Skip to content
Snippets Groups Projects
upgrade_face.py 17.4 KiB
Newer Older
  • Learn to ignore specific revisions
  • 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 281 282 283 284 285 286 287 288 289 290 291 292 293 294 295 296 297 298 299 300 301 302 303 304 305 306 307 308 309 310 311 312 313 314 315 316 317 318 319 320 321 322 323 324 325 326 327 328 329 330 331 332 333 334 335 336 337 338 339 340 341 342 343 344 345 346 347 348 349 350 351 352 353 354 355 356 357 358 359 360 361 362 363 364 365 366 367 368 369 370 371 372 373 374 375 376 377 378 379 380 381 382 383 384 385 386 387 388 389 390 391 392 393 394 395 396 397 398 399 400 401 402 403 404 405 406 407 408 409 410 411 412 413 414 415 416 417 418 419 420 421 422 423 424 425 426 427 428 429 430 431 432 433 434 435 436 437 438 439 440 441 442 443 444 445 446 447 448 449 450
    # ====================== 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 ========================
    
    # <pep8 compliant>
    
    import bpy
    
    from math import radians
    from functools import partial
    from mathutils import Vector
    
    from ..utils.errors import MetarigError
    from ..utils.bones import align_bone_roll
    from ..utils.rig import get_rigify_type
    
    
    def find_face_bone(obj):
        pbone = obj.pose.bones.get('face')
        if pbone and get_rigify_type(pbone) == 'faces.super_face':
            return pbone.name
    
    
    def process_all(process):
        process('face', layer='*', rig='')
    
        process('nose', rig='skin.stretchy_chain', connect_ends='next', priority=1)
        process('nose.001')
        process('nose.002', parent='nose_master',
                rig='skin.stretchy_chain', connect_ends=True, priority=1)
        process('nose.003')
        process('nose.004', parent='face', rig='skin.basic_chain', connect_ends='prev')
    
        process('lip.T.L', parent='jaw_master', layer=1, rig='skin.stretchy_chain', sharpen=(0, 90),
                falloff=(0.7, 1, 0.1), spherical=(True, False, True), scale=True)
        process('lip.T.L.001')
    
        process('lip.B.L', parent='jaw_master', layer=1, rig='skin.stretchy_chain', sharpen=(0, 90),
                falloff=(0.7, 1, 0.1), spherical=(True, False, True), scale=True)
        process('lip.B.L.001')
    
        process('jaw', parent='jaw_master', layer=1, rig='skin.basic_chain', connect_ends='next')
        process('chin', parent='jaw_master', rig='skin.stretchy_chain', connect_ends='prev')
        process('chin.001')
    
        process('ear.L', layer=0, rig='basic.super_copy', params={'super_copy_widget_type': 'sphere'})
    
        process('ear.L.001', parent='ear.L', rig='skin.basic_chain', connect_ends=True)
        process('ear.L.002', parent='ear.L', rig='skin.stretchy_chain', connect_ends=True)
        process('ear.L.003')
        process('ear.L.004', parent='ear.L', rig='skin.basic_chain', connect_ends=True)
    
        process('ear.R', layer=0, rig='basic.super_copy', params={'super_copy_widget_type': 'sphere'})
    
        process('ear.R.001', parent='ear.R', rig='skin.basic_chain', connect_ends=True)
        process('ear.R.002', parent='ear.R', rig='skin.stretchy_chain', connect_ends=True)
        process('ear.R.003')
        process('ear.R.004', parent='ear.R', rig='skin.basic_chain', connect_ends=True)
    
        process('lip.T.R', parent='jaw_master', layer=1, rig='skin.stretchy_chain', sharpen=(0, 90),
                falloff=(0.7, 1, 0.1), spherical=(True, False, True), scale=True)
        process('lip.T.R.001')
    
        process('lip.B.R', parent='jaw_master', layer=1, rig='skin.stretchy_chain', sharpen=(0, 90),
                falloff=(0.7, 1, 0.1), spherical=(True, False, True), scale=True)
        process('lip.B.R.001')
    
        process('brow.B.L', rig='skin.stretchy_chain', middle=2, connect_ends='next')
        process('brow.B.L.001')
        process('brow.B.L.002')
        process('brow.B.L.003')
    
        # ,connect_ends=True,sharpen=(120,120))
        process('lid.T.L', parent='eye.L', sec_layer=1, rig='skin.stretchy_chain', middle=2,
                spherical=(False, True, False))
        process('lid.T.L.001')
        process('lid.T.L.002')
        process('lid.T.L.003')
        # ,connect_ends=True,sharpen=(120,120))
        process('lid.B.L', parent='eye.L', sec_layer=1, rig='skin.stretchy_chain', middle=2)
        process('lid.B.L.001')
        process('lid.B.L.002')
        process('lid.B.L.003')
    
        process('brow.B.R', rig='skin.stretchy_chain', middle=2, connect_ends='next')
        process('brow.B.R.001')
        process('brow.B.R.002')
        process('brow.B.R.003')
    
        # ,connect_ends=True,sharpen=(120,120))
        process('lid.T.R', parent='eye.R', sec_layer=1, rig='skin.stretchy_chain', middle=2,
                spherical=(False, True, False))
        process('lid.T.R.001')
        process('lid.T.R.002')
        process('lid.T.R.003')
        # ,connect_ends=True,sharpen=(120,120))
        process('lid.B.R', parent='eye.R', sec_layer=1, rig='skin.stretchy_chain', middle=2)
        process('lid.B.R.001')
        process('lid.B.R.002')
        process('lid.B.R.003')
    
        process('forehead.L', parent='face', rig='skin.basic_chain')
        process('forehead.L.001', parent='face', rig='skin.basic_chain')
        process('forehead.L.002', parent='face', rig='skin.basic_chain')
    
        process('temple.L', parent='face', rig='skin.basic_chain', connect_ends=False, priority=1)
        process('jaw.L', parent='jaw_master', rig='skin.basic_chain', connect_ends='prev')
        process('jaw.L.001')
        process('chin.L')
        process('cheek.B.L', parent='face', layer=1, rig='skin.stretchy_chain', connect_ends='next')
        process('cheek.B.L.001')
        process('brow.T.L', parent='face', rig='skin.basic_chain', connect_ends=True)
        process('brow.T.L.001', parent='face', layer=1, rig='skin.stretchy_chain', connect_ends=True)
        process('brow.T.L.002')
        process('brow.T.L.003', parent='face', rig='skin.basic_chain', connect_ends='prev')
    
        process('forehead.R', parent='face', rig='skin.basic_chain')
        process('forehead.R.001', parent='face', rig='skin.basic_chain')
        process('forehead.R.002', parent='face', rig='skin.basic_chain')
    
        process('temple.R', parent='face', rig='skin.basic_chain', connect_ends=False, priority=1)
        process('jaw.R', parent='jaw_master', rig='skin.basic_chain', connect_ends='prev')
        process('jaw.R.001')
        process('chin.R')
        process('cheek.B.R', parent='face', layer=1, rig='skin.stretchy_chain', connect_ends='next')
        process('cheek.B.R.001')
        process('brow.T.R', parent='face', rig='skin.basic_chain', connect_ends=True)
        process('brow.T.R.001', parent='face', layer=1, rig='skin.stretchy_chain', connect_ends=True)
        process('brow.T.R.002')
        process('brow.T.R.003', parent='face', rig='skin.basic_chain', connect_ends='prev')
    
        process('eye.L', layer=0, rig='face.skin_eye')
        process('eye.R', layer=0, rig='face.skin_eye')
    
        process('cheek.T.L', rig='skin.basic_chain')
        process('cheek.T.L.001')
    
        process('nose.L', parent='brow.B.L.004', connect=True)
        process('nose.L.001', parent='nose_master', rig='skin.basic_chain', layer=1)
    
        process('cheek.T.R', rig='skin.basic_chain')
        process('cheek.T.R.001')
    
        process('nose.R', parent='brow.B.R.004', connect=True)
        process('nose.R.001', parent='nose_master', rig='skin.basic_chain', layer=1)
    
        process('teeth.T', layer=0, rig='basic.super_copy', params={'super_copy_widget_type': 'teeth'})
        process('teeth.B', layer=0, parent='jaw_master', rig='basic.super_copy',
                params={'super_copy_widget_type': 'teeth'})
    
        process('tongue', pri_layer=0, parent='jaw_master', rig='face.basic_tongue')
        process('tongue.001')
        process('tongue.002')
    
        # New bones
        process('jaw_master', layer=0, parent='face', rig='face.skin_jaw',
                params={'jaw_mouth_influence': 1.0})
        process('nose_master', layer=0, parent='face', rig='basic.super_copy',
                params={'super_copy_widget_type': 'diamond', 'make_deform': False})
    
        process('brow.B.L.004', parent='face', rig='skin.stretchy_chain',
                connect_ends='prev', falloff=(-10, 1, 0))
        process('brow.B.R.004', parent='face', rig='skin.stretchy_chain',
                connect_ends='prev', falloff=(-10, 1, 0))
    
        process('brow_glue.B.L.002', parent='face', rig='skin.glue', glue_copy=0.25, glue_reparent=True)
        process('brow_glue.B.R.002', parent='face', rig='skin.glue', glue_copy=0.25, glue_reparent=True)
    
        process('lid_glue.B.L.002', parent='face', rig='skin.glue', glue_copy=0.1)
        process('lid_glue.B.R.002', parent='face', rig='skin.glue', glue_copy=0.1)
    
        process('cheek_glue.T.L.001', parent='face',
                rig='skin.glue', glue_copy=0.5, glue_reparent=True)
        process('cheek_glue.T.R.001', parent='face',
                rig='skin.glue', glue_copy=0.5, glue_reparent=True)
    
        process('nose_glue.L.001', parent='face', rig='skin.glue', glue_copy=0.2, glue_reparent=True)
        process('nose_glue.R.001', parent='face', rig='skin.glue', glue_copy=0.2, glue_reparent=True)
    
        process('nose_glue.004', parent='face', rig='skin.glue', glue_copy=0.2, glue_reparent=True)
        process('nose_end_glue.004', parent='face', rig='skin.glue', glue_copy=0.5, glue_reparent=True)
        process('chin_end_glue.001', parent='jaw_master', rig='skin.glue', glue_copy=0.5, glue_reparent=True)
    
    
    def make_new_bones(obj, name_map):
        eb = obj.data.edit_bones
        face_bone = name_map['face']
    
        bone = eb.new(name='jaw_master')
        bone.head = (eb['jaw.R'].head + eb['jaw.L'].head) / 2
        bone.tail = eb['jaw'].tail
        bone.roll = 0
        name_map['jaw_master'] = bone.name
    
        bone = eb.new(name='nose_master')
        bone.head = (eb['nose.L.001'].head + eb['nose.R.001'].head) / 2
        nose_width = (eb['nose.L.001'].head - eb['nose.R.001'].head).length
        nose_length = (eb['nose.001'].tail - bone.head).length
        bone.tail = bone.head + Vector((0, -max(1.5 * nose_width, 2 * nose_length), 0))
        bone.roll = 0
        name_map['nose_master'] = bone.name
    
        def align_bones(bones):
            prev_mat = eb[bones[0]].matrix
    
            for bone in bones[1:]:
                ebone = eb[bone]
                _, angle = (prev_mat.inverted() @ ebone.matrix).to_quaternion().to_swing_twist('Y')
                ebone.roll -= angle
                prev_mat = ebone.matrix
    
        align_bones(['ear.L', 'ear.L.001', 'ear.L.002', 'ear.L.003', 'ear.L.004'])
        align_bones(['ear.R', 'ear.R.001', 'ear.R.002', 'ear.R.003', 'ear.R.004'])
    
        align_bones(['cheek.B.L', 'cheek.B.L.001', 'brow.T.L',
                     'brow.T.L.001', 'brow.T.L.002', 'brow.T.L.003'])
        align_bones(['cheek.B.R', 'cheek.B.R.001', 'brow.T.R',
                     'brow.T.R.001', 'brow.T.R.002', 'brow.T.R.003'])
    
        align_bones(['cheek.T.L', 'cheek.T.L.001'])
        align_bones(['cheek.T.R', 'cheek.T.R.001'])
    
        align_bones(['temple.L', 'jaw.L', 'jaw.L.001', 'chin.L'])
        align_bones(['temple.R', 'jaw.R', 'jaw.R.001', 'chin.R'])
    
        align_bones(['brow.B.L', 'brow.B.L.001', 'brow.B.L.002', 'brow.B.L.003', 'nose.L'])
        align_bones(['brow.B.R', 'brow.B.R.001', 'brow.B.R.002', 'brow.B.R.003', 'nose.R'])
    
        def bridge(name, from_name, from_end, to_name, to_end, roll=0):
            bone = eb.new(name=name)
            bone.head = getattr(eb[from_name], from_end)
            bone.tail = getattr(eb[to_name], to_end)
            bone.roll = (eb[from_name].roll + eb[to_name].roll) / 2 if roll == 'mix' else radians(roll)
            name_map[name] = bone.name
    
        def bridge_glue(name, from_name, to_name):
            bridge(name, from_name, 'head', to_name, 'head', roll=-45 if 'R' in name else 45)
    
        bridge('brow.B.L.004', 'brow.B.L.003', 'tail', 'nose.L', 'head', roll='mix')
        bridge('brow.B.R.004', 'brow.B.R.003', 'tail', 'nose.R', 'head', roll='mix')
    
        bridge_glue('brow_glue.B.L.002', 'brow.B.L.002', 'brow.T.L.002')
        bridge_glue('brow_glue.B.R.002', 'brow.B.R.002', 'brow.T.R.002')
    
        bridge_glue('lid_glue.B.L.002', 'lid.B.L.002', 'cheek.T.L.001')
        bridge_glue('lid_glue.B.R.002', 'lid.B.R.002', 'cheek.T.R.001')
    
        bridge_glue('cheek_glue.T.L.001', 'cheek.T.L.001', 'cheek.B.L.001')
        bridge_glue('cheek_glue.T.R.001', 'cheek.T.R.001', 'cheek.B.R.001')
    
        bridge_glue('nose_glue.L.001', 'nose.L.001', 'lip.T.L.001')
        bridge_glue('nose_glue.R.001', 'nose.R.001', 'lip.T.R.001')
    
        bridge('nose_glue.004', 'nose.004', 'head', 'lip.T.L', 'head', roll=45)
        bridge('nose_end_glue.004', 'nose.004', 'tail', 'lip.T.L', 'head', roll=45)
        bridge('chin_end_glue.001', 'chin.001', 'tail', 'lip.B.L', 'head', roll=45)
    
    
    def check_bone(obj, name_map, bone, **kwargs):
        bone = name_map.get(bone, bone)
        if bone not in obj.pose.bones:
            raise MetarigError("Bone '%s' not found" % (bone))
    
    
    def parent_bone(obj, name_map, bone, parent=None, connect=False, **kwargs):
        if parent is not None:
            bone = name_map.get(bone, bone)
            parent = name_map.get(parent, parent)
    
            ebone = obj.data.edit_bones[bone]
            ebone.use_connect = connect
            ebone.parent = obj.data.edit_bones[parent]
    
    
    def set_layers(obj, name_map, layer_table, bone, layer=2, pri_layer=None, sec_layer=None, **kwargs):
        bone = name_map.get(bone, bone)
        pbone = obj.pose.bones[bone]
        pbone.bone.layers = layer_table[layer]
    
        if pri_layer:
            pbone.rigify_parameters.skin_primary_layers_extra = True
            pbone.rigify_parameters.skin_primary_layers = layer_table[pri_layer]
    
        if sec_layer:
            pbone.rigify_parameters.skin_secondary_layers_extra = True
            pbone.rigify_parameters.skin_secondary_layers = layer_table[sec_layer]
    
    
    connect_ends_map = {
        'prev': (True, False),
        'next': (False, True),
        True: (True, True),
    }
    
    
    def set_rig(
        obj, name_map, bone, rig=None,
        connect_ends=None, priority=0, middle=0, sharpen=None,
        falloff=None, spherical=None, falloff_length=False, scale=False,
        glue_copy=None, glue_reparent=False,
        params={}, **kwargs
    ):
        bone = name_map.get(bone, bone)
        if rig is not None:
            pbone = obj.pose.bones[bone]
            pbone.rigify_type = rig
    
            if rig in ('skin.basic_chain', 'skin.stretchy_chain', 'skin.anchor'):
                pbone.rigify_parameters.skin_control_orientation_bone = name_map['face']
    
            if priority:
                pbone.rigify_parameters.skin_chain_priority = priority
    
            if middle:
                pbone.rigify_parameters.skin_chain_pivot_pos = middle
    
            if connect_ends:
                pbone.rigify_parameters.skin_chain_connect_ends = connect_ends_map[connect_ends]
    
            if falloff:
                pbone.rigify_parameters.skin_chain_falloff = falloff
    
            if spherical:
                pbone.rigify_parameters.skin_chain_falloff_spherical = spherical
    
            if falloff_length:
                pbone.rigify_parameters.skin_chain_falloff_length = True
    
            if sharpen:
                pbone.rigify_parameters.skin_chain_connect_sharp_angle = tuple(map(radians, sharpen))
    
            if scale:
                if rig == 'skin.stretchy_chain':
                    pbone.rigify_parameters.skin_chain_falloff_scale = True
                pbone.rigify_parameters.skin_chain_use_scale = (True, True, True, True)
    
            if glue_copy:
                pbone.rigify_parameters.relink_constraints = True
                pbone.rigify_parameters.skin_glue_use_tail = True
                pbone.rigify_parameters.skin_glue_tail_reparent = glue_reparent
                pbone.rigify_parameters.skin_glue_add_constraint = 'COPY_LOCATION_OWNER'
                pbone.rigify_parameters.skin_glue_add_constraint_influence = glue_copy
    
            for k, v in params.items():
                setattr(pbone.rigify_parameters, k, v)
    
    
    def update_face_rig(obj):
        assert obj.type == 'ARMATURE'
    
        bpy.ops.object.mode_set(mode='OBJECT')
    
        face_bone = 'face'
        name_map = {'face': face_bone}
    
        # Find the layer settings
        face_pbone = obj.pose.bones[face_bone]
        main_layers = list(face_pbone.bone.layers)
    
        if face_pbone.rigify_parameters.primary_layers_extra:
            primary_layers = face_pbone.rigify_parameters.primary_layers
        else:
            primary_layers = main_layers
    
        if face_pbone.rigify_parameters.secondary_layers_extra:
            secondary_layers = face_pbone.rigify_parameters.secondary_layers
        else:
            secondary_layers = main_layers
    
        # Edit mode changes
        bpy.ops.object.mode_set(mode='EDIT')
    
        make_new_bones(obj, name_map)
    
        process_all(partial(parent_bone, obj, name_map))
    
        # Check all bones exist
        bpy.ops.object.mode_set(mode='OBJECT')
    
        process_all(partial(check_bone, obj, name_map))
    
        # Set bone layers
        layer_table = {
            0: main_layers, 1: primary_layers, 2: secondary_layers,
            '*': [a or b or c for a, b, c in zip(main_layers, primary_layers, secondary_layers)],
        }
    
        process_all(partial(set_rig, obj, name_map))
        process_all(partial(set_layers, obj, name_map, layer_table))
    
        for i, v in enumerate(layer_table['*']):
            if v:
                obj.data.layers[i] = True
    
    
    class POSE_OT_rigify_upgrade_face(bpy.types.Operator):
        """Upgrade the legacy super_face rig type to new modular face"""
    
        bl_idname = "pose.rigify_upgrade_face"
        bl_label = "Upgrade Face Rig"
        bl_description = 'Upgrades the legacy super_face rig type to the new modular face. This preserves compatibility with existing weight painting, but not animation'
        bl_options = {'UNDO'}
    
        @classmethod
        def poll(cls, context):
            obj = context.object
            return obj and obj.type == 'ARMATURE' and obj.mode in {'POSE', 'OBJECT'} and find_face_bone(obj)
    
        def invoke(self, context, event):
            return context.window_manager.invoke_confirm(self, event)
    
        def execute(self, context):
            mode = context.object.mode
            update_face_rig(context.object)
            bpy.ops.object.mode_set(mode=mode)
            return {'FINISHED'}
    
    
    # =============================================
    # Registration
    
    classes = (
        POSE_OT_rigify_upgrade_face,
    )
    
    
    def register():
        from bpy.utils import register_class
        for cls in classes:
            register_class(cls)
    
    
    def unregister():
        from bpy.utils import unregister_class
        for cls in classes:
            unregister_class(cls)