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Mabulig-Rigger/addon dev/mabulig-rigger/rigger_functionality.py
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2026-07-27 01:33:05 +08:00

301 lines
8.9 KiB
Python

import bpy
import math
from . import bones_skel_struct
from . import bones_fingers_struct
from . import bones_toes_struct
from . import bones_web_struct
# Modify Bone Function
def modifybone(bone, head_empt, tail_empt, armature, matrixworldinv):
bpy.context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='EDIT')
edit_bone = armature.data.edit_bones.get(bone)
empty_head = bpy.data.objects.get(head_empt)
empty_tail = bpy.data.objects.get(tail_empt)
allowhead = False
allowtail = False
alloweditbone = False
print(f"modifying bone: {edit_bone}")
# Fetch world coordinates of the empties
if empty_head:
allowhead = True
if empty_tail:
allowtail = True
if edit_bone:
alloweditbone = True
if allowhead and allowtail and alloweditbone:
head_world_pos = empty_head.matrix_world.translation
tail_world_pos = empty_tail.matrix_world.translation
# Multiply the inverse matrix by the world positions using the '@' operator
edit_bone.head = matrixworldinv @ head_world_pos
edit_bone.tail = matrixworldinv @ tail_world_pos
# Fix StretchTo Function
def fixbonestretching(bone, armature):
bpy.context.view_layer.objects.active = armature
edit_bone = armature.pose.bones.get(bone)
for constaint in edit_bone.constraints:
if constaint.type == 'STRETCH_TO':
constaint.rest_length = 0.0
def startAutoRig():
mabulig_coll_name = "Mabulig-Rig"
og_amt_obj = bpy.data.objects.get("OG_Armature")
# =========== Duplicate OG armature for future editing ===========
target_coll = bpy.data.collections.get(mabulig_coll_name)
armaturecheck = bpy.data.objects.get("Armature")
if armaturecheck:
print("Armature already exist")
new_amt_obj = armaturecheck
else:
# Duplicate the armature object
new_amt_obj = og_amt_obj.copy()
# Duplicate the underlying armature data (bones, constraints, etc.)
new_amt_obj.data = og_amt_obj.data.copy()
new_amt_obj.name = "Armature"
new_amt_obj.data.name = "Armature"
target_coll.objects.link(new_amt_obj)
print("Armature created")
new_amt_obj.hide_viewport = False
# Calculate the armature's inverse world matrix
matrix_world_inv = new_amt_obj.matrix_world.inverted()
# =========== Initial State Checks ===========
# Check if 'helpers' collection is hidden
if bpy.data.collections['helpers'].hide_viewport:
ishelperscollhidden = True
else:
ishelperscollhidden = False
# Check if 'belly_mesh' is hidden
if bpy.data.objects['belly_mesh'].hide_viewport:
isbellymeshhidden = True
else:
isbellymeshhidden = False
# Check if 'gular_mesh' is hidden
if bpy.data.objects['gular_mesh'].hide_viewport:
isgularmeshhidden = True
else:
isgularmeshhidden = False
# Check if 'nostril_mesh' is hidden
if bpy.data.objects['nostril_mesh'].hide_viewport:
isnostrilmeshhidden = True
else:
isnostrilmeshhidden = False
# Check if 'fingers' collection is hidden
if bpy.data.collections['fingers'].hide_viewport:
isfingerscollhidden = True
else:
isfingerscollhidden = False
# Check if 'toes' collection is hidden
if bpy.data.collections['toes'].hide_viewport:
istoescollhidden = True
else:
istoescollhidden = False
# =========== Skeleton Bones Setup ===========
bone_data_list = bones_skel_struct.bones_data
# Force 'helpers' collection to unhide
bpy.data.collections['helpers'].hide_viewport = False
for item in bone_data_list:
b_name = item["bone_name"]
h_helper = item["head_helper"]
t_helper = item["tail_helper"]
modifybone(b_name, h_helper, t_helper, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
# =========== Belly Bones Setup ===========
belly_l_collection = bpy.data.collections.get("belly_l")
belly_r_collection = bpy.data.collections.get("belly_r")
# Force belly collections to unhide
belly_l_collection.hide_viewport = False
belly_r_collection.hide_viewport = False
# For Left Belly
for obj in belly_l_collection.objects:
modifybone(obj.name, "belly_base_l", obj.name, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
# For Right Belly
for obj in belly_r_collection.objects:
modifybone(obj.name, "belly_base_r", obj.name, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
# Return belly collections to hidden
belly_l_collection.hide_viewport = True
belly_r_collection.hide_viewport = True
# =========== Gullar Bones Setup ===========
gular_collection = bpy.data.collections.get("gular")
# Force gular collections to unhide
gular_collection.hide_viewport = False
for obj in gular_collection.objects:
modifybone(obj.name, "gular_base", obj.name, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
# Return gular collections to hidden
gular_collection.hide_viewport = True
# =========== Nostril Bones Setup ===========
nostril_l_collection = bpy.data.collections.get("nostril_l")
nostril_r_collection = bpy.data.collections.get("nostril_r")
# Force nostril collections to unhide
nostril_l_collection.hide_viewport = False
nostril_r_collection.hide_viewport = False
# For Left Nostril
for obj in nostril_l_collection.objects:
modifybone(obj.name, "nostril_base_l", obj.name, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
# For Right Nostril
for obj in nostril_r_collection.objects:
modifybone(obj.name, "nostril_base_r", obj.name, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
# Return belly collections to hidden
nostril_l_collection.hide_viewport = True
nostril_r_collection.hide_viewport = True
# =========== Metacarpal and Finger Bones Setup ===========
bones_fingers_data_list = bones_fingers_struct.fingers_data
# Force 'helpers' collection to unhide
bpy.data.collections['fingers'].hide_viewport = False
for item in bones_fingers_data_list:
b_name = item["bone_name"]
h_helper = item["head_helper"]
t_helper = item["tail_helper"]
modifybone(b_name, h_helper, t_helper, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
# =========== Metatarsus and Toe Bones Setup ===========
bones_toes_data_list = bones_toes_struct.toes_data
# Force 'toes' collection to unhide
bpy.data.collections['toes'].hide_viewport = False
for item in bones_toes_data_list:
b_name = item["bone_name"]
h_helper = item["head_helper"]
t_helper = item["tail_helper"]
modifybone(b_name, h_helper, t_helper, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
# =========== Webbing Bones ===========
bones_web_data_list = bones_web_struct.webbing_data
for item in bones_web_data_list:
b_name = item["bone_name"]
h_helper = item["head_helper"]
t_helper = item["tail_helper"]
modifybone(b_name, h_helper, t_helper, new_amt_obj, matrix_world_inv) # Call Modify Bone Function
fixbonestretching(b_name, new_amt_obj) # Call Fix StretchTo Function
# Returns 'helpers' collection to restore hide state prior to bone modification
if ishelperscollhidden:
bpy.data.collections['helpers'].hide_viewport = True
else:
bpy.data.collections['helpers'].hide_viewport = False
# Returns belly collections and mesh to restore hide state prior to bone modification
if isbellymeshhidden:
bpy.data.objects['belly_mesh'].hide_viewport = True
else:
bpy.data.objects['belly_mesh'].hide_viewport = False
# Returns gular collection and mesdh to restore hide state prior to bone modification
if isgularmeshhidden:
bpy.data.objects['gular_mesh'].hide_viewport = True
else:
bpy.data.objects['gular_mesh'].hide_viewport = False
# Returns nostril collection and mesh to restore hide state prior to bone modification
if isnostrilmeshhidden:
bpy.data.objects['nostril_mesh'].hide_viewport = True
else:
bpy.data.objects['nostril_mesh'].hide_viewport = False
# Returns 'fingers' collection to restore hide state prior to bone modification
if isfingerscollhidden:
bpy.data.collections['fingers'].hide_viewport = True
else:
bpy.data.collections['fingers'].hide_viewport = False
# Returns 'toes' collection to restore hide state prior to bone modification
if istoescollhidden:
bpy.data.collections['toes'].hide_viewport = True
else:
bpy.data.collections['toes'].hide_viewport = False
# Return to Object Mode
bpy.ops.object.mode_set(mode='OBJECT')