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__init__.py
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__init__.py
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# RigFlex.py -- Quick Soft Body Simulation for Armatures
# by Ian Huish (nerk)
#
# 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 #####
# version comment: V0.3.4 main branch - Blender 2.8 version - Added initialize and set range on first bake
bl_info = {
"name": "RigFlex",
"author": "Ian Huish (nerk)",
"version": (4, 00, 0),
"blender": (4, 00, 0),
"location": "Toolshelf>RigFlex",
"description": "Quick Soft Body Simulation for Armatures",
"warning": "",
"category": "Animation"}
if "bpy" in locals():
import imp
imp.reload(RigFlex)
else:
from . import RigFlex
import bpy
import mathutils, math, os
from bpy.props import FloatProperty, IntProperty, BoolProperty, EnumProperty, StringProperty
from random import random
from bpy.types import Operator, Panel, Menu
from bl_operators.presets import AddPresetBase
# import shutil
class SBSimMainProps(bpy.types.PropertyGroup):
sbsim_targetrig : StringProperty(name="Name of the target rig", default="")
sbsim_start_frame : IntProperty(name="Simulation Start Frame", default=1)
sbsim_end_frame : IntProperty(name="Simulation End Frame", default=250)
sbsim_stiffness : FloatProperty(name="Stiffness", default=0.5)
#sbsim_bonelayer : IntProperty(name="Bone Layer", default=24)
class ARMATURE_OT_SBSim_Copy(bpy.types.Operator):
"""Create a new bone layer for soft body simulation"""
bl_label = "Initialize"
bl_idname = "armature.sbsim_copy"
bl_options = {'REGISTER', 'UNDO'}
#update the vertex groups on any associated object
def UpdateVertexGroups(self, context, targetRig):
#Get a list of vertex group names to change
ChangeGroups = []
for b in targetRig.pose.bones:
if b.name[-5:] == "_flex":
ChangeGroups.append(b.name[:-5])
# print("ChangeGroups add: ", b.name[:-5])
for o in context.scene.objects:
ArmMod = False
for mod in o.modifiers:
if mod.type == 'ARMATURE' and mod.object is not None:
if mod.object.name == targetRig.name:
# print("Object found: ", o.name)
ArmMod = True
if ArmMod:
for vg in o.vertex_groups:
if vg.name in ChangeGroups:
vg.name = vg.name + "_flex"
#Create a new bone layer for soft body simulation
def execute(self, context):
#Get the object
pFSM = context.scene.SBSimMainProps
TargetRig = context.object
if TargetRig.type != "ARMATURE":
print("Not an Armature", context.object.type)
return {'FINISHED'}
TargetRig["SBSim"] = "True"
#Go to edit mode and 'tag' the selected bones
rig = TargetRig.data
OrigMode = context.mode
bpy.ops.object.mode_set(mode='EDIT')
# print("Pre bone select check3")
if context.selected_editable_bones is not None:
for b in context.selected_editable_bones:
if b.name[-5:] == "_flex":
b.select = False
# print("Flex bone selected: ", b.select)
if b.name + "_flex" not in rig.bones:
b["flex"] = b.name
else:
b.select = False
# print("Check bone select: ", b.select)
#Duplicate via op
bpy.ops.armature.duplicate()
#update the names and layer of the duplicated bones
if "RigFlex" not in rig.collections:
rig.collections.new("RigFlex")
for b in rig.edit_bones:
if "flex" in b:
if b["flex"] == b.name:
del b["flex"]
else:
# print("Update Name: ", b["flex"])
b.name = b["flex"] + "_flex"
#TODO
# b.layers[pFSM.sbsim_bonelayer] = True
# for i in range(31):
# b.layers[i] = (i == pFSM.sbsim_bonelayer)
#Blender V4.0 Bone Collection update
for bcoll in b.collections:
rig.collections[bcoll.name].unassign(b)
rig.collections["RigFlex"].assign(b)
#Connect the parents of new bones to each other and set correct layer
for b in rig.edit_bones:
if "flex" in b:
if b.parent is not None and b.parent.name[-5:] != "_flex":
# print("BoneIDEdit", b.parent.name)
if b.parent.name + "_flex" in rig.edit_bones:
b.parent = rig.edit_bones.get(b.parent.name + "_flex", None)
# print("BoneParentAdd", b.parent.name)
else:
b.parent = None
#Return from Edit mode
bpy.ops.object.mode_set(mode=OrigMode)
#Add stiffness and add a 'Copy Transforms' constraint
for b in TargetRig.pose.bones:
# print("BoneIDPose", b.name[-5:])
if b.name[-5:] == "_flex":
b["Stiffness"] = pFSM.sbsim_stiffness
for c in b.constraints:
b.constraints.remove(c)
crc = b.constraints.new('COPY_TRANSFORMS')
crc.target = TargetRig
crc.subtarget = b.name[:-5]
#Update any associated vertex groups
self.UpdateVertexGroups(context, TargetRig)
return {'FINISHED'}
class ARMATURE_OT_SBSim_Update(bpy.types.Operator):
"""Update the stiffness settings for selected bones"""
bl_label = "Update"
bl_idname = "armature.sbsim_update"
bl_options = {'REGISTER', 'UNDO'}
#Update the simulated armature settings
def execute(self, context):
pFSM = context.scene.SBSimMainProps
if context.selected_pose_bones is not None:
for b in context.selected_pose_bones:
b["Stiffness"] = pFSM.sbsim_stiffness
return {'FINISHED'}
class ARMATURE_OT_SBSim_Freeze(bpy.types.Operator):
"""Freeze the selected bones"""
bl_label = "Freeze"
bl_idname = "armature.sbsim_freeze"
bl_options = {'REGISTER', 'UNDO'}
#Update the simulated armature settings
def execute(self, context):
pFSM = context.scene.SBSimMainProps
rig = context.object
if context.selected_pose_bones is not None:
for b in context.selected_pose_bones:
if b.name[-5:] != "_flex":
if b.name + "_flex" in rig.pose.bones:
b = rig.pose.bones[b.name + "_flex"]
b["Freeze"] = 1
return {'FINISHED'}
class ARMATURE_OT_SBSim_Unfreeze(bpy.types.Operator):
"""Unfreeze the selected bones"""
bl_label = "Unfreeze"
bl_idname = "armature.sbsim_unfreeze"
bl_options = {'REGISTER', 'UNDO'}
#Update the simulated armature settings
def execute(self, context):
pFSM = context.scene.SBSimMainProps
rig = context.object
if context.selected_pose_bones is not None:
for b in context.selected_pose_bones:
if b.name[-5:] != "_flex":
if b.name + "_flex" in rig.pose.bones:
b = rig.pose.bones[b.name + "_flex"]
if "Freeze" in b:
del b["Freeze"]
return {'FINISHED'}
class ARMATURE_PT_SBSim(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "RigFlex"
bl_idname = "ARMATURE_PT_sbsim"
# bl_space_type = 'PROPERTIES'
# bl_region_type = 'WINDOW'
# bl_context = "data"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Rigflex"
@classmethod
def poll(cls, context):
if context.object != None:
return (context.mode in {'OBJECT', 'POSE'}) and (context.object.type == "ARMATURE")
else:
return False
def draw(self, context):
layout = self.layout
obj1 = context.object
scene = context.scene
# box = layout.box()
layout.label(text="Main")
layout.prop(scene.SBSimMainProps, "sbsim_start_frame")
layout.prop(scene.SBSimMainProps, "sbsim_end_frame")
layout.operator("armature.sbsimulate")
layout.operator("armature.sbsim_unbake")
# box = layout.box()
layout.label(text="Initial Setup")
layout.operator("armature.sbsim_copy")
layout.prop(scene.SBSimMainProps, "sbsim_stiffness")
#layout.prop(scene.SBSimMainProps, "sbsim_bonelayer")
# box = layout.box()
layout.label(text="Update")
layout.operator("armature.sbsim_update")
layout.prop(scene.SBSimMainProps, "sbsim_stiffness")
# layout = layout.box()
layout.label(text="Remove")
layout.operator("armature.sbsim_revert")
layout.label(text="Freeze")
layout.operator("armature.sbsim_freeze")
layout.operator("armature.sbsim_unfreeze")
classes = (
SBSimMainProps,
ARMATURE_PT_SBSim,
ARMATURE_OT_SBSim_Copy,
ARMATURE_OT_SBSim_Update,
ARMATURE_OT_SBSim_Freeze,
ARMATURE_OT_SBSim_Unfreeze
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
# bpy.utils.register_class(SBSimMainProps)
bpy.types.Scene.SBSimMainProps = bpy.props.PointerProperty(type=SBSimMainProps)
from . import RigFlex
RigFlex.registerTypes()
# bpy.utils.register_class(ARMATURE_PT_SBSim)
# bpy.utils.register_class(ARMATURE_OT_SBSim_Run)
# bpy.utils.register_class(ARMATURE_OT_SBSim_Copy)
# bpy.utils.register_class(ARMATURE_OT_SBSim_Update)
def unregister():
del bpy.types.Scene.SBSimMainProps
from . import RigFlex
RigFlex.unregisterTypes()
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
# bpy.utils.unregister_class(SBSimMainProps)
# bpy.utils.unregister_class(ARMATURE_PT_SBSim)
# # bpy.utils.unregister_class(ARMATURE_OT_SBSim_Run)
# bpy.utils.unregister_class(ARMATURE_OT_SBSim_Copy)
# bpy.utils.unregister_class(ARMATURE_OT_SBSim_Update)
if __name__ == "__main__":
register()