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Older
oldFk = rig.data.layers[fk]
oldExtra = rig.data.layers[extra]
rig.data.layers[ik] = True
rig.data.layers[fk] = True
rig.data.layers[extra] = True
updatePose(context)
if isIk:
oldValue = 1.0
oldIk = True
oldFk = False
else:
oldValue = 0.0
oldIk = False
oldFk = True
oldExtra = False
return (prop, (oldValue, ik, fk, extra, oldIk, oldFk, oldExtra))
def restoreSnapProp(rig, prop, old, context):
updatePose(context)
(oldValue, ik, fk, extra, oldIk, oldFk, oldExtra) = old
rig[prop] = oldValue
rig.data.layers[ik] = oldIk
rig.data.layers[fk] = oldFk
rig.data.layers[extra] = oldExtra
return
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class VIEW3D_OT_MhxToggleFkIkButton(bpy.types.Operator):
bl_idname = "mhx.toggle_fk_ik"
bl_label = "FK - IK"
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toggle = StringProperty()
def execute(self, context):
words = self.toggle.split()
rig = context.object
prop = words[0]
value = float(words[1])
onLayer = int(words[2])
offLayer = int(words[3])
rig.data.layers[onLayer] = True
rig.data.layers[offLayer] = False
rig[prop] = value
# Don't do autokey - confusing.
#if context.tool_settings.use_keyframe_insert_auto:
# rig.keyframe_insert('["%s"]' % prop, frame=scn.frame_current)
updatePose(context)
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return{'FINISHED'}
#
# MHX FK/IK Switch panel
#
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class MhxFKIKPanel(bpy.types.Panel):
bl_label = "MHX FK/IK Switch"
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bl_space_type = "VIEW_3D"
bl_region_type = "UI"
#bl_options = {'DEFAULT_CLOSED'}
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@classmethod
def poll(cls, context):
return (context.object and context.object.MhxRig == 'MHX')
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def draw(self, context):
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rig = context.object
layout = self.layout
row = layout.row()
row.label("")
row.label("Left")
row.label("Right")
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layout.label("FK/IK switch")
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row = layout.row()
row.label("Arm")
self.toggleButton(row, rig, "&ArmIk_L", " 3", " 2")
self.toggleButton(row, rig, "&ArmIk_R", " 19", " 18")
row = layout.row()
row.label("Leg")
self.toggleButton(row, rig, "&LegIk_L", " 5", " 4")
self.toggleButton(row, rig, "&LegIk_R", " 21", " 20")
try:
ok = (rig["MhxVersion"] >= 12)
except:
ok = False
if not ok:
layout.label("Snapping only works with MHX version 1.12 and later.")
return
layout.label("Snap Arm bones")
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row = layout.row()
row.label("FK Arm")
row.operator("mhx.snap_fk_ik", text="Snap L FK Arm").data = "&ArmIk_L 2 3 12"
row.operator("mhx.snap_fk_ik", text="Snap R FK Arm").data = "&ArmIk_R 18 19 28"
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row = layout.row()
row.label("IK Arm")
row.operator("mhx.snap_ik_fk", text="Snap L IK Arm").data = "&ArmIk_L 2 3 12"
row.operator("mhx.snap_ik_fk", text="Snap R IK Arm").data = "&ArmIk_R 18 19 28"
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layout.label("Snap Leg bones")
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row = layout.row()
row.label("FK Leg")
row.operator("mhx.snap_fk_ik", text="Snap L FK Leg").data = "&LegIk_L 4 5 12"
row.operator("mhx.snap_fk_ik", text="Snap R FK Leg").data = "&LegIk_R 20 21 28"
row = layout.row()
row.label("IK Leg")
row.operator("mhx.snap_ik_fk", text="Snap L IK Leg").data = "&LegIk_L 4 5 12"
row.operator("mhx.snap_ik_fk", text="Snap R IK Leg").data = "&LegIk_R 20 21 28"
row.label("Ankle")
row.operator("mhx.fix_ankle", text="Fix L Ankle").suffix = "_L"
row.operator("mhx.fix_ankle", text="Fix R Ankle").suffix = "_R"
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row = layout.row()
row.label("")
row.operator("mhx.clear_ankle", text="Clear L Ankle").suffix = "_L"
row.operator("mhx.clear_ankle", text="Clear R Ankle").suffix = "_R"
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def toggleButton(self, row, rig, prop, fk, ik):
if rig[prop] > 0.5:
row.operator("mhx.toggle_fk_ik", text="IK").toggle = prop + " 0" + fk + ik
else:
row.operator("mhx.toggle_fk_ik", text="FK").toggle = prop + " 1" + ik + fk
###################################################################################
#
# Posing panel
#
###################################################################################
#
# class MhxDriversPanel(bpy.types.Panel):
#
class MhxDriversPanel(bpy.types.Panel):
bl_label = "MHX Drivers"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and context.object.MhxRig)
def draw(self, context):
lProps = []
rProps = []
props = []
lFaceProps = []
rFaceProps = []
faceProps = []
plist = list(context.object.keys())
plist.sort()
for prop in plist:
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if prop[0] == '&':
prop1 = prop[1:]
else:
continue
if prop[-2:] == '_L':
if prop1[0] == '_':
lFaceProps.append((prop, prop1[1:-2]))
else:
lProps.append((prop, prop1[:-2]))
elif prop[-2:] == '_R':
if prop1[0] == '_':
rFaceProps.append((prop, prop1[1:-2]))
else:
rProps.append((prop, prop1[:-2]))
if prop1[0] == '_':
faceProps.append((prop, prop1[1:]))
else:
props.append((prop, prop1))
ob = context.object
layout = self.layout
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for (prop, pname) in props:
layout.prop(ob, '["%s"]' % prop, text=pname)
layout.label("Left")
for (prop, pname) in lProps:
layout.prop(ob, '["%s"]' % prop, text=pname)
layout.label("Right")
for (prop, pname) in rProps:
layout.prop(ob, '["%s"]' % prop, text=pname)
if faceProps:
layout.separator()
layout.label("Face shapes")
for (prop, pname) in faceProps:
layout.prop(ob, '["%s"]' % prop, text=pname)
layout.label("Left")
for (prop, pname) in lFaceProps:
layout.prop(ob, '["%s"]' % prop, text=pname)
layout.label("Right")
for (prop, pname) in rFaceProps:
layout.prop(ob, '["%s"]' % prop, text=pname)
###################################################################################
#
# Visibility panel
#
###################################################################################
#
# class MhxVisibilityPanel(bpy.types.Panel):
#
class MhxVisibilityPanel(bpy.types.Panel):
bl_label = "MHX Visibility"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object and context.object.MhxRig)
def draw(self, context):
ob = context.object
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layout = self.layout
props = list(ob.keys())
props.sort()
for prop in props:
if prop[0:4] == "Hide":
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layout.prop(ob, '["%s"]' % prop)
layout.separator()
layout.operator("mhx.update_textures")
layout.separator()
layout.operator("mhx.add_hiders")
layout.operator("mhx.remove_hiders")
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class VIEW3D_OT_MhxUpdateTexturesButton(bpy.types.Operator):
bl_idname = "mhx.update_textures"
bl_label = "Update"
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def execute(self, context):
scn = context.scene
for mat in bpy.data.materials:
if mat.animation_data:
try:
mat["MhxDriven"]
except:
continue
for driver in mat.animation_data.drivers:
prop = mat.path_resolve(driver.data_path)
value = driver.evaluate(scn.frame_current)
#print("Update %s[%d] = %s" % (driver.data_path, driver.array_index, value))
prop[driver.array_index] = value
return{'FINISHED'}
class VIEW3D_OT_MhxAddHidersButton(bpy.types.Operator):
bl_idname = "mhx.add_hiders"
bl_label = "Add Hide Property"
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def execute(self, context):
rig = context.object
for ob in context.scene.objects:
if ob.select and ob != rig:
prop = "Hide%s" % ob.name
rig[prop] = False
addHider(ob, "hide", rig, prop)
addHider(ob, "hide_render", rig, prop)
return{'FINISHED'}
def addHider(ob, attr, rig, prop):
fcu = ob.driver_add(attr)
drv = fcu.driver
drv.type = 'SCRIPTED'
drv.expression = "x"
drv.show_debug_info = True
var = drv.variables.new()
var.name = "x"
targ = var.targets[0]
targ.id = rig
targ.data_path = '["%s"]' % prop
return
class VIEW3D_OT_MhxRemoveHidersButton(bpy.types.Operator):
bl_idname = "mhx.remove_hiders"
bl_label = "Remove Hide Property"
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def execute(self, context):
rig = context.object
for ob in context.scene.objects:
if ob.select and ob != rig:
ob.driver_remove("hide")
ob.driver_remove("hide_render")
del rig["Hide%s" % ob.name]
return{'FINISHED'}
###################################################################################
#
# Layers panel
#
###################################################################################
MhxLayers = [
(( 0, 'Root', 'MhxRoot'),
( 8, 'Face', 'MhxFace')),
(( 9, 'Tweak', 'MhxTweak'),
(10, 'Head', 'MhxHead')),
(( 1, 'FK Spine', 'MhxFKSpine'),
(17, 'IK Spine', 'MhxIKSpine')),
((13, 'Inv FK Spine', 'MhxInvFKSpine'),
(16, 'Clothes', 'MhxClothes')),
('Left', 'Right'),
(( 2, 'IK Arm', 'MhxIKArm'),
(18, 'IK Arm', 'MhxIKArm')),
(( 3, 'FK Arm', 'MhxFKArm'),
(19, 'FK Arm', 'MhxFKArm')),
(( 4, 'IK Leg', 'MhxIKLeg'),
(20, 'IK Leg', 'MhxIKLeg')),
(( 5, 'FK Leg', 'MhxFKLeg'),
(21, 'FK Leg', 'MhxFKLeg')),
((12, 'Extra', 'MhxExtra'),
(28, 'Extra', 'MhxExtra')),
(( 6, 'Fingers', 'MhxFingers'),
(22, 'Fingers', 'MhxFingers')),
(( 7, 'Links', 'MhxLinks'),
(23, 'Links', 'MhxLinks')),
((11, 'Palm', 'MhxPalm'),
(27, 'Palm', 'MhxPalm')),
]
#
# class MhxLayersPanel(bpy.types.Panel):
#
class MhxLayersPanel(bpy.types.Panel):
bl_label = "MHX Layers"
bl_space_type = "VIEW_3D"
bl_region_type = "UI"
#bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
ob = context.object
if (ob and ob.MhxRig == 'MHX'):
return True
return False
def draw(self, context):
layout = self.layout
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layout.operator("mhx.pose_enable_all_layers")
layout.operator("mhx.pose_disable_all_layers")
amt = context.object.data
for (left,right) in MhxLayers:
row = layout.row()
if type(left) == str:
row.label(left)
row.label(right)
else:
for (n, name, prop) in [left,right]:
row.prop(amt, "layers", index=n, toggle=True, text=name)
return
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class VIEW3D_OT_MhxEnableAllLayersButton(bpy.types.Operator):
bl_idname = "mhx.pose_enable_all_layers"
bl_label = "Enable all layers"
def execute(self, context):
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rig,mesh = getMhxRigMesh(context.object)
for (left,right) in MhxLayers:
if type(left) != str:
for (n, name, prop) in [left,right]:
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rig.data.layers[n] = True
return{'FINISHED'}
class VIEW3D_OT_MhxDisableAllLayersButton(bpy.types.Operator):
bl_idname = "mhx.pose_disable_all_layers"
bl_label = "Disable all layers"
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def execute(self, context):
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rig,mesh = getMhxRigMesh(context.object)
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layers = 32*[False]
pb = context.active_pose_bone
if pb:
for n in range(32):
if pb.bone.layers[n]:
layers[n] = True
break
else:
layers[0] = True
rig.data.layers = layers
return{'FINISHED'}
###################################################################################
#
# Common functions
#
###################################################################################
#
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# getMhxRigMesh(ob):
def pollMhx(ob):
if not ob:
return False
elif ob.type == 'ARMATURE':
return ob.MhxRig
elif ob.type == 'MESH':
par = ob.parent
return (par and (par.type == 'ARMATURE') and par.MhxRig)
else:
return False
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def getMhxRigMesh(ob):
if ob.type == 'ARMATURE':
for mesh in ob.children:
if mesh.MhxMesh and ob.MhxRig:
return (ob, mesh)
return (ob, None)
elif ob.type == 'MESH':
par = ob.parent
if (par and par.type == 'ARMATURE' and par.MhxRig):
if ob.MhxMesh:
return (par, ob)
else:
return (par, None)
else:
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return (None, None)
return (None, None)
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#
# setInterpolation(rig):
#
def setInterpolation(rig):
if not rig.animation_data:
return
act = rig.animation_data.action
if not act:
return
for fcu in act.fcurves:
for pt in fcu.keyframe_points:
pt.interpolation = 'LINEAR'
fcu.extrapolation = 'CONSTANT'
return
###################################################################################
#
# initialize and register
#
###################################################################################
def menu_func(self, context):
self.layout.operator(ImportMhx.bl_idname, text="MakeHuman (.mhx)...")
bpy.types.Object.MhxMesh = BoolProperty(default=False)
bpy.types.Object.MhxRig = StringProperty(default="")
bpy.types.Object.MhxRigify = BoolProperty(default=False)
bpy.types.Object.MhxShapekeyDrivers = BoolProperty(default=True)
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bpy.utils.register_module(__name__)
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bpy.utils.unregister_module(__name__)
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try:
bpy.types.INFO_MT_file_import.remove(menu_func)
except:
pass
if __name__ == "__main__":
unregister()