Skip to content
Snippets Groups Projects
object_skinify.py 21.2 KiB
Newer Older
  • Learn to ignore specific revisions
  • # ##### 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 #####
    
    bl_info = {
        "name": "Skinify Rig",
        "author": "Albert Makac (karab44)",
        "version": (0, 8),
        "blender": (2, 7, 8),
        "location": "Properties > Bone > Skinify Rig (visible on pose mode only)",
        "description": "Creates a mesh object from selected bones",
        "warning": "",
        "wiki_url": "https://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Skinify",
        "category": "Object"}
    
    # NOTE: there are some unused scene variables around commented out
    # is the persintent scene props needed or can a property group be used instead?
    
    import bpy
    from bpy.props import (
            FloatProperty,
            IntProperty,
            BoolProperty
            )
    # from bpy_extras import object_utils
    from mathutils import Vector, Euler
    from bpy.app.handlers import persistent
    
    bpy.types.Scene.sub_level = IntProperty(
                                    name="sub_level",
                                    min=0, max=4,
                                    default=1,
                                    description="mesh density"
                                    )
    bpy.types.Scene.thickness = FloatProperty(
                                    name="thickness",
                                    min=0.01,
                                    default=0.8,
                                    description="adjust shape thickness"
                                    )
    bpy.types.Scene.finger_thickness = FloatProperty(
                                    name="finger_thickness",
                                    min=0.01, max=1.0,
                                    default=0.25,
                                    description="adjust finger thickness relative to body"
                                    )
    bpy.types.Scene.connect_mesh = BoolProperty(
                                    name="solid_shape",
                                    default=False,
                                    description="makes solid shape from bone chains"
                                    )
    bpy.types.Scene.connect_parents = BoolProperty(
                                    name="fill_gaps",
                                    default=False,
                                    description="fills the gaps between parented bones"
                                    )
    bpy.types.Scene.generate_all = BoolProperty(
                                    name="all_shapes",
                                    default=False,
                                    description="generates shapes from all bones"
                                    )
    bpy.types.Scene.head_ornaments = BoolProperty(
                                    name="head_ornaments",
                                    default=False,
                                    description="includes head ornaments"
                                    )
    bpy.types.Scene.apply_mod = BoolProperty(
                                    name="apply_modifiers",
                                    default=True,
                                    description="applies Modifiers to mesh"
                                    )
    bpy.types.Scene.parent_armature = BoolProperty(
                                    name="parent_armature",
                                    default=True,
                                    description="applies mesh to Armature"
                                    )
    
    
    # initialize properties
    def init_props():
        scn = bpy.context.scene
    
        scn.connect_mesh = False
        scn.connect_parents = False
        scn.generate_all = False
        scn.thickness = 0.8
        scn.finger_thickness = 0.25
        scn.apply_mod = True
        scn.parent_armature = True
        scn.sub_level = 1
    
    
    # selects vertices
    def select_vertices(mesh_obj, idx):
        bpy.context.scene.objects.active = mesh_obj
        mode = mesh_obj.mode
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.select_all(action='DESELECT')
        bpy.ops.object.mode_set(mode='OBJECT')
    
        for i in idx:
            mesh_obj.data.vertices[i].select = True
    
        selectedVerts = [v.index for v in mesh_obj.data.vertices if v.select]
    
        bpy.ops.object.mode_set(mode=mode)
        return selectedVerts
    
    
    # generates edges from vertices used by skin modifier
    def generate_edges(mesh, shape_object, bones, scale, connect_mesh=False, connect_parents=False,
                       head_ornaments=False, generate_all=False):
        """
        This function adds vertices for all heads and tails
        """
        # scene preferences
        # scn = bpy.context.scene
    
        # detect the head, face, hands, breast, heels or other exceptionary bones to exclusion or customization
        common_ignore_list = ['eye', 'heel', 'breast', 'root']
    
        # bvh_ignore_list = []
        rigify_ignore_list = []
        pitchipoy_ignore_list = ['face', 'breast', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
                                'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue']
    
    karab44's avatar
    karab44 committed
        rigify_new_ignore_list = ['face', 'breast', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
                                 'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue']
    
    
        alternate_scale_list = []
    
    karab44's avatar
    karab44 committed
        # rig_type rigify = 1, pitchipoy = 2, rigify_new = 3
    
        rig_type = 0
        me = mesh
        verts = []
        edges = []
        idx = 0
        alternate_scale_idx_list = list()
    
        ignore_list = common_ignore_list
        # detect rig type
        for b in bones:
            if b.name == 'hips' and b.rigify_type == 'spine':
                ignore_list = ignore_list + rigify_ignore_list
                rig_type = 1
                break
            if b.name == 'spine' and b.rigify_type == 'pitchipoy.super_torso_turbo':
                ignore_list = ignore_list + pitchipoy_ignore_list
                rig_type = 2
                break
    
    karab44's avatar
    karab44 committed
            if b.name == 'spine' and b.rigify_type == 'spines.super_spine':
                ignore_list = ignore_list + rigify_new_ignore_list           
                rig_type = 3            
                break
    
    
        # edge generator loop
        for b in bones:
            # look for rig's hands and their childs
            if 'hand' in b.name.lower():
                # prepare the list
                for c in b.children_recursive:
                    alternate_scale_list.append(c.name)
    
            found = False
    
            for i in ignore_list:
    
    karab44's avatar
    karab44 committed
                if i in b.name.lower():              
    
                    found = True
                    break
    
            if found and generate_all is False:
                continue
                
            #fix for drawing rootbone and relationship lines
            if 'root' in b.name.lower() and generate_all is False:
                continue
                        
    
            # ignore any head ornaments
    
    karab44's avatar
    karab44 committed
            if head_ornaments is False:     
    
                if b.parent is not None:
    
    karab44's avatar
    karab44 committed
                
                    if 'head' in b.parent.name.lower() and not rig_type == 3:              
                        continue
                        
                    if 'face' in b.parent.name.lower() and rig_type == 3:         
    
                        continue
    
            if connect_parents:
                if b.parent is not None and b.parent.bone.select is True and b.bone.use_connect is False:
                    if 'root' in b.parent.name.lower() and generate_all is False:
                        continue
                    #ignore shoulder
                    if 'shoulder' in b.name.lower() and connect_mesh is True:
                        continue
                    #connect the upper arm directly with chest ommiting shoulders    
                    if 'shoulder' in b.parent.name.lower() and connect_mesh is True:
                        vert1 = b.head
                        vert2 = b.parent.parent.tail                
                    
                    else:
                        vert1 = b.head
                        vert2 = b.parent.tail
                    
                    verts.append(vert1)
                    verts.append(vert2)
                    edges.append([idx, idx + 1])
    
                    # also make list of edges made of gaps between the bones
                    for a in alternate_scale_list:
                        if b.name == a:
                            alternate_scale_idx_list.append(idx)
                            alternate_scale_idx_list.append(idx + 1)
    
                    idx = idx + 2
                # for bvh free floating hips and hips correction for rigify and pitchipoy
                if ((generate_all is False and 'hip' in b.name.lower()) or
                  (generate_all is False and (b.name == 'hips' and rig_type == 1) or
    
    karab44's avatar
    karab44 committed
                  (b.name == 'spine' and rig_type == 2) or (b.name == 'spine' and rig_type == 3))):
    
                    continue
                    
            
            vert1 = b.head
            vert2 = b.tail
            verts.append(vert1)
            verts.append(vert2)
    
            edges.append([idx, idx + 1])
    
            for a in alternate_scale_list:
                if b.name == a:
                    alternate_scale_idx_list.append(idx)
                    alternate_scale_idx_list.append(idx + 1)
    
            idx = idx + 2
    
        # Create mesh from given verts, faces
        me.from_pydata(verts, edges, [])
        # Update mesh with new data
        me.update()
    
        # set object scale exact as armature's scale
        shape_object.scale = scale
    
        return alternate_scale_idx_list, rig_type
    
    
    def generate_mesh(shape_object, size, thickness=0.8, finger_thickness=0.25, sub_level=1,
                      connect_mesh=False, connect_parents=False, generate_all=False, apply_mod=True,
                      alternate_scale_idx_list=[], rig_type=0):
        """
        This function adds modifiers for generated edges
        """
        # scn = bpy.context.scene
    
        bpy.ops.object.mode_set(mode='EDIT')
        bpy.ops.mesh.select_all(action='DESELECT')
    
        # add skin modifier
        shape_object.modifiers.new("Skin", 'SKIN')
        bpy.ops.mesh.select_all(action='SELECT')
    
        override = bpy.context.copy()
        for area in bpy.context.screen.areas:
            if area.type == 'VIEW_3D':
                for region in area.regions:
                    if region.type == 'WINDOW':
                        override['area'] = area
                        override['region'] = region
                        override['edit_object'] = bpy.context.edit_object
                        override['scene'] = bpy.context.scene
                        override['active_object'] = shape_object
                        override['object'] = shape_object
                        override['modifier'] = bpy.context.object.modifiers
                        break
    
        # calculate optimal thickness for defaults
        bpy.ops.object.skin_root_mark(override)
        bpy.ops.transform.skin_resize(override,
                        value=(1 * thickness * (size / 10), 1 * thickness * (size / 10), 1 * thickness * (size / 10)),
                        constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
                        mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
                        proportional_size=1)
        shape_object.modifiers["Skin"].use_smooth_shade = True
        shape_object.modifiers["Skin"].use_x_symmetry = True
    
        # select finger vertices and calculate optimal thickness for fingers to fix proportions
        if len(alternate_scale_idx_list) > 0:
            select_vertices(shape_object, alternate_scale_idx_list)
    
            bpy.ops.object.skin_loose_mark_clear(override, action='MARK')
            # by default set fingers thickness to 25 percent of body thickness
            bpy.ops.transform.skin_resize(override,
                                        value=(finger_thickness, finger_thickness, finger_thickness),
                                        constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
                                        mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
                                        proportional_size=1)
            # make loose hands only for better topology
    
        # bpy.ops.mesh.select_all(action='DESELECT')
    
        if connect_mesh:
            bpy.ops.object.mode_set(mode='EDIT')
            bpy.ops.mesh.select_all(action='DESELECT')
            bpy.ops.mesh.select_all(action='SELECT')
            bpy.ops.mesh.remove_doubles()
    
        # fix rigify and pitchipoy hands topology
        if connect_mesh and connect_parents and generate_all is False and rig_type > 0:
            # thickness will set palm vertex for both hands look pretty
            corrective_thickness = 2.5
            # left hand verts
            merge_idx = []
            if rig_type == 1:            
                merge_idx = [7, 8, 13, 17, 22, 27]
            else:           
                merge_idx = [9, 14, 18, 23, 24, 29]
            select_vertices(shape_object, merge_idx)
            bpy.ops.mesh.merge(type='CENTER')
            bpy.ops.transform.skin_resize(override,
                                        value=(corrective_thickness, corrective_thickness, corrective_thickness),
                                        constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
                                        mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
                                        proportional_size=1)
            bpy.ops.mesh.select_all(action='DESELECT')
    
            # right hand verts
            if rig_type == 1:           
                merge_idx = [30, 35, 39, 44, 45, 50]
            else:            
                merge_idx = [32, 37, 41, 46, 51, 52]
    
            select_vertices(shape_object, merge_idx)
            bpy.ops.mesh.merge(type='CENTER')
            bpy.ops.transform.skin_resize(override,
                                        value=(corrective_thickness, corrective_thickness, corrective_thickness),
                                        constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
                                        mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
                                        proportional_size=1)
    
            # making hands even more pretty
            bpy.ops.mesh.select_all(action='DESELECT')
            hands_idx = []  # left and right hand vertices
            if rig_type == 1:
                #hands_idx = [8, 33] #L and R
                hands_idx = [6, 29]
            else:
                #hands_idx = [10, 35] #L and R
                hands_idx = [8, 31]
            select_vertices(shape_object, hands_idx)
            # change the thickness to make hands look less blocky and more sexy
            corrective_thickness = 0.7
            bpy.ops.transform.skin_resize(override,
                                        value=(corrective_thickness, corrective_thickness, corrective_thickness),
                                        constraint_axis=(False, False, False), constraint_orientation='GLOBAL',
                                        mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH',
                                        proportional_size=1)
            bpy.ops.mesh.select_all(action='DESELECT')
    
        # todo optionally take root from rig's hip tail or head depending on scenario
        root_idx = []
        if rig_type == 1:
            root_idx = [59]
        elif rig_type == 2:
            root_idx = [56]
        else:
            root_idx = [0]
    
        select_vertices(shape_object, root_idx)
        bpy.ops.object.skin_root_mark(override)
        # skin in edit mode
        # add Subsurf modifier
        shape_object.modifiers.new("Subsurf", 'SUBSURF')
        shape_object.modifiers["Subsurf"].levels = sub_level
        shape_object.modifiers["Subsurf"].render_levels = sub_level
    
        bpy.ops.object.mode_set(mode='OBJECT')
    
        # object mode apply all modifiers
        if apply_mod:
            bpy.ops.object.modifier_apply(override, apply_as='DATA', modifier="Skin")
            bpy.ops.object.modifier_apply(override, apply_as='DATA', modifier="Subsurf")
    
        return {'FINISHED'}
    
    
    def main(context):
        """
        This script will create a custome shape
        """
    
        # ### Check if selection is OK ###
        if len(context.selected_pose_bones) == 0 or \
                context.selected_objects[0].type != 'ARMATURE':
            return {'CANCELLED'}, "No bone selected"
    
        scn = bpy.context.scene
    
        # initialize the mesh object
        mesh_name = context.selected_objects[0].name + "_mesh"
        obj_name = context.selected_objects[0].name + "_object"
        armature_object = context.object
    
        origin = context.object.location
        bone_selection = context.selected_pose_bones
        oldLocation = None
        oldRotation = None
        oldScale = None
        armature_object = scn.objects.active
        armature_object.select = True
    
        old_pose_pos = armature_object.data.pose_position
        bpy.ops.object.mode_set(mode='OBJECT')
        oldLocation = Vector(armature_object.location)
        oldRotation = Euler(armature_object.rotation_euler)
        oldScale = Vector(armature_object.scale)
    
        bpy.ops.object.rotation_clear(clear_delta=False)
        bpy.ops.object.location_clear(clear_delta=False)
        bpy.ops.object.scale_clear(clear_delta=False)
        if scn.apply_mod and scn.parent_armature:
                armature_object.data.pose_position = 'REST'
    
        scale = bpy.context.object.scale
        size = bpy.context.object.dimensions[2]
    
        bpy.ops.object.mode_set(mode='OBJECT')
        bpy.ops.object.select_all(action='DESELECT')
    
        bpy.ops.object.add(type='MESH', enter_editmode=False, location=origin)
    
        # get the mesh object
        ob = scn.objects.active
        ob.name = obj_name
        me = ob.data
        me.name = mesh_name
    
        # this way we fit mesh and bvh with armature modifier correctly
    
        alternate_scale_idx_list, rig_type = generate_edges(me, ob, bone_selection, scale, scn.connect_mesh,
                                                            scn.connect_parents, scn.head_ornaments,
                                                            scn.generate_all)
    
        generate_mesh(ob, size, scn.thickness, scn.finger_thickness, scn.sub_level,
                      scn.connect_mesh, scn.connect_parents, scn.generate_all,
                      scn.apply_mod, alternate_scale_idx_list, rig_type)
    
        # parent mesh with armature only if modifiers are applied
        if scn.apply_mod and scn.parent_armature:
            bpy.ops.object.mode_set(mode='OBJECT')
            bpy.ops.object.select_all(action='DESELECT')
            ob.select = True
            armature_object.select = True
            scn.objects.active = armature_object
    
            bpy.ops.object.parent_set(type='ARMATURE_AUTO')
            armature_object.data.pose_position = old_pose_pos
            armature_object.select = False
        else:
            bpy.ops.object.mode_set(mode='OBJECT')
            ob.location = oldLocation
            ob.rotation_euler = oldRotation
            ob.scale = oldScale
            ob.select = False
            armature_object.select = True
            scn.objects.active = armature_object
    
        armature_object.location = oldLocation
        armature_object.rotation_euler = oldRotation
        armature_object.scale = oldScale
        bpy.ops.object.mode_set(mode='POSE')
    
        return {'FINISHED'}, me
    
    
    class BONE_OT_custom_shape(bpy.types.Operator):
        '''Creates a mesh object at the selected bones positions'''
        bl_idname = "object.skinify_rig"
        bl_label = "Skinify Rig"
        bl_options = {'REGISTER', 'UNDO'}
    
        @classmethod
        def poll(cls, context):
            return context.active_object is not None
    
        def execute(self, context):
            Mesh = main(context)
            if Mesh[0] == {'CANCELLED'}:
                self.report({'WARNING'}, Mesh[1])
                return {'CANCELLED'}
            else:
                self.report({'INFO'}, Mesh[1].name + " has been created")
    
                return {'FINISHED'}
    
    
    class BONE_PT_custom_shape(bpy.types.Panel):
        bl_space_type = 'PROPERTIES'
        bl_region_type = 'WINDOW'
        bl_context = "bone"
        bl_label = "Skinify rig"
    
        @classmethod
        def poll(cls, context):
            ob = context.object
            return ob and ob.mode == 'POSE' and context.bone
    
        def draw(self, context):
            layout = self.layout
            scn = context.scene
    
            row = layout.row()
            row.operator("object.skinify_rig", text="Add Shape", icon='BONE_DATA')
            row = layout.row()
            row.label("Thickness:")
            row.prop(scn, "thickness", text="Body", icon='MOD_SKIN')
            row.prop(scn, "finger_thickness", text="fingers", icon='HAND')
            row = layout.row()
            row.label("Mesh Density:")
            row.label(text="")
            row.prop(scn, "sub_level", icon='MESH_ICOSPHERE')
            row = layout.row()
            row.prop(scn, "connect_mesh", text="solid shape", icon='EDITMODE_HLT')
            row.prop(scn, "connect_parents", text="fill gaps", icon='CONSTRAINT_BONE')
            row = layout.row()
            row.prop(scn, "head_ornaments", text="head ornaments", icon='GROUP_BONE')
            row.prop(scn, "generate_all", text="all shapes", icon='GROUP_BONE')
            row = layout.row()
            row.prop(scn, "apply_mod", text="apply Modifiers", icon='FILE_TICK')
            if scn.apply_mod:
                row = layout.row()
                row.prop(scn, "parent_armature", text="parent to Armature", icon='POSE_HLT')
    
    
    # startup defaults
    @persistent
    def startup_init(dummy):
        init_props()
    
    
    def register():
        bpy.utils.register_class(BONE_OT_custom_shape)
        bpy.utils.register_class(BONE_PT_custom_shape)
    
        # startup defaults
        bpy.app.handlers.load_post.append(startup_init)
    
    
    def unregister():
        bpy.utils.unregister_class(BONE_OT_custom_shape)
        bpy.utils.unregister_class(BONE_PT_custom_shape)
    
    
    if __name__ == "__main__":
        register()