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Blender rig helper addon for Unity humanoid.
# coding: utf-8
"""
UnityHumanoidHelper
reference
https://github.com/sugiany/blender_mmd_tools
"""
import bpy
import math
class SelectObjects:
def __init__(self, active_object, selected_objects=[]):
if not isinstance(active_object, bpy.types.Object):
raise ValueError
try:
bpy.ops.object.mode_set(mode='OBJECT')
except Exception:
pass
for i in bpy.context.selected_objects:
i.select = False
self.__active_object = active_object
self.__selected_objects = [active_object]+selected_objects
self.__hides = []
for i in self.__selected_objects:
self.__hides.append(i.hide)
i.hide = False
i.select = True
bpy.context.scene.objects.active = active_object
def __enter__(self):
return self.__active_object
def __exit__(self, type, value, traceback):
for i, j in zip(self.__selected_objects, self.__hides):
i.hide = j
class EditMode:
def __init__(self, obj):
if not isinstance(obj, bpy.types.Object):
raise ValueError
self.__prevMode = obj.mode
self.__obj = obj
with SelectObjects(obj) as act_obj:
if obj.mode != 'EDIT':
bpy.ops.object.mode_set(mode='EDIT')
def __enter__(self):
return self.__obj.data
def __exit__(self, type, value, traceback):
bpy.ops.object.mode_set(mode=self.__prevMode)
class BoneDefine:
def __init__(self, name, tail, children=[], head=None):
self.name=name
self.tail=tail
self.head=head
self.children=children
@property
def is_connected(self):
return not self.head
class CreateUnityHumanoid(bpy.types.Operator):
bl_idname = "unityhumanoid.add_armature_unity_humanoid"
bl_label = "Add Unity Humanoid"
bl_description = "add Armature that has Unity Humanoid Bones"
bl_options = {'REGISTER', 'UNDO'}
@staticmethod
def build_tree(armature, parent, data):
bone = armature.edit_bones.new(name=data.name)
if parent:
bone.head = parent.tail
else:
bone.head = [0, 0, 0]
if data.head:
bone.head=[x+y for x, y in zip(bone.head, data.head)]
bone.tail = [x+y for x, y in zip(bone.head, data.tail)]
if parent:
bone.parent=parent
bone.use_connect=data.is_connected
#print(bone)
for child in data.children:
CreateUnityHumanoid.build_tree(armature, bone, child)
def execute(self, context):
arm = bpy.data.armatures.new(name='humanoid')
armObj = bpy.data.objects.new(name='ArmatureHumanoid', object_data=arm)
bpy.context.scene.objects.link(armObj)
armObj.show_x_ray=True
#arm.show_names=True
hip_height=2.1
with EditMode(armObj) as arm:
CreateUnityHumanoid.build_tree(arm, None,
BoneDefine('Hips', [0, 0, 0.3], [
BoneDefine('Spine', [0, 0, 0.3], [
BoneDefine('Chest', [0, 0, 0.3], [
BoneDefine('Neck', [0, 0, 0.3], [
BoneDefine('Head', [0, 0, 0.5], [
BoneDefine('Eye.L', [0.1, -0.3, 0]),
BoneDefine('Jaw', [0, -0.3, -0.2])
])
]),
BoneDefine('Shoulder.L', [0.3, 0, 0], [
BoneDefine('UpperArm.L', [0.5, 0, 0], [
BoneDefine('LowerArm.L', [0.5, 0, 0], [
BoneDefine('Hand.L', [0.1, 0, 0], [
BoneDefine('ThumbProximal.L', [0.03, -0.03, 0], [
BoneDefine('ThumbIntermediate.L', [0.03, -0.03, 0], [
BoneDefine('ThumbDistal.L', [0.03, -0.03, 0])
])
]),
BoneDefine('IndexProximal.L', [0.08, -0.03, 0], [
BoneDefine('IndexIntermediate.L', [0.06, 0, 0], [
BoneDefine('IndexDistal.L', [0.06, 0, 0])
])
]),
BoneDefine('MiddleProximal.L', [0.08, -0.01, 0], [
BoneDefine('MiddleIntermediate.L', [0.06, 0, 0], [
BoneDefine('MiddleDistal.L', [0.06, 0, 0])
])
]),
BoneDefine('RingProximal.L', [0.08, 0.01, 0], [
BoneDefine('RingIntermediate.L', [0.06, 0, 0], [
BoneDefine('RingDistal.L', [0.06, 0, 0])
])
]),
BoneDefine('LittleProximal.L', [0.07, 0.03, 0], [
BoneDefine('LittleIntermediate.L', [0.05, 0, 0], [
BoneDefine('LittleDistal.L', [0.05, 0, 0])
])
]),
])
])
])
])
])
]),
BoneDefine('UpperLeg.L', [0, 0, -1], [
BoneDefine('LowerLeg.L', [0, 0, -1], [
BoneDefine('Foot.L', [0, -0.3, -0.2], [
BoneDefine('Toe.L', [0, -0.1, 0])
])
])
], [0.3, 0, -0.2])
], [0, 0, hip_height])
)
bpy.ops.armature.select_all(action='SELECT')
bpy.ops.armature.symmetrize()
bpy.context.scene.cursor_location = (0.0, 0.0, 0.0)
bpy.context.space_data.pivot_point = 'CURSOR'
bpy.ops.armature.select_all(action='SELECT')
bpy.ops.transform.resize(value=(0.5, 0.5, 0.5))
return {'FINISHED'}
class AddXMirrorVertexGroup(bpy.types.Operator):
bl_idname = "unityhumanoid.add_xmirror_vertexgroup"
bl_label = "Add X-Mirror VertexGroup"
bl_description = "add vertex group for mirroring Armature"
bl_options = {'REGISTER', 'UNDO'}
@staticmethod
def createVertexGroupWithEachBone(mesh, armature):
print(mesh, armature)
for b in armature.bones.keys():
name=b.lower()
if name.endswith('.l') or name.endswith('_l') or name.endswith('.r') or name.endswith('_r'):
bpy.ops.object.vertex_group_add()
bpy.context.active_object.vertex_groups.active.name=b
def execute(self, context):
o=context.object
#print(dir(o))
for m in o.modifiers:
print(m)
if m.name=="Armature":
MirrorVertexGroup.createVertexGroupWithEachBone(o.data, m.object.data)
return {'FINISHED'}
class FixRotation(bpy.types.Operator):
bl_idname = "unityhumanoid.fixrotation"
bl_label = "Fix Rotation"
bl_description = "Fix rotation to Unity's left handed y-up coordinate"
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context):
o=context.object
bpy.ops.transform.rotate(value=-math.pi/2 , axis=(1, 0, 0))
bpy.ops.object.transform_apply(rotation=True)
bpy.ops.transform.rotate(value=math.pi/2 , axis=(1, 0, 0))
for m in o.modifiers:
if m.name=="Armature":
with SelectObjects(m.object):
bpy.ops.transform.rotate(value=-math.pi/2 , axis=(1, 0, 0))
bpy.ops.object.transform_apply(rotation=True)
bpy.ops.transform.rotate(value=math.pi/2 , axis=(1, 0, 0))
return {'FINISHED'}
class UnityHumanoidPanel(bpy.types.Panel):
"""Creates a Panel in the Object properties window"""
bl_label = "Unity Humanoid"
bl_space_type = 'VIEW_3D'
bl_region_type = 'TOOLS'
def draw(self, context):
if context.mode!='OBJECT':
return
layout = self.layout
obj = context.object
row = layout.row()
row.operator(CreateUnityHumanoid.bl_idname)
if bpy.context.selected_objects and context.active_object and context.active_object.type=='MESH':
print(context.active_object)
row = layout.row()
row.operator(AddXMirrorVertexGroup.bl_idname)
row = layout.row()
row.operator(FixRotation.bl_idname)
bl_info = {
"name": "UnityHumanoidHelper",
"author": "ousttrue",
"version": (1, 0),
"blender": (2, 77, 0),
"location": "",
"description": "Helper tools for Unity Humanoid Model",
"warning": "",
"support": "TESTING",
"wiki_url": "",
"tracker_url": "",
"category": "Object"
}
def register():
bpy.utils.register_module(__name__)
def unregister():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
unregister()
register()
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