Campbell Barton
e8da6131fd
Move copyright text to SPDX-FileCopyrightText or set to the Blender Foundation so "make check_licenses" now runs without warnings.
768 lines
26 KiB
Python
768 lines
26 KiB
Python
# SPDX-FileCopyrightText: 2017-2023 Blender Foundation
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#
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# SPDX-License-Identifier: GPL-2.0-or-later
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bl_info = {
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"name": "Skinify Rig",
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"author": "Albert Makac (karab44)",
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"version": (0, 11, 2),
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"blender": (2, 80, 0),
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"location": "Pose Mode > Sidebar > Create Tab",
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"description": "Creates a mesh object from selected bones",
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"warning": "Work in progress",
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"doc_url": "{BLENDER_MANUAL_URL}/addons/object/skinify.html",
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"category": "Object",
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}
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import bpy
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from bpy.props import (
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FloatProperty,
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IntProperty,
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BoolProperty,
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PointerProperty,
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)
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from bpy.types import (
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Operator,
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Panel,
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PropertyGroup,
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)
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from mathutils import (
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Vector,
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Euler,
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)
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from bpy.app.handlers import persistent
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from enum import Enum
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# can the armature data properties group_prop and row be fetched directly from the rigify script?
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horse_data = \
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(1, 5), (2, 4), (3, 0), (4, 3), (5, 4), (1, 0), (1, 0), (7, 2), (8, 5), (9, 4), \
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(7, 2), (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), \
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(13, 6), (1, 4), (14, 6), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
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shark_data = \
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(1, 5), (2, 4), (1, 0), (3, 3), (4, 4), (5, 6), (6, 5), (7, 4), (6, 5), (7, 4), \
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(8, 3), (9, 4), (1, 0), (1, 6), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), \
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(1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
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bird_data = \
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(1, 6), (2, 4), (1, 0), (3, 3), (4, 4), (1, 0), (1, 0), (6, 5), (8, 0), (7, 4), (6, 5), \
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(8, 0), (7, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \
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(13, 6), (14, 4), (1, 0), (8, 6), (1, 0), (1, 0), (1, 0), (14, 1),
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cat_data = \
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(1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \
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(8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 3), (14, 4), \
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(1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (16, 1),
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biped_data = \
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(1, 0), (1, 0), (1, 0), (3, 3), (4, 4), (1, 0), (1, 0), (7, 2), (8, 5), (9, 4), (7, 2), \
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(8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \
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(1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
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human_data = \
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(1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \
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(8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (1, 0), (1, 0), \
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(1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
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wolf_data = \
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(1, 5), (2, 2), (2, 3), (3, 3), (4, 4), (5, 6), (6, 4), (7, 2), (8, 5), (9, 4), (7, 2), \
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(8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 6), (1, 0), \
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(13, 0), (13, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
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quadruped_data = \
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(1, 0), (2, 0), (2, 0), (3, 3), (4, 4), (5, 0), (6, 0), (7, 2), (8, 5), (9, 4), \
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(7, 2), (8, 5), (9, 4), (10, 2), (11, 5), (12, 4), (10, 2), (11, 5), (12, 4), (13, 6), \
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(1, 0), (13, 0), (13, 0), (1, 0), (1, 0), (1, 0), (1, 0), (1, 0), (14, 1),
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human_legacy_data = \
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(1, None), (1, None), (2, None), (1, None), (3, None), (3, None), (4, None), (5, None), \
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(6, None), (4, None), (5, None), (6, None), (7, None), (8, None), (9, None), (7, None), \
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(8, None), (9, None), (1, None), (1, None), (1, None), (1, None), (1, None), (1, None), \
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(1, None), (1, None), (1, None), (1, None),
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pitchipoy_data = \
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(1, None), (2, None), (2, None), (3, None), (4, None), (5, None), (6, None), (7, None), \
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(8, None), (9, None), (7, None), (8, None), (9, None), (10, None), (11, None), (12, None), \
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(10, None), (11, None), (12, None), (1, None), (1, None), (1, None), (1, None), (1, None), \
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(1, None), (1, None), (1, None), (1, None),
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rigify_data = horse_data, shark_data, bird_data, cat_data, biped_data, human_data, \
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wolf_data, quadruped_data, human_legacy_data, pitchipoy_data
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class Rig_type(Enum):
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HORSE = 0
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SHARK = 1
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BIRD = 2
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CAT = 3
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BIPED = 4
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HUMAN = 5
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WOLF = 6
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QUAD = 7
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LEGACY = 8
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PITCHIPOY = 9
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OTHER = 10
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rig_type = Rig_type.OTHER
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class Idx_Store(object):
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def __init__(self, rig_type):
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self.rig_type = rig_type
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self.hand_r_merge = []
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self.hand_l_merge = []
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self.hands_pretty = []
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self.root = []
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if not self.rig_type == Rig_type.LEGACY and \
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not self.rig_type == Rig_type.HUMAN and \
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not self.rig_type == Rig_type.PITCHIPOY:
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return
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if self.rig_type == Rig_type.LEGACY:
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self.hand_l_merge = [7, 12, 16, 21, 26, 27]
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self.hand_r_merge = [30, 31, 36, 40, 45, 50]
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self.hands_pretty = [6, 29]
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self.root = [59]
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if self.rig_type == Rig_type.HUMAN or self.rig_type == Rig_type.PITCHIPOY:
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self.hand_l_merge = [9, 10, 15, 19, 24, 29]
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self.hand_r_merge = [32, 33, 37, 42, 47, 52]
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self.hands_pretty = [8, 31]
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self.root = [56]
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def get_all_idx(self):
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return self.hand_l_merge, self.hand_r_merge, self.hands_pretty, self.root
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def get_hand_l_merge_idx(self):
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return self.hand_l_merge
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def get_hand_r_merge_idx(self):
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return self.hand_r_merge
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def get_hands_pretty_idx(self):
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return self.hands_pretty
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def get_root_idx(self):
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return self.root
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# initialize properties
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def init_props():
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# additional check - this should be a rare case if the handler
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# wasn't removed for some reason and the add-on is not toggled on/off
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if hasattr(bpy.types.Scene, "skinify"):
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scn = bpy.context.scene.skinify
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scn.connect_mesh = False
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scn.connect_parents = False
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scn.generate_all = False
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scn.thickness = 0.8
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scn.finger_thickness = 0.25
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scn.apply_mod = True
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scn.parent_armature = True
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scn.sub_level = 1
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# selects vertices
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def select_vertices(mesh_obj, idx):
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bpy.context.view_layer.objects.active = mesh_obj
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mode = mesh_obj.mode
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='DESELECT')
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bpy.ops.object.mode_set(mode='OBJECT')
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for i in idx:
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mesh_obj.data.vertices[i].select = True
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selectedVerts = [v.index for v in mesh_obj.data.vertices if v.select]
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bpy.ops.object.mode_set(mode=mode)
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return selectedVerts
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def identify_rig():
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if 'rigify_layers' not in bpy.context.object.data:
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return Rig_type.OTHER # non recognized
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LEGACY_LAYERS_SIZE = 28
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layers = bpy.context.object.data['rigify_layers']
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for type, rig in enumerate(rigify_data):
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index = 0
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for props in layers:
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if len(layers) == LEGACY_LAYERS_SIZE and 'group_prop' not in props:
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if props['row'] != rig[index][0] or rig[index][1] is not None:
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break
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elif (props['row'] != rig[index][0]) or (props['group_prop'] != rig[index][1]):
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break
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# SUCCESS if reach the end
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if index == len(layers) - 1:
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return Rig_type(type)
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index = index + 1
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return Rig_type.OTHER
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def prepare_ignore_list(rig_type, bones):
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# detect the head, face, hands, breast, heels or other exceptionary bones to exclusion or customization
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common_ignore_list = ['eye', 'heel', 'breast', 'root']
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# edit these lists to suits your taste
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horse_ignore_list = ['chest', 'belly', 'pelvis', 'jaw', 'nose', 'skull', 'ear.']
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shark_ignore_list = ['jaw']
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bird_ignore_list = [
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'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
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'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue', 'beak'
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]
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cat_ignore_list = [
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'face', 'belly' 'pelvis.C', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
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'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
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]
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biped_ignore_list = ['pelvis']
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human_ignore_list = [
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'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
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'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
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]
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wolf_ignore_list = [
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'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
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'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
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]
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quad_ignore_list = [
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'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
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'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
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]
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rigify_legacy_ignore_list = []
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pitchipoy_ignore_list = [
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'face', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
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'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue'
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]
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other_ignore_list = []
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ignore_list = common_ignore_list
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if rig_type == Rig_type.HORSE:
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ignore_list = ignore_list + horse_ignore_list
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print("RIDER OF THE APOCALYPSE")
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elif rig_type == Rig_type.SHARK:
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ignore_list = ignore_list + shark_ignore_list
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print("DEADLY JAWS")
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elif rig_type == Rig_type.BIRD:
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ignore_list = ignore_list + bird_ignore_list
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print("WINGS OF LIBERTY")
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elif rig_type == Rig_type.CAT:
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ignore_list = ignore_list + cat_ignore_list
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print("MEOW")
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elif rig_type == Rig_type.BIPED:
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ignore_list = ignore_list + biped_ignore_list
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print("HUMANOID")
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elif rig_type == Rig_type.HUMAN:
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ignore_list = ignore_list + human_ignore_list
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print("JUST A HUMAN AFTER ALL")
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elif rig_type == Rig_type.WOLF:
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ignore_list = ignore_list + wolf_ignore_list
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print("WHITE FANG")
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elif rig_type == Rig_type.QUAD:
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ignore_list = ignore_list + quad_ignore_list
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print("MYSTERIOUS CREATURE")
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elif rig_type == Rig_type.LEGACY:
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ignore_list = ignore_list + rigify_legacy_ignore_list
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print("LEGACY RIGIFY")
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elif rig_type == Rig_type.PITCHIPOY:
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ignore_list = ignore_list + pitchipoy_ignore_list
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print("PITCHIPOY")
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elif rig_type == Rig_type.OTHER:
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ignore_list = ignore_list + other_ignore_list
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print("rig non recognized...")
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return ignore_list
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# generates edges from vertices used by skin modifier
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def generate_edges(mesh, shape_object, bones, scale, connect_mesh=False, connect_parents=False,
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head_ornaments=False, generate_all=False):
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"""
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This function adds vertices for all heads and tails
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"""
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# scene preferences
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alternate_scale_list = []
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me = mesh
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verts = []
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edges = []
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idx = 0
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alternate_scale_idx_list = list()
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rig_type = identify_rig()
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ignore_list = prepare_ignore_list(rig_type, bones)
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# edge generator loop
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for b in bones:
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# look for rig's hands and their childs
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if 'hand' in b.name.lower():
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# prepare the list
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for c in b.children_recursive:
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alternate_scale_list.append(c.name)
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found = False
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for i in ignore_list:
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if i in b.name.lower():
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found = True
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break
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if found and generate_all is False:
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continue
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# fix for drawing rootbone and relationship lines
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if 'root' in b.name.lower() and generate_all is False:
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continue
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# ignore any head ornaments
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if head_ornaments is False:
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if b.parent is not None:
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if 'head' in b.parent.name.lower() and not rig_type == Rig_type.HUMAN:
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continue
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if 'face' in b.parent.name.lower() and rig_type == Rig_type.HUMAN:
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continue
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if connect_parents:
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if b.parent is not None and b.parent.bone.select is True and b.bone.use_connect is False:
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if 'root' in b.parent.name.lower() and generate_all is False:
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continue
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# ignore shoulder
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if 'shoulder' in b.name.lower() and connect_mesh is True:
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continue
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# connect the upper arm directly with chest omitting shoulders
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if 'shoulder' in b.parent.name.lower() and connect_mesh is True:
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vert1 = b.head
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vert2 = b.parent.parent.tail
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else:
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vert1 = b.head
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vert2 = b.parent.tail
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verts.append(vert1)
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verts.append(vert2)
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edges.append([idx, idx + 1])
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# also make list of edges made of gaps between the bones
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for a in alternate_scale_list:
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if b.name == a:
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alternate_scale_idx_list.append(idx)
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alternate_scale_idx_list.append(idx + 1)
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idx = idx + 2
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# for bvh free floating hips and hips correction for rigify and pitchipoy
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if ((generate_all is False and 'hip' in b.name.lower()) or
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(generate_all is False and (b.name == 'hips' and rig_type == Rig_type.LEGACY) or
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(b.name == 'spine' and rig_type == Rig_type.PITCHIPOY) or (b.name == 'spine' and
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rig_type == Rig_type.HUMAN) or (b.name == 'spine' and rig_type == Rig_type.BIPED))):
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continue
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vert1 = b.head
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vert2 = b.tail
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verts.append(vert1)
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verts.append(vert2)
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edges.append([idx, idx + 1])
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for a in alternate_scale_list:
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if b.name == a:
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alternate_scale_idx_list.append(idx)
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alternate_scale_idx_list.append(idx + 1)
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idx = idx + 2
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# Create mesh from given verts, faces
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me.from_pydata(verts, edges, [])
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# Update mesh with new data
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me.update()
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# set object scale exact as armature's scale
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shape_object.scale = scale
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return alternate_scale_idx_list, rig_type
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def generate_mesh(shape_object, size, thickness=0.8, finger_thickness=0.25, sub_level=1,
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connect_mesh=False, connect_parents=False, generate_all=False, apply_mod=True,
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alternate_scale_idx_list=[], rig_type=0, bones=[]):
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"""
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This function adds modifiers for generated edges
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"""
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total_bones_num = bpy.context.selected_pose_bones_from_active_object
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selected_bones_num = len(bones)
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='DESELECT')
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# add skin modifier
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skin_modifier = shape_object.modifiers.new("Skin", 'SKIN')
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bpy.ops.mesh.select_all(action='SELECT')
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# calculate optimal thickness for defaults
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bpy.ops.object.skin_root_mark()
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bpy.ops.transform.skin_resize(
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value=(1 * thickness * (size / 10), 1 * thickness * (size / 10), 1 * thickness * (size / 10)),
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constraint_axis=(False, False, False),
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orient_type='GLOBAL',
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mirror=False,
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use_proportional_edit=False,
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)
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skin_modifier.use_smooth_shade = True
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skin_modifier.use_x_symmetry = True
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# select finger vertices and calculate optimal thickness for fingers to fix proportions
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if len(alternate_scale_idx_list) > 0:
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select_vertices(shape_object, alternate_scale_idx_list)
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bpy.ops.object.skin_loose_mark_clear(action='MARK')
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# by default set fingers thickness to 25 percent of body thickness
|
|
bpy.ops.transform.skin_resize(
|
|
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(
|
|
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(
|
|
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(
|
|
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()
|
|
# skin in edit mode
|
|
# add Subsurf modifier
|
|
subsurf_modifier = shape_object.modifiers.new("Subsurf", 'SUBSURF')
|
|
subsurf_modifier.levels = sub_level
|
|
subsurf_modifier.render_levels = sub_level
|
|
|
|
bpy.ops.object.mode_set(mode='OBJECT')
|
|
bpy.context.view_layer.update()
|
|
|
|
# object mode apply all modifiers
|
|
if apply_mod:
|
|
bpy.ops.object.modifier_apply(modifier=skin_modifier.name)
|
|
bpy.ops.object.modifier_apply(modifier=subsurf_modifier.name)
|
|
|
|
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)
|
|
context.view_layer.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()
|