Sybren A. Stüvel 9d3dc77e05 Anim: move Bone Selection Sets add-on into Blender
The functionality of the Bone Selection Sets add-on is now integrated
into Blender itself. Rigify has been updated to no longer check for the
add-on, but just assume that the functionality is available.

The keymap is still the same, and so are all the class names. This
ensures that there are no conflicts when people still have the old
add-on enabled somehow. And there is versioning code to remove the
'add-on enabled' state so that Blender won't complain it cannot find it
any more.

Compared to the add-on, the following changes are made:

- The 'bone' icon has been removed from the list of available selection
  sets. It was the same for each entry anyway, and thus didn't provide
  any information.
- The code has been split up into multiple files, with the UI elements
  in `scripts/startup/bl_ui/properties_data_armature.py` and the
  operators in `scripts/startup/bl_operators/bone_selection_sets.py`.
- Helper functions and classes are prefixed with `_` to indicate that
  they are not part of any public API.
- The `Operator` helper subclasses have been transformed to mix-in
  classes. This way the only subclasses of `Operator` are the actual
  operators.
- Comments & descriptions have been updated for clarity & consistency.

This commit contains code by the following authors, ordered by number of
commits in the original add-on repository, highest first:

Co-Authored By: Ines Almeida <britalmeida@gmail.com>
Co-Authored By: Sybren A. Stüvel <sybren@stuvel.eu>
Co-Authored By: Campbell Barton <ideasman42@gmail.com>
Co-Authored By: meta-androcto <meta.androcto1@gmail.com>
Co-Authored By: Demeter Dzadik <Mets>
Co-Authored By: lijenstina <lijenstina@gmail.com>
Co-Authored By: Brecht Van Lommel <brechtvanlommel@gmail.com>
Co-Authored By: Aaron Carlisle <carlisle.b3d@gmail.com>

For the full history see the original add-on at:
https://projects.blender.org/blender/blender-addons/commits/branch/main/bone_selection_sets.py

Reviewed On: https://projects.blender.org/blender/blender/pulls/124343
2024-07-08 16:28:42 +02:00

759 lines
26 KiB
Python

# SPDX-FileCopyrightText: 2010-2022 Blender Foundation
#
# SPDX-License-Identifier: GPL-2.0-or-later
import bpy
import re
import time
from typing import Optional, TYPE_CHECKING
from .utils.errors import MetarigError
from .utils.bones import new_bone
from .utils.layers import (ORG_COLLECTION, MCH_COLLECTION, DEF_COLLECTION, ROOT_COLLECTION, set_bone_layers,
validate_collection_references)
from .utils.naming import (ORG_PREFIX, MCH_PREFIX, DEF_PREFIX, ROOT_NAME, make_original_name,
change_name_side, get_name_side, Side)
from .utils.widgets import WGT_PREFIX, WGT_GROUP_PREFIX
from .utils.widgets_special import create_root_widget
from .utils.mechanism import refresh_all_drivers
from .utils.misc import select_object, ArmatureObject, verify_armature_obj, choose_next_uid, flatten_children,\
flatten_parents
from .utils.collections import (ensure_collection, list_layer_collections,
filter_layer_collections_by_object)
from .utils.rig import get_rigify_type, get_rigify_target_rig,\
get_rigify_rig_basename, get_rigify_force_widget_update, get_rigify_finalize_script,\
get_rigify_mirror_widgets, get_rigify_colors
from .utils.action_layers import ActionLayerBuilder
from .utils.objects import ArtifactManager
from . import base_generate
from . import rig_ui_template
from . import rig_lists
if TYPE_CHECKING:
from . import RigifyColorSet
RIG_MODULE = "rigs"
class Timer:
def __init__(self):
self.time_val = time.time()
def tick(self, string):
t = time.time()
print(string + "%.3f" % (t - self.time_val))
self.time_val = t
class Generator(base_generate.BaseGenerator):
usable_collections: list[bpy.types.LayerCollection]
action_layers: ActionLayerBuilder
def __init__(self, context, metarig):
super().__init__(context, metarig)
self.id_store = context.window_manager
self.saved_visible_layers = {}
def find_rig_class(self, rig_type):
rig_module = rig_lists.rigs[rig_type]["module"]
return rig_module.Rig
def __switch_to_usable_collection(self, obj, fallback=False):
collections = filter_layer_collections_by_object(self.usable_collections, obj)
if collections:
self.layer_collection = collections[0]
elif fallback:
self.layer_collection = self.view_layer.layer_collection
self.collection = self.layer_collection.collection
def ensure_rig_object(self) -> tuple[bool, ArmatureObject]:
"""Check if the generated rig already exists, so we can
regenerate in the same object. If not, create a new
object to generate the rig in.
"""
print("Fetch rig.")
meta_data = self.metarig.data
target_rig = get_rigify_target_rig(meta_data)
found = bool(target_rig)
if not found:
rig_basename = get_rigify_rig_basename(meta_data)
if rig_basename:
rig_new_name = rig_basename
elif "metarig" in self.metarig.name:
rig_new_name = self.metarig.name.replace("metarig", "rig")
elif "META" in self.metarig.name:
rig_new_name = self.metarig.name.replace("META", "RIG")
else:
rig_new_name = "RIG-" + self.metarig.name
arm = bpy.data.armatures.new(rig_new_name)
target_rig = verify_armature_obj(bpy.data.objects.new(rig_new_name, arm))
target_rig.display_type = 'WIRE'
# If the object is already added to the scene, switch to its collection
if target_rig in list(self.context.scene.collection.all_objects):
self.__switch_to_usable_collection(target_rig)
else:
# Otherwise, add to the selected collection or the metarig collection if unusable
if (self.layer_collection not in self.usable_collections
or self.layer_collection == self.view_layer.layer_collection):
self.__switch_to_usable_collection(self.metarig, True)
self.collection.objects.link(target_rig)
# Configure and remember the object
meta_data.rigify_target_rig = target_rig
target_rig.data.pose_position = 'POSE'
return found, target_rig
def __unhide_rig_object(self, obj: bpy.types.Object):
# Ensure the object is visible and selectable
obj.hide_set(False, view_layer=self.view_layer)
obj.hide_viewport = False
if not obj.visible_get(view_layer=self.view_layer):
raise Exception('Could not generate: Target rig is not visible')
obj.select_set(True, view_layer=self.view_layer)
if not obj.select_get(view_layer=self.view_layer):
raise Exception('Could not generate: Cannot select target rig')
if self.layer_collection not in self.usable_collections:
raise Exception('Could not generate: Could not find a usable collection.')
def __save_rig_data(self, obj: ArmatureObject, obj_found: bool):
if obj_found:
self.saved_visible_layers = {coll.name: coll.is_visible for coll in obj.data.collections_all}
self.artifacts.generate_init_existing(obj)
def __find_legacy_collection(self) -> bpy.types.Collection:
"""For backwards comp, matching by name to find a legacy collection.
(For before there was a Widget Collection PointerProperty)
"""
widgets_group_name = WGT_GROUP_PREFIX + self.obj.name
old_collection = bpy.data.collections.get(widgets_group_name)
if old_collection and old_collection.library:
old_collection = None
if not old_collection:
# Update the old 'Widgets' collection
legacy_collection = bpy.data.collections.get('Widgets')
if legacy_collection and widgets_group_name in legacy_collection.objects\
and not legacy_collection.library:
legacy_collection.name = widgets_group_name
old_collection = legacy_collection
if old_collection:
# Rename the collection
old_collection.name = widgets_group_name
return old_collection
def ensure_widget_collection(self):
# Create/find widget collection
self.widget_collection = self.metarig.data.rigify_widgets_collection
if not self.widget_collection:
self.widget_collection = self.__find_legacy_collection()
if not self.widget_collection:
widgets_group_name = WGT_GROUP_PREFIX + self.obj.name.replace("RIG-", "")
self.widget_collection = ensure_collection(
self.context, widgets_group_name, hidden=True)
self.metarig.data.rigify_widgets_collection = self.widget_collection
self.use_mirror_widgets = get_rigify_mirror_widgets(self.metarig.data)
# Build tables for existing widgets
self.old_widget_table = {}
self.new_widget_table = {}
self.widget_mirror_mesh = {}
if get_rigify_force_widget_update(self.metarig.data):
# Remove widgets if force update is set
for obj in list(self.widget_collection.objects):
bpy.data.objects.remove(obj)
elif self.obj.pose:
# Find all widgets from the collection referenced by the old rig
known_widgets = set(obj.name for obj in self.widget_collection.objects)
for bone in self.obj.pose.bones:
if bone.custom_shape and bone.custom_shape.name in known_widgets:
self.old_widget_table[bone.name] = bone.custom_shape
# Rename widgets in case the rig was renamed
name_prefix = WGT_PREFIX + self.obj.name + "_"
for bone_name, widget in self.old_widget_table.items():
old_data_name = change_name_side(widget.name, get_name_side(widget.data.name))
widget.name = name_prefix + bone_name
# If the mesh name is the same as the object, rename it too
if widget.data.name == old_data_name:
widget.data.name = change_name_side(
widget.name, get_name_side(widget.data.name))
# Find meshes for mirroring
if self.use_mirror_widgets:
for bone_name, widget in self.old_widget_table.items():
mid_name = change_name_side(bone_name, Side.MIDDLE)
if bone_name != mid_name:
assert isinstance(widget.data, bpy.types.Mesh)
self.widget_mirror_mesh[mid_name] = widget.data
def ensure_root_bone_collection(self):
collections = self.metarig.data.collections_all
validate_collection_references(self.metarig)
coll = collections.get(ROOT_COLLECTION)
if not coll:
coll = self.metarig.data.collections.new(ROOT_COLLECTION)
if coll.rigify_ui_row <= 0:
coll.rigify_ui_row = 2 + choose_next_uid(collections, 'rigify_ui_row', min_value=1)
def __duplicate_rig(self):
obj = self.obj
metarig = self.metarig
context = self.context
# Remove all bones from the generated rig armature.
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.edit_bones:
obj.data.edit_bones.remove(bone)
bpy.ops.object.mode_set(mode='OBJECT')
# Remove all bone collections from the target armature.
for coll in list(obj.data.collections_all):
obj.data.collections.remove(coll)
# Select and duplicate metarig
select_object(context, metarig, deselect_all=True)
bpy.ops.object.duplicate()
# Rename org bones in the temporary object
temp_obj = verify_armature_obj(context.view_layer.objects.active)
assert temp_obj and temp_obj != metarig
self.__freeze_driver_vars(temp_obj)
self.__rename_org_bones(temp_obj)
# Select the target rig and join
select_object(context, obj)
saved_matrix = obj.matrix_world.copy()
obj.matrix_world = metarig.matrix_world
bpy.ops.object.join()
obj.matrix_world = saved_matrix
# Select the generated rig
select_object(context, obj, deselect_all=True)
# Clean up animation data
if obj.animation_data:
obj.animation_data.action = None
for track in obj.animation_data.nla_tracks:
obj.animation_data.nla_tracks.remove(track)
@staticmethod
def __freeze_driver_vars(obj: bpy.types.Object):
if obj.animation_data:
# Freeze drivers referring to custom properties
for d in obj.animation_data.drivers:
for var in d.driver.variables:
for tar in var.targets:
# If a custom property
if var.type == 'SINGLE_PROP' \
and re.match(r'^pose.bones\["[^"\]]*"]\["[^"\]]*"]$',
tar.data_path):
tar.data_path = "RIGIFY-" + tar.data_path
def __rename_org_bones(self, obj: ArmatureObject):
# Make a list of the original bones, so we can keep track of them.
original_bones = [bone.name for bone in obj.data.bones]
# Add the ORG_PREFIX to the original bones.
for i in range(0, len(original_bones)):
bone = obj.pose.bones[original_bones[i]]
# Preserve the root bone as is if present
if bone.name == ROOT_NAME:
if bone.parent:
raise MetarigError('Root bone must have no parent')
if get_rigify_type(bone) not in ('', 'basic.raw_copy'):
raise MetarigError('Root bone must have no rig, or use basic.raw_copy')
continue
# This rig type is special in that it preserves the name of the bone.
if get_rigify_type(bone) != 'basic.raw_copy':
bone.name = make_original_name(original_bones[i])
original_bones[i] = bone.name
self.original_bones = original_bones
def __create_root_bone(self):
obj = self.obj
metarig = self.metarig
if ROOT_NAME in obj.data.bones:
# Use the existing root bone
root_bone = ROOT_NAME
else:
# Create the root bone.
root_bone = new_bone(obj, ROOT_NAME)
spread = get_xy_spread(metarig.data.bones) or metarig.data.bones[0].length
spread = float('%.3g' % spread)
scale = spread / 0.589
obj.data.edit_bones[root_bone].head = (0, 0, 0)
obj.data.edit_bones[root_bone].tail = (0, scale, 0)
obj.data.edit_bones[root_bone].roll = 0
self.root_bone = root_bone
self.bone_owners[root_bone] = None
self.noparent_bones.add(root_bone)
def __parent_bones_to_root(self):
eb = self.obj.data.edit_bones
# Parent loose bones to root
for bone in eb:
if bone.name in self.noparent_bones:
continue
elif bone.parent is None:
bone.use_connect = False
bone.parent = eb[self.root_bone]
def __lock_transforms(self):
# Lock transforms on all non-control bones
r = re.compile("[A-Z][A-Z][A-Z]-")
for pb in self.obj.pose.bones:
if r.match(pb.name):
pb.lock_location = (True, True, True)
pb.lock_rotation = (True, True, True)
pb.lock_rotation_w = True
pb.lock_scale = (True, True, True)
def ensure_bone_collection(self, name):
coll = self.obj.data.collections_all.get(name)
if not coll:
coll = self.obj.data.collections.new(name)
return coll
def __assign_layers(self):
pose_bones = self.obj.pose.bones
root_coll = self.ensure_bone_collection(ROOT_COLLECTION)
org_coll = self.ensure_bone_collection(ORG_COLLECTION)
mch_coll = self.ensure_bone_collection(MCH_COLLECTION)
def_coll = self.ensure_bone_collection(DEF_COLLECTION)
set_bone_layers(pose_bones[self.root_bone].bone, [root_coll])
# Every bone that has a name starting with "DEF-" make deforming. All the
# others make non-deforming.
for pbone in pose_bones:
bone = pbone.bone
name = bone.name
layers = None
bone.use_deform = name.startswith(DEF_PREFIX)
# Move all the original bones to their layer.
if name.startswith(ORG_PREFIX):
layers = [org_coll]
# Move all the bones with names starting with "MCH-" to their layer.
elif name.startswith(MCH_PREFIX):
layers = [mch_coll]
# Move all the bones with names starting with "DEF-" to their layer.
elif name.startswith(DEF_PREFIX):
layers = [def_coll]
if layers is not None:
set_bone_layers(bone, layers)
# Remove custom shapes from non-control bones
pbone.custom_shape = None
bone.bbone_x = bone.bbone_z = bone.length * 0.05
def __restore_driver_vars(self):
obj = self.obj
# Alter marked driver targets
if obj.animation_data:
for d in obj.animation_data.drivers:
for v in d.driver.variables:
for tar in v.targets:
if tar.data_path.startswith("RIGIFY-"):
temp, bone, prop = tuple(
[x.strip('"]') for x in tar.data_path.split('["')])
if bone in obj.data.bones and prop in obj.pose.bones[bone].keys():
tar.data_path = tar.data_path[7:]
else:
org_name = make_original_name(bone)
org_name = self.org_rename_table.get(org_name, org_name)
tar.data_path = 'pose.bones["%s"]["%s"]' % (org_name, prop)
def __assign_widgets(self):
obj_table = {obj.name: obj for obj in self.scene.objects}
# Assign shapes to bones
# Object's with name WGT-<bone_name> get used as that bone's shape.
for bone in self.obj.pose.bones:
# First check the table built by create_widget
if bone.name in self.new_widget_table:
bone.custom_shape = self.new_widget_table[bone.name]
continue
# Object names are limited to 63 characters... arg
wgt_name = (WGT_PREFIX + self.obj.name + '_' + bone.name)[:63]
if wgt_name in obj_table:
bone.custom_shape = obj_table[wgt_name]
def __compute_visible_layers(self):
has_ui_buttons = set().union(*[
{p.name for p in flatten_parents(coll)}
for coll in self.obj.data.collections_all
if coll.rigify_ui_row > 0
])
# Hide all layers without UI buttons
for coll in self.obj.data.collections_all:
user_visible = self.saved_visible_layers.get(coll.name, coll.is_visible)
coll.is_visible = user_visible and coll.name in has_ui_buttons
def generate(self):
context = self.context
metarig = self.metarig
view_layer = self.view_layer
t = Timer()
self.usable_collections = list_layer_collections(
view_layer.layer_collection, selectable=True)
bpy.ops.object.mode_set(mode='OBJECT')
###########################################
# Create/find the rig object and set it up
obj_found, obj = self.ensure_rig_object()
self.obj = obj
self.__unhide_rig_object(obj)
# Collect data from the existing rig
self.artifacts = ArtifactManager(self)
self.__save_rig_data(obj, obj_found)
# Select the chosen working collection in case it changed
self.view_layer.active_layer_collection = self.layer_collection
self.ensure_root_bone_collection()
# Get rid of anim data in case the rig already existed
print("Clear rig animation data.")
obj.animation_data_clear()
obj.data.animation_data_clear()
select_object(context, obj, deselect_all=True)
###########################################
# Create Widget Collection
self.ensure_widget_collection()
t.tick("Create widgets collection: ")
###########################################
# Get parented objects to restore later
child_parent_bones = {} # {object: bone}
for child in obj.children:
child_parent_bones[child] = child.parent_bone
###########################################
# Copy bones from metarig to obj (adds ORG_PREFIX)
self.__duplicate_rig()
obj.data.use_mirror_x = False
t.tick("Duplicate rig: ")
###########################################
# Put the rig_name in the armature custom properties
obj.data["rig_id"] = self.rig_id
self.script = rig_ui_template.ScriptGenerator(self)
self.action_layers = ActionLayerBuilder(self)
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.instantiate_rig_tree()
t.tick("Instantiate rigs: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_initialize()
t.tick("Initialize rigs: ")
###########################################
bpy.ops.object.mode_set(mode='EDIT')
self.invoke_prepare_bones()
t.tick("Prepare bones: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
self.__create_root_bone()
self.invoke_generate_bones()
t.tick("Generate bones: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
self.invoke_parent_bones()
self.__parent_bones_to_root()
t.tick("Parent bones: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_configure_bones()
t.tick("Configure bones: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_preapply_bones()
t.tick("Preapply bones: ")
###########################################
bpy.ops.object.mode_set(mode='EDIT')
self.invoke_apply_bones()
t.tick("Apply bones: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_rig_bones()
t.tick("Rig bones: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_generate_widgets()
# Generate the default root widget last in case it's rigged with raw_copy
create_root_widget(obj, self.root_bone)
t.tick("Generate widgets: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.__lock_transforms()
self.__assign_layers()
self.__compute_visible_layers()
self.__restore_driver_vars()
t.tick("Assign layers: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.invoke_finalize()
t.tick("Finalize: ")
###########################################
bpy.ops.object.mode_set(mode='OBJECT')
self.__assign_widgets()
# Create Selection Sets
create_selection_sets(obj, metarig)
# Create Bone Groups
apply_bone_colors(obj, metarig, self.layer_group_priorities)
t.tick("The rest: ")
###########################################
# Restore state
bpy.ops.object.mode_set(mode='OBJECT')
obj.data.pose_position = 'POSE'
# Restore parent to bones
for child, sub_parent in child_parent_bones.items():
if sub_parent in obj.pose.bones:
mat = child.matrix_world.copy()
child.parent_bone = sub_parent
child.matrix_world = mat
# Clear any transient errors in drivers
refresh_all_drivers()
###########################################
# Execute the finalize script
finalize_script = get_rigify_finalize_script(metarig.data)
if finalize_script:
bpy.ops.object.mode_set(mode='OBJECT')
exec(finalize_script.as_string(), {})
bpy.ops.object.mode_set(mode='OBJECT')
obj.data.collections.active_index = 0
self.artifacts.generate_cleanup()
###########################################
# Restore active collection
view_layer.active_layer_collection = self.layer_collection
def generate_rig(context, metarig):
""" Generates a rig from a metarig.
"""
# Initial configuration
rest_backup = metarig.data.pose_position
metarig.data.pose_position = 'REST'
try:
generator = Generator(context, metarig)
base_generate.BaseGenerator.instance = generator
generator.generate()
metarig.data.pose_position = rest_backup
except Exception as e:
# Cleanup if something goes wrong
print("Rigify: failed to generate rig.")
bpy.ops.object.mode_set(mode='OBJECT')
metarig.data.pose_position = rest_backup
# Continue the exception
raise e
finally:
base_generate.BaseGenerator.instance = None
def create_selection_set_for_rig_layer(rig: ArmatureObject, set_name: str, coll: bpy.types.BoneCollection) -> None:
"""Create a single selection set on a rig.
The set will contain all bones on the rig layer with the given index.
"""
sel_set = rig.selection_sets.add() # noqa
sel_set.name = set_name
for b in rig.pose.bones:
if coll.name not in b.bone.collections or b.name in sel_set.bone_ids:
continue
bone_id = sel_set.bone_ids.add()
bone_id.name = b.name
def create_selection_sets(obj: ArmatureObject, _metarig: ArmatureObject):
"""Create selection sets on the armature.
Whether a selection set for a rig layer is created is controlled in the
Rigify Layer Names panel.
"""
obj.selection_sets.clear()
for coll in obj.data.collections_all:
if not coll.rigify_sel_set:
continue
create_selection_set_for_rig_layer(obj, coll.name, coll)
def apply_bone_colors(obj, metarig, priorities: Optional[dict[str, dict[str, float]]] = None):
bpy.ops.object.mode_set(mode='OBJECT')
pb = obj.pose.bones
color_sets = get_rigify_colors(metarig.data)
color_map = {i + 1: cset for i, cset in enumerate(color_sets)}
collection_table: dict[str, tuple[int, 'RigifyColorSet']] = {
coll.name: (i, color_map[coll.rigify_color_set_id])
for i, coll in enumerate(flatten_children(obj.data.collections))
if coll.rigify_color_set_id in color_map
}
priorities = priorities or {}
dummy = {}
for b in pb:
bone_priorities = priorities.get(b.name, dummy)
cset_collections = [coll.name for coll in b.bone.collections if coll.name in collection_table]
if cset_collections:
best_name = max(
cset_collections,
key=lambda n: (bone_priorities.get(n, 0), -collection_table[n][0])
)
_, cset = collection_table[best_name]
cset.apply(b.bone.color)
cset.apply(b.color)
def get_xy_spread(bones):
x_max = 0
y_max = 0
for b in bones:
x_max = max((x_max, abs(b.head[0]), abs(b.tail[0])))
y_max = max((y_max, abs(b.head[1]), abs(b.tail[1])))
return max((x_max, y_max))