More rigging work on Insurrectionist

This commit is contained in:
Alan O'Cull 2024-01-05 19:54:49 -05:00
parent 50074f7dee
commit 277bd92783
2 changed files with 72 additions and 2 deletions

View File

@ -1,12 +1,82 @@
import bpy import bpy
from bpy.types import Constraint
rig = bpy.data.objects["insurrectionist"] rig = bpy.data.objects["insurrectionist"]
## FIX PARENTS ## FIX PARENTS
def reparent(b: str, newParent: str = 'DEF-spine'): def reparent(b: str, newParent: str = 'DEF-spine'):
rig.data.edit_bones[b].parent = rig.data.edit_bones[newParent] 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') bpy.ops.object.mode_set(mode='EDIT')
pass # 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',
'DEF-palm.01.L',
'DEF-palm.02.L',
'DEF-palm.03.L',
'DEF-palm.04.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'))
bpy.ops.object.mode_set(mode='POSE') # Pelvis parents work a little differently
reparent('DEF-pelvis.L', 'DEF-spine')
reparent('DEF-pelvis.R', 'DEF-spine')
# Switch into POSE mode to set up animation constraints
bpy.ops.object.mode_set(mode='POSE')
## Declare Functions for animation constraints
def drv_blend_1D(shape_target: str, key_target: str, bone_name: str, max_x: float, prop: str = 'LOC_Z', 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'
# 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