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# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
from typing import Tuple, Optional, Sequence, Any
from bpy.types import PropertyGroup, Action, UIList, UILayout, Context, Panel, Operator, Armature
from bpy.props import (EnumProperty, IntProperty, BoolProperty, StringProperty, FloatProperty,
PointerProperty, CollectionProperty)
from .generic_ui_list import draw_ui_list
from ..utils.naming import mirror_name
from ..utils.action_layers import ActionSlotBase
from ..utils.rig import get_rigify_target_rig
def get_action_slots(arm: Armature) -> Sequence['ActionSlot']:
return arm.rigify_action_slots # noqa
def get_action_slots_active(arm: Armature) -> tuple[Sequence['ActionSlot'], int]:
return arm.rigify_action_slots, arm.rigify_active_action_slot # noqa
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def poll_trigger_action(_self, action):
"""Whether an action can be used as a corrective action's trigger or not."""
armature_id_store = bpy.context.object.data
assert isinstance(armature_id_store, Armature)
slots, idx = get_action_slots_active(armature_id_store)
active_slot = slots[idx] if 0 <= idx < len(slots) else None
# If this action is the same as the active slot's action, don't show it.
if active_slot and action == active_slot.action:
return False
# If this action is used by any other action slot, show it.
for slot in slots:
if slot.action == action and not slot.is_corrective:
return True
return False
class ActionSlot(PropertyGroup, ActionSlotBase):
action: PointerProperty(
name="Action",
type=Action,
description="Action to apply to the rig via constraints"
)
enabled: BoolProperty(
name="Enabled",
description="Create constraints for this action on the generated rig",
default=True
)
symmetrical: BoolProperty(
name="Symmetrical",
description="Apply the same setup but mirrored to the opposite side control, shown in "
"parentheses. Bones will only be affected by the control with the same side "
"(eg., .L bones will only be affected by the .L control). Bones without a "
"side in their name (so no .L or .R) will be affected by both controls "
"with 0.5 influence each",
default=True
)
subtarget: StringProperty(
name="Control Bone",
description="Select a bone on the generated rig which will drive this action"
)
transform_channel: EnumProperty(name="Transform Channel",
items=[("LOCATION_X", "X Location", "X Location"),
("LOCATION_Y", "Y Location", "Y Location"),
("LOCATION_Z", "Z Location", "Z Location"),
("ROTATION_X", "X Rotation", "X Rotation"),
("ROTATION_Y", "Y Rotation", "Y Rotation"),
("ROTATION_Z", "Z Rotation", "Z Rotation"),
("SCALE_X", "X Scale", "X Scale"),
("SCALE_Y", "Y Scale", "Y Scale"),
("SCALE_Z", "Z Scale", "Z Scale")],
description="Transform channel",
default="LOCATION_X")
target_space: EnumProperty(
name="Transform Space",
items=[("WORLD", "World Space", "World Space"),
("POSE", "Pose Space", "Pose Space"),
("LOCAL_WITH_PARENT", "Local With Parent", "Local With Parent"),
("LOCAL", "Local Space", "Local Space")],
default="LOCAL"
)
def update_frame_start(self, _context):
if self.frame_start > self.frame_end:
self.frame_end = self.frame_start
frame_start: IntProperty(
name="Start Frame",
description="First frame of the action's timeline",
update=update_frame_start
)
def update_frame_end(self, _context):
if self.frame_end < self.frame_start:
self.frame_start = self.frame_end
frame_end: IntProperty(
name="End Frame",
default=2,
description="Last frame of the action's timeline",
update=update_frame_end
)
trans_min: FloatProperty(
name="Min",
default=-0.05,
description="Value that the transformation value must reach to put the action's timeline "
"to the first frame. Rotations are in degrees"
)
trans_max: FloatProperty(
name="Max",
default=0.05,
description="Value that the transformation value must reach to put the action's timeline "
"to the last frame. Rotations are in degrees"
)
is_corrective: BoolProperty(
name="Corrective",
description="Indicate that this is a corrective action. Corrective actions will activate "
"based on the activation of two other actions (using End Frame if both inputs "
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"are at their End Frame, and Start Frame if either is at Start Frame)"
)
trigger_action_a: PointerProperty(
name="Trigger A",
type=Action,
description="Action whose activation will trigger the corrective action",
poll=poll_trigger_action
)
trigger_action_b: PointerProperty(
name="Trigger B",
description="Action whose activation will trigger the corrective action",
type=Action,
poll=poll_trigger_action
)
show_action_a: BoolProperty(name="Show Settings")
show_action_b: BoolProperty(name="Show Settings")
def find_slot_by_action(metarig_data: Armature, action) -> Tuple[Optional[ActionSlot], int]:
"""Find the ActionSlot in the rig which targets this action."""
if not action:
return None, -1
for i, slot in enumerate(get_action_slots(metarig_data)):
if slot.action == action:
return slot, i
else:
return None, -1
def find_duplicate_slot(metarig_data: Armature, action_slot: ActionSlot) -> Optional[ActionSlot]:
"""Find a different ActionSlot in the rig which has the same action."""
for slot in get_action_slots(metarig_data):
if slot.action == action_slot.action and slot != action_slot:
return slot
return None
# =============================================
# Operators
# noinspection PyPep8Naming
class RIGIFY_OT_action_create(Operator):
"""Create new Action"""
# This is needed because bpy.ops.action.new() has a poll function that blocks
# the operator unless it's drawn in an animation UI panel.
bl_idname = "object.rigify_action_create"
bl_label = "New"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
def execute(self, context):
armature_id_store = context.object.data
assert isinstance(armature_id_store, Armature)
action_slots, action_slot_idx = get_action_slots_active(armature_id_store)
action_slot = action_slots[action_slot_idx]
action = bpy.data.actions.new(name="Action")
action_slot.action = action
return {'FINISHED'}
# noinspection PyPep8Naming
class RIGIFY_OT_jump_to_action_slot(Operator):
"""Set Active Action Slot Index"""
bl_idname = "object.rigify_jump_to_action_slot"
bl_label = "Jump to Action Slot"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
to_index: IntProperty()
def execute(self, context):
armature_id_store = context.object.data
armature_id_store.rigify_active_action_slot = self.to_index
return {'FINISHED'}
# =============================================
# UI Panel
# noinspection PyPep8Naming
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class RIGIFY_UL_action_slots(UIList):
def draw_item(self, context: Context, layout: UILayout, data: Armature,
action_slot: ActionSlot, icon, active_data, active_propname: str,
slot_index: int = 0, flt_flag: int = 0):
action_slots, action_slot_idx = get_action_slots_active(data)
active_action = action_slots[action_slot_idx]
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if action_slot.action:
row = layout.row()
icon = 'ACTION'
# Check if this action is a trigger for the active corrective action
if active_action.is_corrective and \
action_slot.action in [active_action.trigger_action_a,
active_action.trigger_action_b]:
icon = 'RESTRICT_INSTANCED_OFF'
# Check if the active action is a trigger for this corrective action.
if action_slot.is_corrective and \
active_action.action in [action_slot.trigger_action_a,
action_slot.trigger_action_b]:
icon = 'RESTRICT_INSTANCED_OFF'
row.prop(action_slot.action, 'name', text="", emboss=False, icon=icon)
# Highlight various errors
if find_duplicate_slot(data, action_slot):
# Multiple entries for the same action
row.alert = True
row.label(text="Duplicate", icon='ERROR')
elif action_slot.is_corrective:
text = "Corrective"
icon = 'RESTRICT_INSTANCED_OFF'
for trigger in [action_slot.trigger_action_a,
action_slot.trigger_action_b]:
trigger_slot, trigger_idx = find_slot_by_action(data, trigger)
# No trigger action set, no slot or invalid slot
if not trigger_slot or trigger_slot.is_corrective:
row.alert = True
text = "No Trigger Action"
icon = 'ERROR'
break
row.label(text=text, icon=icon)
else:
text = action_slot.subtarget
icon = 'BONE_DATA'
target_rig = get_rigify_target_rig(data)
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if not action_slot.subtarget:
row.alert = True
text = 'No Control Bone'
icon = 'ERROR'
elif target_rig:
# Check for bones not actually present in the generated rig
bones = target_rig.pose.bones
if action_slot.subtarget not in bones:
row.alert = True
text = 'Bad Control Bone'
icon = 'ERROR'
elif (action_slot.symmetrical
and mirror_name(action_slot.subtarget) not in bones):
row.alert = True
text = 'Bad Control Bone'
icon = 'ERROR'
row.label(text=text, icon=icon)
icon = 'CHECKBOX_HLT' if action_slot.enabled else 'CHECKBOX_DEHLT'
row.enabled = action_slot.enabled
layout.prop(action_slot, 'enabled', text="", icon=icon, emboss=False)
# No action
else:
layout.label(text="", translate=False, icon='ACTION')
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
# noinspection PyPep8Naming
class DATA_PT_rigify_actions(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'data'
bl_label = "Actions"
bl_parent_id = "DATA_PT_rigify"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return context.object.mode in ('POSE', 'OBJECT')
def draw(self, context: Context):
armature_id_store = context.object.data
assert isinstance(armature_id_store, Armature)
action_slots, active_idx = get_action_slots_active(armature_id_store)
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
draw_ui_list(
layout, context,
class_name='RIGIFY_UL_action_slots',
list_context_path='object.data.rigify_action_slots',
active_index_context_path='object.data.rigify_active_action_slot',
)
if len(action_slots) == 0:
return
active_slot = action_slots[active_idx]
layout.template_ID(active_slot, 'action', new=RIGIFY_OT_action_create.bl_idname)
if not active_slot.action:
return
layout = layout.column()
layout.prop(active_slot, 'is_corrective')
if active_slot.is_corrective:
self.draw_ui_corrective(context, active_slot)
else:
target_rig = get_rigify_target_rig(armature_id_store)
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self.draw_slot_ui(layout, active_slot, target_rig)
self.draw_status(active_slot)
def draw_ui_corrective(self, context: Context, slot):
layout = self.layout
layout.prop(slot, 'frame_start', text="Frame Start")
layout.prop(slot, 'frame_end', text="End")
layout.separator()
for trigger_prop in ['trigger_action_a', 'trigger_action_b']:
self.draw_ui_trigger(context, slot, trigger_prop)
def draw_ui_trigger(self, context: Context, slot, trigger_prop: str):
layout = self.layout
metarig = context.object
assert isinstance(metarig.data, Armature)
trigger = getattr(slot, trigger_prop)
icon = 'ACTION' if trigger else 'ERROR'
row = layout.row()
row.prop(slot, trigger_prop, icon=icon)
if not trigger:
return
trigger_slot, slot_index = find_slot_by_action(metarig.data, trigger)
if not trigger_slot:
row = layout.split(factor=0.4)
row.separator()
row.alert = True
row.label(text="Action not in list", icon='ERROR')
return
show_prop_name = 'show_action_' + trigger_prop[-1]
show = getattr(slot, show_prop_name)
icon = 'HIDE_OFF' if show else 'HIDE_ON'
row.prop(slot, show_prop_name, icon=icon, text="")
op = row.operator(RIGIFY_OT_jump_to_action_slot.bl_idname, text="", icon='LOOP_FORWARDS')
op.to_index = slot_index
if show:
col = layout.column(align=True)
col.enabled = False
target_rig = get_rigify_target_rig(metarig.data)
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self.draw_slot_ui(col, trigger_slot, target_rig)
col.separator()
@staticmethod
def draw_slot_ui(layout, slot, target_rig):
if not target_rig:
row = layout.row()
row.alert = True
row.label(text="Cannot verify bone name without a generated rig", icon='ERROR')
row = layout.row()
bone_icon = 'BONE_DATA' if slot.subtarget else 'ERROR'
if target_rig:
subtarget_exists = slot.subtarget in target_rig.pose.bones
row.prop_search(slot, 'subtarget', target_rig.pose, 'bones', icon=bone_icon)
row.alert = not subtarget_exists
if slot.subtarget and not subtarget_exists:
row = layout.split(factor=0.4)
row.column()
row.alert = True
row.label(text=f"Bone not found: {slot.subtarget}", icon='ERROR')
else:
row.prop(slot, 'subtarget', icon=bone_icon)
flipped_subtarget = mirror_name(slot.subtarget)
if flipped_subtarget != slot.subtarget:
flipped_subtarget_exists = not target_rig or flipped_subtarget in target_rig.pose.bones
row = layout.row()
row.use_property_split = True
row.prop(slot, 'symmetrical', text=f"Symmetrical ({flipped_subtarget})")
if slot.symmetrical and not flipped_subtarget_exists:
row.alert = True
row = layout.split(factor=0.4)
row.column()
row.alert = True
row.label(text=f"Bone not found: {flipped_subtarget}", icon='ERROR')
layout.prop(slot, 'frame_start', text="Frame Start")
layout.prop(slot, 'frame_end', text="End")
layout.prop(slot, 'target_space', text="Target Space")
layout.prop(slot, 'transform_channel', text="Transform Channel")
layout.prop(slot, 'trans_min')
layout.prop(slot, 'trans_max')
def draw_status(self, slot):
"""
There are a lot of ways to create incorrect Action setups, so give
the user a warning in those cases.
"""
layout = self.layout
split = layout.split(factor=0.4)
heading = split.row()
heading.alignment = 'RIGHT'
heading.label(text="Status:")
if slot.trans_min == slot.trans_max:
col = split.column(align=True)
col.alert = True
col.label(text="Min and max value are the same!")
col.label(text=f"Will be stuck reading frame {slot.frame_start}!")
return
if slot.frame_start == slot.frame_end:
col = split.column(align=True)
col.alert = True
col.label(text="Start and end frame cannot be the same!")
default_frame = slot.get_default_frame()
if slot.is_default_frame_integer():
split.label(text=f"Default Frame: {round(default_frame)}")
else:
split.alert = True
split.label(text=f"Default Frame: {round(default_frame, 2)} "
"(Should be a whole number!)")
# =============================================
# Registration
classes = (
ActionSlot,
RIGIFY_OT_action_create,
RIGIFY_OT_jump_to_action_slot,
RIGIFY_UL_action_slots,
DATA_PT_rigify_actions,
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.types.Armature.rigify_action_slots = CollectionProperty(type=ActionSlot)
bpy.types.Armature.rigify_active_action_slot = IntProperty(min=0, default=0)
def unregister():
from bpy.utils import unregister_class
for cls in classes:
unregister_class(cls)
arm_data: Any = bpy.types.Armature
del arm_data.rigify_action_slots
del arm_data.rigify_active_action_slot