More rigging work
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characters/infantry/p9-lopoly.blend
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characters/infantry/p9-lopoly.blend
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@ -103,6 +103,8 @@ def drv_constraint_1D(c: Constraint, bone_name: str, max_x: float, prop: str = '
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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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def drv_toggle_1D():
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pass
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def constrain_slider(b: PoseBone, minimum: float = 0, maximum: float = 0.06):
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c = b.constraints.new('LIMIT_LOCATION')
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c.use_min_y = True
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@ -118,9 +120,11 @@ def cpy_transforms(b: PoseBone, subtarget, influence = 1.0):
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constraint.target_space = 'POSE'
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constraint.owner_space = 'POSE'
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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_"):
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b.use_custom_shape_bone_size = False
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b.custom_shape_translation = (0.0, 0.03, 0.0)
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@ -134,11 +138,15 @@ for b in rig.pose.bones:
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arrcopy(b.lock_rotation, [True, True, True])
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arrcopy(b.lock_scale, [True, True, True])
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b.lock_rotation_w = True
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elif b.name == "axe_gripadjust":
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b.custom_shape_scale_xyz = (1.0, 0.8, 0.1)
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elif b.name == "baton_obj":
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## WEAPONS
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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)
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b.custom_shape_translation = (0.0, 0.25, 0.0)
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if not b.name.endswith("_free"):
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b.custom_shape_scale_xyz *= 0.9
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## BODY
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elif b.name == "neck.001":
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arrcopy(b.lock_location, [True, True, True])
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@ -171,7 +179,9 @@ for b in rig.pose.bones:
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# lh_constraint.influence = 0.0
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baton_grip = rig.pose.bones.get("grip_baton")
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cpy_transforms(baton_grip, 'baton_obj', 1.0)
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bg_constraint = cpy_transforms(baton_grip, 'grip_baton_free', 1.0)
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drv_constrain_1D(bg_constraint, 'slider1d_baton_IK-FK', 0.06)
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### Set up driver constraint for the switches
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#drv_constraint_1D(axe_constraint, 'slider1d_axe_gripadjust', 0.06)
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