Merge branch 'master' of https://git.alanocull.com/triple-aaa-games/assets
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characters/infantry/post_rig.py
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characters/infantry/post_rig.py
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import bpy
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from bpy.types import Constraint, PoseBone
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rig = bpy.data.objects["skeleton_insurrectionist"]
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## FIX PARENTS
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def reparent(b: str, newParent: str = 'DEF-spine'):
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rig.data.edit_bones[b].parent = rig.data.edit_bones[newParent]
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def fix(b: str):
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p = rig.data.edit_bones[b].parent.name.replace('ORG','DEF')
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reparent(b, p)
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# Switch to EDIT mode to modify bone hiearchy to be proper for Unreal
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bpy.ops.object.mode_set(mode='EDIT')
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# List of bones that need to be reparented to their deforming counterparts
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fixList = [
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# Hands
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'DEF-thumb01.L',
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'DEF-index01.L',
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'DEF-middle01.L',
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'DEF-ring01.L',
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'DEF-pinky01.L',
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# Arms
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'shoulder.L',
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'breast.L',
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# Legs
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'DEF-thigh.L',
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]
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# Iterate through and fix each bone
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for item in fixList:
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fix(item)
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if item.endswith('.L'): # If it's left-sided, fix right-side counterparts too
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fix(item.replace('.L','.R'))
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# Pelvis parents work a little differently
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reparent('DEF-pelvis.L', 'DEF-spine')
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reparent('DEF-pelvis.R', 'DEF-spine')
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# Deform parents on palms are actually parented to originals, so skip that layer
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reparent('DEF-palm.01.L', 'DEF-hand.L')
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reparent('DEF-palm.02.L', 'DEF-hand.L')
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reparent('DEF-palm.03.L', 'DEF-hand.L')
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reparent('DEF-palm.04.L', 'DEF-hand.L')
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reparent('DEF-palm.01.R', 'DEF-hand.R')
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reparent('DEF-palm.02.R', 'DEF-hand.R')
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reparent('DEF-palm.03.R', 'DEF-hand.R')
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reparent('DEF-palm.04.R', 'DEF-hand.R')
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# Force axe to be exported by setting it as a deform bone
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rig.data.edit_bones['axe'].use_deform = True
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# Switch into POSE mode to set up animation constraints
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bpy.ops.object.mode_set(mode='POSE')
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## Declare Functions for animation constraints
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def arrcopy(copyTo, copyFrom):
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for i in range(min(len(copyTo), len(copyFrom))):
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copyTo[i] = copyFrom[i]
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def drv_blend_1D(shape_target: str, key_target: str, bone_name: str, max_x: float, prop: str = 'LOC_Y', formula: str = ''):
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block = bpy.data.shape_keys[shape_target].key_blocks[key_target]
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bmin = block.slider_min
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bmax = block.slider_max
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block.driver_remove('value')
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fcurve = block.driver_add('value')
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d = fcurve.driver
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d.type = 'SCRIPTED'
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if formula == '':
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d.expression = str(bmax / max_x) + '*x'
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else:
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d.expression = formula
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v = d.variables.new()
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v.name = 'x'
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v.type = 'TRANSFORMS'
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t = v.targets[0]
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t.id = rig
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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_constraint_1D(c: Constraint, bone_name: str, max_x: float, prop: str = 'LOC_Y', formula: str = ''):
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bmin = 0.0
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bmax = 1.0
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c.driver_remove('influence')
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fcurve = c.driver_add('influence')
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d = fcurve.driver
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d.type = 'SCRIPTED'
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if formula == '':
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d.expression = str(bmax / max_x) + '*x'
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else:
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d.expression = formula
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v = d.variables.new()
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v.name = 'x'
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v.type = 'TRANSFORMS'
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t = v.targets[0]
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t.id = rig
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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 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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c.use_max_y = True
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c.min_y = minimum
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c.max_y = maximum
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c.use_transform_limit = True
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c.owner_space = 'LOCAL'
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# Fix widget scalings
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for b in rig.pose.bones:
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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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b.custom_shape_scale_xyz = (0.06, 0.06, 0.0)
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arrcopy(b.lock_scale, [False, True, False])
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elif b.name.startswith("slider1d"):
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b.use_custom_shape_bone_size = False
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b.custom_shape_scale_xyz = (0.02, 0.003, 0.005)
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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, 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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# Constrain menu sliders so they are limited to proper bounds
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constrain_slider(rig.pose.bones.get('slider1d_axe_gripadjust'))
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constrain_slider(rig.pose.bones.get('slider1d_axe_lefthand_grip'))
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constrain_slider(rig.pose.bones.get('slider1d_axe_smear'), -0.03, 0.03)
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# Arm and Hand switch for Axe Base
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# https://blender.stackexchange.com/questions/46928/set-bone-constraints-via-python-api#46986
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axe_base = rig.pose.bones.get("axe_base")
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axe_constraint: Constraint = None
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if axe_base is not None:
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axe_constraint = axe_base.constraints.new('COPY_TRANSFORMS')
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axe_constraint.target = rig
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axe_constraint.subtarget = 'DEF-hand.R' # note subtarget uses name not object
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axe_constraint.target_space = 'POSE'
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axe_constraint.owner_space = 'POSE'
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axe_constraint.influence = 0.0
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# Left-Hand grip switch for Axe
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left_hand = rig.pose.bones.get("hand_ik.L")
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lh_constraint: Constraint = None
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if axe_base is not None:
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lh_constraint = left_hand.constraints.new('COPY_TRANSFORMS')
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lh_constraint.target = rig
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lh_constraint.subtarget = 'axe_grip_lefthand' # note subtarget uses name not object
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lh_constraint.target_space = 'POSE'
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lh_constraint.owner_space = 'POSE'
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lh_constraint.influence = 0.0
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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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drv_constraint_1D(lh_constraint, 'slider1d_axe_lefthand_grip', 0.06)
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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_up', 'slider1d_axe_smear', -0.03)
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BIN
characters/infantry/rigging-1.blend
(Stored with Git LFS)
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BIN
characters/infantry/rigging-1.blend
(Stored with Git LFS)
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