Alexander Gavrilov
ce6775b50d
- Support saving B-Bone properties of edit bones in the metarig. - When upgrading legacy face use the curved mode for mouth corners.
742 lines
24 KiB
Python
742 lines
24 KiB
Python
# SPDX-FileCopyrightText: 2019-2022 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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import bpy
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import math
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from mathutils import Vector, Matrix
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from typing import Optional, Callable, Iterable
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from .errors import MetarigError
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from .naming import get_name, make_derived_name, is_control_bone
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from .misc import pairwise, ArmatureObject
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########################
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# Bone collection
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########################
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class BaseBoneDict(dict):
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"""
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Special dictionary for holding bone names in a structured way.
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Allows access to contained items as attributes, and only
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accepts certain types of values.
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"""
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@staticmethod
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def __sanitize_attr(key, value):
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if hasattr(BaseBoneDict, key):
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raise KeyError(f"Invalid BoneDict key: {key}")
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if value is None or isinstance(value, (str, list, BaseBoneDict)):
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return value
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if isinstance(value, dict):
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return BaseBoneDict(value)
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raise ValueError(f"Invalid BoneDict value: {repr(value)}")
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def __init__(self, *args, **kwargs):
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super().__init__()
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for key, value in dict(*args, **kwargs).items():
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dict.__setitem__(self, key, BaseBoneDict.__sanitize_attr(key, value))
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self.__dict__ = self
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def __repr__(self):
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return "BoneDict(%s)" % (dict.__repr__(self))
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def __setitem__(self, key, value):
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dict.__setitem__(self, key, BaseBoneDict.__sanitize_attr(key, value))
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def update(self, *args, **kwargs):
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for key, value in dict(*args, **kwargs).items():
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dict.__setitem__(self, key, BaseBoneDict.__sanitize_attr(key, value))
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def flatten(self, key: Optional[str] = None):
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"""Return all contained bones or a single key as a list."""
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items = [self[key]] if key is not None else self.values()
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all_bones = []
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for item in items:
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if isinstance(item, BaseBoneDict):
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all_bones.extend(item.flatten())
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elif isinstance(item, list):
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all_bones.extend(item)
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elif item is not None:
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all_bones.append(item)
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return all_bones
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class TypedBoneDict(BaseBoneDict):
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# Omit DynamicAttrs to ensure usages of undeclared attributes are highlighted
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pass
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class BoneDict(BaseBoneDict):
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"""
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Special dictionary for holding bone names in a structured way.
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Allows access to contained items as attributes, and only
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accepts certain types of values.
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@DynamicAttrs
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"""
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########################
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# Bone manipulation
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########################
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#
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# NOTE: PREFER USING BoneUtilityMixin IN NEW STYLE RIGS!
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def get_bone(obj: ArmatureObject, bone_name: Optional[str]):
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"""Get EditBone or PoseBone by name, depending on the current mode."""
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if not bone_name:
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return None
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bones = obj.data.edit_bones if obj.mode == 'EDIT' else obj.pose.bones
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if bone_name not in bones:
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raise MetarigError("bone '%s' not found" % bone_name)
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return bones[bone_name]
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def new_bone(obj: ArmatureObject, bone_name: str):
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""" Adds a new bone to the given armature object.
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Returns the resulting bone's name.
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"""
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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edit_bone = obj.data.edit_bones.new(bone_name)
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name = edit_bone.name
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edit_bone.head = (0, 0, 0)
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edit_bone.tail = (0, 1, 0)
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edit_bone.roll = 0
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return name
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else:
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raise MetarigError("Can't add new bone '%s' outside of edit mode" % bone_name)
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def copy_bone(obj: ArmatureObject, bone_name: str, assign_name='', *,
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parent=False, inherit_scale=False, bbone=False,
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length: Optional[float] = None, scale: Optional[float] = None):
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""" Makes a copy of the given bone in the given armature object.
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Returns the resulting bone's name.
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"""
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if bone_name not in obj.data.edit_bones:
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raise MetarigError("copy_bone(): bone '%s' not found, cannot copy it" % bone_name)
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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if assign_name == '':
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assign_name = bone_name
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# Copy the edit bone
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edit_bone_1 = obj.data.edit_bones[bone_name]
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edit_bone_2 = obj.data.edit_bones.new(assign_name)
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bone_name_2 = edit_bone_2.name
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# Copy edit bone attributes
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for coll in edit_bone_1.collections:
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coll.assign(edit_bone_2)
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edit_bone_2.head = Vector(edit_bone_1.head)
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edit_bone_2.tail = Vector(edit_bone_1.tail)
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edit_bone_2.roll = edit_bone_1.roll
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if parent:
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edit_bone_2.parent = edit_bone_1.parent
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edit_bone_2.use_connect = edit_bone_1.use_connect
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edit_bone_2.use_inherit_rotation = edit_bone_1.use_inherit_rotation
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edit_bone_2.use_local_location = edit_bone_1.use_local_location
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if parent or inherit_scale:
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edit_bone_2.inherit_scale = edit_bone_1.inherit_scale
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if bbone:
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# noinspection SpellCheckingInspection
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for name in ['bbone_segments', 'bbone_mapping_mode',
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'bbone_easein', 'bbone_easeout',
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'bbone_rollin', 'bbone_rollout',
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'bbone_curveinx', 'bbone_curveinz', 'bbone_curveoutx', 'bbone_curveoutz',
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'bbone_scalein', 'bbone_scaleout']:
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setattr(edit_bone_2, name, getattr(edit_bone_1, name))
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# Resize the bone after copy if requested
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if length is not None:
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edit_bone_2.length = length
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elif scale is not None:
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edit_bone_2.length *= scale
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return bone_name_2
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else:
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raise MetarigError("Cannot copy bones outside of edit mode")
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def copy_bone_properties(obj: ArmatureObject, bone_name_1: str, bone_name_2: str,
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transforms=True, props=True, widget=True):
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""" Copy transform and custom properties from bone 1 to bone 2. """
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if obj.mode in {'OBJECT', 'POSE'}:
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# Get the pose bones
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pose_bone_1 = obj.pose.bones[bone_name_1]
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pose_bone_2 = obj.pose.bones[bone_name_2]
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# Copy pose bone attributes
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if transforms:
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pose_bone_2.rotation_mode = pose_bone_1.rotation_mode
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pose_bone_2.rotation_axis_angle = tuple(pose_bone_1.rotation_axis_angle)
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pose_bone_2.rotation_euler = tuple(pose_bone_1.rotation_euler)
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pose_bone_2.rotation_quaternion = tuple(pose_bone_1.rotation_quaternion)
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pose_bone_2.lock_location = tuple(pose_bone_1.lock_location)
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pose_bone_2.lock_scale = tuple(pose_bone_1.lock_scale)
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pose_bone_2.lock_rotation = tuple(pose_bone_1.lock_rotation)
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pose_bone_2.lock_rotation_w = pose_bone_1.lock_rotation_w
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pose_bone_2.lock_rotations_4d = pose_bone_1.lock_rotations_4d
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# Copy custom properties
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if props:
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from .mechanism import copy_custom_properties
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copy_custom_properties(pose_bone_1, pose_bone_2)
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if widget:
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pose_bone_2.custom_shape = pose_bone_1.custom_shape
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else:
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raise MetarigError("Cannot copy bone properties in edit mode")
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def _legacy_copy_bone(obj, bone_name, assign_name=''):
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"""LEGACY ONLY, DON'T USE"""
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new_name = copy_bone(obj, bone_name, assign_name, parent=True, bbone=True)
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# Mode switch PER BONE CREATION?!
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bpy.ops.object.mode_set(mode='OBJECT')
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copy_bone_properties(obj, bone_name, new_name)
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bpy.ops.object.mode_set(mode='EDIT')
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return new_name
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def flip_bone(obj: ArmatureObject, bone_name: str):
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""" Flips an edit bone.
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"""
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if bone_name not in obj.data.edit_bones:
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raise MetarigError("flip_bone(): bone '%s' not found, cannot copy it" % bone_name)
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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bone = obj.data.edit_bones[bone_name]
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head = Vector(bone.head)
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tail = Vector(bone.tail)
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bone.tail = head + tail
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bone.head = tail
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bone.tail = head
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else:
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raise MetarigError("Cannot flip bones outside of edit mode")
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def flip_bone_chain(obj: ArmatureObject, bone_names: Iterable[str]):
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"""Flips a connected bone chain."""
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assert obj.mode == 'EDIT'
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bones = [obj.data.edit_bones[name] for name in bone_names]
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# Verify chain and unparent
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for prev_bone, bone in pairwise(bones):
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assert bone.parent == prev_bone and bone.use_connect
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for bone in bones:
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bone.parent = None
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bone.use_connect = False
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for child in bone.children:
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child.use_connect = False
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# Flip bones
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for bone in bones:
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head, tail = Vector(bone.head), Vector(bone.tail)
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bone.tail = head + tail
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bone.head, bone.tail = tail, head
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# Re-parent
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for bone, next_bone in pairwise(bones):
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bone.parent = next_bone
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bone.use_connect = True
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def put_bone(obj: ArmatureObject, bone_name: str, pos: Optional[Vector], *,
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matrix: Optional[Matrix] = None,
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length: Optional[float] = None, scale: Optional[float] = None):
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""" Places a bone at the given position.
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"""
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if bone_name not in obj.data.edit_bones:
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raise MetarigError("put_bone(): bone '%s' not found, cannot move it" % bone_name)
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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bone = obj.data.edit_bones[bone_name]
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if matrix is not None:
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old_len = len(matrix)
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matrix = matrix.to_4x4()
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if pos is not None:
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matrix.translation = pos
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elif old_len < 4:
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matrix.translation = bone.head
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bone.matrix = matrix
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else:
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delta = pos - bone.head
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bone.translate(delta)
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if length is not None:
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bone.length = length
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elif scale is not None:
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bone.length *= scale
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else:
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raise MetarigError("Cannot 'put' bones outside of edit mode")
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def disable_bbones(obj: ArmatureObject, bone_names: Iterable[str]):
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"""Disables B-Bone segments on the specified bones."""
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assert(obj.mode != 'EDIT')
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for bone in bone_names:
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obj.data.bones[bone].bbone_segments = 1
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# noinspection SpellCheckingInspection
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def _legacy_make_nonscaling_child(obj, bone_name, location, child_name_postfix=""):
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""" Takes the named bone and creates a non-scaling child of it at
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the given location. The returned bone (returned by name) is not
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a true child, but behaves like one sans inheriting scaling.
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It is intended as an intermediate construction to prevent rig types
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from scaling with their parents. The named bone is assumed to be
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an ORG bone.
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LEGACY ONLY, DON'T USE
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"""
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if bone_name not in obj.data.edit_bones:
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raise MetarigError("make_nonscaling_child(): bone '%s' not found, cannot copy it" % bone_name)
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if obj == bpy.context.active_object and bpy.context.mode == 'EDIT_ARMATURE':
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# Create desired names for bones
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name1 = make_derived_name(bone_name, 'mch', child_name_postfix + "_ns_ch")
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name2 = make_derived_name(bone_name, 'mch', child_name_postfix + "_ns_intr")
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# Create bones
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child = copy_bone(obj, bone_name, name1)
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intermediate_parent = copy_bone(obj, bone_name, name2)
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# Get edit bones
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eb = obj.data.edit_bones
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child_e = eb[child]
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intrpar_e = eb[intermediate_parent]
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# Parenting
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child_e.use_connect = False
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child_e.parent = None
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intrpar_e.use_connect = False
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intrpar_e.parent = eb[bone_name]
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# Positioning
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child_e.length *= 0.5
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intrpar_e.length *= 0.25
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put_bone(obj, child, location)
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put_bone(obj, intermediate_parent, location)
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# Object mode
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bpy.ops.object.mode_set(mode='OBJECT')
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pb = obj.pose.bones
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# Add constraints
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con = pb[child].constraints.new('COPY_LOCATION')
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con.name = "parent_loc"
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con.target = obj
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con.subtarget = intermediate_parent
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con = pb[child].constraints.new('COPY_ROTATION')
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con.name = "parent_loc"
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con.target = obj
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con.subtarget = intermediate_parent
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bpy.ops.object.mode_set(mode='EDIT')
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return child
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else:
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raise MetarigError("Cannot make nonscaling child outside of edit mode")
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####################################
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# Bone manipulation as rig methods
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####################################
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class BoneUtilityMixin(object):
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obj: ArmatureObject
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register_new_bone: Callable[[str, Optional[str]], None]
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"""
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Provides methods for more convenient creation of bones.
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Requires self.obj to be the armature object being worked on.
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"""
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def register_new_bone(self, new_name: str, old_name: Optional[str] = None):
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"""Registers creation or renaming of a bone based on old_name"""
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pass
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def new_bone(self, new_name: str) -> str:
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"""Create a new bone with the specified name."""
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name = new_bone(self.obj, new_name)
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self.register_new_bone(name, None)
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return name
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def copy_bone(self, bone_name: str, new_name='', *,
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parent=False, inherit_scale=False, bbone=False,
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length: Optional[float] = None,
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scale: Optional[float] = None) -> str:
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"""Copy the bone with the given name, returning the new name."""
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name = copy_bone(self.obj, bone_name, new_name,
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parent=parent, inherit_scale=inherit_scale,
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bbone=bbone, length=length, scale=scale)
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self.register_new_bone(name, bone_name)
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return name
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def copy_bone_properties(self, src_name: str, tgt_name: str, *,
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transforms=True, props=True, widget=True,
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ui_controls: list[str] | bool | None = None):
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"""Copy pose-mode properties of the bone. For using ui_controls, self must be a Rig."""
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if ui_controls:
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from ..base_rig import BaseRig
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assert isinstance(self, BaseRig)
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if props:
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if ui_controls is None and is_control_bone(tgt_name) and hasattr(self, 'script'):
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ui_controls = [tgt_name]
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elif ui_controls is True:
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ui_controls = self.bones.flatten('ctrl')
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copy_bone_properties(
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self.obj, src_name, tgt_name,
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props=props and not ui_controls,
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transforms=transforms, widget=widget,
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)
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if props and ui_controls:
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from .mechanism import copy_custom_properties_with_ui
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copy_custom_properties_with_ui(self, src_name, tgt_name, ui_controls=ui_controls)
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def rename_bone(self, old_name: str, new_name: str) -> str:
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"""Rename the bone, returning the actual new name."""
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bone = self.get_bone(old_name)
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bone.name = new_name
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if bone.name != old_name:
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self.register_new_bone(bone.name, old_name)
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return bone.name
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def get_bone(self, bone_name: Optional[str])\
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-> Optional[bpy.types.EditBone | bpy.types.PoseBone]:
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"""Get EditBone or PoseBone by name, depending on the current mode."""
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return get_bone(self.obj, bone_name)
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def get_bone_parent(self, bone_name: str) -> Optional[str]:
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"""Get the name of the parent bone, or None."""
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return get_name(self.get_bone(bone_name).parent)
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def set_bone_parent(self, bone_name: str, parent_name: Optional[str],
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use_connect=False, inherit_scale: Optional[str] = None):
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"""Set the parent of the bone."""
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eb = self.obj.data.edit_bones
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bone = eb[bone_name]
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if use_connect is not None:
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bone.use_connect = use_connect
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if inherit_scale is not None:
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bone.inherit_scale = inherit_scale
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bone.parent = (eb[parent_name] if parent_name else None)
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def parent_bone_chain(self, bone_names: Iterable[str],
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use_connect: Optional[bool] = None,
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inherit_scale: Optional[str] = None):
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"""Link bones into a chain with parenting. First bone may be None."""
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for parent, child in pairwise(bone_names):
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self.set_bone_parent(
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child, parent, use_connect=use_connect, inherit_scale=inherit_scale)
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##############################################
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# B-Bones
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##############################################
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def connect_bbone_chain_handles(obj: ArmatureObject, bone_names: Iterable[str]):
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assert obj.mode == 'EDIT'
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for prev_name, next_name in pairwise(bone_names):
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prev_bone = get_bone(obj, prev_name)
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next_bone = get_bone(obj, next_name)
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prev_bone.bbone_handle_type_end = 'ABSOLUTE'
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prev_bone.bbone_custom_handle_end = next_bone
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next_bone.bbone_handle_type_start = 'ABSOLUTE'
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next_bone.bbone_custom_handle_start = prev_bone
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##############################################
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# Math
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##############################################
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def is_same_position(obj: ArmatureObject, bone_name1: str, bone_name2: str):
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head1 = get_bone(obj, bone_name1).head
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head2 = get_bone(obj, bone_name2).head
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return (head1 - head2).length < 1e-5
|
|
|
|
|
|
def is_connected_position(obj: ArmatureObject, bone_name1: str, bone_name2: str):
|
|
tail1 = get_bone(obj, bone_name1).tail
|
|
head2 = get_bone(obj, bone_name2).head
|
|
|
|
return (tail1 - head2).length < 1e-5
|
|
|
|
|
|
def copy_bone_position(obj: ArmatureObject, bone_name: str, target_bone_name: str, *,
|
|
length: Optional[float] = None,
|
|
scale: Optional[float] = None):
|
|
""" Completely copies the position and orientation of the bone. """
|
|
bone1_e = obj.data.edit_bones[bone_name]
|
|
bone2_e = obj.data.edit_bones[target_bone_name]
|
|
|
|
bone2_e.head = bone1_e.head
|
|
bone2_e.tail = bone1_e.tail
|
|
bone2_e.roll = bone1_e.roll
|
|
|
|
# Resize the bone after copy if requested
|
|
if length is not None:
|
|
bone2_e.length = length
|
|
elif scale is not None:
|
|
bone2_e.length *= scale
|
|
|
|
|
|
def align_bone_orientation(obj: ArmatureObject, bone_name: str, target_bone_name: str):
|
|
""" Aligns the orientation of bone to target bone. """
|
|
bone1_e = obj.data.edit_bones[bone_name]
|
|
bone2_e = obj.data.edit_bones[target_bone_name]
|
|
|
|
axis = bone2_e.y_axis.normalized() * bone1_e.length
|
|
|
|
bone1_e.tail = bone1_e.head + axis
|
|
bone1_e.roll = bone2_e.roll
|
|
|
|
|
|
def set_bone_orientation(obj: ArmatureObject, bone_name: str, orientation: str | Matrix):
|
|
""" Aligns the orientation of bone to target bone or matrix. """
|
|
if isinstance(orientation, str):
|
|
align_bone_orientation(obj, bone_name, orientation)
|
|
|
|
else:
|
|
bone_e = obj.data.edit_bones[bone_name]
|
|
|
|
matrix = Matrix(orientation).to_4x4()
|
|
matrix.translation = bone_e.head
|
|
|
|
bone_e.matrix = matrix
|
|
|
|
|
|
def align_bone_roll(obj: ArmatureObject, bone1: str, bone2: str):
|
|
""" Aligns the roll of two bones.
|
|
"""
|
|
bone1_e = obj.data.edit_bones[bone1]
|
|
bone2_e = obj.data.edit_bones[bone2]
|
|
|
|
bone1_e.roll = 0.0
|
|
|
|
# Get the directions the bones are pointing in, as vectors
|
|
y1 = bone1_e.y_axis
|
|
x1 = bone1_e.x_axis
|
|
y2 = bone2_e.y_axis
|
|
x2 = bone2_e.x_axis
|
|
|
|
# Get the shortest axis to rotate bone1 on to point in the same direction as bone2
|
|
axis = y1.cross(y2)
|
|
axis.normalize()
|
|
|
|
# Angle to rotate on that shortest axis
|
|
angle = y1.angle(y2)
|
|
|
|
# Create rotation matrix to make bone1 point in the same direction as bone2
|
|
rot_mat = Matrix.Rotation(angle, 3, axis)
|
|
|
|
# Roll factor
|
|
x3 = rot_mat @ x1
|
|
dot = x2 @ x3
|
|
if dot > 1.0:
|
|
dot = 1.0
|
|
elif dot < -1.0:
|
|
dot = -1.0
|
|
roll = math.acos(dot)
|
|
|
|
# Set the roll
|
|
bone1_e.roll = roll
|
|
|
|
# Check if we rolled in the right direction
|
|
x3 = rot_mat @ bone1_e.x_axis
|
|
check = x2 @ x3
|
|
|
|
# If not, reverse
|
|
if check < 0.9999:
|
|
bone1_e.roll = -roll
|
|
|
|
|
|
def align_bone_x_axis(obj: ArmatureObject, bone: str, vec: Vector):
|
|
""" Rolls the bone to align its x-axis as closely as possible to
|
|
the given vector.
|
|
Must be in edit mode.
|
|
"""
|
|
bone_e = obj.data.edit_bones[bone]
|
|
|
|
vec = vec.cross(bone_e.y_axis)
|
|
vec.normalize()
|
|
|
|
dot = max(-1.0, min(1.0, bone_e.z_axis.dot(vec)))
|
|
angle = math.acos(dot)
|
|
|
|
bone_e.roll += angle
|
|
|
|
dot1 = bone_e.z_axis.dot(vec)
|
|
|
|
bone_e.roll -= angle * 2
|
|
|
|
dot2 = bone_e.z_axis.dot(vec)
|
|
|
|
if dot1 > dot2:
|
|
bone_e.roll += angle * 2
|
|
|
|
|
|
def align_bone_z_axis(obj: ArmatureObject, bone: str, vec: Vector):
|
|
""" Rolls the bone to align its z-axis as closely as possible to
|
|
the given vector.
|
|
Must be in edit mode.
|
|
"""
|
|
bone_e = obj.data.edit_bones[bone]
|
|
|
|
vec = bone_e.y_axis.cross(vec)
|
|
vec.normalize()
|
|
|
|
dot = max(-1.0, min(1.0, bone_e.x_axis.dot(vec)))
|
|
angle = math.acos(dot)
|
|
|
|
bone_e.roll += angle
|
|
|
|
dot1 = bone_e.x_axis.dot(vec)
|
|
|
|
bone_e.roll -= angle * 2
|
|
|
|
dot2 = bone_e.x_axis.dot(vec)
|
|
|
|
if dot1 > dot2:
|
|
bone_e.roll += angle * 2
|
|
|
|
|
|
def align_bone_y_axis(obj: ArmatureObject, bone: str, vec: Vector):
|
|
""" Matches the bone y-axis to
|
|
the given vector.
|
|
Must be in edit mode.
|
|
"""
|
|
|
|
bone_e = obj.data.edit_bones[bone]
|
|
vec.normalize()
|
|
|
|
vec = vec * bone_e.length
|
|
|
|
bone_e.tail = bone_e.head + vec
|
|
|
|
|
|
def compute_chain_x_axis(obj: ArmatureObject, bone_names: list[str]):
|
|
"""
|
|
Compute the X axis of all bones to be perpendicular
|
|
to the primary plane in which the bones lie.
|
|
"""
|
|
eb = obj.data.edit_bones
|
|
|
|
assert(len(bone_names) > 1)
|
|
first_bone = eb[bone_names[0]]
|
|
last_bone = eb[bone_names[-1]]
|
|
|
|
# Compute normal to the plane defined by the first bone,
|
|
# and the end of the last bone in the chain
|
|
|
|
chain_y_axis = last_bone.tail - first_bone.head
|
|
chain_rot_axis = first_bone.y_axis.cross(chain_y_axis)
|
|
|
|
if chain_rot_axis.length < first_bone.length/100:
|
|
return first_bone.x_axis.normalized()
|
|
else:
|
|
return chain_rot_axis.normalized()
|
|
|
|
|
|
def align_chain_x_axis(obj: ArmatureObject, bone_names: list[str]):
|
|
"""
|
|
Aligns the X axis of all bones to be perpendicular
|
|
to the primary plane in which the bones lie.
|
|
"""
|
|
chain_rot_axis = compute_chain_x_axis(obj, bone_names)
|
|
|
|
for name in bone_names:
|
|
align_bone_x_axis(obj, name, chain_rot_axis)
|
|
|
|
|
|
def align_bone_to_axis(obj: ArmatureObject, bone_name: str, axis: str, *,
|
|
length: Optional[float] = None,
|
|
roll: Optional[float] = 0.0,
|
|
flip=False):
|
|
"""
|
|
Aligns the Y axis of the bone to the global axis (x,y,z,-x,-y,-z),
|
|
optionally adjusting length and initially flipping the bone.
|
|
"""
|
|
bone_e = obj.data.edit_bones[bone_name]
|
|
|
|
if length is None:
|
|
length = bone_e.length
|
|
if roll is None:
|
|
roll = bone_e.roll
|
|
|
|
if axis[0] == '-':
|
|
length = -length
|
|
axis = axis[1:]
|
|
|
|
vec = Vector((0, 0, 0))
|
|
setattr(vec, axis, length)
|
|
|
|
if flip:
|
|
base = Vector(bone_e.tail)
|
|
bone_e.tail = base + vec
|
|
bone_e.head = base
|
|
else:
|
|
bone_e.tail = bone_e.head + vec
|
|
|
|
bone_e.roll = roll
|
|
|
|
|
|
def set_bone_widget_transform(obj: ArmatureObject, bone_name: str,
|
|
transform_bone: Optional[str], *,
|
|
use_size=True, scale=1.0, target_size=False):
|
|
assert obj.mode != 'EDIT'
|
|
|
|
bone = obj.pose.bones[bone_name]
|
|
|
|
if transform_bone and transform_bone != bone_name:
|
|
bone.custom_shape_transform = bone2 = obj.pose.bones[transform_bone]
|
|
if use_size and target_size:
|
|
scale *= bone2.length / bone.length
|
|
else:
|
|
bone.custom_shape_transform = None
|
|
|
|
bone.use_custom_shape_bone_size = use_size
|
|
bone.custom_shape_scale_xyz = (scale, scale, scale)
|