Newer
Older
name = arm.rigify_layers[i].name
row = arm.rigify_layers[i].row
set = arm.rigify_layers[i].set
group = arm.rigify_layers[i].group
code.append(' arm.rigify_layers[' + str(i) + '].name = "' + name + '"')
code.append(' arm.rigify_layers[' + str(i) + '].row = ' + str(row))
code.append(' arm.rigify_layers[' + str(i) + '].set = ' + str(set))
code.append(' arm.rigify_layers[' + str(i) + '].group = ' + str(group))
# write parents first
bones = [(len(bone.parent_recursive), bone.name) for bone in arm.edit_bones]
bones.sort(key=lambda item: item[0])
bones = [item[1] for item in bones]
code.append("\n bones = {}\n")
for bone_name in bones:
bone = arm.edit_bones[bone_name]
Campbell Barton
committed
code.append(" bone = arm.edit_bones.new(%r)" % bone.name)
code.append(" bone.head[:] = %.4f, %.4f, %.4f" % bone.head.to_tuple(4))
code.append(" bone.tail[:] = %.4f, %.4f, %.4f" % bone.tail.to_tuple(4))
code.append(" bone.roll = %.4f" % bone.roll)
code.append(" bone.use_connect = %s" % str(bone.use_connect))
if bone.parent:
Campbell Barton
committed
code.append(" bone.parent = arm.edit_bones[bones[%r]]" % bone.parent.name)
code.append(" bones[%r] = bone.name" % bone.name)
bpy.ops.object.mode_set(mode='OBJECT')
code.append("")
code.append(" bpy.ops.object.mode_set(mode='OBJECT')")
# Rig type and other pose properties
for bone_name in bones:
pbone = obj.pose.bones[bone_name]
Campbell Barton
committed
code.append(" pbone = obj.pose.bones[bones[%r]]" % bone_name)
code.append(" pbone.rigify_type = %r" % pbone.rigify_type)
code.append(" pbone.lock_location = %s" % str(tuple(pbone.lock_location)))
code.append(" pbone.lock_rotation = %s" % str(tuple(pbone.lock_rotation)))
code.append(" pbone.lock_rotation_w = %s" % str(pbone.lock_rotation_w))
code.append(" pbone.lock_scale = %s" % str(tuple(pbone.lock_scale)))
Campbell Barton
committed
code.append(" pbone.rotation_mode = %r" % pbone.rotation_mode)
if layers:
code.append(" pbone.bone.layers = %s" % str(list(pbone.bone.layers)))
# Rig type parameters
param = getattr(pbone.rigify_parameters, param_name, '')
if str(type(param)) == "<class 'bpy_prop_array'>":
param = list(param)
if type(param) == str:
param = '"' + param + '"'
code.append(" try:")
code.append(" pbone.rigify_parameters.%s = %s" % (param_name, str(param)))
code.append(" except AttributeError:")
code.append(" pass")
code.append("\n bpy.ops.object.mode_set(mode='EDIT')")
code.append(" for bone in arm.edit_bones:")
code.append(" bone.select = False")
code.append(" bone.select_head = False")
code.append(" bone.select_tail = False")
code.append(" for b in bones:")
code.append(" bone = arm.edit_bones[bones[b]]")
code.append(" bone.select = True")
code.append(" bone.select_head = True")
code.append(" bone.select_tail = True")
code.append(" arm.edit_bones.active = bone")
# Set appropriate layers visible
if layers:
# Find what layers have bones on them
active_layers = []
for bone_name in bones:
bone = obj.data.bones[bone_name]
for i in range(len(bone.layers)):
if bone.layers[i]:
if i not in active_layers:
active_layers.append(i)
active_layers.sort()
code.append("\n arm.layers = [(x in " + str(active_layers) + ") for x in range(" + str(len(arm.layers)) + ")]")
code.append('\nif __name__ == "__main__":')
code.append(" " + func_name + "(bpy.context.active_object)")
def write_widget(obj):
""" Write a mesh object as a python script for widget use.
"""
script = ""
script += "def create_thing_widget(rig, bone_name, size=1.0, bone_transform_name=None):\n"
script += " obj = create_widget(rig, bone_name, bone_transform_name)\n"
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
# Vertices
if len(obj.data.vertices) > 0:
script += " verts = ["
for v in obj.data.vertices:
script += "(" + str(v.co[0]) + "*size, " + str(v.co[1]) + "*size, " + str(v.co[2]) + "*size), "
script += "]\n"
# Edges
if len(obj.data.edges) > 0:
script += " edges = ["
for e in obj.data.edges:
script += "(" + str(e.vertices[0]) + ", " + str(e.vertices[1]) + "), "
script += "]\n"
# Faces
if len(obj.data.polygons) > 0:
script += " faces = ["
for f in obj.data.polygons:
script += "("
for v in f.vertices:
script += str(v) + ", "
script += "), "
script += "]\n"
# Build mesh
script += "\n mesh = obj.data\n"
script += " mesh.from_pydata(verts, edges, faces)\n"
script += " mesh.update()\n"
script += " mesh.update()\n"
script += " return obj\n"
script += " else:\n"
script += " return None\n"
return script
""" Generates a random alphanumeric id string.
"""
tlength = int(length / 2)
rlength = int(length / 2) + int(length % 2)
chars = ['0', '1', '2', '3', '4', '5', '6', '7', '8', '9', '0', 'a', 'b', 'c', 'd', 'e', 'f', 'g', 'h', 'i', 'j', 'k', 'l', 'm', 'n', 'o', 'p', 'q', 'r', 's', 't', 'u', 'v', 'w', 'x', 'y', 'z']
text = ""
for i in range(0, rlength):
text += random.choice(chars)
text += str(hex(int(time.time())))[2:][-tlength:].rjust(tlength, '0')[::-1]
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
#=============================================
# Color correction functions
#=============================================
def linsrgb_to_srgb (linsrgb):
"""Convert physically linear RGB values into sRGB ones. The transform is
uniform in the components, so *linsrgb* can be of any shape.
*linsrgb* values should range between 0 and 1, inclusively.
"""
# From Wikipedia, but easy analogue to the above.
gamma = 1.055 * linsrgb**(1./2.4) - 0.055
scale = linsrgb * 12.92
# return np.where (linsrgb > 0.0031308, gamma, scale)
if linsrgb > 0.0031308:
return gamma
return scale
def gamma_correct(color):
corrected_color = Color()
for i, component in enumerate(color):
corrected_color[i] = linsrgb_to_srgb(color[i])
return corrected_color