Merge pull request #104 from Yusarina/rigfy-to-unity-Alpha2

Rigify To Unity (Don't Merge Yet)
This commit is contained in:
Onan Chew
2025-02-07 12:05:33 -05:00
committed by GitHub
7 changed files with 351 additions and 0 deletions
+69
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@@ -354,3 +354,72 @@ resonite_translations = {
'thumb_2_r': "thumb2.R", 'thumb_2_r': "thumb2.R",
'thumb_3_r': "thumb3.R" 'thumb_3_r': "thumb3.R"
} }
rigify_unity_names = {
"DEF-spine": "Hips",
"DEF-spine.001": "Spine",
"DEF-spine.002": "Chest",
"DEF-spine.003": "UpperChest",
"DEF-neck": "Neck",
"DEF-head": "Head",
"DEF-shoulder.L": "LeftShoulder",
"DEF-upper_arm.L": "LeftUpperArm",
"DEF-forearm.L": "LeftLowerArm",
"DEF-hand.L": "LeftHand",
"DEF-shoulder.R": "RightShoulder",
"DEF-upper_arm.R": "RightUpperArm",
"DEF-forearm.R": "RightLowerArm",
"DEF-hand.R": "RightHand",
"DEF-thigh.L": "LeftUpperLeg",
"DEF-shin.L": "LeftLowerLeg",
"DEF-foot.L": "LeftFoot",
"DEF-toe.L": "LeftToes",
"DEF-thigh.R": "RightUpperLeg",
"DEF-shin.R": "RightLowerLeg",
"DEF-foot.R": "RightFoot",
"DEF-toe.R": "RightToes"
}
rigify_basic_unity_names = {
"spine": "Hips",
"spine.001": "Spine",
"spine.002": "Chest",
"spine.003": "UpperChest",
"neck": "Neck",
"head": "Head",
"shoulder.L": "LeftShoulder",
"upper_arm.L": "LeftUpperArm",
"forearm.L": "LeftLowerArm",
"hand.L": "LeftHand",
"shoulder.R": "RightShoulder",
"upper_arm.R": "RightUpperArm",
"forearm.R": "RightLowerArm",
"hand.R": "RightHand",
"thigh.L": "LeftUpperLeg",
"shin.L": "LeftLowerLeg",
"foot.L": "LeftFoot",
"toe.L": "LeftToes",
"thigh.R": "RightUpperLeg",
"shin.R": "RightLowerLeg",
"foot.R": "RightFoot",
"toe.R": "RightToes"
}
rigify_unnecessary_bones = [
'face',
'ear.l', 'ear.r',
'forehead',
'cheek.t.l', 'cheek.t.r',
'cheek.b.l', 'cheek.b.r',
'brow.t.l', 'brow.t.r',
'brow.b.l', 'brow.b.r',
'jaw',
'chin',
'nose',
'temple.l', 'temple.r',
'teeth',
'lip',
'lid',
'heel',
'pelvis.'
]
+6
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@@ -408,6 +408,12 @@ class AvatarToolkitSceneProperties(PropertyGroup):
default=True default=True
) )
merge_twist_bones: BoolProperty(
name=t("Tools.merge_twist_bones"),
description=t("Tools.merge_twist_bones_desc"),
default=True
)
def register() -> None: def register() -> None:
"""Register the Avatar Toolkit property group""" """Register the Avatar Toolkit property group"""
logger.info("Registering Avatar Toolkit properties") logger.info("Registering Avatar Toolkit properties")
+255
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@@ -0,0 +1,255 @@
import bpy
from typing import Dict, List, Set, Optional, Tuple, Any
from bpy.types import Operator, Context, Object, PoseBone, EditBone, Bone, Constraint
from ...core.common import get_active_armature, validate_armature
from ...core.logging_setup import logger
from ...core.translations import t
from ...core.dictionaries import rigify_unity_names, rigify_basic_unity_names, rigify_unnecessary_bones
class AvatarToolkit_OT_ConvertRigifyToUnity(Operator):
"""Convert Rigify armature to Unity-compatible format"""
bl_idname = "avatar_toolkit.convert_rigify_to_unity"
bl_label = t("Tools.convert_rigify_to_unity")
bl_description = t("Tools.convert_rigify_to_unity_desc")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
armature = get_active_armature(context)
if not armature:
return False
return ("DEF-spine" in armature.data.bones or
"spine" in armature.data.bones and "metarig" in armature.name.lower())
def execute(self, context: Context) -> Set[str]:
try:
logger.info("Starting Rigify to Unity conversion")
armature = get_active_armature(context)
if not armature:
logger.error("No armature found")
self.report({'ERROR'}, t("Tools.no_armature"))
return {'CANCELLED'}
logger.debug(f"Converting armature: {armature.name}")
armature.name = "Armature"
armature.data.name = "Armature"
logger.debug("Renamed armature to 'Armature'")
if "DEF-spine" in armature.data.bones:
logger.info("Processing DEF bones")
self.move_def_bones(armature)
self.rename_bones_for_unity(armature)
else:
logger.info("Processing basic bones")
self.cleanup_extra_bones(armature)
self.rename_basic_bones_for_unity(armature)
logger.debug("Cleaning up bone collections")
self.cleanup_bone_collections(armature)
if context.scene.avatar_toolkit.merge_twist_bones:
logger.info("Merging twist bones")
self.handle_twist_bones(armature)
logger.info("Successfully converted Rigify armature to Unity format")
self.report({'INFO'}, t("Tools.rigify_converted"))
return {'FINISHED'}
except Exception as e:
logger.error(f"Failed to convert Rigify: {str(e)}", exc_info=True)
self.report({'ERROR'}, str(e))
return {'CANCELLED'}
def cleanup_extra_bones(self, armature: Object) -> None:
"""Remove unnecessary bones and merge neck bones"""
logger.debug("Starting cleanup of extra bones")
# Set armature as active object before mode switch
bpy.context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='EDIT')
bones_to_remove: List[str] = []
for bone in armature.data.edit_bones:
if any(pattern in bone.name.lower() for pattern in rigify_unnecessary_bones):
bones_to_remove.append(bone.name)
for bone_name in bones_to_remove:
if bone_name in armature.data.edit_bones:
logger.debug(f"Removing bone: {bone_name}")
armature.data.edit_bones.remove(armature.data.edit_bones[bone_name])
if 'spine.004' in armature.data.edit_bones and 'spine.005' in armature.data.edit_bones:
logger.debug("Merging neck bones")
neck_start = armature.data.edit_bones['spine.004']
neck_end = armature.data.edit_bones['spine.005']
neck_start.tail = neck_end.tail
armature.data.edit_bones.remove(neck_end)
neck_start.name = "Neck"
if 'spine.006' in armature.data.edit_bones:
logger.debug("Renaming head bone")
head_bone = armature.data.edit_bones['spine.006']
head_bone.name = "Head"
def move_def_bones(self, armature: Object) -> None:
"""Move DEF bones to their correct positions"""
logger.debug("Moving DEF bones to correct positions")
# Set armature as active object
bpy.context.view_layer.objects.active = armature
remap: Dict[str, str] = self.get_org_remap(armature)
remap.update(self.get_special_remap())
remove_bones_in_chain: List[str] = [
'DEF-upper_arm.L.001', 'DEF-forearm.L.001',
'DEF-upper_arm.R.001', 'DEF-forearm.R.001',
'DEF-thigh.L.001', 'DEF-shin.L.001',
'DEF-thigh.R.001', 'DEF-shin.R.001'
]
transform_copies: List[str] = self.get_transform_copies(armature)
logger.debug("Setting up transform copies")
bpy.ops.object.mode_set(mode='POSE')
for bone_name in transform_copies:
bone = armature.pose.bones[bone_name]
org_name = 'ORG-' + self.get_proto_name(bone_name)
if org_name in armature.pose.bones:
constraint = bone.constraints.new('COPY_TRANSFORMS')
constraint.target = armature
constraint.subtarget = org_name
constr_count = len(bone.constraints)
if constr_count > 1:
bone.constraints.move(constr_count-1, 0)
logger.debug("Remapping bone parents")
bpy.ops.object.mode_set(mode='EDIT')
for remap_key in remap:
if remap_key in armature.data.edit_bones and remap[remap_key] in armature.data.edit_bones:
armature.data.edit_bones[remap_key].parent = armature.data.edit_bones[remap[remap_key]]
logger.debug("Processing bone chain removal")
bpy.ops.object.mode_set(mode='OBJECT')
for bone_name in remove_bones_in_chain:
if bone_name in armature.data.bones:
armature.data.bones[bone_name].use_deform = False
bpy.ops.object.mode_set(mode='EDIT')
for bone_name in remove_bones_in_chain:
if bone_name in armature.data.bones:
remove_bone = armature.data.edit_bones[bone_name]
parent_bone = remove_bone.parent
parent_bone.tail = remove_bone.tail
retarget_bones = list(remove_bone.children)
for bone in retarget_bones:
bone.parent = parent_bone
armature.data.edit_bones.remove(remove_bone)
def rename_bones_for_unity(self, armature: Object) -> None:
"""Rename bones to Unity-compatible names"""
logger.debug("Renaming bones to Unity format")
for old_name, new_name in rigify_unity_names.items():
bone = armature.pose.bones.get(old_name)
if bone:
logger.debug(f"Renaming bone: {old_name} -> {new_name}")
bone.name = new_name
def rename_basic_bones_for_unity(self, armature: Object) -> None:
"""Rename basic metarig bones to Unity-compatible names"""
logger.debug("Renaming basic metarig bones")
for old_name, new_name in rigify_basic_unity_names.items():
bone = armature.pose.bones.get(old_name)
if bone:
logger.debug(f"Renaming basic bone: {old_name} -> {new_name}")
bone.name = new_name
def cleanup_bone_collections(self, armature: Object) -> None:
"""Remove all bone collections since they're not needed for Unity"""
logger.debug("Cleaning up bone collections")
if hasattr(armature.data, 'collections') and armature.data.collections:
while len(armature.data.collections) > 0:
collection = armature.data.collections[0]
armature.data.collections.remove(collection)
while len(armature.data.collections) > 1:
collection = armature.data.collections[1]
armature.data.collections.remove(collection)
def handle_twist_bones(self, armature: Object) -> None:
"""Handle twist bones during conversion"""
logger.debug("Processing twist bones")
twist_bones: List[Tuple[str, str]] = [
("DEF-upper_arm_twist.L", "DEF-upper_arm.L"),
("DEF-upper_arm_twist.R", "DEF-upper_arm.R"),
("DEF-forearm_twist.L", "DEF-forearm.L"),
("DEF-forearm_twist.R", "DEF-forearm.R"),
("DEF-thigh_twist.L", "DEF-thigh.L"),
("DEF-thigh_twist.R", "DEF-thigh.R")
]
bpy.ops.object.mode_set(mode='EDIT')
for twist_bone, parent_bone in twist_bones:
if twist_bone in armature.data.edit_bones and parent_bone in armature.data.edit_bones:
logger.debug(f"Merging twist bone: {twist_bone} into {parent_bone}")
twist = armature.data.edit_bones[twist_bone]
parent = armature.data.edit_bones[parent_bone]
parent.tail = twist.tail
for child in twist.children:
child.parent = parent
armature.data.edit_bones.remove(twist)
bpy.ops.object.mode_set(mode='OBJECT')
def get_org_remap(self, armature: Object) -> Dict[str, str]:
"""Get original bone remapping"""
logger.debug("Getting original bone remapping")
remap: Dict[str, str] = {}
for bone in armature.data.bones:
if self.is_def_bone(bone.name):
name = self.get_proto_name(bone.name)
parent = bone.parent
while parent:
parent_name = self.get_proto_name(parent.name)
if parent_name != name:
if ('DEF-' + parent_name) in armature.data.bones:
remap[bone.name] = 'DEF-' + parent_name
break
parent = parent.parent
return remap
def get_special_remap(self) -> Dict[str, str]:
"""Get special bone remapping cases"""
logger.debug("Getting special bone remapping")
return {
'DEF-thigh.L': 'DEF-pelvis.L',
'DEF-thigh.R': 'DEF-pelvis.R',
'DEF-upper_arm.L': 'DEF-shoulder.L',
'DEF-upper_arm.R': 'DEF-shoulder.R',
}
def get_transform_copies(self, armature: Object) -> List[str]:
"""Get bones that need transform copies"""
logger.debug("Getting transform copy bones")
result: List[str] = []
for bone in armature.pose.bones:
if self.is_def_bone(bone.name) and not self.has_transform_copies(bone):
result.append(bone.name)
return result
def has_transform_copies(self, bone: PoseBone) -> bool:
"""Check if bone has transform copy constraints"""
return any(constraint.type == 'COPY_TRANSFORMS' for constraint in bone.constraints)
def is_def_bone(self, bone_name: str) -> bool:
"""Check if bone is a DEF bone"""
return bone_name.startswith('DEF-')
def is_org_bone(self, bone_name: str) -> bool:
"""Check if bone is an ORG bone"""
return bone_name.startswith('ORG-')
def get_proto_name(self, bone_name: str) -> str:
"""Get the prototype name of a bone"""
if self.is_def_bone(bone_name) or self.is_org_bone(bone_name):
return bone_name[4:]
return bone_name
+5
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@@ -200,6 +200,11 @@
"Tools.shapekey_tolerance": "Shape Key Tolerance", "Tools.shapekey_tolerance": "Shape Key Tolerance",
"Tools.shapekey_tolerance_desc": "Minimum difference to consider a shape key as used", "Tools.shapekey_tolerance_desc": "Minimum difference to consider a shape key as used",
"Tools.shapekeys_removed": "Removed {count} unused shape keys", "Tools.shapekeys_removed": "Removed {count} unused shape keys",
"Tools.rigify_title": "Rigify Tools",
"Tools.convert_rigify_to_unity": "Convert Rigify to Unity",
"Tools.convert_rigify_to_unity_desc": "Convert Rigify armature to Unity-compatible format",
"Tools.rigify_converted": "Rigify armature converted successfully",
"Tools.no_armature": "No armature selected",
"UVTools.too_many_vertices": "Error! You have too much stuff selected. Are you sure you're selecting two edges?", "UVTools.too_many_vertices": "Error! You have too much stuff selected. Are you sure you're selecting two edges?",
"UVTools.need_line": "You need one line of selected UV points per selected object. Object \"{obj}\" does not meet this requirement!", "UVTools.need_line": "You need one line of selected UV points per selected object. Object \"{obj}\" does not meet this requirement!",
+4
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@@ -200,6 +200,10 @@
"Tools.shapekey_tolerance": "シェイプキーの許容値", "Tools.shapekey_tolerance": "シェイプキーの許容値",
"Tools.shapekey_tolerance_desc": "シェイプキーを使用済みと判断する最小差分", "Tools.shapekey_tolerance_desc": "シェイプキーを使用済みと判断する最小差分",
"Tools.shapekeys_removed": "{count}個の未使用シェイプキーを削除しました", "Tools.shapekeys_removed": "{count}個の未使用シェイプキーを削除しました",
"Tools.convert_rigify_to_unity": "RigifyをUnityに変換",
"Tools.convert_rigify_to_unity_desc": "RigifyアーマチュアをUnity互換フォーマットに変換",
"Tools.rigify_converted": "Rigifyアーマチュアの変換が完了しました",
"Tools.no_armature": "アーマチュアが選択されていません",
"MMD.label": "MMDツール", "MMD.label": "MMDツール",
"MMD.bone_standardization": "ボーン標準化", "MMD.bone_standardization": "ボーン標準化",
+4
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@@ -200,6 +200,10 @@
"Tools.shapekey_tolerance": "쉐이프 키 허용 오차", "Tools.shapekey_tolerance": "쉐이프 키 허용 오차",
"Tools.shapekey_tolerance_desc": "쉐이프 키를 사용된 것으로 간주할 최소 차이", "Tools.shapekey_tolerance_desc": "쉐이프 키를 사용된 것으로 간주할 최소 차이",
"Tools.shapekeys_removed": "{count}개의 미사용 쉐이프 키 제거됨", "Tools.shapekeys_removed": "{count}개의 미사용 쉐이프 키 제거됨",
"Tools.convert_rigify_to_unity": "Rigify를 Unity로 변환",
"Tools.convert_rigify_to_unity_desc": "Rigify 아마추어를 Unity 호환 형식으로 변환",
"Tools.rigify_converted": "Rigify 아마추어 변환 완료",
"Tools.no_armature": "아마추어가 선택되지 않았습니다",
"MMD.label": "MMD 도구", "MMD.label": "MMD 도구",
"MMD.bone_standardization": "본 표준화", "MMD.bone_standardization": "본 표준화",
+8
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@@ -95,3 +95,11 @@ class AvatarToolKit_PT_ToolsPanel(Panel):
col.separator(factor=0.5) col.separator(factor=0.5)
col.operator("avatar_toolkit.apply_transforms", text=t("Tools.apply_transforms"), icon='OBJECT_DATA') col.operator("avatar_toolkit.apply_transforms", text=t("Tools.apply_transforms"), icon='OBJECT_DATA')
col.operator("avatar_toolkit.clean_shapekeys", text=t("Tools.clean_shapekeys"), icon='SHAPEKEY_DATA') col.operator("avatar_toolkit.clean_shapekeys", text=t("Tools.clean_shapekeys"), icon='SHAPEKEY_DATA')
# Rigify Tools
rigify_box: UILayout = layout.box()
col = rigify_box.column(align=True)
col.label(text=t("Tools.rigify_title"), icon='ARMATURE_DATA')
col.separator(factor=0.5)
col.operator("avatar_toolkit.convert_rigify_to_unity", icon='ARMATURE_DATA')
col.prop(context.scene.avatar_toolkit, "merge_twist_bones")