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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
from math import acos, degrees
from mathutils import Vector, Matrix
from rigify.utils import MetarigError
from rigify.utils import copy_bone, flip_bone, put_bone
Nathan Vegdahl
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from rigify.utils import connected_children_names, has_connected_children
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from rigify.utils import strip_org, make_mechanism_name, make_deformer_name
def align_roll(obj, bone1, bone2):
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 = x1 * rot_mat
dot = x2 * x3
if dot > 1.0:
dot = 1.0
elif dot < -1.0:
dot = -1.0
roll = acos(dot)
# Set the roll
bone1_e.roll = roll
# Check if we rolled in the right direction
x3 = bone1_e.x_axis * rot_mat
check = x2 * x3
# If not, reverse
if check < 0.9999:
bone1_e.roll = -roll
class Rig:
""" A leg deform-bone setup.
"""
def __init__(self, obj, bone, params):
""" Gather and validate data about the rig.
Store any data or references to data that will be needed later on.
In particular, store references to bones that will be needed, and
store names of bones that will be needed.
Do NOT change any data in the scene. This is a gathering phase only.
"""
self.obj = obj
self.params = params
# Get the chain of 2 connected bones
leg_bones = [bone] + connected_children_names(self.obj, bone)[:2]
if len(leg_bones) != 2:
raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type." % (strip_org(bone)))
# Get the foot and heel
foot = None
heel = None
for b in self.obj.data.bones[leg_bones[1]].children:
if b.use_connect == True:
Nathan Vegdahl
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if len(b.children) >= 1 and has_connected_children(b):
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else:
heel = b.name
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if foot == None or heel == None:
raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type." % (strip_org(bone)))
# Get the toe
toe = None
for b in self.obj.data.bones[foot].children:
if b.use_connect == True:
toe = b.name
if toe == None:
raise MetarigError("RIGIFY ERROR: Bone '%s': incorrect bone configuration for rig type." % (strip_org(bone)))
self.org_bones = leg_bones + [foot, toe, heel]
# Get rig parameters
self.use_thigh_twist = params.use_thigh_twist
self.use_shin_twist = params.use_shin_twist
def generate(self):
""" Generate the rig.
Do NOT modify any of the original bones, except for adding constraints.
The main armature should be selected and active before this is called.
"""
bpy.ops.object.mode_set(mode='EDIT')
# Create upper arm bones
if self.use_thigh_twist:
thigh1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".01")))
thigh2 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".02")))
utip = copy_bone(self.obj, self.org_bones[0], make_mechanism_name(strip_org(self.org_bones[0] + ".tip")))
else:
thigh = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0])))
# Create forearm bones
if self.use_shin_twist:
shin1 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".01")))
shin2 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".02")))
stip = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(self.org_bones[1] + ".tip")))
else:
shin = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1])))
# Create foot bone
foot = copy_bone(self.obj, self.org_bones[2], make_deformer_name(strip_org(self.org_bones[2])))
# Create toe bone
toe = copy_bone(self.obj, self.org_bones[3], make_deformer_name(strip_org(self.org_bones[3])))
# Get edit bones
eb = self.obj.data.edit_bones
org_thigh_e = eb[self.org_bones[0]]
if self.use_thigh_twist:
thigh1_e = eb[thigh1]
thigh2_e = eb[thigh2]
utip_e = eb[utip]
else:
thigh_e = eb[thigh]
org_shin_e = eb[self.org_bones[1]]
if self.use_shin_twist:
shin1_e = eb[shin1]
shin2_e = eb[shin2]
stip_e = eb[stip]
else:
shin_e = eb[shin]
org_foot_e = eb[self.org_bones[2]]
foot_e = eb[foot]
org_toe_e = eb[self.org_bones[3]]
toe_e = eb[toe]
# Parent and position thigh bones
if self.use_thigh_twist:
thigh1_e.use_connect = False
thigh2_e.use_connect = False
utip_e.use_connect = False
thigh1_e.parent = org_thigh_e.parent
thigh2_e.parent = org_thigh_e
utip_e.parent = org_thigh_e
center = Vector((org_thigh_e.head + org_thigh_e.tail) / 2)
thigh1_e.tail = center
thigh2_e.head = center
put_bone(self.obj, utip, org_thigh_e.tail)
utip_e.length = org_thigh_e.length / 8
else:
thigh_e.use_connect = False
thigh_e.parent = org_thigh_e
# Parent and position shin bones
if self.use_shin_twist:
shin1_e.use_connect = False
shin2_e.use_connect = False
stip_e.use_connect = False
shin1_e.parent = org_shin_e
shin2_e.parent = org_shin_e
stip_e.parent = org_shin_e
center = Vector((org_shin_e.head + org_shin_e.tail) / 2)
shin1_e.tail = center
shin2_e.head = center
put_bone(self.obj, stip, org_shin_e.tail)
stip_e.length = org_shin_e.length / 8
# Align roll of shin2 with foot
align_roll(self.obj, shin2, foot)
else:
shin_e.use_connect = False
shin_e.parent = org_shin_e
# Parent foot
foot_e.use_connect = False
foot_e.parent = org_foot_e
# Parent toe
toe_e.use_connect = False
toe_e.parent = org_toe_e
# Object mode, get pose bones
bpy.ops.object.mode_set(mode='OBJECT')
pb = self.obj.pose.bones
if self.use_thigh_twist:
thigh1_p = pb[thigh1]
if self.use_shin_twist:
shin2_p = pb[shin2]
foot_p = pb[foot]
# Thigh constraints
if self.use_thigh_twist:
con = thigh1_p.constraints.new('COPY_LOCATION')
con.name = "copy_location"
con.target = self.obj
con.subtarget = self.org_bones[0]
con = thigh1_p.constraints.new('COPY_SCALE')
con.name = "copy_scale"
con.target = self.obj
con.subtarget = self.org_bones[0]
con = thigh1_p.constraints.new('DAMPED_TRACK')
con.name = "track_to"
con.target = self.obj
con.subtarget = utip
# Shin constraints
if self.use_shin_twist:
con = shin2_p.constraints.new('COPY_ROTATION')
con.name = "copy_rotation"
con.target = self.obj
con.subtarget = foot
con = shin2_p.constraints.new('DAMPED_TRACK')
con.name = "track_to"
con.target = self.obj
con.subtarget = stip