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November 29, 2022 14:46
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import bpy | |
import math | |
import bmesh | |
import numpy as np | |
import sys | |
# CONSTANT | |
ARMATURE = "Armature" | |
HEAD = "Head" | |
CONTROL_RIG_TAIL = ".001" | |
RIGID_BODIES_COLLECTION = "Rigid_bodies" | |
PLAIN_AXESES_COLLECTION = "Plain_axeses" | |
def check_mode(func_name, mode): | |
if bpy.context.mode != mode: | |
print(f"{func_name} must be run at {mode} mode ({bpy.context.mode} mode now)") | |
return False | |
return True | |
def move_collection(obj, collection_name): | |
destinationcollection = bpy.data.collections.get(collection_name) | |
# Unlink | |
for collection in obj.users_collection: | |
collection.objects.unlink(obj) | |
# Check the collection | |
if destinationcollection == None: | |
# Making new collection if it is not exist | |
destinationcollection = bpy.data.collections.new(collection_name) | |
bpy.context.scene.collection.children.link(destinationcollection) | |
destinationcollection.objects.link(obj) | |
def determine_rectangular_vertexes(head, long_edge_len, short_edge_len): | |
half_short_len = short_edge_len / 2 | |
return [ | |
(head[0] - half_short_len, head[2], head[1] + half_short_len), | |
(head[0] + half_short_len, head[2], head[1] + half_short_len), | |
(head[0] + half_short_len, head[2], head[1] - half_short_len), | |
(head[0] - half_short_len, head[2], head[1] - half_short_len), | |
(head[0] - half_short_len, head[2] - long_edge_len, head[1] + half_short_len), | |
(head[0] + half_short_len, head[2] - long_edge_len, head[1] + half_short_len), | |
(head[0] + half_short_len, head[2] - long_edge_len, head[1] - half_short_len), | |
(head[0] - half_short_len, head[2] - long_edge_len, head[1] - half_short_len) | |
] | |
def add_rigid_rectangular(bone): | |
# Determination the length of edgies | |
head_vec = bone.head[:] | |
tail_vec = bone.tail[:] | |
bone_vec = np.array([head_vec, tail_vec]) | |
long_edge_len = np.linalg.norm(bone_vec, ord = 2) | |
print(long_edge_len) | |
short_edge_len = long_edge_len / 10 | |
print(long_edge_len, short_edge_len) | |
# Define the vertexes and faces | |
verts = determine_rectangular_vertexes(head_vec, long_edge_len, short_edge_len) | |
faces = [(0,1,2,3), (4,5,6,7), (0,4,5,1), (1,5,6,2), (2,6,7,3), (3,7,4,0)] | |
# Define the mesh | |
mesh = bpy.data.meshes.new("Cube_mesh") | |
# Generate the mesh | |
mesh.from_pydata(verts,[],faces) | |
mesh.update(calc_edges=True) | |
# Define the mesh object | |
obj = bpy.data.objects.new(f"Rigid_body.{bone.name}", mesh) | |
# Link the object into the scene | |
bpy.context.scene.collection.objects.link(obj) | |
return obj | |
def add_plain_axes(bone): | |
obj = bpy.data.objects.new(f"Plain_axes.{bone.name}", None) | |
bpy.context.scene.collection.objects.link(obj) | |
return obj | |
def add_rigid_bodyies(): | |
if bpy.context.mode != "POSE": | |
print(f"{sys._getframe().f_code.co_name} must be run at pose mode") | |
return | |
rigid_bodies = [] | |
plain_axeses = [] | |
bones = bpy.context.selected_pose_bones_from_active_object | |
if bones is None: | |
print("No bones are found") | |
return | |
for bone in bones: | |
print(bone.head, bone.tail) | |
rigid_body = add_rigid_rectangular(bone) | |
plain_axes = add_plain_axes(bone) | |
move_collection(rigid_body, RIGID_BODIES_COLLECTION) | |
move_collection(plain_axes, PLAIN_AXESES_COLLECTION) | |
rigid_bodies.append(rigid_body) | |
plain_axeses.append(plain_axes) | |
return rigid_bodies, plain_axeses, bones | |
def attach_to_rigid_bodies(rigid_bodies, plain_axeses, bones): | |
if bpy.context.mode != "OBJECT": | |
print(f"{sys._getframe().f_code.co_name} must be run at object mode") | |
return | |
for rigid_body, plain_axes, bone in zip(rigid_bodies, plain_axeses, bones): | |
# Rigid body | |
bpy.ops.object.select_all(action='DESELECT') | |
rigid_body.select = True | |
bpy.context.view_layer.objects.active = rigid_body | |
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN') | |
copy_location = rigid_body.constraints.new(type='COPY_LOCATION') | |
copy_location.target = bpy.data.objects["Armature"] | |
copy_location.subtarget = bone.name | |
copy_location.head_tail = 0.5 | |
copy_rotation = rigid_body.constraints.new(type='COPY_ROTATION') | |
copy_rotation.target = bpy.data.objects["Armature"] | |
copy_rotation.subtarget = bone.name | |
bpy.ops.rigidbody.object_add() | |
if bone.name == HEAD: | |
bpy.context.object.rigid_body.type = 'PASSIVE' | |
bpy.context.object.rigid_body.kinematic = True | |
copy_location.head_tail = 1.0 | |
continue | |
# Plain axes | |
bpy.ops.object.select_all(action='DESELECT') | |
plain_axes.select = True | |
bpy.context.view_layer.objects.active = plain_axes | |
bpy.ops.object.origin_set(type='ORIGIN_GEOMETRY', center='MEDIAN') | |
copy_location = plain_axes.constraints.new(type='COPY_LOCATION') | |
copy_location.target = bpy.data.objects["Armature"] | |
copy_location.subtarget = bone.name | |
copy_location.head_tail = 0.0 | |
## Generic spring | |
bpy.ops.rigidbody.constraint_add() | |
bpy.context.object.rigid_body_constraint.type = 'GENERIC_SPRING' | |
parent_bone = bone.parent | |
second_rigid_body_name = f"Rigid_body.{bone.name}" | |
first_rigid_body_name = f"Rigid_body.{parent_bone.name}" | |
bpy.context.object.rigid_body_constraint.object1 = bpy.data.objects[first_rigid_body_name] | |
bpy.context.object.rigid_body_constraint.object2 = bpy.data.objects[second_rigid_body_name] | |
bpy.context.object.rigid_body_constraint.use_limit_ang_x = True | |
bpy.context.object.rigid_body_constraint.use_limit_ang_y = True | |
bpy.context.object.rigid_body_constraint.use_limit_ang_z = True | |
bpy.context.object.rigid_body_constraint.use_limit_lin_x = True | |
bpy.context.object.rigid_body_constraint.use_limit_lin_y = True | |
bpy.context.object.rigid_body_constraint.use_limit_lin_z = True | |
bpy.context.object.rigid_body_constraint.use_spring_ang_x = True | |
bpy.context.object.rigid_body_constraint.use_spring_ang_y = True | |
bpy.context.object.rigid_body_constraint.use_spring_ang_z = True | |
bpy.context.object.rigid_body_constraint.use_spring_x = True | |
bpy.context.object.rigid_body_constraint.use_spring_y = True | |
bpy.context.object.rigid_body_constraint.use_spring_z = True | |
bpy.context.object.rigid_body_constraint.limit_ang_z_lower = 0 | |
bpy.context.object.rigid_body_constraint.limit_ang_z_upper = 0 | |
bpy.context.object.rigid_body_constraint.limit_ang_x_lower = -0.21 | |
bpy.context.object.rigid_body_constraint.limit_ang_x_upper = 0.21 | |
bpy.context.object.rigid_body_constraint.limit_ang_y_lower = 0 | |
bpy.context.object.rigid_body_constraint.limit_ang_y_upper = 0 | |
bpy.context.object.rigid_body_constraint.limit_ang_z_lower = -0.436332 | |
bpy.context.object.rigid_body_constraint.limit_ang_z_upper = 0.436332 | |
bpy.context.object.rigid_body_constraint.limit_lin_x_upper = 0 | |
bpy.context.object.rigid_body_constraint.limit_lin_x_lower = 0 | |
bpy.context.object.rigid_body_constraint.limit_lin_y_upper = 0 | |
bpy.context.object.rigid_body_constraint.limit_lin_y_lower = 0 | |
bpy.context.object.rigid_body_constraint.limit_lin_z_upper = 0 | |
bpy.context.object.rigid_body_constraint.limit_lin_z_lower = 0 | |
def find_bone(armature, bone_name): | |
if armature.type != 'ARMATURE': | |
# Accepting only armature | |
return None | |
# Get the bone from armature | |
target_bone = armature.pose.bones.get(bone_name) | |
if target_bone == None: | |
# Interruption when no bones are found | |
return None | |
return target_bone | |
def attach_rigid_to_rig(armature, rigid_bodies, bones): | |
mode_safety = check_mode(sys._getframe().f_code.co_name, "POSE") | |
if not mode_safety: | |
return | |
for rigid_body, bone in zip(rigid_bodies, bones): | |
if bone.name == HEAD: | |
continue | |
original_bone_name = bone.name.replace(CONTROL_RIG_TAIL, "") | |
original_bone = find_bone(armature, original_bone_name) | |
if original_bone is None: | |
print(f"{original_bone_name} is not found") | |
continue | |
copy_rotation = original_bone.constraints.new(type='COPY_ROTATION') | |
copy_rotation.target = rigid_body | |
print(original_bone_name, rigid_body) | |
# This script must run at pose mode | |
if bpy.context.mode == "POSE": | |
rigid_bodies, plain_axeses, bones = add_rigid_bodyies() | |
bpy.ops.object.mode_set(mode = 'OBJECT') | |
attach_to_rigid_bodies(rigid_bodies, plain_axeses, bones) | |
armature = bpy.data.objects.get(ARMATURE) | |
bpy.context.view_layer.objects.active = armature | |
bpy.ops.object.mode_set(mode = 'POSE') | |
attach_rigid_to_rig(armature, rigid_bodies, bones) |
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