a3111644af
- This is an work in progress, this expands on the system that NyankoNyan and improves that system. - It remaps the bone hierarchy to match Unity's expectations - It adds necessary constraints to ensure proper bone movement (For the people who need it, can be removed via remove constraints button). - It removes redundant bones that could cause issues in Unity. - It renames bones to match Unity's Humanoid Avatar naming convention. - It provides an option to merge or remove twist bones, which are not supported by Unity's humanoid system. - It adjusts bone connections and deformation settings. I think more needs to be added, but this seems to work for now.
185 lines
7.3 KiB
Python
185 lines
7.3 KiB
Python
# This code is heavily based on the Rigify-Move-DEF by NyankoNyan (https://github.com/NyankoNyan/Rigify-Move-DEF), which is licensed under the MIT License. We just heavily improve the code and add some new features.
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import bpy
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from ..core.register import register_wrap
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from ..core.common import get_selected_armature, is_valid_armature
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from ..functions.translations import t
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from bpy.types import Operator, Context
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import bpy
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from ..core.register import register_wrap
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from ..core.common import get_selected_armature, is_valid_armature
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from ..functions.translations import t
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from bpy.types import Operator, Context
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@register_wrap
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class AvatarToolKit_OT_ConvertRigifyToUnity(Operator):
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bl_idname = "avatar_toolkit.convert_rigify_to_unity"
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bl_label = t("Tools.convert_rigify_to_unity.label")
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bl_description = t("Tools.convert_rigify_to_unity.desc")
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context: Context) -> bool:
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armature = get_selected_armature(context)
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return armature is not None and is_valid_armature(armature) and "DEF-spine" in armature.data.bones
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def execute(self, context: Context) -> set[str]:
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armature = get_selected_armature(context)
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if not armature:
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self.report({'ERROR'}, t("Tools.no_armature_selected"))
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return {'CANCELLED'}
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self.move_def_bones(armature)
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self.rename_bones_for_unity(armature)
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if context.scene.merge_twist_bones:
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self.handle_twist_bones(armature)
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self.report({'INFO'}, t("Tools.convert_rigify_to_unity.success"))
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return {'FINISHED'}
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def move_def_bones(self, armature):
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remap = self.get_org_remap(armature)
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remap.update(self.get_special_remap())
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remove_bones_in_chain = [
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'DEF-upper_arm.L.001', 'DEF-forearm.L.001',
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'DEF-upper_arm.R.001', 'DEF-forearm.R.001',
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'DEF-thigh.L.001', 'DEF-shin.L.001',
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'DEF-thigh.R.001', 'DEF-shin.R.001'
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]
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transform_copies = self.get_transform_copies(armature)
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# Add missing constraints
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bpy.ops.object.mode_set(mode='POSE')
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for bone_name in transform_copies:
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bone = armature.pose.bones[bone_name]
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org_name = 'ORG-' + self.get_proto_name(bone_name)
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if org_name in armature.pose.bones:
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constraint = bone.constraints.new('COPY_TRANSFORMS')
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constraint.target = armature
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constraint.subtarget = org_name
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constr_count = len(bone.constraints)
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if constr_count > 1:
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bone.constraints.move(constr_count-1, 0)
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# Apply new parents
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bpy.ops.object.mode_set(mode='EDIT')
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for remap_key in remap:
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if remap_key in armature.data.edit_bones and remap[remap_key] in armature.data.edit_bones:
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armature.data.edit_bones[remap_key].parent = armature.data.edit_bones[remap[remap_key]]
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# Remove extra bones in chains
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bpy.ops.object.mode_set(mode='OBJECT')
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for bone_name in remove_bones_in_chain:
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if bone_name in armature.data.bones:
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armature.data.bones[bone_name].use_deform = False
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bpy.ops.object.mode_set(mode='EDIT')
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for bone_name in remove_bones_in_chain:
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if bone_name in armature.data.bones:
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remove_bone = armature.data.edit_bones[bone_name]
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parent_bone = remove_bone.parent
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parent_bone.tail = remove_bone.tail
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retarget_bones = list(remove_bone.children)
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for bone in retarget_bones:
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bone.parent = parent_bone
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armature.data.edit_bones.remove(remove_bone)
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def rename_bones_for_unity(self, armature):
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unity_bone_names = {
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"DEF-spine": "Hips",
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"DEF-spine.001": "Spine",
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"DEF-spine.002": "Chest",
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"DEF-spine.003": "UpperChest",
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"DEF-neck": "Neck",
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"DEF-head": "Head",
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"DEF-shoulder.L": "LeftShoulder",
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"DEF-upper_arm.L": "LeftUpperArm",
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"DEF-forearm.L": "LeftLowerArm",
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"DEF-hand.L": "LeftHand",
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"DEF-shoulder.R": "RightShoulder",
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"DEF-upper_arm.R": "RightUpperArm",
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"DEF-forearm.R": "RightLowerArm",
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"DEF-hand.R": "RightHand",
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"DEF-thigh.L": "LeftUpperLeg",
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"DEF-shin.L": "LeftLowerLeg",
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"DEF-foot.L": "LeftFoot",
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"DEF-toe.L": "LeftToes",
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"DEF-thigh.R": "RightUpperLeg",
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"DEF-shin.R": "RightLowerLeg",
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"DEF-foot.R": "RightFoot",
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"DEF-toe.R": "RightToes"
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}
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for old_name, new_name in unity_bone_names.items():
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bone = armature.pose.bones.get(old_name)
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if bone:
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bone.name = new_name
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def handle_twist_bones(self, armature):
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twist_bones = [
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("DEF-upper_arm_twist.L", "DEF-upper_arm.L"),
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("DEF-upper_arm_twist.R", "DEF-upper_arm.R"),
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("DEF-forearm_twist.L", "DEF-forearm.L"),
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("DEF-forearm_twist.R", "DEF-forearm.R"),
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("DEF-thigh_twist.L", "DEF-thigh.L"),
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("DEF-thigh_twist.R", "DEF-thigh.R")
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]
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bpy.ops.object.mode_set(mode='EDIT')
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for twist_bone, parent_bone in twist_bones:
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if twist_bone in armature.data.edit_bones and parent_bone in armature.data.edit_bones:
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twist = armature.data.edit_bones[twist_bone]
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parent = armature.data.edit_bones[parent_bone]
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parent.tail = twist.tail
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for child in twist.children:
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child.parent = parent
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armature.data.edit_bones.remove(twist)
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bpy.ops.object.mode_set(mode='OBJECT')
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def get_org_remap(self, armature):
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remap = {}
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for bone in armature.data.bones:
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if self.is_def_bone(bone.name):
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name = self.get_proto_name(bone.name)
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parent = bone.parent
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while parent:
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parent_name = self.get_proto_name(parent.name)
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if parent_name != name:
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if ('DEF-' + parent_name) in armature.data.bones:
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remap[bone.name] = 'DEF-' + parent_name
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break
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parent = parent.parent
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return remap
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def get_special_remap(self):
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return {
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'DEF-thigh.L': 'DEF-pelvis.L',
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'DEF-thigh.R': 'DEF-pelvis.R',
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'DEF-upper_arm.L': 'DEF-shoulder.L',
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'DEF-upper_arm.R': 'DEF-shoulder.R',
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}
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def get_transform_copies(self, armature):
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result = []
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for bone in armature.pose.bones:
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if self.is_def_bone(bone.name) and not self.has_transform_copies(bone):
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result.append(bone.name)
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return result
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def has_transform_copies(self, bone):
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return any(constraint.type == 'COPY_TRANSFORMS' for constraint in bone.constraints)
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def is_def_bone(self, bone_name):
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return bone_name.startswith('DEF-')
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def is_org_bone(self, bone_name):
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return bone_name.startswith('ORG-')
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def get_proto_name(self, bone_name):
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if self.is_def_bone(bone_name) or self.is_org_bone(bone_name):
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return bone_name[4:]
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return bone_name
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