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functions.py
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# cycle control - this is the engine that creates the movement!
def clock(cycle=1.0, freq=9, amp=.5): # Sets the pace
frame = bpy.context.scene.frame_current
stp = amp * abs((cycle*frame)/freq % 4 - 2) - amp
return round(stp, 2)
# add to namespace
bpy.app.driver_namespace['clock'] = clock # Important
def set_pivot(coordinates=Vector()):
bpy.ops.object.mode_set(mode='EDIT')
ob = bpy.context.active_object
mw = ob.matrix_world
o = mw.inverted() @ Vector(coordinates)
ob.data.transform(Matrix.Translation(-o))
mw.translation = coordinates
bpy.ops.object.mode_set(mode='OBJECT')
# getEuler output represents:
# bpy.data.objects['rg00biped'].pose.bones["backCenter"]
def getEuler(str_bone_name): # *** Switching to pose mode must be external
ob = bpy.context.object
bone = ob.pose.bones[str_bone_name]
bone.rotation_mode = 'XYZ'
return bone
def deselectAll():
for obj in bpy.context.selected_objects:
obj.select_set(False)
def deleteAll():
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='SELECT')
bpy.ops.object.delete()
# vector
# string
def boneExtrude(vector, name):
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.armature.extrude_forked(TRANSFORM_OT_translate={"value":vector})
bpy.context.active_bone.name = name
bone = bpy.context.active_bone
return bone
def getSceneObjectNumber():
n = 0
for o in bpy.data.objects:
if("at" in o.name):
n += 1
return n
def new_armature(name, x=0, y=0, z=0):
bpy.context.scene.frame_start = 0
n = getSceneObjectNumber()
armature = bpy.data.armatures.new(name + str(n) + '_at') # at = Armature
rig = bpy.data.objects.new(name, armature) # rig = Armature object
rig.show_in_front = True
rig.location = (x, y, z) # Set armature point locatioon
# Link to scene
coll = bpy.context.view_layer.active_layer_collection.collection
coll.objects.link(rig)
bpy.context.view_layer.objects.active = rig
bpy.context.view_layer.update()
return rig
# Make bone creation easy
'''
def createBone(name="boneName", pHead=Vector(), pTail=Vector(), roll=0, con=False):
bpy.ops.object.mode_set(mode='EDIT')
bData = bpy.context.active_object.data
bone = bData.edit_bones.new(name)
bone.head[:] = [pHead.x, pHead.y, pHead.z]
bone.tail[:] = [pTail.x, pTail.y, pTail.z]
bone.roll = roll
bone.use_connect = con
return bone
'''
# Different data paths are used to access different bone data -
# obj = bpy.data.objects['Armature']
# obj.data.edit_bones # adding, deleting, positioning bones
# obj.data.bones # adjusting bone properties
# obj.pose.bones # adding constraints, custom shapes...
def createBone(name, head, tail):
bpy.ops.object.mode_set(mode='EDIT', toggle=False)
obArm = bpy.context.active_object
ebs = obArm.data.edit_bones
eb = ebs.new(name)
eb.head = head
eb.tail = tail
return eb
# Set Driver For Single Axis Only:
def setAxisDriver(euler, fn="0", axis=0, movementType='rotation_euler'):
edriver = euler.driver_add(movementType, axis)
edriver.driver.type = 'SCRIPTED'
edriver.driver.expression = fn
return edriver
def setActiveArmature(classBone, deselect=True):
bpy.ops.object.mode_set(mode='OBJECT')
if(deselect):
bpy.ops.object.select_all(action='DESELECT')
bpy.context.view_layer.objects.active = classBone.armature
bpy.data.objects[classBone.armature.name].select_set(True)
# Right arm will need to be set to 90 in most cases
def dropArm(arm, rot=-90):
bpy.ops.object.mode_set(mode='OBJECT')
deselectAll()
arm.armature.select_set(True)
arm.armature.rotation_euler.x = radians(rot)
def animateBipedLeg(char, leg, flip=False):
set_pivot((char.location.x, char.location.y, char.leg_height))
fn = str(leg.rotateRangeFemur) +'*(clock()+'+ str(leg.rotatePositionFemur)+")" + leg.ZeroAtFrame0
if(flip):
fn = "-1*" + fn
bJ1 = leg.bones[0]
Driver1 = setAxisDriver(getEuler(bJ1.name), fn, 2)
#
# Leg Tibia
fn = str(leg.rotateRangeTibia) +'*(clock()+'+ str(leg.rotatePositionTibia)+")" + leg.ZeroAtFrame0
if(flip):
fn = str(leg.rotateRangeTibia) +'*(clock()+'+ str(leg.rotatePositionTibia*-1)+")" + leg.ZeroAtFrame0
fn = "-1*" + fn
bJ3L = leg.bones[2]
Driver3 = setAxisDriver(getEuler(bJ3L.name), fn, 2)
#
# Ankle
fn = str(leg.rotateRangeAnkle) +'*(clock()+'+ str(leg.rotatePositionAnkle)+")" + leg.ZeroAtFrame0
if(flip):
fn = str(leg.rotateRangeAnkle) +'*-1*(clock()+'+ str(leg.rotatePositionAnkle)+")" + leg.ZeroAtFrame0
bJ5 = leg.bones[4]
setAxisDriver(getEuler(bJ5.name), fn, 2)
def animateBipedArm(char, arm, flip=False):
set_pivot((char.location.x, char.location.y, ch.shoulder_height))
# Humerus - Arms rotation
fn = "-(" + str(arm.rotatePositionHumerus)+"+clock()*" + str(arm.rotateRangeHumerus) + ")" + arm.ZeroAtFrame0
aJ1 = arm.bones[0]
setAxisDriver(getEuler(aJ1.name), fn, 2)
# Ulna - Arms rotation
fn = "(-1*" + str(arm.rotatePositionUlna)+"-clock()*" + str(arm.rotateRangeUlna) + ")" + arm.ZeroAtFrame0
if(flip):
fn = "(" + str(armR.rotatePositionUlna)+"-clock()*" + str(armR.rotateRangeUlna) + ")" + arm.ZeroAtFrame0
aJ3 = arm.bones[2]
setAxisDriver(getEuler(aJ3.name), fn, 2)
def setShoulderSwayFB(char, component, axis=1): # left-right sway movement
bpy.context.view_layer.objects.active = component.armature
fn = "-(asin(clock())* " + str(char.shoulder_FB) + "*.2)"
J1 = component.bones[0]
setAxisDriver(getEuler(J1.name), fn, axis, 'rotation_euler')
def setShoulderSwayUD(char, component, axis=1): # left-right sway movement
bpy.context.view_layer.objects.active = component.armature
fn = "-(asin(clock())* " + str(char.shoulder_UD) + "*.2)"
J1 = component.bones[0]
setAxisDriver(getEuler(J1.name), fn, axis, 'rotation_euler')
def setSwayLR(char, component, axis=1): # left-right sway movement
bpy.context.view_layer.objects.active = component.armature
fn = "-(asin(clock())* " + str(char.sway_LR) + "*.2)"
J1 = component.bones[0]
setAxisDriver(getEuler(J1.name), fn, axis, 'rotation_euler')
def setSwayFB(): # forward - backward sway movement
fn = "-(asin(" + 'clock()' + ")* " + str(ch.sway_FB) + "*.01)"
cJ1 = ch.bones[0]
setAxisDriver(getEuler(cJ1.name), fn, 0, 'rotation_euler')
def setDirection(ch, dir=0):
bpy.ops.object.mode_set(mode='OBJECT')
bpy.context.view_layer.objects.active = ch.armature
bpy.context.view_layer.objects.active.rotation_euler.z = math.radians(dir)
def setBounce(): # Bounce
fn = "-(asin(clock())*" + str(ch.bounce) + "*.01)"
cJ1 = ch.bones[0]
setAxisDriver(getEuler(cJ1.name), fn, 2, 'location')
## Body Controls
def update(self, context):
bpy.ops.object.mode_set(mode='POSE')
bpy.context.scene.frame_current = 1
bpy.ops.object.mode_set(mode='OBJECT')
# ch = getCurrentlySelectedChar():
# Rotate the easy way
def rotate(str_bone_name, rad=0, axis=0):
rad = radians(rad)
bpy.ops.object.mode_set(mode='POSE')
ob = bpy.context.object
if(ob.name.startswith("rg")): # ***Now specific to Character types***
euler = ob.pose.bones[str_bone_name]
euler.rotation_mode = 'XYZ'
bpy.data.objects[ob.name].pose.bones[str_bone_name].rotation_euler[axis] = rad
def setShoulder():
shoulder_FB = str(ch.shoulder_FB*.04)
fn = "(asin(clock()) * " + shoulder_FB + ")/3.14"
cJs = ch.bones[5]
setAxisDriver(getEuler(cJs.name), fn, 1)
# Compensate for rotation by r0tating neck and head in opposite directiion, in three parts
fn = "-(asin(clock()) * " + shoulder_FB + "/3)/3.14"
cJs = ch.bones[6]
setAxisDriver(getEuler(cJs.name), fn, 1)
cJs = ch.bones[7]
setAxisDriver(getEuler(cJs.name), fn, 1)
cJs = ch.bones[8]
setAxisDriver(getEuler(cJs.name), fn, 1)
# Shoulder up - down movement
shoulder_UD = str(ch.shoulder_UD*.06)
fn = "-(asin(clock()) * " + shoulder_UD + ")/3.14"
cJs = ch.bones[9]
setAxisDriver(getEuler(cJs.name), fn, 2)
fn = "-(asin(clock()) * " + shoulder_UD + ")/3.14"
cJs = ch.bones[10]
setAxisDriver(getEuler(cJs.name), fn, 2)
# walk speed control
def setHorizontalSpeed():
spd = ch.speed
frame = bpy.context.scene.frame_current
spd = frame * .04 * spd
return round(spd, 2)
# add this function to the namespace
bpy.app.driver_namespace['setHorizontalSpeed'] = setHorizontalSpeed
## LEG controls
def setRun():
ch.cycle = 4.0
ch.bounce = 1.2
ch.hip_rotate = 2.0
ch.sway_LR = 2.0
ch.sway_FB = 4.0
ch.hip_UD = 3.0
ch.shoulder_FB = 2.0
ch.shoulder_UD = 4.0
ch.Arm_Rotation = 4.0
ch.rotatePositionHumerus = 0.0
ch.rotateRangeHumerus = 1.0
ch.rotatePositionUlna = 0.0
ch.rotateRangeUlna = 1.0
ch.rotatePositionFemur = 0.1 # was genProp. from here down
ch.rotatePositionTibia = -.4 # 1.0
ch.rotatePositionAnkle = 0.1
ch.rotatePositionToe = -.1
ch.rotateRangeFemur = 2.2
ch.rotateRangeTibia = 1.0 # .6
ch.rotateRangeAnkle = 2.2
ch.rotateRangeToe = 1.8 # 2.2
ch.rotateRangeBack = 1.0 # Need calibration
ch.rotateRangeNeck = 1.0 # Need calibration
setCharacterAction(self, context)
bpy.ops.object.mode_set(mode='OBJECT')
def unSetLegRotation():
# For each bone remove driver (Alternatively, just reset to zero or delete)
for b in leg.bones:
undo = bpy.data.objects[leg.name].pose.bones[b.name]
undo.driver_remove('rotation_euler', -1)
def unSetArmRotation(self, context):
for b in arm.bones:
undo = bpy.data.objects[arm.name].pose.bones[b.name]
undo.driver_remove('rotation_euler', -1)
def setLegArch(leg):
fn = leg.Leg_Arch * .02 # Leg Arch
lJ1 = leg.bones[0]
setAxisDriver(getEuler(lJ1.name), str(-fn), 1)
setAxisDriver(getEuler(lJ1.name), str(fn), 1)
def setArms(arm): # TODO This roars slider
UD = math.radians(arm.Arms_UD)
aJ1 = arm.bones[0]
rotate(aJ1.name, UD, 2)
rotate(aJ1.name, -UD, 2)
bpy.context.object.data.bones[aJ1.name].select = True
bpy.context.object.data.bones[aJ1.name].select = True
bpy.ops.object.mode_set(mode='POSE')
def setArmTwistL(arm): # Should be able to merge this and the fn below it.
LArm_Twist = arm.LArm_Twist * -.1
aJ2 = arm.bones[1]
rotate(aJ2.name, LArm_Twist, 1)
aJ3 = arm.bones[2]
rotate(aJ3.name, LArm_Twist, 1)
aJ4 = arm.bones[3]
rotate(aJ4.name, LArm_Twist, 1)
aJ5 = arm.bones[4]
rotate(aJ5.name, LArm_Twist, 1)
bpy.context.object.data.bones[aJ2.name].select = True
bpy.context.object.data.bones[aJ3.name].select = True
bpy.context.object.data.bones[aJ4.name].select = True
bpy.context.object.data.bones[aJ5.name].select = True
bpy.ops.object.mode_set(mode='POSE')
def setArmTwistR(self, context):
name = getSelectedCharacterName()
RArm_Twist = ch.RArm_Twist * .1
rotate('armJ2.R', RArm_Twist, 1)
rotate('armJ3.R', RArm_Twist, 1)
rotate('armJ4.R', RArm_Twist, 1)
rotate('armJ5.R', RArm_Twist, 1)
bpy.context.object.data.bones['armJ2.R'].select = True
bpy.context.object.data.bones['armJ3.R'].select = True
bpy.context.object.data.bones['armJ4.R'].select = True
bpy.context.object.data.bones['armJ5.R'].select = True
bpy.ops.object.mode_set(mode='POSE')