assets/characters/infantry/post_rig.py

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import bpy
from bpy.types import Constraint, PoseBone
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rig = bpy.data.objects["skeleton_infantry"]
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BGRP_SPECIAL = 2
BGRP_TWEAK = 3
BGRP_EXTRA = 4
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## FIX PARENTS
def reparent(b: str, newParent: str = 'DEF-spine'):
rig.data.edit_bones[b].parent = rig.data.edit_bones[newParent]
def fix(b: str):
p = rig.data.edit_bones[b].parent.name.replace('ORG','DEF')
reparent(b, p)
# Switch to EDIT mode to modify bone hiearchy to be proper for Unreal
bpy.ops.object.mode_set(mode='EDIT')
# List of bones that need to be reparented to their deforming counterparts
fixList = [
# Hands
'DEF-thumb01.L',
'DEF-index01.L',
'DEF-middle01.L',
'DEF-ring01.L',
'DEF-pinky01.L',
# Arms
'shoulder.L',
'breast.L',
# Legs
'DEF-thigh.L',
]
# Iterate through and fix each bone
for item in fixList:
fix(item)
if item.endswith('.L'): # If it's left-sided, fix right-side counterparts too
fix(item.replace('.L','.R'))
# Pelvis parents work a little differently
reparent('DEF-pelvis.L', 'DEF-spine')
reparent('DEF-pelvis.R', 'DEF-spine')
# Deform parents on palms are actually parented to originals, so skip that layer
reparent('DEF-palm.01.L', 'DEF-hand.L')
reparent('DEF-palm.02.L', 'DEF-hand.L')
reparent('DEF-palm.03.L', 'DEF-hand.L')
reparent('DEF-palm.04.L', 'DEF-hand.L')
reparent('DEF-palm.01.R', 'DEF-hand.R')
reparent('DEF-palm.02.R', 'DEF-hand.R')
reparent('DEF-palm.03.R', 'DEF-hand.R')
reparent('DEF-palm.04.R', 'DEF-hand.R')
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## Force axe to be exported by setting it as a deform bone
#rig.data.edit_bones['axe'].use_deform = True
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## Switch into POSE mode to set up animation constraints
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bpy.ops.object.mode_set(mode='POSE')
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### Declare Functions for animation constraints
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def arrcopy(copyTo, copyFrom):
for i in range(min(len(copyTo), len(copyFrom))):
copyTo[i] = copyFrom[i]
def drv_blend_1D(shape_target: str, key_target: str, bone_name: str, max_x: float, prop: str = 'LOC_Y', formula: str = ''):
block = bpy.data.shape_keys[shape_target].key_blocks[key_target]
bmin = block.slider_min
bmax = block.slider_max
block.driver_remove('value')
fcurve = block.driver_add('value')
d = fcurve.driver
d.type = 'SCRIPTED'
if formula == '':
d.expression = str(bmax / max_x) + '*x'
else:
d.expression = formula
v = d.variables.new()
v.name = 'x'
v.type = 'TRANSFORMS'
t = v.targets[0]
t.id = rig
t.bone_target = bone_name
t.transform_type = prop
t.transform_space = 'LOCAL_SPACE'
def drv_constraint_1D(c: Constraint, bone_name: str, max_x: float, prop: str = 'LOC_Y', formula: str = ''):
bmin = 0.0
bmax = 1.0
c.driver_remove('influence')
fcurve = c.driver_add('influence')
d = fcurve.driver
d.type = 'SCRIPTED'
if formula == '':
d.expression = str(bmax / max_x) + '*x'
else:
d.expression = formula
v = d.variables.new()
v.name = 'x'
v.type = 'TRANSFORMS'
t = v.targets[0]
t.id = rig
t.bone_target = bone_name
t.transform_type = prop
t.transform_space = 'LOCAL_SPACE'
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def drv_toggle_1D(a: PoseBone, b: PoseBone, slider: PoseBone):
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pass
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def constrain_slider(b: PoseBone, minimum: float = 0, maximum: float = 0.06):
c = b.constraints.new('LIMIT_LOCATION')
c.use_min_y = True
c.use_max_y = True
c.min_y = minimum
c.max_y = maximum
c.use_transform_limit = True
c.owner_space = 'LOCAL'
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def cpy_transforms(b: PoseBone, subtarget, influence = 1.0):
constraint = b.constraints.new('COPY_TRANSFORMS')
constraint.target = rig
constraint.subtarget = subtarget # note subtarget uses name not object
constraint.target_space = 'POSE'
constraint.owner_space = 'POSE'
constraint.influence = influence
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return constraint
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## Fix widget scalings, and constrain them
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for b in rig.pose.bones:
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## MENUS / WIDGETS
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if b.name.startswith("menu_"):
b.use_custom_shape_bone_size = False
b.custom_shape_translation = (0.0, 0.03, 0.0)
b.custom_shape_scale_xyz = (0.06, 0.06, 0.0)
arrcopy(b.lock_scale, [False, True, False])
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b.bone_group_index = BGRP_EXTRA
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elif b.name.startswith("slider1d"):
b.use_custom_shape_bone_size = False
b.custom_shape_scale_xyz = (0.02, 0.003, 0.005)
arrcopy(b.lock_location, [True, False, True])
arrcopy(b.lock_rotation, [True, True, True])
arrcopy(b.lock_scale, [True, True, True])
b.lock_rotation_w = True
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b.bone_group_index = BGRP_SPECIAL
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## WEAPONS
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elif b.name.endswith("_slide"):
b.bone_group_index = BGRP_TWEAK
b.custom_shape_scale_xyz = (2.0, 2.0, 2.0)
arrcopy(b.lock_location, [True, False, True])
arrcopy(b.lock_scale, [True, True, True])
arrcopy(b.lock_rotation, [False, False, True])
### BATON
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elif b.name.startswith("grip_baton"):
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b.custom_shape_scale_xyz = (0.2, 2.6, 0.2)
b.custom_shape_translation = (0.0, 0.25, 0.0)
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if b.name.endswith("_constrained"):
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b.custom_shape_scale_xyz *= 0.9
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b.bone_group_index = BGRP_EXTRA
elif b.name == "baton_handR_grip":
b.custom_shape_scale_xyz = (0.2, 1.0, 0.8)
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### GUN
elif b.name.startswith("grip_gun"):
b.custom_shape_scale_xyz = (0.1, 1.5, 0.2)
b.custom_shape_translation = (0.0, 0.185, 0.0)
elif b.name == "gun_ammunition":
b.custom_shape_scale_xyz = (0.4, 1.0, 0.4)
b.custom_shape_translation = (0.0, 0.06, 0.0)
elif b.name == "gun_trigger":
b.custom_shape_scale_xyz = (0.3, 1.0, 0.7)
b.custom_shape_translation = (0.0, 0.015, 0.0)
arrcopy(b.lock_rotation, [False, True, True])
arrcopy(b.lock_location, [True, True, True])
arrcopy(b.lock_scale, [True, True, True])
elif b.name == "gun_muzzle":
b.custom_shape_scale_xyz = (0.1, 1.1, 0.2)
b.custom_shape_translation = (0.0, 0.14, 0.0)
arrcopy(b.lock_location, [True, False, True])
arrcopy(b.lock_rotation, [True, True, True])
arrcopy(b.lock_scale, [True, False, True])
b.lock_rotation_w = True
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elif b.name == "jetpack_grip":
b.custom_shape_scale_xyz = (1.25, 2.5, 0.8)
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## BODY
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elif b.name == "neck.001":
arrcopy(b.lock_location, [True, True, True])
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# Constrain slider widgets
constrain_slider(rig.pose.bones.get('slider1d_baton_constrain'), 0.0, 0.06)
constrain_slider(rig.pose.bones.get('slider1d_baton_handIK'), 0.0, 0.06)
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constrain_slider(rig.pose.bones.get('slider1d_gun_handRIK'), 0.0, 0.06)
constrain_slider(rig.pose.bones.get('slider1d_gun_handLIK'), 0.0, 0.06)
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## Switch Baton Grip's bound parent, default parent to arm, but can switch to separate control
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baton_grip = rig.pose.bones.get("grip_baton")
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cpy_transforms(baton_grip, 'grip_baton_constrained', 1.0) # Default to hand grip
bg_constraint = cpy_transforms(baton_grip, 'grip_baton_free', 0.0)
drv_constraint_1D(bg_constraint, 'slider1d_baton_constrain', 0.06)
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## Align right hand to baton grip
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rightHand = rig.pose.bones.get("MCH-upper_arm_ik_target.R")
bh_constraint = cpy_transforms(rightHand, 'baton_handR_grip', 0.0) # Default to hand grip
drv_constraint_1D(bh_constraint, 'slider1d_baton_handIK', 0.06)
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# Gun
gun_grip = rig.pose.bones.get("grip_gun")
cpy_transforms(gun_grip, 'grip_gun_free', 1.0) # Inherit transforms, but be tree-agnostic for IK
## Align hands to gun grip
ghr_constraint = cpy_transforms(rightHand, 'gun_handR_grip', 0.0)
drv_constraint_1D(ghr_constraint, 'slider1d_gun_handRIK', 0.06)
leftHand = rig.pose.bones.get("MCH-upper_arm_ik_target.L")
ghl_constraint = cpy_transforms(leftHand, 'gun_handL_grip', 0.0)
drv_constraint_1D(ghl_constraint, 'slider1d_gun_handLIK', 0.06)
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### Set up smear effect drivers for axe
#drv_blend_1D('Key', 'smear_down', 'slider1d_axe_smear', 0.03)
#drv_blend_1D('Key', 'smear_up', 'slider1d_axe_smear', -0.03)
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# Enforce deformation bones for FBX export
def mfx(boneName: str): # Mark for export
rig.data.bones[boneName].use_deform = True
EXPORT_LIST = [
'DEF-spine.005', # Helmet
'camera_head',
'camera_base',
'grip_baton', # Baton
'jetpack_grip', # Jetpack
'grip_gun', # Gun
'gun_ammunition',
'gun_trigger',
'gun_muzzle',
]
if True:
for b in EXPORT_LIST:
mfx(b)