Newer
Older
# ##### 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)",
"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"}
import bpy
from bpy.props import (
FloatProperty,
IntProperty,
BoolProperty,
PointerProperty,
)
from bpy.types import (
Operator,
Panel,
PropertyGroup,
)
from mathutils import (
Vector,
Euler,
)
from bpy.app.handlers import persistent
# initialize properties
def init_props():
# additional check - this should be a rare case if the handler
# wasn't removed for some reason and the addon is not toggled on/off
if hasattr(bpy.types.Scene, "skinify"):
scn = bpy.context.scene.skinify
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
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
# 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']
rigify_new_ignore_list = ['face', 'breast', 'pelvis', 'nose', 'lip', 'jaw', 'chin', 'ear.', 'brow',
'lid', 'forehead', 'temple', 'cheek', 'teeth', 'tongue']
alternate_scale_list = []
# 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
if b.name == 'spine' and b.rigify_type == 'spines.super_spine':
ignore_list = ignore_list + rigify_new_ignore_list
rig_type = 3
# 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:
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
if 'head' in b.parent.name.lower() and not rig_type == 3:
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
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
(b.name == 'spine' and rig_type == 2) or (b.name == 'spine' and rig_type == 3))):
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
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
"""
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 = []
merge_idx = [7, 8, 13, 17, 22, 27]
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
merge_idx = [30, 35, 39, 44, 45, 50]
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
)
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
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 sknfy.apply_mod and sknfy.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, sknfy.connect_mesh,
sknfy.connect_parents, sknfy.head_ornaments,
sknfy.generate_all
)
generate_mesh(ob, size, sknfy.thickness, sknfy.finger_thickness, sknfy.sub_level,
sknfy.connect_mesh, sknfy.connect_parents, sknfy.generate_all,
sknfy.apply_mod, alternate_scale_idx_list, rig_type)
# parent mesh with armature only if modifiers are applied
if sknfy.apply_mod and sknfy.parent_armature:
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
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(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(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "bone"
@classmethod
def poll(cls, context):
ob = context.object
return ob and ob.mode == 'POSE' and context.bone
def draw(self, context):
layout = self.layout
row = layout.row()
row.operator("object.skinify_rig", text="Add Shape", icon='BONE_DATA')
split = layout.split(percentage=0.3)
split.label("Thickness:")
split.prop(scn, "thickness", text="Body", icon='MOD_SKIN')
split.prop(scn, "finger_thickness", text="Fingers", icon='HAND')
split = layout.split(percentage=0.3)
split.label("Mesh Density:")
split.prop(scn, "sub_level", icon='MESH_ICOSPHERE')
row.prop(scn, "connect_mesh", icon='EDITMODE_HLT')
row.prop(scn, "connect_parents", icon='CONSTRAINT_BONE')
row.prop(scn, "head_ornaments", icon='GROUP_BONE')
row.prop(scn, "generate_all", icon='GROUP_BONE')
row.prop(scn, "apply_mod", icon='FILE_TICK')
if scn.apply_mod:
row = layout.row()
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
row.prop(scn, "parent_armature", icon='POSE_HLT')
# define the scene properties in a group - call them with context.scene.skinify
class Skinify_Properties(PropertyGroup):
sub_level = IntProperty(
name="Sub level",
min=0, max=4,
default=1,
description="Mesh density"
)
thickness = FloatProperty(
name="Thickness",
min=0.01,
default=0.8,
description="Adjust shape thickness"
)
finger_thickness = FloatProperty(
name="Finger Thickness",
min=0.01, max=1.0,
default=0.25,
description="Adjust finger thickness relative to body"
)
connect_mesh = BoolProperty(
name="Solid Shape",
default=False,
description="Makes solid shape from bone chains"
)
connect_parents = BoolProperty(
name="Fill Gaps",
default=False,
description="Fills the gaps between parented bones"
)
generate_all = BoolProperty(
name="All Shapes",
default=False,
description="Generates shapes from all bones"
)
head_ornaments = BoolProperty(
name="Head Ornaments",
default=False,
description="Includes head ornaments"
)
apply_mod = BoolProperty(
name="Apply Modifiers",
default=True,
description="Applies Modifiers to mesh"
)
parent_armature = BoolProperty(
name="Parent Armature",
default=True,
description="Applies mesh to Armature"
)
@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)
bpy.utils.register_class(Skinify_Properties)
bpy.types.Scene.skinify = PointerProperty(
type=Skinify_Properties
)
# 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)
bpy.utils.unregister_class(Skinify_Properties)
# cleanup the handler
bpy.app.handlers.load_post.remove(startup_init)
del bpy.types.Scene.skinify
if __name__ == "__main__":
register()