WIP: Rigify - modifier keys on Rig Layers buttons #104998
@ -6,7 +6,8 @@ import bpy
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from typing import Tuple, Optional, Sequence, Any
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from bpy.types import PropertyGroup, Action, UIList, UILayout, Context, Panel, Operator, Armature, PoseBone
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from bpy.types import (PropertyGroup, Action, UIList, UILayout, Context, Panel, Operator, Armature,
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PoseBone, Bone, BoneCollection)
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from bpy.props import (EnumProperty, IntProperty, BoolProperty, StringProperty, FloatProperty,
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PointerProperty, CollectionProperty)
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@ -190,15 +191,13 @@ def is_pose_bone_all_locked(pose_bone: PoseBone) -> bool:
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return True
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def should_skip_bone(bone, pose_bones):
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"""Return True if the bone should not be used (hidden, locked, etc..)"""
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def should_skip_bone(bone: Bone):
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"""Return True if the bone should not be displayed (hidden, VIS_*)"""
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if bone.hide:
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return True
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if bone.name.startswith('VIS_'):
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# "VIS_*" bones are used for drawing lines, e.g. line connecting knee to IK pole
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return True
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if is_pose_bone_all_locked(pose_bones[bone.name]):
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return True
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return False
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@ -249,7 +248,7 @@ class RIGIFY_OT_jump_to_action_slot(Operator):
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# noinspection PyPep8Naming
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class RIGIFY_OT_display_select_group(bpy.types.Operator):
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"""Toggle bone layer visibility. Shift + click to toggle selection, Ctrl + click to remove from selection.
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Alt + click displays a menu"""
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Alt + click displays a panel"""
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bl_idname = "object.rigify_display_select_bone_group"
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bl_label = "Display or Select the bones that belong to a selection"
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@ -285,7 +284,9 @@ class RIGIFY_OT_display_select_group(bpy.types.Operator):
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if self.action == 'TOGGLE_SELECT':
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pose_bones = context.object.pose.bones
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for bone in coll.bones:
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if should_skip_bone(bone, pose_bones):
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if should_skip_bone(bone):
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continue
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if is_pose_bone_all_locked(pose_bones[bone.name]):
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continue
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bone.select = not bone.select
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elif self.action == 'UNSELECT':
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@ -341,6 +342,7 @@ class RIGIFY_OT_select_prefix_bones(bpy.types.Operator):
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# =============================================
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# UI Panel
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# noinspection PyPep8Naming
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class RIGIFY_PT_select_active_group_bones(bpy.types.Panel):
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"""Display Panel"""
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bl_idname = "object.rigify_active_group_select_bones"
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@ -355,20 +357,22 @@ class RIGIFY_PT_select_active_group_bones(bpy.types.Panel):
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return context.mode == 'POSE'
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@staticmethod
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def collect_bone_sides(collection, pose_bones):
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def collect_bone_sides(collection: BoneCollection):
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left_bones = []
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mid_bones = []
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right_bones = []
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prefix_bones = set()
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digits = ".0123456789" # used for stripping dot and number from bone names
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armature = collection.id_data
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for bone in collection.bones:
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if should_skip_bone(bone, pose_bones):
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if should_skip_bone(bone):
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continue
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if bone.name[-1].isdigit():
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# Looking for bones like "*.L.015", "*.R.023", "*.001"
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base_name = bone.name.rstrip(digits)
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if base_name in pose_bones: # e.g. "*.L", "*.L.015", "*.R.023"
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if base_name in armature.bones:
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prefix_bones.add(base_name)
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continue
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@ -385,13 +389,17 @@ class RIGIFY_PT_select_active_group_bones(bpy.types.Panel):
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def draw(self, context):
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collection = context.object.data.collections.active
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bone_lists, prefix_bones = self.collect_bone_sides(collection, context.object.pose.bones)
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bone_lists, prefix_bones = self.collect_bone_sides(collection)
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# display Left and Right bones
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row = self.layout.row()
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columns = row.column(), row.column()
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pose_bones = context.object.pose.bones
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for col, bone_list in zip(columns, bone_lists[:2]):
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for bone in bone_list:
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if is_pose_bone_all_locked(pose_bones[bone.name]):
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continue
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if bone.name in prefix_bones:
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col.operator(RIGIFY_OT_select_prefix_bones.bl_idname, text=bone.name, icon='TRIA_RIGHT').prefix = bone.name
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else:
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@ -401,6 +409,8 @@ class RIGIFY_PT_select_active_group_bones(bpy.types.Panel):
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# display Mid bones
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for bone in bone_lists[2]:
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if is_pose_bone_all_locked(pose_bones[bone.name]):
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continue
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if bone.name in prefix_bones:
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col.operator(RIGIFY_OT_select_prefix_bones.bl_idname, text=bone.name, icon='TRIA_RIGHT').prefix = bone.name
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else:
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