import bpy from bpy.types import Constraint, PoseBone rig = bpy.data.objects["skeleton_insurrectionist"] ## 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') # Force axe to be exported by setting it as a deform bone rig.data.edit_bones['axe'].use_deform = True # Switch into POSE mode to set up animation constraints bpy.ops.object.mode_set(mode='POSE') ## Declare Functions for animation constraints 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' 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' # Fix widget scalings for b in rig.pose.bones: 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]) 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 elif b.name == "axe_gripadjust": b.custom_shape_scale_xyz = (1.0, 0.8, 0.1) # Constrain menu sliders so they are limited to proper bounds constrain_slider(rig.pose.bones.get('slider1d_axe_gripadjust')) constrain_slider(rig.pose.bones.get('slider1d_axe_lefthand_grip')) constrain_slider(rig.pose.bones.get('slider1d_axe_smear'), -0.03, 0.03) # Arm and Hand switch for Axe Base # https://blender.stackexchange.com/questions/46928/set-bone-constraints-via-python-api#46986 axe_base = rig.pose.bones.get("axe_base") axe_constraint: Constraint = None if axe_base is not None: axe_constraint = axe_base.constraints.new('COPY_TRANSFORMS') axe_constraint.target = rig axe_constraint.subtarget = 'DEF-hand.R' # note subtarget uses name not object axe_constraint.target_space = 'POSE' axe_constraint.owner_space = 'POSE' axe_constraint.influence = 0.0 # Left-Hand grip switch for Axe left_hand = rig.pose.bones.get("hand_ik.L") lh_constraint: Constraint = None if axe_base is not None: lh_constraint = left_hand.constraints.new('COPY_TRANSFORMS') lh_constraint.target = rig lh_constraint.subtarget = 'axe_grip_lefthand' # note subtarget uses name not object lh_constraint.target_space = 'POSE' lh_constraint.owner_space = 'POSE' lh_constraint.influence = 0.0 ## Set up driver constraint for the switches drv_constraint_1D(axe_constraint, 'slider1d_axe_gripadjust', 0.06) drv_constraint_1D(lh_constraint, 'slider1d_axe_lefthand_grip', 0.06) ## 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)