corner, direction)
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var.type = 'TRANSFORMS'
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var.targets[0].id = rig
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var.targets[0].bone_target = corner.capitalize() + '_corner'
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var.targets[0].bone_target = corner.capitalize() + '_Corner'
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var.targets[0].transform_type = 'LOC_' + direction.upper()
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var.targets[0].transform_space = 'TRANSFORM_SPACE'
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@ -275,31 +302,31 @@ def create_2d_bones(context, rig, cam):
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var.name = corner
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var.type = 'TRANSFORMS'
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var.targets[0].id = rig
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var.targets[0].bone_target = corner.capitalize() + '_corner'
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var.targets[0].bone_target = corner.capitalize() + '_Corner'
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var.targets[0].transform_type = 'LOC_Z'
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var.targets[0].transform_space = 'TRANSFORM_SPACE'
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# Bone constraints
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con = pose_bones["Camera"].constraints.new('DAMPED_TRACK')
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con.target = rig
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con.subtarget = "Center-MCH"
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con.subtarget = "MCH-Center"
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con.track_axis = 'TRACK_NEGATIVE_Z'
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# Build the widgets
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left_widget = create_corner_widget("Left_corner", reverse=True)
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right_widget = create_corner_widget("Right_corner")
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left_widget = create_corner_widget("Left_Corner", reverse=True)
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right_widget = create_corner_widget("Right_Corner")
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parent_widget = create_circle_widget("Root", radius=0.5)
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camera_widget = create_circle_widget("Camera_2D", radius=0.3)
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# Add the custom bone shapes
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pose_bones["Left_corner"].custom_shape = left_widget
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pose_bones["Right_corner"].custom_shape = right_widget
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pose_bones["Left_Corner"].custom_shape = left_widget
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pose_bones["Right_Corner"].custom_shape = right_widget
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pose_bones["Root"].custom_shape = parent_widget
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pose_bones["Camera"].custom_shape = camera_widget
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# Lock the relevant loc, rot and scale
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pose_bones["Left_corner"].lock_rotation = (True,) * 3
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pose_bones["Right_corner"].lock_rotation = (True,) * 3
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pose_bones["Left_Corner"].lock_rotation = (True,) * 3
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pose_bones["Right_Corner"].lock_rotation = (True,) * 3
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pose_bones["Camera"].lock_rotation = (True,) * 3
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pose_bones["Camera"].lock_scale = (True,) * 3
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@ -331,10 +358,10 @@ def create_2d_bones(context, rig, cam):
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var.name = 'frame_width'
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var.type = 'LOC_DIFF'
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var.targets[0].id = rig
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var.targets[0].bone_target = "Left_corner"
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var.targets[0].bone_target = "Left_Corner"
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var.targets[0].transform_space = 'WORLD_SPACE'
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var.targets[1].id = rig
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var.targets[1].bone_target = "Right_corner"
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var.targets[1].bone_target = "Right_Corner"
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var.targets[1].transform_space = 'WORLD_SPACE'
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for corner in ('left', 'right'):
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@ -342,7 +369,7 @@ def create_2d_bones(context, rig, cam):
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var.name = corner + '_z'
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var.type = 'TRANSFORMS'
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var.targets[0].id = rig
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var.targets[0].bone_target = corner.capitalize() + '_corner'
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var.targets[0].bone_target = corner.capitalize() + '_Corner'
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var.targets[0].transform_type = 'LOC_Z'
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var.targets[0].transform_space = 'TRANSFORM_SPACE'
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@ -363,7 +390,7 @@ def create_2d_bones(context, rig, cam):
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var.name = corner + '_x'
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var.type = 'TRANSFORMS'
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var.targets[0].id = rig
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var.targets[0].bone_target = corner.capitalize() + '_corner'
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var.targets[0].bone_target = corner.capitalize() + '_Corner'
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var.targets[0].transform_type = 'LOC_X'
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var.targets[0].transform_space = 'TRANSFORM_SPACE'
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@ -385,7 +412,7 @@ def create_2d_bones(context, rig, cam):
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var.name = '%s_%s' % (corner, direction)
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var.type = 'TRANSFORMS'
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var.targets[0].id = rig
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var.targets[0].bone_target = corner.capitalize() + '_corner'
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var.targets[0].bone_target = corner.capitalize() + '_Corner'
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var.targets[0].transform_type = 'LOC_' + direction.upper()
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var.targets[0].transform_space = 'TRANSFORM_SPACE'
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@ -422,7 +449,7 @@ def create_2d_bones(context, rig, cam):
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var.name = '%s_%s' % (corner, direction)
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var.type = 'TRANSFORMS'
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var.targets[0].id = rig
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var.targets[0].bone_target = corner.capitalize() + '_corner'
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var.targets[0].bone_target = corner.capitalize() + '_Corner'
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var.targets[0].transform_type = 'LOC_' + direction.upper()
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var.targets[0].transform_space = 'TRANSFORM_SPACE'
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@ -484,7 +511,7 @@ def build_camera_rig(context, mode):
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if mode == "2D":
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cam.parent_bone = "Camera"
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else:
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cam.parent_bone = "Camera_offset"
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cam.parent_bone = "Camera_Offset"
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# Change display to BBone: it just looks nicer
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rig.data.display_type = 'BBONE'
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Block a user