More rigging work on Insurrectionist
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import bpy
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from bpy.types import Constraint
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rig = bpy.data.objects["insurrectionist"]
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## FIX PARENTS
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def reparent(b: str, newParent: str = 'DEF-spine'):
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rig.data.edit_bones[b].parent = rig.data.edit_bones[newParent]
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def fix(b: str):
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p = rig.data.edit_bones[b].parent.name.replace('ORG','DEF')
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reparent(b, p)
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# Switch to EDIT mode to modify bone hiearchy to be proper for Unreal
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bpy.ops.object.mode_set(mode='EDIT')
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pass
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# List of bones that need to be reparented to their deforming counterparts
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fixList = [
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# Hands
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'DEF-thumb01.L',
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'DEF-index01.L',
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'DEF-middle01.L',
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'DEF-ring01.L',
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'DEF-pinky01.L',
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'DEF-palm.01.L',
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'DEF-palm.02.L',
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'DEF-palm.03.L',
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'DEF-palm.04.L',
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# Legs
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'DEF-thigh.L',
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]
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# Iterate through and fix each bone
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for item in fixList:
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fix(item)
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if item.endswith('.L'): # If it's left-sided, fix right-side counterparts too
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fix(item.replace('.L','.R'))
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# Pelvis parents work a little differently
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reparent('DEF-pelvis.L', 'DEF-spine')
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reparent('DEF-pelvis.R', 'DEF-spine')
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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 drv_blend_1D(shape_target: str, key_target: str, bone_name: str, max_x: float, prop: str = 'LOC_Z', formula: str = ''):
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block = bpy.data.shape_keys[shape_target].key_blocks[key_target]
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bmin = block.slider_min
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bmax = block.slider_max
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block.driver_remove('value')
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fcurve = block.driver_add('value')
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d = fcurve.driver
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d.type = 'SCRIPTED'
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if formula == '':
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d.expression = str(bmax / max_x) + '*x'
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else:
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d.expression = formula
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v = d.variables.new()
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v.name = 'x'
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v.type = 'TRANSFORMS'
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t = v.targets[0]
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t.id = rig
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t.bone_target = bone_name
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t.transform_type = prop
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t.transform_space = 'LOCAL_SPACE'
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# Arm and Hand switch for Axe Base
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# https://blender.stackexchange.com/questions/46928/set-bone-constraints-via-python-api#46986
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axe_base = rig.pose.bones.get("axe_base")
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axe_constraint: Constraint = None
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if axe_base is not None:
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axe_constraint = axe_base.constraints.new('COPY_TRANSFORMS')
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axe_constraint.target = rig
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axe_constraint.subtarget = 'DEF-hand.R' # note subtarget uses name not object
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axe_constraint.target_space = 'POSE'
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axe_constraint.owner_space = 'POSE'
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axe_constraint.influence = 0.0
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