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#====================== BEGIN GPL LICENSE BLOCK ======================
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
#======================= END GPL LICENSE BLOCK ========================
import bpy
import time
import traceback
import sys
from rna_prop_ui import rna_idprop_ui_prop_get
from rigify.utils import MetarigError, new_bone, get_rig_type
from rigify.utils import ORG_PREFIX, MCH_PREFIX, DEF_PREFIX, WGT_PREFIX, ROOT_NAME, make_original_name
from rigify.utils import RIG_DIR
from rigify.utils import create_root_widget
from rigify.utils import random_string
from rigify.rig_ui_template import UI_SLIDERS, layers_ui, UI_REGISTER
from rigify import rigs
RIG_MODULE = "rigs"
ORG_LAYER = [n == 31 for n in range(0, 32)] # Armature layer that original bones should be moved to.
MCH_LAYER = [n == 30 for n in range(0, 32)] # Armature layer that mechanism bones should be moved to.
DEF_LAYER = [n == 29 for n in range(0, 32)] # Armature layer that deformation bones should be moved to.
ROOT_LAYER = [n == 28 for n in range(0, 32)] # Armature layer that root bone should be moved to.
class Timer:
def __init__(self):
self.timez = time.time()
def tick(self, string):
t = time.time()
print(string + "%.3f" % (t - self.timez))
self.timez = t
# TODO: generalize to take a group as input instead of an armature.
def generate_rig(context, metarig):
""" Generates a rig from a metarig.
"""
t = Timer()
# Random string with time appended so that
# different rigs don't collide id's
rig_id = random_string(8) + str(hex(int(time.time())))[2:][-8:].rjust(8, '0')
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# Initial configuration
mode_orig = context.mode
rest_backup = metarig.data.pose_position
metarig.data.pose_position = 'REST'
bpy.ops.object.mode_set(mode='OBJECT')
scene = context.scene
#------------------------------------------
# Create/find the rig object and set it up
# Check if the generated rig already exists, so we can
# regenerate in the same object. If not, create a new
# object to generate the rig in.
print("Fetch rig.")
try:
name = metarig["rig_object_name"]
except KeyError:
name = "rig"
try:
obj = scene.objects[name]
except KeyError:
obj = bpy.data.objects.new(name, bpy.data.armatures.new(name))
obj.draw_type = 'WIRE'
scene.objects.link(obj)
obj.data.pose_position = 'POSE'
# Get rid of anim data in case the rig already existed
print("Clear rig animation data.")
obj.animation_data_clear()
# Select generated rig object
metarig.select = False
obj.select = True
scene.objects.active = obj
# Remove all bones from the generated rig armature.
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.edit_bones:
obj.data.edit_bones.remove(bone)
bpy.ops.object.mode_set(mode='OBJECT')
# Create temporary duplicates for merging
temp_rig_1 = metarig.copy()
temp_rig_1.data = metarig.data.copy()
scene.objects.link(temp_rig_1)
temp_rig_2 = metarig.copy()
temp_rig_2.data = obj.data
scene.objects.link(temp_rig_2)
# Select the temp rigs for merging
for objt in scene.objects:
objt.select = False # deselect all objects
temp_rig_1.select = True
temp_rig_2.select = True
scene.objects.active = temp_rig_2
# Merge the temporary rigs
bpy.ops.object.join()
# Delete the second temp rig
bpy.ops.object.delete()
# Select the generated rig
for objt in scene.objects:
objt.select = False # deselect all objects
obj.select = True
scene.objects.active = obj
# Copy over the pose_bone properties
for bone in metarig.pose.bones:
bone_gen = obj.pose.bones[bone.name]
# Rotation mode and transform locks
bone_gen.rotation_mode = bone.rotation_mode
bone_gen.lock_rotation = tuple(bone.lock_rotation)
bone_gen.lock_rotation_w = bone.lock_rotation_w
bone_gen.lock_rotations_4d = bone.lock_rotations_4d
bone_gen.lock_location = tuple(bone.lock_location)
bone_gen.lock_scale = tuple(bone.lock_scale)
# Custom properties
for prop in bone.keys():
bone_gen[prop] = bone[prop]
# Copy over bone properties
for bone in metarig.data.bones:
bone_gen = obj.data.bones[bone.name]
# B-bone stuff
bone_gen.bbone_segments = bone.bbone_segments
bone_gen.bbone_in = bone.bbone_in
bone_gen.bbone_out = bone.bbone_out
t.tick("Duplicate rig: ")
#----------------------------------
# Make a list of the original bones so we can keep track of them.
original_bones = [bone.name for bone in obj.data.bones]
# Add the ORG_PREFIX to the original bones.
bpy.ops.object.mode_set(mode='OBJECT')
for i in range(0, len(original_bones)):
obj.data.bones[original_bones[i]].name = make_original_name(original_bones[i])
original_bones[i] = make_original_name(original_bones[i])
# Create a sorted list of the original bones, sorted in the order we're
# going to traverse them for rigging.
# (root-most -> leaf-most, alphabetical)
bones_sorted = []
for name in original_bones:
bones_sorted += [name]
bones_sorted.sort() # first sort by names
bones_sorted.sort(key=lambda bone: len(obj.pose.bones[bone].parent_recursive)) # then parents before children
t.tick("Make list of org bones: ")
#----------------------------------
# Create the root bone.
bpy.ops.object.mode_set(mode='EDIT')
root_bone = new_bone(obj, ROOT_NAME)
obj.data.edit_bones[root_bone].head = (0, 0, 0)
obj.data.edit_bones[root_bone].tail = (0, 1, 0)
obj.data.edit_bones[root_bone].roll = 0
bpy.ops.object.mode_set(mode='OBJECT')
obj.data.bones[root_bone].layers = ROOT_LAYER
# Put the rig_name in the armature custom properties
rna_idprop_ui_prop_get(obj.data, "rig_id", create=True)
obj.data["rig_id"] = rig_id
t.tick("Create root bone: ")
#----------------------------------
try:
# Collect/initialize all the rigs.
rigs = []
deformation_rigs = []
for bone in bones_sorted:
bpy.ops.object.mode_set(mode='EDIT')
rigs += get_bone_rigs(obj, bone)
t.tick("Initialize rigs: ")
# Generate all the rigs.
ui_scripts = []
for rig in rigs:
# Go into editmode in the rig armature
bpy.ops.object.mode_set(mode='OBJECT')
context.scene.objects.active = obj
obj.select = True
bpy.ops.object.mode_set(mode='EDIT')
scripts = rig.generate()
if scripts != None:
ui_scripts += [scripts[0]]
t.tick("Generate rigs: ")
except Exception as e:
# Cleanup if something goes wrong
print("Rigify: failed to generate rig.")
metarig.data.pose_position = rest_backup
obj.data.pose_position = 'POSE'
bpy.ops.object.mode_set(mode='OBJECT')
# Continue the exception
raise e
#----------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
# Get a list of all the bones in the armature
bones = [bone.name for bone in obj.data.bones]
# Parent any free-floating bones to the root.
bpy.ops.object.mode_set(mode='EDIT')
for bone in bones:
if obj.data.edit_bones[bone].parent == None:
obj.data.edit_bones[bone].use_connect = False
obj.data.edit_bones[bone].parent = obj.data.edit_bones[root_bone]
bpy.ops.object.mode_set(mode='OBJECT')
# Every bone that has a name starting with "DEF-" make deforming. All the
# others make non-deforming.
for bone in bones:
if obj.data.bones[bone].name.startswith(DEF_PREFIX):
obj.data.bones[bone].use_deform = True
else:
obj.data.bones[bone].use_deform = False
# Move all the original bones to their layer.
for bone in original_bones:
obj.data.bones[bone].layers = ORG_LAYER
# Move all the bones with names starting with "MCH-" to their layer.
for bone in bones:
if obj.data.bones[bone].name.startswith(MCH_PREFIX):
obj.data.bones[bone].layers = MCH_LAYER
# Move all the bones with names starting with "DEF-" to their layer.
for bone in bones:
if obj.data.bones[bone].name.startswith(DEF_PREFIX):
obj.data.bones[bone].layers = DEF_LAYER
# Create root bone widget
create_root_widget(obj, "root")
# Assign shapes to bones
# Object's with name WGT-<bone_name> get used as that bone's shape.
for bone in bones:
wgt_name = (WGT_PREFIX + obj.data.bones[bone].name)[:21] # Object names are limited to 21 characters... arg
if wgt_name in context.scene.objects:
# Weird temp thing because it won't let me index by object name
for ob in context.scene.objects:
if ob.name == wgt_name:
obj.pose.bones[bone].custom_shape = ob
break
# This is what it should do:
# obj.pose.bones[bone].custom_shape = context.scene.objects[wgt_name]
# Reveal all the layers with control bones on them
vis_layers = [False for n in range(0, 32)]
for bone in bones:
for i in range(0, 32):
vis_layers[i] = vis_layers[i] or obj.data.bones[bone].layers[i]
for i in range(0, 32):
vis_layers[i] = vis_layers[i] and not (ORG_LAYER[i] or MCH_LAYER[i] or DEF_LAYER[i])
obj.data.layers = vis_layers
# Generate the UI script
if "rig_ui.py" in bpy.data.texts:
script = bpy.data.texts["rig_ui.py"]
script.clear()
else:
script = bpy.data.texts.new("rig_ui.py")
script.write(UI_SLIDERS % rig_id)
for s in ui_scripts:
script.write("\n " + s.replace("\n", "\n ") + "\n")
script.write(layers_ui(vis_layers))
script.write(UI_REGISTER)
# Run UI script
exec(script.as_string(), {})
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t.tick("The rest: ")
#----------------------------------
# Deconfigure
bpy.ops.object.mode_set(mode='OBJECT')
metarig.data.pose_position = rest_backup
obj.data.pose_position = 'POSE'
def get_bone_rigs(obj, bone_name, halt_on_missing=False):
""" Fetch all the rigs specified on a bone.
"""
rigs = []
rig_type = obj.pose.bones[bone_name].rigify_type
rig_type = rig_type.replace(" ", "")
if rig_type == "":
pass
else:
# Gather parameters
try:
params = obj.pose.bones[bone_name].rigify_parameters[0]
except (KeyError, IndexError):
params = None
# Get the rig
try:
rig = get_rig_type(rig_type).Rig(obj, bone_name, params)
except ImportError:
message = "Rig Type Missing: python module for type '%s' not found (bone: %s)" % (t, bone_name)
if halt_on_missing:
raise MetarigError(message)
else:
print(message)
print('print_exc():')
traceback.print_exc(file=sys.stdout)
else:
rigs += [rig]
return rigs
def param_matches_type(param_name, rig_type):
""" Returns True if the parameter name is consistent with the rig type.
"""
if param_name.rsplit(".", 1)[0] == rig_type:
return True
else:
return False
def param_name(param_name, rig_type):
""" Get the actual parameter name, sans-rig-type.
"""
return param_name[len(rig_type) + 1:]