blender-addons/object_skinify.py

784 lines
27 KiB
Python

# SPDX-License-Identifier: GPL-2.0-or-later
bl_info = {
"name": "Skinify Rig",
"author": "Albert Makac (karab44)",
"version": (0, 11, 0),
"blender": (2, 80, 0),
"location": "Pose Mode > Sidebar > Create Tab",
"description": "Creates a mesh object from selected bones",
"warning": "Work in progress",
"doc_url": "{BLENDER_MANUAL_URL}/addons/object/skinify.html",
"category": "Object",
}
import bpy
from bpy.props import (
FloatProperty,
IntProperty,
BoolProperty,
PointerProperty,
)
from bpy.types import (
Operator,
Panel,
PropertyGroup,
)
from mathutils import (
Vector,
Euler,
)
from bpy.app.handlers import persistent
from enum import Enum
# can the armature data properties group_prop and row be fetched directly from the rigify script?
horse_data = \
(1, 5), (2, 4), (3, 0), (4, 3), (5, 4), (1, 0), (1, 0), (7, 2), (8, 5), (9, 4), \
(7, 2), (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), \
(13, 6), (1, 4), (14, 6), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
shark_data = \
(1, 5), (2, 4), (1, 0), (3, 3), (4, 4), (5, 6), (6, 5), (7, 4), (6, 5), (7, 4), \
(8, 3), (9, 4), (1, 0), (1, 6), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), \
(1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
bird_data = \
(1, 6), (2, 4), (1, 0), (3, 3), (4, 4), (1, 0), (1, 0), (6, 5), (8, 0), (7, 4), (6, 5), \
(8, 0), (7, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \
(13, 6), (14, 4), (1, 0), (8, 6), (1, 0), (1, 0), (1, 0), (14, 1),
cat_data = \
(1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \
(8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 3), (14, 4), \
(1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (16, 1),
biped_data = \
(1, 0), (1, 0), (1, 0), (3, 3), (4, 4), (1, 0), (1, 0), (7, 2), (8, 5), (9, 4), (7, 2), \
(8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \
(1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
human_data = \
(1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \
(8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \
(1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
wolf_data = \
(1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \
(8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 6), (1, 0), \
(13, 0), (13, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
quadruped_data = \
(1, 0), (2, 0), (2, 0), (3, 3), (4, 4), (5, 0), (6, 0), (7, 2), (8, 5), (9, 4), \
(7, 2), (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 6), \
(1, 0), (13, 0), (13, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
human_legacy_data = \
(1, None), (1, None), (2, None), (1, None), (3, None), (3, None), (4, None), (5, None), \
(6, None), (4, None), (5, None), (6, None), (7, None), (8, None), (9, None), (7, None), \
(8, None), (9, None), (1, None), (1, None), (1, None), (1, None), (1, None), (1, None), \
(1, None), (1, None), (1, None), (1, None),
pitchipoy_data = \
(1, None), (2, None), (2, None), (3, None), (4, None), (5, None), (6, None), (7, None), \
(8, None), (9, None), (7, None), (8, None), (9, None), (10, None), (11, None), (12, None), \
(10, None), (11, None), (12, None), (1, None), (1, None), (1, None), (1, None), (1, None), \
(1, None), (1, None), (1, None), (1, None),
rigify_data = horse_data, shark_data, bird_data, cat_data, biped_data, human_data, \
wolf_data, quadruped_data, human_legacy_data, pitchipoy_data
class Rig_type(Enum):
HORSE = 0
SHARK = 1
BIRD = 2
CAT = 3
BIPED = 4
HUMAN = 5
WOLF = 6
QUAD = 7
LEGACY = 8
PITCHIPOY = 9
OTHER = 10
rig_type = Rig_type.OTHER
class Idx_Store(object):
def __init__(self, rig_type):
self.rig_type = rig_type
self.hand_r_merge = []
self.hand_l_merge = []
self.hands_pretty = []
self.root = []
if not self.rig_type == Rig_type.LEGACY and \
not self.rig_type == Rig_type.HUMAN and \
not self.rig_type == Rig_type.PITCHIPOY:
return
if self.rig_type == Rig_type.LEGACY:
self.hand_l_merge = [7, 12, 16, 21, 26, 27]
self.hand_r_merge = [30, 31, 36, 40, 45, 50]
self.hands_pretty = [6, 29]
self.root = [59]
if self.rig_type == Rig_type.HUMAN or self.rig_type == Rig_type.PITCHIPOY:
self.hand_l_merge = [9, 10, 15, 19, 24, 29]
self.hand_r_merge = [32, 33, 37, 42, 47, 52]
self.hands_pretty = [8, 31]
self.root = [56]
def get_all_idx(self):
return self.hand_l_merge, self.hand_r_merge, self.hands_pretty, self.root
def get_hand_l_merge_idx(self):
return self.hand_l_merge
def get_hand_r_merge_idx(self):
return self.hand_r_merge
def get_hands_pretty_idx(self):
return self.hands_pretty
def get_root_idx(self):
return self.root
# initialize properties
def init_props():
# additional check - this should be a rare case if the handler
# wasn't removed for some reason and the add-on is not toggled on/off
if hasattr(bpy.types.Scene, "skinify"):
scn = bpy.context.scene.skinify
scn.connect_mesh = False
scn.connect_parents = False
scn.generate_all = False
scn.thickness = 0.8
scn.finger_thickness = 0.25
scn.apply_mod = True
scn.parent_armature = True
scn.sub_level = 1
# selects vertices
def select_vertices(mesh_obj, idx):
bpy.context.view_layer.objects.active = mesh_obj
mode = mesh_obj.mode
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.object.mode_set(mode='OBJECT')
for i in idx:
mesh_obj.data.vertices[i].select = True
selectedVerts = [v.index for v in mesh_obj.data.vertices if v.select]
bpy.ops.object.mode_set(mode=mode)
return selectedVerts
def identify_rig():
if 'rigify_layers' not in bpy.context.object.data:
return Rig_type.OTHER # non recognized
LEGACY_LAYERS_SIZE = 28
layers = bpy.context.object.data['rigify_layers']
for type, rig in enumerate(rigify_data):
index = 0
for props in layers:
if len(layers) == LEGACY_LAYERS_SIZE and 'group_prop' not in props:
if props['row'] != rig[index][0] or rig[index][1] is not None:
break
elif (props['row'] != rig[index][0]) or (props['group_prop'] != rig[index][1]):
break
# SUCCESS if reach the end
if index == len(layers) - 1:
return Rig_type(type)
index = index + 1
return Rig_type.OTHER
def prepare_ignore_list(rig_type, bones):
# detect the head, face, hands, breast, heels or other exceptionary bones to exclusion or customization
common_ignore_list = ['eye', 'heel', 'breast', 'root']
# edit these lists to suits your taste
horse_ignore_list = ['chest', 'belly', 'pelvis', 'jaw', 'nose', 'skull', 'ear.']
shark_ignore_list = ['jaw']
bird_ignore_list = [
'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue', 'beak'
]
cat_ignore_list = [
'face', 'belly' 'pelvis.C', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
]
biped_ignore_list = ['pelvis']
human_ignore_list = [
'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
]
wolf_ignore_list = [
'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
]
quad_ignore_list = [
'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
]
rigify_legacy_ignore_list = []
pitchipoy_ignore_list = [
'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
]
other_ignore_list = []
ignore_list = common_ignore_list
if rig_type == Rig_type.HORSE:
ignore_list = ignore_list + horse_ignore_list
print("RIDER OF THE APOCALYPSE")
elif rig_type == Rig_type.SHARK:
ignore_list = ignore_list + shark_ignore_list
print("DEADLY JAWS")
elif rig_type == Rig_type.BIRD:
ignore_list = ignore_list + bird_ignore_list
print("WINGS OF LIBERTY")
elif rig_type == Rig_type.CAT:
ignore_list = ignore_list + cat_ignore_list
print("MEOW")
elif rig_type == Rig_type.BIPED:
ignore_list = ignore_list + biped_ignore_list
print("HUMANOID")
elif rig_type == Rig_type.HUMAN:
ignore_list = ignore_list + human_ignore_list
print("JUST A HUMAN AFTER ALL")
elif rig_type == Rig_type.WOLF:
ignore_list = ignore_list + wolf_ignore_list
print("WHITE FANG")
elif rig_type == Rig_type.QUAD:
ignore_list = ignore_list + quad_ignore_list
print("MYSTERIOUS CREATURE")
elif rig_type == Rig_type.LEGACY:
ignore_list = ignore_list + rigify_legacy_ignore_list
print("LEGACY RIGIFY")
elif rig_type == Rig_type.PITCHIPOY:
ignore_list = ignore_list + pitchipoy_ignore_list
print("PITCHIPOY")
elif rig_type == Rig_type.OTHER:
ignore_list = ignore_list + other_ignore_list
print("rig non recognized...")
return ignore_list
# generates edges from vertices used by skin modifier
def generate_edges(mesh, shape_object, bones, scale, connect_mesh=False, connect_parents=False,
head_ornaments=False, generate_all=False):
"""
This function adds vertices for all heads and tails
"""
# scene preferences
alternate_scale_list = []
me = mesh
verts = []
edges = []
idx = 0
alternate_scale_idx_list = list()
rig_type = identify_rig()
ignore_list = prepare_ignore_list(rig_type, bones)
# edge generator loop
for b in bones:
# look for rig's hands and their childs
if 'hand' in b.name.lower():
# prepare the list
for c in b.children_recursive:
alternate_scale_list.append(c.name)
found = False
for i in ignore_list:
if i in b.name.lower():
found = True
break
if found and generate_all is False:
continue
# fix for drawing rootbone and relationship lines
if 'root' in b.name.lower() and generate_all is False:
continue
# ignore any head ornaments
if head_ornaments is False:
if b.parent is not None:
if 'head' in b.parent.name.lower() and not rig_type == Rig_type.HUMAN:
continue
if 'face' in b.parent.name.lower() and rig_type == Rig_type.HUMAN:
continue
if connect_parents:
if b.parent is not None and b.parent.bone.select is True and b.bone.use_connect is False:
if 'root' in b.parent.name.lower() and generate_all is False:
continue
# ignore shoulder
if 'shoulder' in b.name.lower() and connect_mesh is True:
continue
# connect the upper arm directly with chest omitting shoulders
if 'shoulder' in b.parent.name.lower() and connect_mesh is True:
vert1 = b.head
vert2 = b.parent.parent.tail
else:
vert1 = b.head
vert2 = b.parent.tail
verts.append(vert1)
verts.append(vert2)
edges.append([idx, idx + 1])
# also make list of edges made of gaps between the bones
for a in alternate_scale_list:
if b.name == a:
alternate_scale_idx_list.append(idx)
alternate_scale_idx_list.append(idx + 1)
idx = idx + 2
# for bvh free floating hips and hips correction for rigify and pitchipoy
if ((generate_all is False and 'hip' in b.name.lower()) or
(generate_all is False and (b.name == 'hips' and rig_type == Rig_type.LEGACY) or
(b.name == 'spine' and rig_type == Rig_type.PITCHIPOY) or (b.name == 'spine' and
rig_type == Rig_type.HUMAN) or (b.name == 'spine' and rig_type == Rig_type.BIPED))):
continue
vert1 = b.head
vert2 = b.tail
verts.append(vert1)
verts.append(vert2)
edges.append([idx, idx + 1])
for a in alternate_scale_list:
if b.name == a:
alternate_scale_idx_list.append(idx)
alternate_scale_idx_list.append(idx + 1)
idx = idx + 2
# Create mesh from given verts, faces
me.from_pydata(verts, edges, [])
# Update mesh with new data
me.update()
# set object scale exact as armature's scale
shape_object.scale = scale
return alternate_scale_idx_list, rig_type
def generate_mesh(shape_object, size, thickness=0.8, finger_thickness=0.25, sub_level=1,
connect_mesh=False, connect_parents=False, generate_all=False, apply_mod=True,
alternate_scale_idx_list=[], rig_type=0, bones=[]):
"""
This function adds modifiers for generated edges
"""
total_bones_num = bpy.context.selected_pose_bones_from_active_object
selected_bones_num = len(bones)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
# add skin modifier
shape_object.modifiers.new("Skin", 'SKIN')
bpy.ops.mesh.select_all(action='SELECT')
override = bpy.context.copy()
for area in bpy.context.screen.areas:
if area.type == 'VIEW_3D':
for region in area.regions:
if region.type == 'WINDOW':
override['area'] = area
override['region'] = region
override['edit_object'] = bpy.context.edit_object
override['scene'] = bpy.context.scene
override['active_object'] = shape_object
override['object'] = shape_object
override['modifier'] = bpy.context.object.modifiers
break
# calculate optimal thickness for defaults
bpy.ops.object.skin_root_mark(override)
bpy.ops.transform.skin_resize(
override,
value=(1 * thickness * (size / 10), 1 * thickness * (size / 10), 1 * thickness * (size / 10)),
constraint_axis=(False, False, False),
orient_type='GLOBAL',
mirror=False,
use_proportional_edit=False,
)
shape_object.modifiers["Skin"].use_smooth_shade = True
shape_object.modifiers["Skin"].use_x_symmetry = True
# select finger vertices and calculate optimal thickness for fingers to fix proportions
if len(alternate_scale_idx_list) > 0:
select_vertices(shape_object, alternate_scale_idx_list)
bpy.ops.object.skin_loose_mark_clear(override, action='MARK')
# by default set fingers thickness to 25 percent of body thickness
bpy.ops.transform.skin_resize(
override,
value=(finger_thickness, finger_thickness, finger_thickness),
constraint_axis=(False, False, False), orient_type='GLOBAL',
mirror=False,
use_proportional_edit=False,
)
# make loose hands only for better topology
# bpy.ops.mesh.select_all(action='DESELECT')
if connect_mesh:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.remove_doubles()
idx_store = Idx_Store(rig_type)
# fix rigify and pitchipoy hands topology
if connect_mesh and connect_parents and generate_all is False and \
(rig_type == Rig_type.LEGACY or rig_type == Rig_type.PITCHIPOY or rig_type == Rig_type.HUMAN) and \
selected_bones_num == total_bones_num:
# thickness will set palm vertex for both hands look pretty
corrective_thickness = 2.5
# left hand verts
merge_idx = idx_store.get_hand_l_merge_idx()
select_vertices(shape_object, merge_idx)
bpy.ops.mesh.merge(type='CENTER')
bpy.ops.transform.skin_resize(
override,
value=(corrective_thickness, corrective_thickness, corrective_thickness),
constraint_axis=(False, False, False), orient_type='GLOBAL',
mirror=False,
use_proportional_edit=False,
)
bpy.ops.mesh.select_all(action='DESELECT')
# right hand verts
merge_idx = idx_store.get_hand_r_merge_idx()
select_vertices(shape_object, merge_idx)
bpy.ops.mesh.merge(type='CENTER')
bpy.ops.transform.skin_resize(
override,
value=(corrective_thickness, corrective_thickness, corrective_thickness),
constraint_axis=(False, False, False), orient_type='GLOBAL',
mirror=False,
use_proportional_edit=False,
)
# making hands even more pretty
bpy.ops.mesh.select_all(action='DESELECT')
hands_idx = idx_store.get_hands_pretty_idx()
select_vertices(shape_object, hands_idx)
# change the thickness to make hands look less blocky and more sexy
corrective_thickness = 0.7
bpy.ops.transform.skin_resize(
override,
value=(corrective_thickness, corrective_thickness, corrective_thickness),
constraint_axis=(False, False, False), orient_type='GLOBAL',
mirror=False,
use_proportional_edit=False,
)
bpy.ops.mesh.select_all(action='DESELECT')
# todo optionally take root from rig's hip tail or head depending on scenario
root_idx = idx_store.get_root_idx()
if selected_bones_num == total_bones_num:
root_idx = [0]
if len(root_idx) > 0:
select_vertices(shape_object, root_idx)
bpy.ops.object.skin_root_mark(override)
# skin in edit mode
# add Subsurf modifier
shape_object.modifiers.new("Subsurf", 'SUBSURF')
shape_object.modifiers["Subsurf"].levels = sub_level
shape_object.modifiers["Subsurf"].render_levels = sub_level
bpy.ops.object.mode_set(mode='OBJECT')
# object mode apply all modifiers
if apply_mod:
bpy.ops.object.modifier_apply(override, modifier="Skin")
bpy.ops.object.modifier_apply(override, modifier="Subsurf")
return {'FINISHED'}
def main(context):
"""
This script will create a custom shape
"""
# ### Check if selection is OK ###
if len(context.selected_pose_bones) == 0 or \
len(context.selected_objects) == 0 or \
context.selected_objects[0].type != 'ARMATURE':
return {'CANCELLED'}, "No bone selected or the Armature is hidden"
scn = bpy.context.scene
sknfy = scn.skinify
# initialize the mesh object
mesh_name = context.selected_objects[0].name + "_mesh"
obj_name = context.selected_objects[0].name + "_object"
armature_object = context.object
origin = context.object.location
bone_selection = context.selected_pose_bones
oldLocation = None
oldRotation = None
oldScale = None
armature_object = context.view_layer.objects.active
armature_object.select_set(True)
old_pose_pos = armature_object.data.pose_position
bpy.ops.object.mode_set(mode='OBJECT')
oldLocation = Vector(armature_object.location)
oldRotation = Euler(armature_object.rotation_euler)
oldScale = Vector(armature_object.scale)
bpy.ops.object.rotation_clear(clear_delta=False)
bpy.ops.object.location_clear(clear_delta=False)
bpy.ops.object.scale_clear(clear_delta=False)
if sknfy.apply_mod and sknfy.parent_armature:
armature_object.data.pose_position = 'REST'
scale = bpy.context.object.scale
size = bpy.context.object.dimensions[2]
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
bpy.ops.object.add(type='MESH', enter_editmode=False, location=origin)
# get the mesh object
ob = context.view_layer.objects.active
ob.name = obj_name
me = ob.data
me.name = mesh_name
# this way we fit mesh and bvh with armature modifier correctly
alternate_scale_idx_list, rig_type = generate_edges(
me, ob, bone_selection, scale, sknfy.connect_mesh,
sknfy.connect_parents, sknfy.head_ornaments,
sknfy.generate_all
)
generate_mesh(ob, size, sknfy.thickness, sknfy.finger_thickness, sknfy.sub_level,
sknfy.connect_mesh, sknfy.connect_parents, sknfy.generate_all,
sknfy.apply_mod, alternate_scale_idx_list, rig_type, bone_selection)
# parent mesh with armature only if modifiers are applied
if sknfy.apply_mod and sknfy.parent_armature:
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
ob.select_set(True)
armature_object.select_set(True)
bpy.context.view_layer.objects.active = armature_object
bpy.ops.object.parent_set(type='ARMATURE_AUTO')
armature_object.data.pose_position = old_pose_pos
armature_object.select_set(False)
else:
bpy.ops.object.mode_set(mode='OBJECT')
ob.location = oldLocation
ob.rotation_euler = oldRotation
ob.scale = oldScale
ob.select_set(False)
armature_object.select_set(True)
scn.objects.active = armature_object
armature_object.location = oldLocation
armature_object.rotation_euler = oldRotation
armature_object.scale = oldScale
bpy.ops.object.mode_set(mode='POSE')
return {'FINISHED'}, me
class BONE_OT_custom_shape(Operator):
bl_idname = "object.skinify_rig"
bl_label = "Skinify Rig"
bl_description = "Creates a mesh object at the selected bones positions"
bl_options = {'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context):
return context.active_object is not None
def execute(self, context):
Mesh = main(context)
if Mesh[0] == {'CANCELLED'}:
self.report({'WARNING'}, Mesh[1])
return {'CANCELLED'}
else:
self.report({'INFO'}, Mesh[1].name + " has been created")
return {'FINISHED'}
class BONE_PT_custom_shape(Panel):
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_category = "Create"
# bl_context = "bone"
bl_label = "Skinify Rig"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.mode == 'POSE' #and context.bone
def draw(self, context):
layout = self.layout
scn = context.scene.skinify
row = layout.row()
row.operator("object.skinify_rig", text="Add Shape", icon='BONE_DATA')
split = layout.split(factor=0.3)
split.label(text="Thickness:")
split.prop(scn, "thickness", text="Body", icon='MOD_SKIN')
split.prop(scn, "finger_thickness", text="Fingers", icon='HAND')
split = layout.split(factor=0.3)
split.label(text="Mesh Density:")
split.prop(scn, "sub_level", icon='MESH_ICOSPHERE')
row = layout.row()
row.prop(scn, "connect_mesh", icon='EDITMODE_HLT')
row.prop(scn, "connect_parents", icon='CONSTRAINT_BONE')
row = layout.row()
row.prop(scn, "head_ornaments", icon='GROUP_BONE')
row.prop(scn, "generate_all", icon='GROUP_BONE')
row = layout.row()
row.prop(scn, "apply_mod", icon='FILE_TICK')
if scn.apply_mod:
row = layout.row()
row.prop(scn, "parent_armature", icon='POSE_HLT')
# define the scene properties in a group - call them with context.scene.skinify
class Skinify_Properties(PropertyGroup):
sub_level: IntProperty(
name="Sub level",
min=0, max=4,
default=1,
description="Mesh density"
)
thickness: FloatProperty(
name="Thickness",
min=0.01,
default=0.8,
description="Adjust shape thickness"
)
finger_thickness: FloatProperty(
name="Finger Thickness",
min=0.01, max=1.0,
default=0.25,
description="Adjust finger thickness relative to body"
)
connect_mesh: BoolProperty(
name="Solid Shape",
default=False,
description="Makes solid shape from bone chains"
)
connect_parents: BoolProperty(
name="Fill Gaps",
default=False,
description="Fills the gaps between parented bones"
)
generate_all: BoolProperty(
name="All Shapes",
default=False,
description="Generates shapes from all bones"
)
head_ornaments: BoolProperty(
name="Head Ornaments",
default=False,
description="Includes head ornaments"
)
apply_mod: BoolProperty(
name="Apply Modifiers",
default=True,
description="Applies Modifiers to mesh"
)
parent_armature: BoolProperty(
name="Parent Armature",
default=True,
description="Applies mesh to Armature"
)
# startup defaults
@persistent
def startup_init(dummy):
init_props()
def register():
bpy.utils.register_class(BONE_OT_custom_shape)
bpy.utils.register_class(BONE_PT_custom_shape)
bpy.utils.register_class(Skinify_Properties)
bpy.types.Scene.skinify = PointerProperty(
type=Skinify_Properties
)
# startup defaults
bpy.app.handlers.load_post.append(startup_init)
def unregister():
bpy.utils.unregister_class(BONE_OT_custom_shape)
bpy.utils.unregister_class(BONE_PT_custom_shape)
bpy.utils.unregister_class(Skinify_Properties)
# cleanup the handler
bpy.app.handlers.load_post.remove(startup_init)
del bpy.types.Scene.skinify
if __name__ == "__main__":
register()