Fix Add Camera Rigs after 4.0 API changes #104919

Merged
Damien Picard merged 2 commits from WayneDixon/blender-addons:update-add-camera-rigs into blender-v4.0-release 2023-09-27 13:19:06 +02:00
2 changed files with 72 additions and 45 deletions

View File

@ -5,8 +5,8 @@
bl_info = {
"name": "Add Camera Rigs",
"author": "Wayne Dixon, Brian Raschko, Kris Wittig, Damien Picard, Flavio Perez",
"version": (1, 5, 1),
"blender": (3, 3, 0),
"version": (1, 6, 0),
"blender": (4, 0, 0),
"location": "View3D > Add > Camera > Dolly or Crane Rig",
"description": "Adds a Camera Rig with UI",
"doc_url": "{BLENDER_MANUAL_URL}/addons/camera/camera_rigs.html",

View File

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