WIP: Rigify - modifier keys on Rig Layers buttons #104998
@ -699,6 +699,19 @@ def register():
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id_store.rigify_types = CollectionProperty(type=RigifyName)
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id_store.rigify_active_type = IntProperty(name="Rigify Active Type",
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description="The selected rig type")
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id_store.rigify_layers_mode = EnumProperty(
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name="Layer Buttons Mode",
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items=(
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("OPERATOR", "Keys", "Accept key combinations with click (No drag click)", 'EVENT_SPACEKEY', 0),
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("PROPERTY", "Drag", "Allow drag click (No key combinations)", 'MOUSE_LMB_DRAG', 1),
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),
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default="OPERATOR",
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description="Choose between modifier keys or drag click"
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)
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id_store.rigify_layers_info = BoolProperty(
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name="Display Layer Info",
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default=False
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)
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bpy.types.Armature.rigify_force_widget_update = BoolProperty(
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name="Overwrite Widget Meshes",
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@ -861,6 +874,8 @@ def unregister():
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del id_store.rigify_types
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del id_store.rigify_active_type
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del id_store.rigify_transfer_only_selected
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del id_store.rigify_layers_mode
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del id_store.rigify_layers_info
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coll_store: typing.Any = bpy.types.BoneCollection
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@ -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
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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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@ -178,6 +179,33 @@ def find_duplicate_slot(metarig_data: Armature, action_slot: ActionSlot) -> Opti
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return None
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def is_pose_bone_all_locked(pose_bone: PoseBone) -> bool:
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"""Return True if all pose_bone's transform channels are locked"""
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if not all(pose_bone.lock_location):
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return False
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if not all(pose_bone.lock_scale):
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return False
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if not all(pose_bone.lock_rotation):
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return False
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return True
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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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return False
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class BoneMultiSelect(bpy.types.PropertyGroup):
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bone_name: bpy.props.StringProperty(name="bone_name")
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do_select: bpy.props.BoolProperty(name="select")
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# =============================================
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# Operators
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@ -217,9 +245,185 @@ class RIGIFY_OT_jump_to_action_slot(Operator):
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return {'FINISHED'}
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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 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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collection_name: StringProperty(default="", options={'SKIP_SAVE'})
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action: EnumProperty(items=(('VIS_TOGGLE', 'TOGGLE', 'Toggle visibility'),
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('SELECT', 'SELECT', 'Add to selection'),
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('TOGGLE_SELECT', 'TOGGLE_SELECT', 'Toggle selection'),
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('UNSELECT', 'UNSELECT', 'Remove from selection'),
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('DETAIL', 'DETAIL', 'Select bones individually')),
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default='VIS_TOGGLE')
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@classmethod
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def poll(cls, context):
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return context.mode == 'POSE'
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def invoke(self, context, event):
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if event.shift:
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self.action = 'SELECT'
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elif event.ctrl:
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self.action = 'UNSELECT'
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elif event.alt:
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self.action = 'DETAIL'
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else:
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self.action = 'VIS_TOGGLE'
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return self.execute(context)
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def execute(self, context):
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if not self.collection_name:
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return {'CANCELLED'}
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coll = context.object.data.collections[self.collection_name]
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if self.action == 'TOGGLE_SELECT':
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for bone in coll.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(context.object.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 == 'SELECT':
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for bone in coll.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(context.object.pose.bones[bone.name]):
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continue
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bone.select = True
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elif self.action == 'UNSELECT':
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for bone in coll.bones:
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bone.select = False
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elif self.action == 'DETAIL':
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context.object.data.collections.active = coll
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bpy.ops.wm.call_panel(name=RIGIFY_PT_active_group_selection.bl_idname)
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else:
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coll.is_visible = not coll.is_visible
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return {'FINISHED'}
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class RIGIFY_OT_prefix_bone_selection(bpy.types.Operator):
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"""Select armature bone"""
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bl_idname = "object.rigify_prefix_bone_selection"
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bl_label = "Select collection bone from menu"
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bl_options = {'REGISTER', 'UNDO'}
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prefix: bpy.props.StringProperty(name="")
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bone_multi: bpy.props.CollectionProperty(type=BoneMultiSelect, options={'SKIP_SAVE'})
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def draw(self, context):
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layout = self.layout
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layout.operator_context = 'EXEC_REGION_WIN'
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for bone_select in self.bone_multi:
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layout.prop(bone_select, 'do_select', text=bone_select.bone_name, toggle=True)
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def invoke(self, context, event):
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self.bone_multi.clear()
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bones = context.object.data.collections.active.bones
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for bone in bones:
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if not bone.name.startswith(self.prefix):
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continue
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select_bone = self.bone_multi.add()
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select_bone.bone_name = bone.name
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select_bone.do_select = bone.select
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return context.window_manager.invoke_props_popup(self, event)
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def execute(self, context):
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for bone_select in self.bone_multi:
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context.object.data.bones[bone_select.bone_name].select = bone_select.do_select
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return {'FINISHED'}
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# =============================================
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# UI Panel
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# noinspection PyPep8Naming
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class RIGIFY_PT_active_group_selection(bpy.types.Panel):
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"""Display Panel for selecting bones of the active collection"""
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bl_idname = "VIEW3D_PT_active_group_selection"
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bl_label = "Select Bone"
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bl_options = {'INSTANCED'}
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'WINDOW'
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@classmethod
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def poll(cls, context):
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return context.mode == 'POSE'
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@staticmethod
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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):
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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 armature.bones:
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prefix_bones.add(base_name)
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continue
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if bone.name.endswith('.L'):
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left_bones.append(bone)
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continue
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if bone.name.endswith('.R'):
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right_bones.append(bone)
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else:
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mid_bones.append(bone)
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return (left_bones, right_bones, mid_bones), prefix_bones
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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)
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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_prefix_bone_selection.bl_idname, text=bone.name, icon='TRIA_RIGHT').prefix = bone.name
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else:
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col.prop(bone, 'select', text=bone.name, toggle=True, expand=True)
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col = self.layout.column()
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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_prefix_bone_selection.bl_idname, text=bone.name, icon='TRIA_RIGHT').prefix = bone.name
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else:
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col.prop(bone, 'select', text=bone.name, toggle=True, expand=True)
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# noinspection PyPep8Naming
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class RIGIFY_UL_action_slots(UIList):
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def draw_item(self, context: Context, layout: UILayout, data: Armature,
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@ -499,8 +703,12 @@ class DATA_PT_rigify_actions(Panel):
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classes = (
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ActionSlot,
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BoneMultiSelect,
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RIGIFY_OT_action_create,
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RIGIFY_OT_jump_to_action_slot,
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RIGIFY_OT_display_select_group,
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RIGIFY_OT_prefix_bone_selection,
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RIGIFY_PT_active_group_selection,
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RIGIFY_UL_action_slots,
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DATA_PT_rigify_actions,
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)
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@ -10,6 +10,8 @@ from typing import Union, Optional, Any
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from .utils.animation import SCRIPT_REGISTER_BAKE, SCRIPT_UTILITIES_BAKE
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from .utils.mechanism import quote_property
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from .operators.action_layers import RIGIFY_OT_display_select_group
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from . import base_generate
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from rna_prop_ui import rna_idprop_quote_path
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@ -884,7 +886,7 @@ class RigBakeSettings(bpy.types.Panel):
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'''
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UI_LAYERS_PANEL = '''
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UI_LAYERS_PANEL = f'''
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class RigLayers(bpy.types.Panel):
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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@ -901,6 +903,26 @@ class RigLayers(bpy.types.Panel):
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def draw(self, context):
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layout = self.layout
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wm = context.window_manager
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split = layout.split()
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row = split.row()
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row.prop(wm, 'rigify_layers_mode', expand=True, text=None if wm.rigify_layers_info else "")
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row.prop(wm, 'rigify_layers_info', icon='INFO', text="")
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if wm.rigify_layers_info:
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box = layout.box()
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box.label(text="Click: toggle Layer visibility")
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if wm.rigify_layers_mode == 'PROPERTY':
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box.label(text="Click + Drag: multi-toggle")
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else:
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box.label(text="Click + Shift: Select Bones")
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box.label(text="Click + Ctrl: Unselect Bones")
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box.label(text="Click + Alt: Pick Bones")
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box.label(text="No drag click", icon='ERROR')
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layout.separator()
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row_table = collections.defaultdict(list)
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for coll in context.active_object.data.collections:
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row_id = coll.get('rigify_ui_row', 0)
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@ -913,7 +935,10 @@ class RigLayers(bpy.types.Panel):
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if row_buttons:
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for coll in row_buttons:
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title = coll.get('rigify_ui_title') or coll.name
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row.prop(coll, 'is_visible', toggle=True, text=title)
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if wm.rigify_layers_mode == 'PROPERTY':
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row.prop(coll, 'is_visible', toggle=True, text=title)
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else:
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row.operator('{RIGIFY_OT_display_select_group.bl_idname}', text=title, depress=coll.is_visible).collection_name = coll.name
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else:
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row.separator()
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'''
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|
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Block a user