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__init__.py
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__init__.py
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
#
# ##### ACKNOWLEDGEMENTS #####
#
# BlenRig by: Juan Pablo Bouza
# Initial script programming: Bart Crouch
# Current maintainer and developer: Juan Pablo Bouza, Sav Martin.
#
# Synoptic Panel/Rig Picker based on work by: Salvador Artero
#
# Special thanks on python advice to: Campbell Barton, Bassam Kurdali, Daniel Salazar, CodeManX, Patrick Crawford, Gabriel Caraballo, Ines Almeida
# Special thanks for feedback and ideas to: Jorge Rausch, Gabriel Sabsay, Pablo Vázquez, Hjalti Hjálmarsson, Beorn Leonard, Sarah Laufer
#
# #########################################################################################################
bl_info = {
'name': 'BlenRig 6',
'author': 'Juan Pablo Bouza , Sav Martin, Jorge Hernández - Meléndez',
'version': (4,0,0),
'blender': (4, 00, 0),
'location': 'Armature, Object and Lattice properties, View3d tools panel, Armature Add menu',
'description': 'BlenRig 6 rigging system',
'wiki_url': 'https://cloud.blender.org/p/blenrig/56966411c379cf44546120e8',
'tracker_url': 'https://gitlab.com/jpbouza/BlenRig/issues',
'category': 'Rigging'
}
import bpy
import bmesh
from mathutils import Vector
from bpy.types import PropertyGroup, Armature, Menu, Operator, WindowManager, Object, Scene, Key, VIEW3D_MT_select_pose, VIEW3D_MT_armature_add
from bpy.props import StringProperty, FloatProperty, IntProperty, BoolProperty,EnumProperty, PointerProperty
from .props.pbones_props import pbones_props_register, pbones_props_unregister
from .props.armature_props import armature_props_register, armature_props_unregister
# Import panels
from .ui.panels.body_settings import BLENRIG_PT_Rig_Body_settings
from .ui.panels.facial_settings import BLENRIG_PT_Rig_Facial_settings
from .ui.panels.dynamic_shaping import BLENRIG_PT_Dynamic_shaping
from .ui.panels.rigging_version_info import BLENRIG_PT_Rig_version_info
from .ui.panels.rigging_optimizations import BLENRIG_PT_Rigging_optimizations
from .ui.panels.rigging_and_baking import BLENRIG_PT_Rigging_and_baking, BLENRIG_PT_baking,BLENRIG_PT_visual_assistant
from .ui.panels.guide_reproportion_assistant import BLENRIG_PT_reproportion_guide
from .ui.panels.guide_datatransfer_assistant import BLENRIG_PT_datatransfer_guide
from .ui.panels.guide_mdef_assistant import BLENRIG_PT_mdef_guide
from .ui.panels.guide_lattices_assistant import BLENRIG_PT_lattices_guide
from .ui.panels.guide_actions_assistant import BLENRIG_PT_actions_guide
from .ui.panels.guide_weights_assistant import BLENRIG_PT_weights_guide
from .ui.panels.guide_rig_settings_assistant import BLENRIG_PT_rig_settings_guide
from .ui.panels.guide_shapekeys_assistant import BLENRIG_PT_shapekeys_guide
from .ui.panels.bodysettings.volume_preservation_bones_movement import *
from .ui.panels.bodysettings.ik import BLENRIG_PT_Rig_Body_settings_ik
from .ui.panels.bodysettings.automated_movement import BLENRIG_PT_Rig_Body_settings_automated_movement
from .ui.panels.bodysettings.realistic_joints import BLENRIG_PT_Rig_Body_settings_realistic_joints
from .ui.panels.bodysettings.bendy_bones_settings import BLENRIG_PT_Rig_Body_settings_bendy_bones_settings
from .ui.panels.bodysettings.body_collisions_offset import BLENRIG_PT_Rig_Body_settings_body_collisions_offset
from .ui.panels.bodysettings.toggles import BLENRIG_PT_Rig_Body_settings_toggles
from .ui.panels.facialsettings.facial_movement_ranges import BLENRIG_PT_Rig_Body_settings_facial_movement_ranges
from .ui.panels.facialsettings.face_action_toggles import BLENRIG_PT_Rig_Body_settings_face_action_toggles
from .ui.panels.facialsettings.face_lip_shaping import BLENRIG_PT_Rig_Body_settings_face_lip_shaping
from .ui.panels.facialsettings.face_collisions import BLENRIG_PT_Rig_Body_settings_face_collisions
from .ui.panels.facialsettings.face_bendy_bones_settings import BLENRIG_PT_Rig_Body_settings_face_bendy_bones_settings
from .boneShapes.panels import *
######### Load Rig Functions ##########
from .rig_functions import *
######### Import all from visual_assistant.py #########
from .visual_assistant import visual_assistant_props
from bpy.app.handlers import persistent
######### Update Function for Properties ##########
def state_only_insert_available(self, context):
get_state_only_insert_available(context)
def get_custom_attribute_from_object(obj, attribute):
if str(attribute) in obj:
return obj[attribute]
def snap_points_update(self, context):
props = context.window_manager.blenrig_6_props.adjust_distance_cage
active_obj = context.active_object
bm = bmesh.from_edit_mesh(active_obj.data)
bm.verts.ensure_lookup_table()
sel_verts = [v for v in bm.verts if v.select]
for vert in sel_verts:
old_co = get_custom_attribute_from_object(active_obj, str(vert.index))
a = old_co.split()
old_vec = Vector((float(a[0]),float(a[1]),float(a[2])))
bm.normal_update()
vert.co = old_vec + vert.normal*float("%f" % props)
bmesh.update_edit_mesh(active_obj.data)
bpy.ops.mesh.select_all(action='DESELECT')
nombre_vertex_group = 'center_loop'
bpy.context.active_object.vertex_groups.active = bpy.context.active_object.vertex_groups.get(nombre_vertex_group)
bpy.ops.object.vertex_group_select()
bm = bmesh.from_edit_mesh(active_obj.data)
bm.normal_update()
sel_center_verts = [v for v in bm.verts if v.select]
for vert in sel_center_verts:
vert.co[0] = 0
vert.select = False
bm.normal_update()
bmesh.update_edit_mesh(active_obj.data)
for vert in sel_verts:
vert.select= True
bmesh.update_edit_mesh(active_obj.data)
######### Handler for update on load and frame change #########
# from bpy.app.handlers import persistent
@persistent
def load_reprop_handler(self, context):
bone_auto_hide(context)
reproportion_toggle(self, context)
@persistent
def load_handler(context):
bone_auto_hide(context)
@persistent
def load_state_only_insert_available(self, context):
state_only_insert_available(self, context)
bpy.app.handlers.load_post.append(load_reprop_handler)
bpy.app.handlers.frame_change_post.append(load_handler)
bpy.app.handlers.load_post.append(load_state_only_insert_available)
####### Load BlenRig 6 Controls Panel
from .ui.panels.ui_legacy_panel_controls import BLENRIG_PT_legacy_blenrig_5_Interface
from .ui.panels.ui_panel_blenrig import BLENRIG_PT_blenrig_6_general,BLENRIG_PT_blenrig_6_general_SubPanel
from .ui.panels.ui_panel_controls import BLENRIG_PT_blenrig_6_Interface
from .ui.panels.ui_legacy_panel_controls_1_5 import BLENRIG_PT_legacy_blenrig_5_5_Interface
from .snap_points import BLENRIG_OT_SnapPoints,BLENRIG_OT_center_loop_cage
from .ui.panels.cage_snapping_panel import BLENRIG_PT_Cage_snapping_panel
####### Load BlenRig 6 Rigging Panel
from .ui.panels.ui_legacy_panel_rigging import BLENRIG_PT_legacy_blenrig_5_rigging_panel
####### Load BlenRig 6 Objects Panel
from .ui.panels.ui_panel_objects import (
BLENRIG_PT_blenrig_6_mesh_panel,
BLENRIG_PT_blenrig_6_lattice_panel
)
####### Load BlenRig 6 Boneshapes Operators and Preferences
from .boneShapes.operators import (
BLENRIG_OT_removeShapes,
BLENRIG_OT_addShapes,
BLENRIG_OT_matchSymmetrizeShape,
BLENRIG_OT_matchBoneTransforms,
BLENRIG_OT_returnToArmature,
BLENRIG_OT_editShapes,
BLENRIG_OT_createShapes,
BLENRIG_OT_toggleCollectionVisibility,
BLENRIG_OT_deleteUnusedShapes,
BLENRIG_OT_clearBoneShapes,
BLENRIG_OT_resyncShapesNames,
BLENRIG_OT_shape_scale,
BLENRIG_OT_Make_Unique
)
from .boneShapes.prefs import (BoneShapesPreferences)
####### Load BlenRig 6 Shape Keys+ Operators and Preferences
from .shape_Keys.shape_keys_plus import (
Selection,
KeyProperties,
SceneProperties,
OBJECT_OT_blenrig_folder_icon,
OBJECT_OT_blenrig_shape_key_parent,
OBJECT_OT_blenrig_shape_key_add,
OBJECT_OT_blenrig_shape_key_remove,
OBJECT_OT_blenrig_shape_key_copy,
OBJECT_OT_blenrig_shape_key_move,
OBJECT_OT_blenrig_shape_key_select,
OBJECT_OT_blenrig_folder_toggle,
OBJECT_OT_blenrig_folder_ungroup,
DRIVER_OT_blenrig_driver_update,
DRIVER_OT_blenrig_variable_add,
DRIVER_OT_blenrig_variable_remove,
DRIVER_OT_blenrig_variable_copy,
DRIVER_OT_blenrig_variable_move,
OBJECT_OT_blenrig_debug_folder_data
)
from .shape_Keys.panels import (
MESH_MT_blenrig_shape_key_add_specials,
MESH_MT_blenrig_shape_key_add_specials_selected,
MESH_MT_blenrig_shape_key_copy_specials,
MESH_MT_blenrig_shape_key_copy_specials_selected,
# MESH_MT_blenrig_shape_key_remove_specials,
# MESH_MT_blenrig_shape_key_remove_specials_selected,
MESH_MT_blenrig_shape_key_other_specials,
MESH_MT_blenrig_shape_key_other_specials_selected,
OBJECT_MT_blenrig_shape_key_parent,
OBJECT_MT_blenrig_shape_key_parent_selected,
OBJECT_MT_blenrig_folder_icon,
OBJECT_MT_blenrig_folder_icons_standard,
OBJECT_MT_blenrig_folder_icons_special,
OBJECT_MT_blenrig_folder_icons_misc,
MESH_UL_BlenRig_shape_keys_plus,
BLENRIG_PT_shape_keys_plus
)
####### Load BlenRig 6 Bake Operators
from .ops_baking import (
ARMATURE_OT_mesh_pose_baker,
ARMATURE_OT_reset_hooks,
ARMATURE_OT_disable_hooks_modif,
ARMATURE_OT_reset_deformers,
ARMATURE_OT_advanced_armature_baker,
ARMATURE_OT_armature_baker_all_part_1,
ARMATURE_OT_armature_baker_all_part_2,
ARMATURE_OT_reset_constraints
)
####### Load BlenRig 6 Alignment Operators
from .ops_alignment import (
Operator_BlenRig_Fix_Misaligned_Bones,
Operator_BlenRig_Auto_Bone_Roll,
Operator_BlenRig_Custom_Bone_Roll,
Operator_BlenRig_Store_Roll_Angles,
Operator_BlenRig_Restore_Roll_Angles,
Operator_BlenRig_Reset_Dynamic,
Operator_Mirror_VP_Constraints,
Operator_Mirror_RJ_Constraints,
Operator_blenrig_calculate_pole_angles,
Operator_blenrig_calculate_floor_offsets
)
####### Load BlenRig 6 Snapping Operators
from .ops_snapping import (
Operator_Snap_TorsoFKtoIK,
Operator_Snap_TorsoIKtoFK,
Operator_Align_Spine,
Operator_Knee_UnPin_L,
Operator_Knee_UnPin_R,
Operator_Knee_Pin_L,
Operator_Knee_Pin_R,
Operator_Elbow_UnPin_R,
Operator_Elbow_UnPin_L,
Operator_Elbow_Pin_L,
Operator_Elbow_Pin_R,
Operator_Reset_Master_Pivot,
Operator_Reset_Master_Body_Pivot,
Operator_Reset_Master_Torso_Pivot,
Operator_Reset_Hand_R_Pivot,
Operator_Reset_Hand_L_Pivot,
Operator_Switch_Fing_Lit_Space_R,
Operator_Show_Fing_Lit_Space_List_R,
Operator_Switch_Fing_Ring_Space_R,
Operator_Show_Fing_Ring_Space_List_R,
Operator_Switch_Fing_Mid_Space_R,
Operator_Show_Fing_Mid_Space_List_R,
Operator_Switch_Fing_Ind_Space_R,
Operator_Show_Fing_Ind_Space_List_R,
Operator_Switch_Fing_Thumb_Space_R,
Operator_Show_Fing_Thumb_Space_List_R,
Operator_Switch_Fing_All_Space_R,
Operator_Show_Fing_All_Space_List_R,
Operator_Switch_Fing_Lit_Space_L,
Operator_Show_Fing_Lit_Space_List_L,
Operator_Switch_Fing_Ring_Space_L,
Operator_Show_Fing_Ring_Space_List_L,
Operator_Switch_Fing_Mid_Space_L,
Operator_Show_Fing_Mid_Space_List_L,
Operator_Switch_Fing_Ind_Space_L,
Operator_Show_Fing_Ind_Space_List_L,
Operator_Switch_Fing_Thumb_Space_L,
Operator_Show_Fing_Thumb_Space_List_L,
Operator_Switch_Fing_All_Space_L,
Operator_Show_Fing_All_Space_List_L,
Operator_Switch_Look_Space,
Operator_Show_Look_Space_List,
Operator_Switch_Neck_Space,
Operator_Show_Neck_Space_List,
Operator_Switch_Head_Space,
Operator_Show_Head_Space_List,
Operator_Switch_Hand_Accessory_Space,
Operator_Show_Hand_Accessory_Space_List,
Operator_Switch_Hat_Space,
Operator_Show_Hat_Space_List,
Operator_Switch_Eyeglasses_Space,
Operator_Show_Eyeglasses_Space_List,
Operator_Switch_Leg_Pole_Space_L,
Operator_Show_Leg_Pole_Space_List_L,
Operator_Switch_Arm_Pole_Space_L,
Operator_Show_Arm_Pole_Space_List_L,
Operator_Switch_Leg_Space_L,
Operator_Show_Leg_Space_List_L,
Operator_Snap_LegIKtoFK_L,
Operator_Snap_LegFKtoIK_L,
Operator_Switch_Hand_Space_L,
Operator_Show_Hand_Space_List_L,
Operator_Switch_Arm_Space_L,
Operator_Show_Arm_Space_List_L,
Operator_Snap_ArmIKtoFK_L,
Operator_Snap_ArmFKtoIK_L,
Operator_Switch_Leg_Pole_Space_R,
Operator_Show_Leg_Pole_Space_List_R,
Operator_Switch_Arm_Pole_Space_R,
Operator_Show_Arm_Pole_Space_List_R,
Operator_Switch_Leg_Space_R,
Operator_Show_Leg_Space_List_R,
Operator_Snap_LegIKtoFK_R,
Operator_Snap_LegFKtoIK_R,
Operator_Switch_Hand_Space_R,
Operator_Show_Hand_Space_List_R,
Operator_Switch_Arm_Space_R,
Operator_Show_Arm_Space_List_R,
Operator_Snap_ArmIKtoFK_R,
Operator_Snap_ArmFKtoIK_R,
Operator_Torso_Snap_FK_IK,
Operator_Torso_Snap_IK_FK,
Operator_Head_Snap_FK_IK,
Operator_Head_Snap_IK_FK,
Operator_Torso_Snap_UP_INV,
Operator_Torso_Snap_INV_UP,
Operator_Arm_L_Snap_FK_IK,
Operator_Arm_L_Snap_IK_FK,
Operator_Arm_R_Snap_FK_IK,
Operator_Arm_R_Snap_IK_FK,
Operator_Leg_L_Snap_FK_IK,
Operator_Leg_L_Snap_IK_FK,
Operator_Leg_R_Snap_FK_IK,
Operator_Leg_R_Snap_IK_FK
)
####### Load BlenRig 6 Body Picker Operators
# Biped
from .ops_picker_body import (
Operator_Keyframe_Main_Props,
Operator_Head_Stretch,
Operator_Head_Toon,
Operator_Head_Top_Ctrl,
Operator_Head_Mid_Ctrl,
Operator_Head_Mid_Curve,
Operator_Mouth_Str_Ctrl,
Operator_Head_FK,
Operator_Head_IK,
Operator_Neck_4_Toon,
Operator_Face_Toon_Up,
Operator_Face_Toon_Mid,
Operator_Face_Toon_Low,
Operator_Neck_3_Legacy,
Operator_Neck_2_Legacy,
Operator_Neck_3,
Operator_Neck_2,
Operator_Neck_1,
Operator_Neck_3_Toon,
Operator_Neck_2_Toon,
Operator_Neck_Ctrl_Legacy,
Operator_Neck_Ctrl,
Operator_Shoulder_L,
Operator_Shoulder_R,
Operator_Shoulder_Rot_L,
Operator_Shoulder_Rot_R,
Operator_Clavi_Toon_L,
Operator_Clavi_Toon_R,
Operator_Head_Scale,
Operator_Arm_Toon_L,
Operator_Elbow_Pole_L,
Operator_Forearm_Toon_L,
Operator_Arm_Scale_L,
Operator_Arm_FK_L,
Operator_Arm_FK_Ctrl_L,
Operator_Arm_IK_L,
Operator_Elbow_Toon_L,
Operator_Forearm_FK_L,
Operator_Forearm_IK_L,
Operator_Hand_Toon_L,
Operator_Arm_Toon_R,
Operator_Elbow_Pole_R,
Operator_Forearm_Toon_R,
Operator_Arm_Scale_R,
Operator_Arm_FK_R,
Operator_Arm_FK_Ctrl_R,
Operator_Arm_IK_R,
Operator_Elbow_Toon_R,
Operator_Forearm_FK_R,
Operator_Forearm_IK_R,
Operator_Hand_Toon_R,
Operator_Torso_Ctrl_Legacy,
Operator_Spine_3_Legacy,
Operator_Spine_2_Legacy,
Operator_Spine_1_Legacy,
Operator_Torso_Ctrl,
Operator_Spine_3,
Operator_Spine_2,
Operator_Spine_1,
Operator_Spine_3_FK_Inv,
Operator_Spine_2_FK_Inv,
Operator_Torso_FK_Ctrl_Inv,
Operator_Master_Torso_Pivot_Point,
Operator_Master_Torso,
Operator_Pelvis_Ctrl,
Operator_Pelvis_Ctrl_Legacy,
Operator_Spine_4_Toon,
Operator_Spine_3_Toon,
Operator_Spine_2_Toon,
Operator_Spine_1_Toon,
Operator_Pelvis_Toon,
Operator_Spine_3_Inv_Ctrl,
Operator_Hand_Roll_L,
Operator_Fing_Spread_L,
Operator_Hand_IK_Pivot_Point_L,
Operator_Hand_IK_Ctrl_L,
Operator_Hand_FK_L,
Operator_Fing_Lit_Ctrl_L,
Operator_Fing_Lit_2_L,
Operator_Fing_Lit_3_L,
Operator_Fing_Lit_4_L,
Operator_Fing_Ring_Ctrl_L,
Operator_Fing_Ring_2_L,
Operator_Fing_Ring_3_L,
Operator_Fing_Ring_4_L,
Operator_Fing_Mid_Ctrl_L,
Operator_Fing_Mid_2_L,
Operator_Fing_Mid_3_L,
Operator_Fing_Mid_4_L,
Operator_Fing_Ind_Ctrl_L,
Operator_Fing_Ind_2_L,
Operator_Fing_Ind_3_L,
Operator_Fing_Ind_4_L,
Operator_Fing_Thumb_Ctrl_L,
Operator_Fing_Thumb_2_L,
Operator_Fing_Thumb_3_L,
Operator_Fing_Thumb_1_L,
Operator_Fing_Lit_IK_L,
Operator_Fing_Ring_IK_L,
Operator_Fing_Mid_IK_L,
Operator_Fing_Ind_IK_L,
Operator_Fing_Thumb_IK_L,
Operator_Hand_Close_L,
Operator_Hand_Roll_R,
Operator_Fing_Spread_R,
Operator_Hand_IK_Pivot_Point_R,
Operator_Hand_IK_Ctrl_R,
Operator_Hand_FK_R,
Operator_Fing_Lit_Ctrl_R,
Operator_Fing_Lit_2_R,
Operator_Fing_Lit_3_R,
Operator_Fing_Lit_4_R,
Operator_Fing_Ring_Ctrl_R,
Operator_Fing_Ring_2_R,
Operator_Fing_Ring_3_R,
Operator_Fing_Ring_4_R,
Operator_Fing_Mid_Ctrl_R,
Operator_Fing_Mid_2_R,
Operator_Fing_Mid_3_R,
Operator_Fing_Mid_4_R,
Operator_Fing_Ind_Ctrl_R,
Operator_Fing_Ind_2_R,
Operator_Fing_Ind_3_R,
Operator_Fing_Ind_4_R,
Operator_Fing_Thumb_Ctrl_R,
Operator_Fing_Thumb_2_R,
Operator_Fing_Thumb_3_R,
Operator_Fing_Thumb_1_R,
Operator_Fing_Lit_IK_R,
Operator_Fing_Ring_IK_R,
Operator_Fing_Mid_IK_R,
Operator_Fing_Ind_IK_R,
Operator_Fing_Thumb_IK_R,
Operator_Hand_Close_R,
Operator_Thigh_Toon_L,
Operator_Knee_Pole_L,
Operator_Shin_Toon_L,
Operator_Pelvis_Toon_L,
Operator_Leg_Scale_L,
Operator_Thigh_FK_L,
Operator_Thigh_FK_Ctrl_L,
Operator_Thigh_IK_L,
Operator_Knee_Toon_L,
Operator_Shin_FK_L,
Operator_Shin_IK_L,
Operator_Foot_Toon_L,
Operator_Thigh_Toon_R,
Operator_Knee_Pole_R,
Operator_Shin_Toon_R,
Operator_Pelvis_Toon_R,
Operator_Leg_Scale_R,
Operator_Thigh_FK_R,
Operator_Thigh_FK_Ctrl_R,
Operator_Thigh_IK_R,
Operator_Knee_Toon_R,
Operator_Shin_FK_R,
Operator_Shin_IK_R,
Operator_Foot_Toon_R,
Operator_Toe_2_FK_L,
Operator_Toe_Roll_1_L,
Operator_Toe_1_FK_L,
Operator_Toe_Roll_2_L,
Operator_Foot_L,
Operator_Foot_Roll_Ctrl_L,
Operator_Toe_Big_Ctrl_L,
Operator_Toe_Big_2_L,
Operator_Toe_Big_3_L,
Operator_Toe_Big_IK_L,
Operator_Toe_Ind_Ctrl_L,
Operator_Toe_Ind_2_L,
Operator_Toe_Ind_3_L,
Operator_Toe_Ind_4_L,
Operator_Toe_Ind_IK_L,
Operator_Toe_Mid_Ctrl_L,
Operator_Toe_Mid_2_L,
Operator_Toe_Mid_3_L,
Operator_Toe_Mid_4_L,
Operator_Toe_Mid_IK_L,
Operator_Toe_Fourth_Ctrl_L,
Operator_Toe_Fourth_2_L,
Operator_Toe_Fourth_3_L,
Operator_Toe_Fourth_4_L,
Operator_Toe_Fourth_IK_L,
Operator_Toe_Lit_Ctrl_L,
Operator_Toe_Lit_2_L,
Operator_Toe_Lit_3_L,
Operator_Toe_Lit_IK_L,
Operator_Toes_Spread_L,
Operator_Toes_IK_Ctrl_Mid_L,
Operator_Toes_IK_Ctrl_L,
Operator_Sole_Ctrl_L,
Operator_Sole_Pivot_Point_L,
Operator_Toe_2_FK_R,
Operator_Toe_Roll_1_R,
Operator_Toe_1_FK_R,
Operator_Toe_Roll_2_R,
Operator_Foot_R,
Operator_Foot_Roll_Ctrl_R,
Operator_Toe_Big_Ctrl_R,
Operator_Toe_Big_2_R,
Operator_Toe_Big_3_R,
Operator_Toe_Big_IK_R,
Operator_Toe_Ind_Ctrl_R,
Operator_Toe_Ind_2_R,
Operator_Toe_Ind_3_R,
Operator_Toe_Ind_4_R,
Operator_Toe_Ind_IK_R,
Operator_Toe_Mid_Ctrl_R,
Operator_Toe_Mid_2_R,
Operator_Toe_Mid_3_R,
Operator_Toe_Mid_4_R,
Operator_Toe_Mid_IK_R,
Operator_Toe_Fourth_Ctrl_R,
Operator_Toe_Fourth_2_R,
Operator_Toe_Fourth_3_R,
Operator_Toe_Fourth_4_R,
Operator_Toe_Fourth_IK_R,
Operator_Toe_Lit_Ctrl_R,
Operator_Toe_Lit_2_R,
Operator_Toe_Lit_3_R,
Operator_Toe_Lit_IK_R,
Operator_Toes_Spread_R,
Operator_Toes_IK_Ctrl_Mid_R,
Operator_Toes_IK_Ctrl_R,
Operator_Sole_Ctrl_R,
Operator_Sole_Pivot_Point_R,
Operator_Master,
Operator_Master_Pivot_Point,
Operator_Master_extra,
Operator_Look,
Operator_Look_L,
Operator_Look_R,
Operator_Zoom_Selected
)
#Quadruped
from .ops_picker_body import (
Operator_Ankle_Toon_L,
Operator_Carpal_FK_L,
Operator_Carpal_IK_L,
Operator_Carpal_Toon_L,
Operator_Ankle_Toon_R,
Operator_Carpal_FK_R,
Operator_Carpal_IK_R,
Operator_Carpal_Toon_R,
Operator_Hock_Toon_L,
Operator_Tarsal_FK_L,
Operator_Tarsal_IK_L,
Operator_Tarsal_Toon_L,
Operator_Hock_Toon_R,
Operator_Tarsal_FK_R,
Operator_Tarsal_IK_R,
Operator_Tarsal_Toon_R,
Operator_Fing_2_FK_L,
Operator_Fing_1_FK_L,
Operator_Fing_Roll_2_L,
Operator_Fing_Roll_1_L,
Operator_Hand_L,
Operator_Hand_Roll_Ctrl_L,
Operator_Hand_Sole_Ctrl_L,
Operator_Hand_Sole_Pivot_Point_L,
Operator_Fing_2_FK_R,
Operator_Fing_1_FK_R,
Operator_Fing_Roll_2_R,
Operator_Fing_Roll_1_R,
Operator_Hand_R,
Operator_Hand_Roll_Ctrl_R,
Operator_Hand_Sole_Ctrl_R,
Operator_Hand_Sole_Pivot_Point_R
)
####### Load BlenRig 6 Face Picker Operators
from .ops_picker_face import (
Operator_Ear_Up_R,
Operator_Ear_R,
Operator_Ear_Low_R,
Operator_Brow_Ctrl_1_R,
Operator_Brow_Ctrl_2_R,
Operator_Brow_Ctrl_3_R,
Operator_Brow_Ctrl_4_R,
Operator_Brow_Ctrl_R,
Operator_Toon_Brow_R,
Operator_Ear_Up_L,
Operator_Ear_L,
Operator_Ear_Low_L,
Operator_Brow_Ctrl_1_L,
Operator_Brow_Ctrl_2_L,
Operator_Brow_Ctrl_3_L,
Operator_Brow_Ctrl_4_L,
Operator_Brow_Ctrl_L,
Operator_Toon_Brow_L,
Operator_Frown_Ctrl,
Operator_Nose_Bridge_1_Ctrl,
Operator_Eyelid_Up_Ctrl_R,
Operator_Eyelid_Up_Ctrl_3_R,
Operator_Eyelid_Up_Ctrl_2_R,
Operator_Eyelid_Up_Ctrl_1_R,
Operator_Toon_Eye_Out_R,
Operator_Toon_Eye_Up_R,
Operator_Pupil_Ctrl_R,
Operator_Eye_Ctrl_R,
Operator_Iris_Ctrl_R,
Operator_Toon_Eye_In_R,
Operator_Toon_Eye_Low_R,
Operator_Eyelid_Ctrl_Out_R,
Operator_Eyelid_Low_Ctrl_3_R,
Operator_Eyelid_Low_Ctrl_2_R,
Operator_Eyelid_Low_Ctrl_1_R,
Operator_Eyelid_Ctrl_In_R,
Operator_Eyelid_Low_Ctrl_R,
Operator_Eyelid_Up_Ctrl_L,
Operator_Eyelid_Up_Ctrl_3_L,
Operator_Eyelid_Up_Ctrl_2_L,
Operator_Eyelid_Up_Ctrl_1_L,
Operator_Toon_Eye_Out_L,
Operator_Toon_Eye_Up_L,
Operator_Pupil_Ctrl_L,
Operator_Eye_Ctrl_L,
Operator_Iris_Ctrl_L,
Operator_Toon_Eye_In_L,
Operator_Toon_Eye_Low_L,
Operator_Eyelid_Ctrl_Out_L,
Operator_Eyelid_Low_Ctrl_3_L,
Operator_Eyelid_Low_Ctrl_2_L,
Operator_Eyelid_Low_Ctrl_1_L,
Operator_Eyelid_Ctrl_In_L,
Operator_Eyelid_Low_Ctrl_L,
Operator_Nose_Bridge_2_Ctrl,
Operator_Nose_Frown_Ctrl_R,
Operator_Nose_Frown_Ctrl_L,
Operator_Cheek_Ctrl_R,
Operator_Cheek_Ctrl_3_R,
Operator_Cheek_Ctrl_2_R,
Operator_Cheek_Ctrl_1_R,
Operator_Cheek2_Ctrl_3_R,
Operator_Cheek2_Ctrl_2_R,
Operator_Cheek2_Ctrl_1_R,
Operator_Lip_Up3_Ctrl_3_R,
Operator_Lip_Up3_Ctrl_2_R,
Operator_Lip_Up3_Ctrl_1_R,
Operator_Lip_Up2_Ctrl_3_R,
Operator_Lip_Up2_Ctrl_2_R,
Operator_Lip_Up2_Ctrl_1_R,
Operator_Cheek_Ctrl_L,
Operator_Cheek_Ctrl_3_L,
Operator_Cheek_Ctrl_2_L,
Operator_Cheek_Ctrl_1_L,
Operator_Cheek2_Ctrl_3_L,
Operator_Cheek2_Ctrl_2_L,
Operator_Cheek2_Ctrl_1_L,
Operator_Lip_Up3_Ctrl_3_L,
Operator_Lip_Up3_Ctrl_2_L,
Operator_Lip_Up3_Ctrl_1_L,
Operator_Lip_Up2_Ctrl_3_L,
Operator_Lip_Up2_Ctrl_2_L,
Operator_Lip_Up2_Ctrl_1_L,
Operator_Nostril_Ctrl_R,
Operator_Nose_Ctrl,
Operator_Nostril_Ctrl_L,
Operator_Lip_Up3_Ctrl_Mid,
Operator_Lip_Up3_Ctrl,
Operator_Lip_Up2_Ctrl_Mid,
Operator_lip_up2_ctrl,
Operator_Cheek_Ctrl_4_R,
Operator_Cheek2_Ctrl_4_R,
Operator_Lip_Up3_Ctrl_4_R,
Operator_Lip_Up2_Ctrl_4_R,
Operator_Cheek_Ctrl_4_L,
Operator_Cheek2_Ctrl_4_L,
Operator_Lip_Up3_Ctrl_4_L,
Operator_Lip_Up2_Ctrl_4_L,
Operator_Mouth_Mstr_Up,
Operator_Mouth_Corner_R,
Operator_Mouth_Corner_L,
Operator_Lip_Up_Ctrl,
Operator_Lip_Up_Ctrl_Collision,
Operator_Lip_Up_Ctrl_3_R,
Operator_Lip_Up_Ctrl_2_R,
Operator_Lip_Up_Ctrl_1_R,
Operator_Lip_Up_Ctrl_Mid,
Operator_Lip_Up_Ctrl_3_L,
Operator_Lip_Up_Ctrl_2_L,
Operator_Lip_Up_Ctrl_1_L,
Operator_Mouth_Up_Ctrl,
Operator_Lip_Up_Ctrl_4_R,
Operator_Lip_Up_Ctrl_4_L,
Operator_Mouth_Ctrl,
Operator_Mouth_Low_Ctrl,
Operator_Lip_Low_Ctrl_3_R,
Operator_Lip_Low_Ctrl_2_R,
Operator_Lip_Low_Ctrl_1_R,
Operator_Lip_Low_Ctrl_Mid,
Operator_Lip_Low_Ctrl_1_L,
Operator_Lip_Low_Ctrl_2_L,
Operator_Lip_Low_Ctrl_3_L,
Operator_Lip_Low_Ctrl_Collision,
Operator_Lip_Low_Ctrl,
Operator_Mouth_Mstr_Low,
Operator_Mouth_Mstr_Ctrl,
Operator_Mouth_Frown_Ctrl_R,
Operator_Lip_Low2_Ctrl_3_R,
Operator_Lip_Low2_Ctrl_2_R,
Operator_Lip_Low2_Ctrl_1_R,
Operator_Lip_Low3_Ctrl_3_R,
Operator_Lip_Low3_Ctrl_2_R,
Operator_Lip_Low3_Ctrl_1_R,
Operator_Cheek_Ctrl_5_R,
Operator_Chin_Ctrl_3_R,
Operator_Chin_Ctrl_2_R,
Operator_Chin_Ctrl_1_R,
Operator_Mouth_Frown_Ctrl_L,
Operator_Lip_Low2_Ctrl_3_L,
Operator_Lip_Low2_Ctrl_2_L,
Operator_Lip_Low2_Ctrl_1_L,
Operator_Lip_Low3_Ctrl_3_L,
Operator_Lip_Low3_Ctrl_2_L,
Operator_Lip_Low3_Ctrl_1_L,
Operator_Cheek_Ctrl_5_L,
Operator_Chin_Ctrl_3_L,
Operator_Chin_Ctrl_2_L,
Operator_Chin_Ctrl_1_L,
Operator_Lip_Low2_Ctrl_Mid,
Operator_Lip_Low2_Ctrl,
Operator_Lip_Low3_Ctrl_Mid,
Operator_Lip_Low3_Ctrl,
Operator_Chin_Ctrl_Mid,
Operator_Chin_Ctrl,
Operator_Maxi,
Operator_Head_Mid_Stretch,
Operator_Head_Low_Stretch,
Operator_Teeth_Up_Ctrl_R,
Operator_Teeth_Up_Ctrl_L,
Operator_Teeth_Up_Ctrl_Mid_R,
Operator_Teeth_Up_Ctrl_Mid_L,
Operator_Teeth_Up_Ctrl_Mid,
Operator_Teeth_Up,
Operator_Teeth_Low_Ctrl_R,
Operator_Teeth_Low_Ctrl_L,
Operator_Teeth_Low_Ctrl_Mid_R,
Operator_Teeth_Low_Ctrl_Mid_L,
Operator_Teeth_Low_Ctrl_Mid,
Operator_Teeth_Low,
Operator_Uvula_1,
Operator_Uvula_2,
Operator_Tongue_1_FK,
Operator_Tongue_2_FK,
Operator_Tongue_1_IK,
Operator_Tongue_2_IK,
Operator_Tongue_3_IK,
Operator_Tongue_Mstr
)
####### Load BlenRig 6 Layers Schemes Operators
from .blenrig_biped.ops_biped_layers_scheme import (
Operator_BlenRig_Layers_Scheme_Compact,
Operator_BlenRig_Layers_Scheme_Expanded
)
####### Load BlenRig 6 Rig Updater Operators
from .ops_rig_updater import (
Operator_Biped_Updater,
Operator_Set_Lib_Override_On
)
####### Load BlenRig 6 Rig Presets Operators
from .blenrig_biped.ops_blenrig_biped_add import (
Operator_BlenRig5_Add_Biped
)
####### Armature Layers Operators
from .ops_arm_layers import BLENRIG_OP_armature_layers_rm, BLENRIG_OP_old_armature_layers_converter
#################### Blenrig Object Add Menu ###############
class INFO_MT_blenrig5_add_rig(Menu):
# Define the menu
bl_idname = "BlenRig 6 add rigs"
bl_label = "BlenRig 6 add rigs"
def draw(self, context):
layout = self.layout
layout.operator_context = 'INVOKE_REGION_WIN'
layout.operator("blenrig.add_biped_rig", text="BlenRig 6 Biped Rig", icon='POSE_HLT')
# Define menu
def blenrig5_add_menu_func(self, context):
self.layout.operator("blenrig.add_biped_rig", text="BlenRig 6 Biped Rig", icon='POSE_HLT')
######### GUI OPERATORS ###########################################
# Display or hide tabs (sets the appropriate id-property)
class ARMATURE_OT_blenrig_6_gui(Operator):
"Display tab"
bl_label = ""
bl_idname = "gui.blenrig_6_tabs"
tab: StringProperty(name="Tab", description="Tab of the gui to expand")
# for gui_rig_bake Toggle:
# mode = []
# layers = []
def invoke(self, context, event):
arm = context.active_object.data
if self.properties.tab in arm:
arm[self.properties.tab] = not arm[self.properties.tab]
if self.properties.tab == 'gui_custom_layers':
context.window_manager.blenrig_6_props.gui_custom_layers = not context.window_manager.blenrig_6_props.gui_custom_layers
# Auto mode for gui_rig_bake Toggle:
# if self.properties.tab == 'gui_rig_bake':
# self.mode.append(context.active_object.mode)
# self.layers.append(bpy.context.active_object.data.collections[:])
# if context.active_object.mode == 'POSE':
# if len(self.mode) > 1:
# bpy.ops.object.mode_set(mode= self.mode[-2])
# if len(self.layers) > 1:
# bpy.context.active_object.data.collections = self.layers[-2]
# else:
# bpy.ops.object.mode_set(mode='POSE')
## print(self.mode)
## print(self.layers)
# if len(self.mode) > 1:
# del self.mode[0]
# if len(self.layers) > 1:
# del self.layers[0]
# end Auto mode for gui_rig_bake Toggle
return{'FINISHED'}
####### REGISTRATION ##############################################
# Needed for property registration
class blenrig_6_props(PropertyGroup):
gui_picker_body_props: BoolProperty(default=True, description="Toggle properties display")
gui_picker_body_picker: BoolProperty(default=True, description="Toggle properties display")
gui_snap_all: BoolProperty(default=False, description="Display ALL Snapping Buttons")
gui_snap: BoolProperty(default=False, description="Display Snapping Buttons")
gui_cust_props_all: BoolProperty(default=False, description="Show ALL Custom Properties")
gui_extra_props_face: BoolProperty(default=False, description="Tweak head extra options")
gui_extra_props_arms: BoolProperty(default=False, description="Tweak arms extra options")
gui_extra_props_fingers: BoolProperty(default=False, description="Tweak fingers extra options")
gui_extra_props_legs: BoolProperty(default=False, description="Tweak legs extra options")
gui_extra_props_props: BoolProperty(default=False, description="Tweak accessories options")
gui_face_movement_ranges: BoolProperty(default=False, description="Set limits to facial movement")
gui_face_lip_shaping: BoolProperty(default=False, description="Parameters to define lips curvature")
gui_face_action_toggles: BoolProperty(default=False, description="Toggle facial actions off for editing")
gui_face_collisions: BoolProperty(default=False, description="Face Collisions Offset")
gui_face_bbones: BoolProperty(default=False, description="Face Bendy Bones Settings")
gui_body_ik_rot: BoolProperty(default=False, description="Set the initial rotation of IK bones")
gui_body_auto_move: BoolProperty(default=False, description="Parameters for automated movement")
gui_body_rj: BoolProperty(default=False, description="Simulate how bone thickness affects joint rotation")
gui_body_vp: BoolProperty(default=False, description="Volume Preservation Bones Movement Definition")
gui_body_toggles: BoolProperty(default=False, description="Toggle body parts")
gui_body_bbones: BoolProperty(default=False, description="Body Bendy Bones Settings")
gui_body_collisions: BoolProperty(default=False, description="Body Collisions Offset")
bake_to_shape: BoolProperty(name="Bake to Shape Key", default=False, description="Bake the mesh into a separate Shape Key")
enable_to_move: BoolProperty(name="Enable to Move Lattice", default=False, description="Let move Lattice disabling modif hoocks")
align_selected_only: BoolProperty(name="Selected Bones Only", default=False, description="Perform aligning only on selected bones")
gui_custom_layers: BoolProperty(default = False ,name = "Gui Custom Layers")
contextOptions = [('PICKER', 'Picker', "Display Rig Picker", 'ARMATURE_DATA', 0),
('RIGTOOLS', 'Rig Tools', "Rig Options and Tools", 'BONE_DATA', 1),
('TOOLS', 'Tools', "Workflow Tools", 'TOOL_SETTINGS', 3),
('GUIDES', 'Rigging Assistant', "Automatic Rigging Assistant Guides", 'HELP', 4)]
displayContext : EnumProperty(
name='Display Context',
description="Type of context to display in this panel.",
items=contextOptions,
default='PICKER',
)
contextOptions2 = [('BONESHAPES', 'BoneShapes', "BoneShapes Tools", 'POSE_HLT', 0),
('SHAPEKEYS', 'ShapeKeys', "ShapeKeys Tools", 'SURFACE_NCURVE', 1)]
displayContext2 : EnumProperty(name='Display Context 2', description="Type of context to display in this panel.",items=contextOptions2, default='BONESHAPES')
adjust_distance_cage : FloatProperty(name="Distance from object", description="Ajust the distance of Cage to object",update = snap_points_update, min=-10, max=10, default=0.1)
# BlenRig Armature Tools Operator
armature_classes = [
ARMATURE_OT_reset_constraints,
ARMATURE_OT_advanced_armature_baker,
ARMATURE_OT_armature_baker_all_part_1,
ARMATURE_OT_armature_baker_all_part_2,
ARMATURE_OT_mesh_pose_baker,
ARMATURE_OT_reset_hooks,
ARMATURE_OT_disable_hooks_modif,
ARMATURE_OT_reset_deformers,
ARMATURE_OT_blenrig_6_gui
]
######## bone selections set ###############
from .custom_selection.custom_selection import *
bone_selecction_set_classes = [
BLENRIG_MT_selection_set_create,
BLENRIG_MT_selection_sets_context_menu,
BLENRIG_MT_selection_sets_select,
BLENRIG_UL_selection_set,
SelectionEntry,
SelectionSet,
BLENRIG_OT_selection_set_delete_all,
BLENRIG_OT_selection_set_remove_bones,
BLENRIG_OT_selection_set_move,
BLENRIG_OT_selection_set_add,
BLENRIG_OT_selection_set_remove,
BLENRIG_OT_selection_set_assign,
BLENRIG_OT_selection_set_unassign,
BLENRIG_OT_selection_set_select,
BLENRIG_OT_selection_set_deselect,
BLENRIG_OT_selection_set_add_and_assign,
BLENRIG_OT_selection_set_copy,
BLENRIG_OT_selection_set_paste
]
# BlenRig BoneShapes
boneshapes_classes = [
BLENRIG_OT_removeShapes,
BLENRIG_OT_addShapes,
BLENRIG_OT_matchSymmetrizeShape,
BLENRIG_OT_matchBoneTransforms,
BLENRIG_OT_returnToArmature,
BLENRIG_OT_editShapes,
BLENRIG_OT_createShapes,
BLENRIG_OT_toggleCollectionVisibility,
BLENRIG_OT_deleteUnusedShapes,
BLENRIG_OT_clearBoneShapes,
BLENRIG_OT_resyncShapesNames,
BLENRIG_OT_shape_scale,
BLENRIG_OT_Make_Unique,
BoneShapesPreferences
]
# BlenRig Align Operators
alignment_classes = [
Operator_BlenRig_Fix_Misaligned_Bones,
Operator_BlenRig_Auto_Bone_Roll,
Operator_BlenRig_Custom_Bone_Roll,
Operator_BlenRig_Store_Roll_Angles,
Operator_BlenRig_Restore_Roll_Angles,