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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 re
from .utils.errors import MetarigError
from .utils.bones import new_bone
from .utils.layers import ORG_LAYER, MCH_LAYER, DEF_LAYER, ROOT_LAYER
from .utils.naming import ORG_PREFIX, MCH_PREFIX, DEF_PREFIX, ROOT_NAME, make_original_name
from .utils.widgets import WGT_PREFIX
from .utils.widgets_special import create_root_widget
from .utils.mechanism import refresh_all_drivers
from .utils.misc import gamma_correct, select_object
from .utils.collections import ensure_widget_collection, list_layer_collections, filter_layer_collections_by_object
from .utils.rig import get_rigify_type
from . import base_generate
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from . import rig_ui_template
from . import rig_lists
RIG_MODULE = "rigs"
class Timer:
def __init__(self):
self.timez = time.time()
def tick(self, string):
t = time.time()
print(string + "%.3f" % (t - self.timez))
self.timez = t
class Generator(base_generate.BaseGenerator):
def __init__(self, context, metarig):
super().__init__(context, metarig)
self.id_store = context.window_manager
self.rig_new_name = ""
self.rig_old_name = ""
def find_rig_class(self, rig_type):
rig_module = rig_lists.rigs[rig_type]["module"]
return rig_module.Rig
def __switch_to_usable_collection(self, obj, fallback=False):
collections = filter_layer_collections_by_object(self.usable_collections, obj)
if collections:
self.layer_collection = collections[0]
elif fallback:
self.layer_collection = self.view_layer.layer_collection
self.collection = self.layer_collection.collection
def __create_rig_object(self):
scene = self.scene
id_store = self.id_store
meta_data = self.metarig.data
# Check if the generated rig already exists, so we can
# regenerate in the same object. If not, create a new
# object to generate the rig in.
print("Fetch rig.")
self.rig_new_name = name = meta_data.rigify_rig_basename or "rig"
obj = None
# Try existing object if overwriting
if meta_data.rigify_generate_mode == 'overwrite':
obj = meta_data.rigify_target_rig
if obj:
self.rig_old_name = obj.name
obj.name = name
obj.data.name = obj.name
elif name in bpy.data.objects:
obj = bpy.data.objects[name]
# Create a new object if not found
if not obj:
obj = bpy.data.objects.new(name, bpy.data.armatures.new(name))
obj.display_type = 'WIRE'
# If the object is already added to the scene, switch to its collection
if obj.name in self.context.scene.collection.all_objects:
self.__switch_to_usable_collection(obj)
else:
# Otherwise, add to the selected collection or the metarig collection if unusable
if (self.layer_collection not in self.usable_collections
or self.layer_collection == self.view_layer.layer_collection):
self.__switch_to_usable_collection(self.metarig, True)
self.collection.objects.link(obj)
# Configure and remember the object
meta_data.rigify_target_rig = obj
obj.data.pose_position = 'POSE'
self.obj = obj
return obj
def __unhide_rig_object(self, obj):
# Ensure the object is visible and selectable
obj.hide_set(False, view_layer=self.view_layer)
obj.hide_viewport = False
if not obj.visible_get(view_layer=self.view_layer):
raise Exception('Could not generate: Target rig is not visible')
obj.select_set(True, view_layer=self.view_layer)
if not obj.select_get(view_layer=self.view_layer):
raise Exception('Could not generate: Cannot select target rig')
if self.layer_collection not in self.usable_collections:
raise Exception('Could not generate: Could not find a usable collection.')
def __create_widget_group(self):
new_group_name = "WGTS_" + self.obj.name
wgts_group_name = "WGTS_" + (self.rig_old_name or self.obj.name)
# Find the old widgets collection
old_collection = bpy.data.collections.get(wgts_group_name)
if not old_collection:
# Update the old 'Widgets' collection
legacy_collection = bpy.data.collections.get('Widgets')
if legacy_collection and wgts_group_name in legacy_collection.objects:
legacy_collection.name = wgts_group_name
old_collection = legacy_collection
if old_collection:
# Remove widgets if force update is set
if self.metarig.data.rigify_force_widget_update:
for obj in list(old_collection.objects):
bpy.data.objects.remove(obj)
# Rename widgets and collection if renaming
if self.rig_old_name:
old_prefix = WGT_PREFIX + self.rig_old_name + "_"
new_prefix = WGT_PREFIX + self.obj.name + "_"
for obj in list(old_collection.objects):
if obj.name.startswith(old_prefix):
new_name = new_prefix + obj.name[len(old_prefix):]
elif obj.name == wgts_group_name:
new_name = new_group_name
else:
continue
obj.data.name = new_name
obj.name = new_name
old_collection.name = new_group_name
# Create/find widget collection
self.widget_collection = ensure_widget_collection(self.context, new_group_name)
self.wgts_group_name = new_group_name
def __duplicate_rig(self):
obj = self.obj
metarig = self.metarig
context = self.context
# Remove all bones from the generated rig armature.
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.edit_bones:
obj.data.edit_bones.remove(bone)
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bpy.ops.object.mode_set(mode='OBJECT')
# Select and duplicate metarig
select_object(context, metarig, deselect_all=True)
bpy.ops.object.duplicate()
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# Rename org bones in the temporary object
temp_obj = context.view_layer.objects.active
assert temp_obj and temp_obj != metarig
self.__freeze_driver_vars(temp_obj)
self.__rename_org_bones(temp_obj)
# Select the target rig and join
select_object(context, obj)
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saved_matrix = obj.matrix_world.copy()
obj.matrix_world = metarig.matrix_world
bpy.ops.object.join()
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obj.matrix_world = saved_matrix
# Select the generated rig
select_object(context, obj, deselect_all=True)
# Clean up animation data
if obj.animation_data:
obj.animation_data.action = None
for track in obj.animation_data.nla_tracks:
obj.animation_data.nla_tracks.remove(track)
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def __freeze_driver_vars(self, obj):
if obj.animation_data:
# Freeze drivers referring to custom properties
for d in obj.animation_data.drivers:
for var in d.driver.variables:
for tar in var.targets:
# If a custom property
if var.type == 'SINGLE_PROP' \
and re.match('^pose.bones\["[^"\]]*"\]\["[^"\]]*"\]$', tar.data_path):
tar.data_path = "RIGIFY-" + tar.data_path
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def __rename_org_bones(self, obj):
#----------------------------------
# Make a list of the original bones so we can keep track of them.
original_bones = [bone.name for bone in obj.data.bones]
# Add the ORG_PREFIX to the original bones.
for i in range(0, len(original_bones)):
bone = obj.pose.bones[original_bones[i]]
# Preserve the root bone as is if present
if bone.name == ROOT_NAME:
if bone.parent:
raise MetarigError('Root bone must have no parent')
if get_rigify_type(bone) not in ('', 'basic.raw_copy'):
raise MetarigError('Root bone must have no rig, or use basic.raw_copy')
continue
# This rig type is special in that it preserves the name of the bone.
if get_rigify_type(bone) != 'basic.raw_copy':
bone.name = make_original_name(original_bones[i])
original_bones[i] = bone.name
self.original_bones = original_bones
def __create_root_bone(self):
obj = self.obj
metarig = self.metarig
if ROOT_NAME in obj.data.bones:
# Use the existing root bone
root_bone = ROOT_NAME
else:
# Create the root bone.
root_bone = new_bone(obj, ROOT_NAME)
spread = get_xy_spread(metarig.data.bones) or metarig.data.bones[0].length
spread = float('%.3g' % spread)
scale = spread/0.589
obj.data.edit_bones[root_bone].head = (0, 0, 0)
obj.data.edit_bones[root_bone].tail = (0, scale, 0)
obj.data.edit_bones[root_bone].roll = 0
self.root_bone = root_bone
self.bone_owners[root_bone] = None
self.noparent_bones.add(root_bone)
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def __parent_bones_to_root(self):
eb = self.obj.data.edit_bones
# Parent loose bones to root
for bone in eb:
if bone.name in self.noparent_bones:
continue
elif bone.parent is None:
bone.use_connect = False
bone.parent = eb[self.root_bone]
def __lock_transforms(self):
# Lock transforms on all non-control bones
r = re.compile("[A-Z][A-Z][A-Z]-")
for pb in self.obj.pose.bones:
if r.match(pb.name):
pb.lock_location = (True, True, True)
pb.lock_rotation = (True, True, True)
pb.lock_rotation_w = True
pb.lock_scale = (True, True, True)
def __assign_layers(self):
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pbones = self.obj.pose.bones
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pbones[self.root_bone].bone.layers = ROOT_LAYER
# Every bone that has a name starting with "DEF-" make deforming. All the
# others make non-deforming.
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for pbone in pbones:
bone = pbone.bone
name = bone.name
bone.use_deform = name.startswith(DEF_PREFIX)
# Move all the original bones to their layer.
if name.startswith(ORG_PREFIX):
layers = ORG_LAYER
# Move all the bones with names starting with "MCH-" to their layer.
elif name.startswith(MCH_PREFIX):
layers = MCH_LAYER
# Move all the bones with names starting with "DEF-" to their layer.
elif name.startswith(DEF_PREFIX):
layers = DEF_LAYER
if layers is not None:
bone.layers = layers
# Remove custom shapes from non-control bones
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pbone.custom_shape = None
bone.bbone_x = bone.bbone_z = bone.length * 0.05
def __restore_driver_vars(self):
obj = self.obj
# Alter marked driver targets
if obj.animation_data:
for d in obj.animation_data.drivers:
for v in d.driver.variables:
for tar in v.targets:
if tar.data_path.startswith("RIGIFY-"):
temp, bone, prop = tuple([x.strip('"]') for x in tar.data_path.split('["')])
if bone in obj.data.bones \
and prop in obj.pose.bones[bone].keys():
tar.data_path = tar.data_path[7:]
else:
org_name = make_original_name(bone)
org_name = self.org_rename_table.get(org_name, org_name)
tar.data_path = 'pose.bones["%s"]["%s"]' % (org_name, prop)
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def __assign_widgets(self):
obj_table = {obj.name: obj for obj in self.scene.objects}
# Assign shapes to bones
# Object's with name WGT-<bone_name> get used as that bone's shape.
for bone in self.obj.pose.bones:
# Object names are limited to 63 characters... arg
wgt_name = (WGT_PREFIX + self.obj.name + '_' + bone.name)[:63]
if wgt_name in obj_table:
bone.custom_shape = obj_table[wgt_name]
def __compute_visible_layers(self):
# Reveal all the layers with control bones on them
vis_layers = [False for n in range(0, 32)]
for bone in self.obj.data.bones:
for i in range(0, 32):
vis_layers[i] = vis_layers[i] or bone.layers[i]
for i in range(0, 32):
vis_layers[i] = vis_layers[i] and not (ORG_LAYER[i] or MCH_LAYER[i] or DEF_LAYER[i])
self.obj.data.layers = vis_layers
def generate(self):
context = self.context
metarig = self.metarig
scene = self.scene
id_store = self.id_store
view_layer = self.view_layer
t = Timer()
self.usable_collections = list_layer_collections(view_layer.layer_collection, selectable=True)
bpy.ops.object.mode_set(mode='OBJECT')
#------------------------------------------
# Create/find the rig object and set it up
obj = self.__create_rig_object()
self.__unhide_rig_object(obj)
# Select the chosen working collection in case it changed
self.view_layer.active_layer_collection = self.layer_collection
# Get rid of anim data in case the rig already existed
print("Clear rig animation data.")
obj.animation_data_clear()
obj.data.animation_data_clear()
select_object(context, obj, deselect_all=True)
#------------------------------------------
# Create Group widget
self.__create_widget_group()
#------------------------------------------
# Get parented objects to restore later
childs = {} # {object: bone}
for child in obj.children:
childs[child] = child.parent_bone
#------------------------------------------
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# Copy bones from metarig to obj (adds ORG_PREFIX)
self.__duplicate_rig()
obj.data.use_mirror_x = False
t.tick("Duplicate rig: ")
#------------------------------------------
# Put the rig_name in the armature custom properties
obj.data["rig_id"] = self.rig_id
self.script = rig_ui_template.ScriptGenerator(self)
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.instantiate_rig_tree()
t.tick("Instantiate rigs: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_initialize()
#------------------------------------------
bpy.ops.object.mode_set(mode='EDIT')
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self.invoke_prepare_bones()
t.tick("Prepare bones: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='EDIT')
self.__create_root_bone()
self.invoke_generate_bones()
t.tick("Generate bones: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
self.invoke_parent_bones()
self.__parent_bones_to_root()
t.tick("Parent bones: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_configure_bones()
t.tick("Configure bones: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_preapply_bones()
t.tick("Preapply bones: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='EDIT')
self.invoke_apply_bones()
t.tick("Apply bones: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_rig_bones()
t.tick("Rig bones: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_generate_widgets()
# Generate the default root widget last in case it's rigged with raw_copy
create_root_widget(obj, self.root_bone)
t.tick("Generate widgets: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.__lock_transforms()
self.__assign_layers()
self.__compute_visible_layers()
self.__restore_driver_vars()
t.tick("Assign layers: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_finalize()
t.tick("Finalize: ")
#------------------------------------------
bpy.ops.object.mode_set(mode='OBJECT')
self.__assign_widgets()
# Create Selection Sets
create_selection_sets(obj, metarig)
# Create Bone Groups
create_bone_groups(obj, metarig, self.layer_group_priorities)
t.tick("The rest: ")
#----------------------------------
# Deconfigure
bpy.ops.object.mode_set(mode='OBJECT')
obj.data.pose_position = 'POSE'
# Restore parent to bones
for child, sub_parent in childs.items():
if sub_parent in obj.pose.bones:
mat = child.matrix_world.copy()
child.parent_bone = sub_parent
child.matrix_world = mat
# Clear any transient errors in drivers
refresh_all_drivers()
#----------------------------------
# Execute the finalize script
if metarig.data.rigify_finalize_script:
bpy.ops.object.mode_set(mode='OBJECT')
exec(metarig.data.rigify_finalize_script.as_string(), {})
bpy.ops.object.mode_set(mode='OBJECT')
#----------------------------------
# Restore active collection
view_layer.active_layer_collection = self.layer_collection
def generate_rig(context, metarig):
""" Generates a rig from a metarig.
"""
# Initial configuration
rest_backup = metarig.data.pose_position
metarig.data.pose_position = 'REST'
try:
generator = Generator(context, metarig)
base_generate.BaseGenerator.instance = generator
generator.generate()
metarig.data.pose_position = rest_backup
except Exception as e:
# Cleanup if something goes wrong
print("Rigify: failed to generate rig.")
bpy.ops.object.mode_set(mode='OBJECT')
metarig.data.pose_position = rest_backup
# Continue the exception
raise e
finally:
base_generate.BaseGenerator.instance = None
def create_selection_set_for_rig_layer(
rig: bpy.types.Object,
set_name: str,
layer_idx: int
) -> None:
"""Create a single selection set on a rig.
The set will contain all bones on the rig layer with the given index.
"""
selset = rig.selection_sets.add()
selset.name = set_name
for b in rig.pose.bones:
if not b.bone.layers[layer_idx] or b.name in selset.bone_ids:
continue
bone_id = selset.bone_ids.add()
bone_id.name = b.name
def create_selection_sets(obj, metarig):
"""Create selection sets if the Selection Sets addon is enabled.
Whether a selection set for a rig layer is created is controlled in the
Rigify Layer Names panel.
"""
# Check if selection sets addon is installed
if 'bone_selection_groups' not in bpy.context.preferences.addons \
and 'bone_selection_sets' not in bpy.context.preferences.addons:
obj.selection_sets.clear()
for i, name in enumerate(metarig.data.rigify_layers.keys()):
if name == '' or not metarig.data.rigify_layers[i].selset:
create_selection_set_for_rig_layer(obj, name, i)
def create_bone_groups(obj, metarig, priorities={}):
bpy.ops.object.mode_set(mode='OBJECT')
pb = obj.pose.bones
layers = metarig.data.rigify_layers
groups = metarig.data.rigify_colors
dummy = {}
# Create BGs
for l in layers:
if l.group == 0:
continue
g_id = l.group - 1
name = groups[g_id].name
if name not in obj.pose.bone_groups.keys():
bg = obj.pose.bone_groups.new(name=name)
bg.colors.normal = gamma_correct(groups[g_id].normal)
bg.colors.select = gamma_correct(groups[g_id].select)
bg.colors.active = gamma_correct(groups[g_id].active)
for b in pb:
try:
prios = priorities.get(b.name, dummy)
enabled = [ i for i, v in enumerate(b.bone.layers) if v ]
layer_index = max(enabled, key=lambda i: prios.get(i, 0))
except ValueError:
continue
if layer_index > len(layers) - 1: # bone is on reserved layers
continue
g_id = layers[layer_index].group - 1
if g_id >= 0:
name = groups[g_id].name
b.bone_group = obj.pose.bone_groups[name]
def get_xy_spread(bones):
x_max = 0
y_max = 0
for b in bones:
x_max = max((x_max, abs(b.head[0]), abs(b.tail[0])))
y_max = max((y_max, abs(b.head[1]), abs(b.tail[1])))
return max((x_max, y_max))
def param_matches_type(param_name, rig_type):
""" Returns True if the parameter name is consistent with the rig type.
"""
if param_name.rsplit(".", 1)[0] == rig_type:
return True
else:
return False
def param_name(param_name, rig_type):
""" Get the actual parameter name, sans-rig-type.
"""
return param_name[len(rig_type) + 1:]