Motion transfer setup #1
161
nodes.py
161
nodes.py
@ -724,10 +724,8 @@ class RotateTowards(AbstractPowerShipNode):
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# Set the rotation of the control
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# Set the rotation of the control
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vec = Vector((destination - origin))
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vec = Vector((destination - origin))
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# vec.normalize()
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rot = vec.to_track_quat(self.track, self.up)
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rot = vec.to_track_quat(self.track, self.up)
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rot.normalize()
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self.outputs["Rotation"].default_value = rot.normalized()
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self.outputs["Rotation"].default_value = rot
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class OffsetRotation(AbstractPowerShipNode):
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class OffsetRotation(AbstractPowerShipNode):
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@ -776,20 +774,15 @@ class MapRange(AbstractPowerShipNode):
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self.outputs["Result"].default_value = slope * val + offset
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self.outputs["Result"].default_value = slope * val + offset
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class RotationFromAngle(AbstractPowerShipNode):
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class AngleFromVectors(AbstractPowerShipNode):
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bl_idname = "RotationFromAngle"
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bl_idname = "AngleFromVectors"
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bl_label = "Rotation From Vector Angle"
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bl_label = "Angle From Vectors"
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bl_icon = "EMPTY_ARROWS"
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bl_icon = "EMPTY_ARROWS"
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axis: bpy.props.EnumProperty( # type: ignore
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name="Axis",
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items=_enum_up_axis_items,
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)
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angle_type: bpy.props.EnumProperty( # type: ignore
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angle_type: bpy.props.EnumProperty( # type: ignore
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name="Type",
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name="Type",
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items=[
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items=[
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("DEFAULT", "Default", ""),
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("DEFAULT", "Unsigned", ""),
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("SIGNED", "Signed", ""),
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("SIGNED", "Signed", ""),
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],
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],
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)
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)
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@ -798,13 +791,12 @@ class RotationFromAngle(AbstractPowerShipNode):
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self, context: bpy.types.Context, layout: bpy.types.UILayout
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self, context: bpy.types.Context, layout: bpy.types.UILayout
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) -> None:
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) -> None:
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super().draw_buttons(context, layout)
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super().draw_buttons(context, layout)
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layout.prop(self, "axis")
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layout.prop(self, "angle_type")
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layout.prop(self, "angle_type")
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def init(self, context):
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def init(self, context):
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self.add_optional_input_socket("NodeSocketVector", "U")
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self.add_optional_input_socket("NodeSocketVector", "U")
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self.add_optional_input_socket("NodeSocketVector", "V")
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self.add_optional_input_socket("NodeSocketVector", "V")
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self.outputs.new("NodeSocketQuaternion", "Rotation")
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self.outputs.new("NodeSocketFloat", "Angle")
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def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
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def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
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u = self._get_optional_input_value("U", Vector)
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u = self._get_optional_input_value("U", Vector)
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@ -818,10 +810,7 @@ class RotationFromAngle(AbstractPowerShipNode):
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else:
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else:
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angle = u.angle(v)
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angle = u.angle(v)
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m = Matrix.Rotation(angle, 3, self.axis)
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self.outputs["Angle"].default_value = angle
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res = m.to_quaternion()
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self.outputs["Rotation"].default_value = res
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_enum_vector_math_operations = [
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_enum_vector_math_operations = [
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@ -1006,6 +995,7 @@ class SetBoneNode(AbstractPowerShipNode):
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bone_mat_world: Matrix = arm_matrix @ bone.matrix
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bone_mat_world: Matrix = arm_matrix @ bone.matrix
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loc, rot, scale = bone_mat_world.decompose()
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loc, rot, scale = bone_mat_world.decompose()
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if control_location is not None:
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if control_location is not None:
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loc = control_location
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loc = control_location
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if control_rotation is not None:
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if control_rotation is not None:
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@ -1013,24 +1003,27 @@ class SetBoneNode(AbstractPowerShipNode):
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if control_scale is not None:
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if control_scale is not None:
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scale = control_scale
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scale = control_scale
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# TODO: Fix jittering bone scale which happens
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# esp. when multiple bones are parented to the rotated bone
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# rounding helps but does not entirely fix the issue.
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scale = [round(x, 4) for x in scale]
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v_nil = Vector((0, 0, 0))
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bone_rest_rot_scale = bone.bone.matrix_local.copy()
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match self.space:
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match self.space:
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case "WORLD":
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case "WORLD":
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bone_mat_world = Matrix.LocRotScale(loc, rot, scale)
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bone_mat_world = Matrix.LocRotScale(
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loc, rot.normalized(), scale)
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loc, rot, scale = bone_mat_world.decompose()
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case "CHANNELS":
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case "CHANNELS":
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# Not sure what causes the scale to flip, however...
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# The y/z-scale flips on update if multiple rotations are chained,
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# this generates jitter when running const updates - flipping seems to temp fix it.
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scale = [scale[i] for i in [0, 2, 1]]
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v_nil = Vector((0, 0, 0))
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bone_rest_rot_scale = bone.bone.matrix_local.copy()
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bone_rest_rot_scale.translation = v_nil
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bone_rest_rot_scale.translation = v_nil
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bone_rest_rot = bone_rest_rot_scale.to_quaternion()
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mat_rot_scale = Matrix.LocRotScale(
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mat_rot_scale = Matrix.LocRotScale(
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v_nil, rot, scale) @ bone_rest_rot.to_matrix().to_4x4()
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v_nil, rot, scale) @ bone_rest_rot_scale
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mat_loc = Matrix.Translation(loc)
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mat_loc = Matrix.Translation(loc)
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bone_mat_world = mat_loc @ mat_rot_scale
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bone_mat_world = mat_loc @ mat_rot_scale
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bone.matrix = arm_matrix.inverted() @ bone_mat_world
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bone.matrix = arm_matrix.inverted() @ bone_mat_world
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loc, rot, scale = bone.matrix.decompose()
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class TwoBoneIKNode(AbstractPowerShipNode):
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class TwoBoneIKNode(AbstractPowerShipNode):
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@ -1237,61 +1230,61 @@ class ClampNode(AbstractPowerShipNode):
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self.outputs["Result"].default_value = clamped
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self.outputs["Result"].default_value = clamped
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class AbstractTwoValueMathNode(AbstractPowerShipNode):
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# class AbstractTwoValueMathNode(AbstractPowerShipNode):
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def init(self, context: bpy.types.Context) -> None:
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# def init(self, context: bpy.types.Context) -> None:
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self.inputs.new("NodeSocketFloat", "A")
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# self.inputs.new("NodeSocketFloat", "A")
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self.inputs.new("NodeSocketFloat", "B")
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# self.inputs.new("NodeSocketFloat", "B")
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self.outputs.new("NodeSocketFloat", "Result")
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# self.outputs.new("NodeSocketFloat", "Result")
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#
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def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
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# def execute(self, depsgraph: bpy.types.Depsgraph) -> None:
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a = self._get_input_value("A", float)
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# a = self._get_input_value("A", float)
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b = self._get_input_value("B", float)
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# b = self._get_input_value("B", float)
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self.outputs["Result"].default_value = self.calculate(a, b)
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# self.outputs["Result"].default_value = self.calculate(a, b)
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#
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def calculate(self, a: float, b: float) -> float:
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# def calculate(self, a: float, b: float) -> float:
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return 0
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# return 0
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#
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#
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class AddNode(AbstractTwoValueMathNode):
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# class AddNode(AbstractTwoValueMathNode):
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"""Add two values"""
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# """Add two values"""
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#
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bl_idname = "AddNode"
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# bl_idname = "AddNode"
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bl_label = "Add"
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# bl_label = "Add"
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#
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def calculate(self, a: float, b: float) -> float:
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# def calculate(self, a: float, b: float) -> float:
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return a + b
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# return a + b
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#
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#
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class SubtractNode(AbstractTwoValueMathNode):
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# class SubtractNode(AbstractTwoValueMathNode):
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"""Subtract two values"""
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# """Subtract two values"""
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#
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bl_idname = "SubtractNode"
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# bl_idname = "SubtractNode"
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bl_label = "Subtract"
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# bl_label = "Subtract"
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#
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def calculate(self, a: float, b: float) -> float:
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# def calculate(self, a: float, b: float) -> float:
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return a - b
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# return a - b
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#
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#
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class MultiplyNode(AbstractTwoValueMathNode):
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# class MultiplyNode(AbstractTwoValueMathNode):
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"""Multiply two values"""
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# """Multiply two values"""
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#
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bl_idname = "MultiplyNode"
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# bl_idname = "MultiplyNode"
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bl_label = "Multiply"
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# bl_label = "Multiply"
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#
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def calculate(self, a: float, b: float) -> float:
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# def calculate(self, a: float, b: float) -> float:
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return a * b
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# return a * b
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#
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#
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class DivideNode(AbstractTwoValueMathNode):
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# class DivideNode(AbstractTwoValueMathNode):
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"""Divide two values; division by zero results in NaN"""
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# """Divide two values; division by zero results in NaN"""
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#
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bl_idname = "DivideNode"
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# bl_idname = "DivideNode"
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bl_label = "Divide"
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# bl_label = "Divide"
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#
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def calculate(self, a: float, b: float) -> float:
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# def calculate(self, a: float, b: float) -> float:
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if b == 0:
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# if b == 0:
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return float("nan")
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# return float("nan")
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return a / b
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# return a / b
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def _on_num_sockets_change(self: "SequenceNode", context: bpy.types.Context) -> None:
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def _on_num_sockets_change(self: "SequenceNode", context: bpy.types.Context) -> None:
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@ -1394,7 +1387,7 @@ node_categories = [
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items=[
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items=[
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nodeitems_utils.NodeItem("RotateTowards"),
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nodeitems_utils.NodeItem("RotateTowards"),
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nodeitems_utils.NodeItem("OffsetRotation"),
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nodeitems_utils.NodeItem("OffsetRotation"),
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nodeitems_utils.NodeItem("RotationFromAngle"),
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nodeitems_utils.NodeItem("AngleFromVectors"),
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nodeitems_utils.NodeItem("NormalFromPoints"),
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nodeitems_utils.NodeItem("NormalFromPoints"),
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nodeitems_utils.NodeItem("SplitVector"),
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nodeitems_utils.NodeItem("SplitVector"),
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nodeitems_utils.NodeItem("ToVector"),
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nodeitems_utils.NodeItem("ToVector"),
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@ -1439,7 +1432,7 @@ classes = (
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SequenceNode,
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SequenceNode,
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# Math Nodes
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# Math Nodes
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RotateTowards,
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RotateTowards,
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RotationFromAngle,
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AngleFromVectors,
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OffsetRotation,
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OffsetRotation,
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NormalFromPoints,
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NormalFromPoints,
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ToVector,
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ToVector,
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