Work on Infantry rigging

This commit is contained in:
Alan O'Cull 2024-02-19 13:20:17 -05:00
parent cf23d0c88c
commit 70144ec7c1
3 changed files with 55 additions and 40 deletions

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@ -1,7 +1,7 @@
import bpy import bpy
from bpy.types import Constraint, PoseBone from bpy.types import Constraint, PoseBone
rig = bpy.data.objects["skeleton_insurrectionist"] rig = bpy.data.objects["infantry"]
## FIX PARENTS ## FIX PARENTS
def reparent(b: str, newParent: str = 'DEF-spine'): def reparent(b: str, newParent: str = 'DEF-spine'):
@ -48,13 +48,13 @@ reparent('DEF-palm.02.R', 'DEF-hand.R')
reparent('DEF-palm.03.R', 'DEF-hand.R') reparent('DEF-palm.03.R', 'DEF-hand.R')
reparent('DEF-palm.04.R', 'DEF-hand.R') reparent('DEF-palm.04.R', 'DEF-hand.R')
# Force axe to be exported by setting it as a deform bone ## Force axe to be exported by setting it as a deform bone
rig.data.edit_bones['axe'].use_deform = True #rig.data.edit_bones['axe'].use_deform = True
# Switch into POSE mode to set up animation constraints ## Switch into POSE mode to set up animation constraints
bpy.ops.object.mode_set(mode='POSE') bpy.ops.object.mode_set(mode='POSE')
## Declare Functions for animation constraints ### Declare Functions for animation constraints
def arrcopy(copyTo, copyFrom): def arrcopy(copyTo, copyFrom):
for i in range(min(len(copyTo), len(copyFrom))): for i in range(min(len(copyTo), len(copyFrom))):
copyTo[i] = copyFrom[i] copyTo[i] = copyFrom[i]
@ -111,8 +111,15 @@ def constrain_slider(b: PoseBone, minimum: float = 0, maximum: float = 0.06):
c.max_y = maximum c.max_y = maximum
c.use_transform_limit = True c.use_transform_limit = True
c.owner_space = 'LOCAL' c.owner_space = 'LOCAL'
def cpy_transforms(b: PoseBone, subtarget, influence = 1.0):
constraint = b.constraints.new('COPY_TRANSFORMS')
constraint.target = rig
constraint.subtarget = subtarget # note subtarget uses name not object
constraint.target_space = 'POSE'
constraint.owner_space = 'POSE'
constraint.influence = influence
# Fix widget scalings ## Fix widget scalings, and constrain them
for b in rig.pose.bones: for b in rig.pose.bones:
if b.name.startswith("menu_"): if b.name.startswith("menu_"):
b.use_custom_shape_bone_size = False b.use_custom_shape_bone_size = False
@ -129,39 +136,47 @@ for b in rig.pose.bones:
b.lock_rotation_w = True b.lock_rotation_w = True
elif b.name == "axe_gripadjust": elif b.name == "axe_gripadjust":
b.custom_shape_scale_xyz = (1.0, 0.8, 0.1) b.custom_shape_scale_xyz = (1.0, 0.8, 0.1)
elif b.name == "baton_obj":
b.custom_shape_scale_xyz = (0.2, 2.6, 0.2)
b.custom_shape_translation = (0.0, 0.25, 0.0)
elif b.name == "neck.001":
arrcopy(b.lock_location, [True, True, True])
# Constrain menu sliders so they are limited to proper bounds ## 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_gripadjust'))
constrain_slider(rig.pose.bones.get('slider1d_axe_lefthand_grip')) #constrain_slider(rig.pose.bones.get('slider1d_axe_lefthand_grip'))
constrain_slider(rig.pose.bones.get('slider1d_axe_smear'), -0.03, 0.03) #constrain_slider(rig.pose.bones.get('slider1d_axe_smear'), -0.03, 0.03)
# Arm and Hand switch for Axe Base ## Arm and Hand switch for Axe Base
# https://blender.stackexchange.com/questions/46928/set-bone-constraints-via-python-api#46986 ## https://blender.stackexchange.com/questions/46928/set-bone-constraints-via-python-api#46986
axe_base = rig.pose.bones.get("axe_base") #axe_base = rig.pose.bones.get("axe_base")
axe_constraint: Constraint = None #axe_constraint: Constraint = None
if axe_base is not None: #if axe_base is not None:
axe_constraint = axe_base.constraints.new('COPY_TRANSFORMS') # axe_constraint = axe_base.constraints.new('COPY_TRANSFORMS')
axe_constraint.target = rig # axe_constraint.target = rig
axe_constraint.subtarget = 'DEF-hand.R' # note subtarget uses name not object # axe_constraint.subtarget = 'DEF-hand.R' # note subtarget uses name not object
axe_constraint.target_space = 'POSE' # axe_constraint.target_space = 'POSE'
axe_constraint.owner_space = 'POSE' # axe_constraint.owner_space = 'POSE'
axe_constraint.influence = 0.0 # axe_constraint.influence = 0.0
# Left-Hand grip switch for Axe ## Left-Hand grip switch for Axe
left_hand = rig.pose.bones.get("hand_ik.L") #left_hand = rig.pose.bones.get("hand_ik.L")
lh_constraint: Constraint = None #lh_constraint: Constraint = None
if axe_base is not None: #if axe_base is not None:
lh_constraint = left_hand.constraints.new('COPY_TRANSFORMS') # lh_constraint = left_hand.constraints.new('COPY_TRANSFORMS')
lh_constraint.target = rig # lh_constraint.target = rig
lh_constraint.subtarget = 'axe_grip_lefthand' # note subtarget uses name not object # lh_constraint.subtarget = 'axe_grip_lefthand' # note subtarget uses name not object
lh_constraint.target_space = 'POSE' # lh_constraint.target_space = 'POSE'
lh_constraint.owner_space = 'POSE' # lh_constraint.owner_space = 'POSE'
lh_constraint.influence = 0.0 # lh_constraint.influence = 0.0
## Set up driver constraint for the switches baton_grip = rig.pose.bones.get("grip_baton")
drv_constraint_1D(axe_constraint, 'slider1d_axe_gripadjust', 0.06) cpy_transforms(baton_grip, 'baton_obj', 1.0)
drv_constraint_1D(lh_constraint, 'slider1d_axe_lefthand_grip', 0.06)
## Set up smear effect drivers for axe ### Set up driver constraint for the switches
drv_blend_1D('Key', 'smear_down', 'slider1d_axe_smear', 0.03) #drv_constraint_1D(axe_constraint, 'slider1d_axe_gripadjust', 0.06)
drv_blend_1D('Key', 'smear_up', 'slider1d_axe_smear', -0.03) #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)