Add gun rig
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characters/infantry/p9-lopoly.blend
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characters/infantry/p9-lopoly.blend
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@ -162,6 +162,27 @@ for b in rig.pose.bones:
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elif b.name == "baton_handR_grip":
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elif b.name == "baton_handR_grip":
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b.custom_shape_scale_xyz = (0.2, 1.0, 0.8)
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b.custom_shape_scale_xyz = (0.2, 1.0, 0.8)
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### GUN
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elif b.name.startswith("grip_gun"):
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b.custom_shape_scale_xyz = (0.1, 1.5, 0.2)
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b.custom_shape_translation = (0.0, 0.185, 0.0)
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elif b.name == "gun_ammunition":
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b.custom_shape_scale_xyz = (0.4, 1.0, 0.4)
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b.custom_shape_translation = (0.0, 0.06, 0.0)
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elif b.name == "gun_trigger":
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b.custom_shape_scale_xyz = (0.3, 1.0, 0.7)
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b.custom_shape_translation = (0.0, 0.015, 0.0)
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arrcopy(b.lock_rotation, [False, True, True])
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arrcopy(b.lock_location, [True, True, True])
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arrcopy(b.lock_scale, [True, True, True])
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elif b.name == "gun_muzzle":
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b.custom_shape_scale_xyz = (0.1, 1.1, 0.2)
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b.custom_shape_translation = (0.0, 0.14, 0.0)
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arrcopy(b.lock_location, [True, False, True])
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arrcopy(b.lock_rotation, [True, True, True])
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arrcopy(b.lock_scale, [True, False, True])
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b.lock_rotation_w = True
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## BODY
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## BODY
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elif b.name == "neck.001":
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elif b.name == "neck.001":
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arrcopy(b.lock_location, [True, True, True])
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arrcopy(b.lock_location, [True, True, True])
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@ -170,18 +191,32 @@ for b in rig.pose.bones:
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# Constrain slider widgets
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# Constrain slider widgets
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constrain_slider(rig.pose.bones.get('slider1d_baton_constrain'), 0.0, 0.06)
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constrain_slider(rig.pose.bones.get('slider1d_baton_constrain'), 0.0, 0.06)
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constrain_slider(rig.pose.bones.get('slider1d_baton_handIK'), 0.0, 0.06)
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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)
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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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## 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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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
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cpy_transforms(baton_grip, 'grip_baton_constrained', 1.0) # Default to hand grip
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bg_constraint = cpy_transforms(baton_grip, 'grip_baton_free', 0.0)
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bg_constraint = cpy_transforms(baton_grip, 'grip_baton_free', 0.0)
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drv_constraint_1D(bg_constraint, 'slider1d_baton_constrain', 0.06)
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drv_constraint_1D(bg_constraint, 'slider1d_baton_constrain', 0.06)
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# Align right hand to baton grip
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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")
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rightHand = rig.pose.bones.get("MCH-upper_arm_ik_target.R")
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bh_constraint = cpy_transforms(rightHand, 'baton_handR_grip', 0.0) # Default to hand grip
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bh_constraint = cpy_transforms(rightHand, 'baton_handR_grip', 0.0) # Default to hand grip
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drv_constraint_1D(bh_constraint, 'slider1d_baton_handIK', 0.06)
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drv_constraint_1D(bh_constraint, 'slider1d_baton_handIK', 0.06)
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# Gun
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gun_grip = rig.pose.bones.get("grip_gun")
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cpy_transforms(gun_grip, 'grip_gun_free', 1.0) # Inherit transforms, but be tree-agnostic for IK
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## Align hands to gun grip
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ghr_constraint = cpy_transforms(rightHand, 'gun_handR_grip', 0.0)
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drv_constraint_1D(ghr_constraint, 'slider1d_gun_handRIK', 0.06)
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leftHand = rig.pose.bones.get("MCH-upper_arm_ik_target.L")
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ghl_constraint = cpy_transforms(leftHand, 'gun_handL_grip', 0.0)
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drv_constraint_1D(ghl_constraint, 'slider1d_gun_handLIK', 0.06)
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### Set up smear effect drivers for axe
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### Set up smear effect drivers for axe
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#drv_blend_1D('Key', 'smear_down', 'slider1d_axe_smear', 0.03)
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#drv_blend_1D('Key', 'smear_down', 'slider1d_axe_smear', 0.03)
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#drv_blend_1D('Key', 'smear_up', 'slider1d_axe_smear', -0.03)
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#drv_blend_1D('Key', 'smear_up', 'slider1d_axe_smear', -0.03)
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