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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 . import fk, ik, deform
from rigify.utils import MetarigError, get_layers
imp.reload(fk)
imp.reload(ik)
imp.reload(deform)
script = """
fk_arm = ["%s", "%s", "%s"]
ik_arm = ["%s", "%s", "%s", "%s"]
layout.prop(pose_bones[ik_arm[2]], '["ikfk_switch"]', text="FK / IK (" + ik_arm[2] + ")", slider=True)
if is_selected(fk_arm):
try:
pose_bones[fk_arm[0]]["isolate"]
layout.prop(pose_bones[fk_arm[0]], '["isolate"]', text="Isolate Rotation (" + fk_arm[0] + ")", slider=True)
except KeyError:
pass
if is_selected(fk_arm+ik_arm):
p = layout.operator("pose.rigify_arm_fk2ik_" + rig_id, text="Snap FK->IK (" + fk_arm[0] + ")")
p.uarm_fk = fk_arm[0]
p.farm_fk = fk_arm[1]
p.hand_fk = fk_arm[2]
p.uarm_ik = ik_arm[0]
p.farm_ik = ik_arm[1]
p.hand_ik = ik_arm[2]
p = layout.operator("pose.rigify_arm_ik2fk_" + rig_id, text="Snap IK->FK (" + fk_arm[0] + ")")
p.uarm_fk = fk_arm[0]
p.farm_fk = fk_arm[1]
p.hand_fk = fk_arm[2]
p.uarm_ik = ik_arm[0]
p.farm_ik = ik_arm[1]
p.hand_ik = ik_arm[2]
p.pole = ik_arm[3]
"""
class Rig:
""" An arm rig, with IK/FK switching and hinge switch.
"""
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 names of bones that will be needed.
Do NOT change any data in the scene. This is a gathering phase only.
"""
# Gather deform rig
self.deform_rig = deform.Rig(obj, bone, params)
# Gather FK rig
self.fk_rig = fk.Rig(obj, bone, params)
# Gather IK rig
self.ik_rig = ik.Rig(obj, bone, params, ikfk_switch=True)
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.
"""
self.deform_rig.generate()
fk_controls = self.fk_rig.generate()
ik_controls = self.ik_rig.generate()
return [script % (fk_controls[0], fk_controls[1], fk_controls[2], ik_controls[0], ik_controls[1], ik_controls[2], ik_controls[3])]
@classmethod
def add_parameters(self, group):
""" Add the parameters of this rig type to the
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"""
items = [('X', 'X', ''), ('Y', 'Y', ''), ('Z', 'Z', ''), ('-X', '-X', ''), ('-Y', '-Y', ''), ('-Z', '-Z', '')]
group.primary_rotation_axis = bpy.props.EnumProperty(items=items, name="Primary Rotation Axis", default='X')
group.separate_ik_layers = bpy.props.BoolProperty(name="Separate IK Control Layers:", default=False, description="Enable putting the ik controls on a separate layer from the fk controls.")
group.ik_layers = bpy.props.BoolVectorProperty(size=32, description="Layers for the ik controls to be on.")
group.use_upper_arm_twist = bpy.props.BoolProperty(name="Upper Arm Twist", default=True, description="Generate the dual-bone twist setup for the upper arm.")
group.use_forearm_twist = bpy.props.BoolProperty(name="Forearm Twist", default=True, description="Generate the dual-bone twist setup for the forearm.")
@classmethod
def parameters_ui(self, layout, obj, bone):
""" Create the ui for the rig parameters.
"""
params = obj.pose.bones[bone].rigify_parameters[0]
r = layout.row()
r.prop(params, "separate_ik_layers")
r = layout.row()
r.active = params.separate_ik_layers
col = r.column(align=True)
row = col.row(align=True)
row.prop(params, "ik_layers", index=0, toggle=True, text="")
row.prop(params, "ik_layers", index=1, toggle=True, text="")
row.prop(params, "ik_layers", index=2, toggle=True, text="")
row.prop(params, "ik_layers", index=3, toggle=True, text="")
row.prop(params, "ik_layers", index=4, toggle=True, text="")
row.prop(params, "ik_layers", index=5, toggle=True, text="")
row.prop(params, "ik_layers", index=6, toggle=True, text="")
row.prop(params, "ik_layers", index=7, toggle=True, text="")
row = col.row(align=True)
row.prop(params, "ik_layers", index=16, toggle=True, text="")
row.prop(params, "ik_layers", index=17, toggle=True, text="")
row.prop(params, "ik_layers", index=18, toggle=True, text="")
row.prop(params, "ik_layers", index=19, toggle=True, text="")
row.prop(params, "ik_layers", index=20, toggle=True, text="")
row.prop(params, "ik_layers", index=21, toggle=True, text="")
row.prop(params, "ik_layers", index=22, toggle=True, text="")
row.prop(params, "ik_layers", index=23, toggle=True, text="")
col = r.column(align=True)
row = col.row(align=True)
row.prop(params, "ik_layers", index=8, toggle=True, text="")
row.prop(params, "ik_layers", index=9, toggle=True, text="")
row.prop(params, "ik_layers", index=10, toggle=True, text="")
row.prop(params, "ik_layers", index=11, toggle=True, text="")
row.prop(params, "ik_layers", index=12, toggle=True, text="")
row.prop(params, "ik_layers", index=13, toggle=True, text="")
row.prop(params, "ik_layers", index=14, toggle=True, text="")
row.prop(params, "ik_layers", index=15, toggle=True, text="")
row = col.row(align=True)
row.prop(params, "ik_layers", index=24, toggle=True, text="")
row.prop(params, "ik_layers", index=25, toggle=True, text="")
row.prop(params, "ik_layers", index=26, toggle=True, text="")
row.prop(params, "ik_layers", index=27, toggle=True, text="")
row.prop(params, "ik_layers", index=28, toggle=True, text="")
row.prop(params, "ik_layers", index=29, toggle=True, text="")
row.prop(params, "ik_layers", index=30, toggle=True, text="")
row.prop(params, "ik_layers", index=31, toggle=True, text="")
r = layout.row()
r.label(text="Elbow rotation axis:")
r.prop(params, "primary_rotation_axis", text="")
col = layout.column()
col.prop(params, "use_upper_arm_twist")
col.prop(params, "use_forearm_twist")
@classmethod
def create_sample(self, obj):
# generated by rigify.utils.write_meta_rig
bpy.ops.object.mode_set(mode='EDIT')
arm = obj.data
bones = {}
bone = arm.edit_bones.new('upper_arm')
bone.head[:] = 0.0000, 0.0000, 0.0000
bone.tail[:] = 0.3000, 0.0300, 0.0000
bone.roll = 1.5708
bone.use_connect = False
bones['upper_arm'] = bone.name
bone = arm.edit_bones.new('forearm')
bone.head[:] = 0.3000, 0.0300, 0.0000
bone.tail[:] = 0.6000, 0.0000, 0.0000
bone.roll = 1.5708
bone.use_connect = True
bone.parent = arm.edit_bones[bones['upper_arm']]
bones['forearm'] = bone.name
bone = arm.edit_bones.new('hand')
bone.head[:] = 0.6000, 0.0000, 0.0000
bone.tail[:] = 0.7000, 0.0000, 0.0000
bone.roll = 3.1416
bone.use_connect = True
bone.parent = arm.edit_bones[bones['forearm']]
bones['hand'] = bone.name
bpy.ops.object.mode_set(mode='OBJECT')
pbone = obj.pose.bones[bones['upper_arm']]
pbone.rigify_type = 'biped.arm'
pbone.lock_location = (True, True, True)
pbone.lock_rotation = (False, False, False)
pbone.lock_rotation_w = False
pbone.lock_scale = (False, False, False)
pbone.rotation_mode = 'QUATERNION'
pbone.rigify_parameters.add()
pbone = obj.pose.bones[bones['forearm']]
pbone.rigify_type = ''
pbone.lock_location = (False, False, False)
pbone.lock_rotation = (False, False, False)
pbone.lock_rotation_w = False
pbone.lock_scale = (False, False, False)
pbone.rotation_mode = 'QUATERNION'
pbone = obj.pose.bones[bones['hand']]
pbone.rigify_type = ''
pbone.lock_location = (False, False, False)
pbone.lock_rotation = (False, False, False)
pbone.lock_rotation_w = False
pbone.lock_scale = (False, False, False)
pbone.rotation_mode = 'QUATERNION'
bpy.ops.object.mode_set(mode='EDIT')
for bone in arm.edit_bones:
bone.select = False
bone.select_head = False
bone.select_tail = False
for b in bones:
bone = arm.edit_bones[bones[b]]
bone.select = True
bone.select_head = True
bone.select_tail = True
arm.edit_bones.active = bone