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io_import_scene_mhx.py 127 KiB
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  •     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
    
    
    class VIEW3D_OT_MhxToggleFkIkButton(bpy.types.Operator):
        bl_idname = "mhx.toggle_fk_ik"
        bl_label = "FK - IK"
    
        bl_options = {'UNDO'}
    
        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)
    
        bl_label = "MHX FK/IK Switch"
    
        bl_space_type = "VIEW_3D"
        bl_region_type = "UI"
    
        #bl_options = {'DEFAULT_CLOSED'}
    
            return (context.object and context.object.MhxRig == 'MHX')
    
            rig = context.object
            layout = self.layout        
    
            row = layout.row()
            row.label("")
            row.label("Left")
            row.label("Right")
    
            layout.label("FK/IK switch")
    
            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")
    
            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"
    
            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"
    
            layout.label("Snap Leg bones")
    
            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 = layout.row()
    
            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"
    
            row.label("")
            row.operator("mhx.clear_ankle", text="Clear L Ankle").suffix = "_L"
            row.operator("mhx.clear_ankle", text="Clear R Ankle").suffix = "_R"
    
        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:
    
                    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
    
            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
    
            props = list(ob.keys())
            props.sort()
            for prop in props:
                if prop[0:4] == "Hide": 
    
                    layout.prop(ob, '["%s"]' % prop)
            layout.separator()
            layout.operator("mhx.update_textures")
    
            layout.separator()
            layout.operator("mhx.add_hiders")
            layout.operator("mhx.remove_hiders")
    
    class VIEW3D_OT_MhxUpdateTexturesButton(bpy.types.Operator):
        bl_idname = "mhx.update_textures"
        bl_label = "Update"
    
        bl_options = {'UNDO'}
    
    
        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"
    
        bl_options = {'UNDO'}
    
    
        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"
    
        bl_options = {'UNDO'}
    
        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'),
    
        ('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
    
            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
    
    
    class VIEW3D_OT_MhxEnableAllLayersButton(bpy.types.Operator):
        bl_idname = "mhx.pose_enable_all_layers"
        bl_label = "Enable all layers"
    
        bl_options = {'UNDO'}
    
    
        def execute(self, context):
    
            for (left,right) in MhxLayers:
                if type(left) != str:
                    for (n, name, prop) in [left,right]:
    
                        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"
    
        bl_options = {'UNDO'}
    
            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
    #
    ###################################################################################    
    #
    
    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
    
    
        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:
    
        
            
    #
    #    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)...")
    
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    def register():
    
        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.types.INFO_MT_file_import.append(menu_func)
    
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    def unregister():
    
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        try:
    
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        except:
            pass
    
        try:
            bpy.types.INFO_MT_file_import.remove(menu_func)
        except:
            pass
    
    if __name__ == "__main__":
        unregister()
    
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        register()