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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
from rigify.utils import connected_children_names
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:
""" An FK arm rig, with 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 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 3 connected bones
self.org_bones = [bone] + connected_children_names(self.obj, bone)[:2]
if len(self.org_bones) != 3:
raise MetarigError("RIGIFY ERROR: Bone '%s': input to rig type must be a chain of 3 bones." % (strip_org(bone)))
# Get rig parameters
self.use_upper_arm_twist = params.use_upper_arm_twist
self.use_forearm_twist = params.use_forearm_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_upper_arm_twist:
uarm1 = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0] + ".01")))
uarm2 = 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:
uarm = copy_bone(self.obj, self.org_bones[0], make_deformer_name(strip_org(self.org_bones[0])))
# Create forearm bones
if self.use_forearm_twist:
farm1 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".01")))
farm2 = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1] + ".02")))
ftip = copy_bone(self.obj, self.org_bones[1], make_mechanism_name(strip_org(self.org_bones[1] + ".tip")))
else:
farm = copy_bone(self.obj, self.org_bones[1], make_deformer_name(strip_org(self.org_bones[1])))
# Create hand bone
hand = copy_bone(self.obj, self.org_bones[2], make_deformer_name(strip_org(self.org_bones[2])))
# Get edit bones
eb = self.obj.data.edit_bones
org_uarm_e = eb[self.org_bones[0]]
if self.use_upper_arm_twist:
uarm1_e = eb[uarm1]
uarm2_e = eb[uarm2]
utip_e = eb[utip]
else:
uarm_e = eb[uarm]
org_farm_e = eb[self.org_bones[1]]
if self.use_forearm_twist:
farm1_e = eb[farm1]
farm2_e = eb[farm2]
ftip_e = eb[ftip]
else:
farm_e = eb[farm]
org_hand_e = eb[self.org_bones[2]]
hand_e = eb[hand]
# Parent and position upper arm bones
if self.use_upper_arm_twist:
uarm1_e.use_connect = False
uarm2_e.use_connect = False
utip_e.use_connect = False
uarm1_e.parent = org_uarm_e.parent
uarm2_e.parent = org_uarm_e
utip_e.parent = org_uarm_e
center = Vector((org_uarm_e.head + org_uarm_e.tail) / 2)
uarm1_e.tail = center
uarm2_e.head = center
put_bone(self.obj, utip, org_uarm_e.tail)
utip_e.length = org_uarm_e.length / 8
else:
uarm_e.use_connect = False
uarm_e.parent = org_uarm_e
# Parent and position forearm bones
if self.use_forearm_twist:
farm1_e.use_connect = False
farm2_e.use_connect = False
ftip_e.use_connect = False
farm1_e.parent = org_farm_e
farm2_e.parent = org_farm_e
ftip_e.parent = org_farm_e
center = Vector((org_farm_e.head + org_farm_e.tail) / 2)
farm1_e.tail = center
farm2_e.head = center
put_bone(self.obj, ftip, org_farm_e.tail)
ftip_e.length = org_farm_e.length / 8
# Align roll of farm2 with hand
align_roll(self.obj, farm2, hand)
else:
farm_e.use_connect = False
farm_e.parent = org_farm_e
# Parent hand
hand_e.use_connect = False
hand_e.parent = org_hand_e
# Object mode, get pose bones
bpy.ops.object.mode_set(mode='OBJECT')
pb = self.obj.pose.bones
if self.use_upper_arm_twist:
uarm1_p = pb[uarm1]
if self.use_forearm_twist:
farm2_p = pb[farm2]
hand_p = pb[hand]
# Upper arm constraints
if self.use_upper_arm_twist:
con = uarm1_p.constraints.new('COPY_LOCATION')
con.name = "copy_location"
con.target = self.obj
con.subtarget = self.org_bones[0]
con = uarm1_p.constraints.new('COPY_SCALE')
con.name = "copy_scale"
con.target = self.obj
con.subtarget = self.org_bones[0]
con = uarm1_p.constraints.new('DAMPED_TRACK')
con.name = "track_to"
con.target = self.obj
con.subtarget = utip
# Forearm constraints
if self.use_forearm_twist:
con = farm2_p.constraints.new('COPY_ROTATION')
con.name = "copy_rotation"
con.target = self.obj
con.subtarget = hand
con = farm2_p.constraints.new('DAMPED_TRACK')
con.name = "track_to"
con.target = self.obj
con.subtarget = ftip