Files
Avatar-Toolkit/core/mmd/properties/pose_bone.py
T
Yusarina a929f68ad4 Holy shit this was a pain
- Truly fixes PMX Import lol, i messed up completely
- Updated MMD Tools to use Cats One
2025-11-19 06:35:06 +00:00

287 lines
8.7 KiB
Python

# Copyright 2014 MMD Tools authors
# This file is part of MMD Tools.
from typing import cast
import bpy
from ..core.bone import FnBone
from . import patch_library_overridable
def _mmd_bone_update_additional_transform(prop: "MMDBone", context: bpy.types.Context):
prop.is_additional_transform_dirty = True
# Apply additional transform (Assembly -> Bone button) (Very Slow)
p_bone = context.active_pose_bone
if p_bone and p_bone.mmd_bone.as_pointer() == prop.as_pointer():
FnBone.apply_additional_transformation(prop.id_data)
def _mmd_bone_update_additional_transform_influence(prop: "MMDBone", context: bpy.types.Context):
pose_bone = context.active_pose_bone
if pose_bone and pose_bone.mmd_bone.as_pointer() == prop.as_pointer():
FnBone.update_additional_transform_influence(pose_bone)
else:
prop.is_additional_transform_dirty = True
def _mmd_bone_get_additional_transform_bone(prop: "MMDBone"):
arm = prop.id_data
bone_id = prop.get("additional_transform_bone_id", -1)
if bone_id < 0:
return ""
pose_bone = FnBone.find_pose_bone_by_bone_id(arm, bone_id)
if pose_bone is None:
return ""
return pose_bone.name
def _mmd_bone_set_additional_transform_bone(prop: "MMDBone", value: str):
arm = prop.id_data
prop.is_additional_transform_dirty = True
if value not in arm.pose.bones.keys():
prop.additional_transform_bone_id = -1
return
pose_bone = arm.pose.bones[value]
target_bone_id = FnBone.get_or_assign_bone_id(pose_bone)
if prop.bone_id == target_bone_id:
prop.additional_transform_bone_id = -1
return
prop.additional_transform_bone_id = target_bone_id
def _mmd_bone_update_display_connection(prop: "MMDBone", context: bpy.types.Context):
pass # Empty function is sufficient to trigger UI update
def _mmd_bone_get_display_connection_bone(prop: "MMDBone"):
arm = prop.id_data
bone_id = prop.get("display_connection_bone_id", -1)
if bone_id < 0:
return ""
pose_bone = FnBone.find_pose_bone_by_bone_id(arm, bone_id)
if pose_bone is None:
return ""
return pose_bone.name
def _mmd_bone_set_display_connection_bone(prop: "MMDBone", value: str):
arm = prop.id_data
if value not in arm.pose.bones.keys():
prop.display_connection_bone_id = -1
return
pose_bone = arm.pose.bones[value]
target_bone_id = FnBone.get_or_assign_bone_id(pose_bone)
if prop.bone_id == target_bone_id:
prop.display_connection_bone_id = -1
return
prop.display_connection_bone_id = target_bone_id
class MMDBone(bpy.types.PropertyGroup):
name_j: bpy.props.StringProperty(
name="Name",
description="Japanese Name",
default="",
)
name_e: bpy.props.StringProperty(
name="Name(Eng)",
description="English Name",
default="",
)
bone_id: bpy.props.IntProperty(
name="Bone ID",
description="Unique ID for the reference of bone morph and rotate+/move+",
default=-1,
min=-1,
)
transform_order: bpy.props.IntProperty(
name="Transform Order",
description="Deformation tier",
min=0,
max=100,
soft_max=7,
)
is_controllable: bpy.props.BoolProperty(
name="Controllable",
description="Is controllable",
default=True,
)
transform_after_dynamics: bpy.props.BoolProperty(
name="After Dynamics",
description="After physics",
default=False,
)
enabled_fixed_axis: bpy.props.BoolProperty(
name="Fixed Axis",
description="Use fixed axis",
default=False,
)
fixed_axis: bpy.props.FloatVectorProperty(
name="Fixed Axis",
description="Fixed axis",
subtype="XYZ",
size=3,
precision=3,
step=0.1, # 0.1 / 100
default=[0, 0, 0],
)
enabled_local_axes: bpy.props.BoolProperty(
name="Local Axes",
description="Use local axes",
default=False,
)
local_axis_x: bpy.props.FloatVectorProperty(
name="Local X-Axis",
description="Local x-axis",
subtype="XYZ",
size=3,
precision=3,
step=0.1,
default=[1, 0, 0],
)
local_axis_z: bpy.props.FloatVectorProperty(
name="Local Z-Axis",
description="Local z-axis",
subtype="XYZ",
size=3,
precision=3,
step=0.1,
default=[0, 0, 1],
)
is_tip: bpy.props.BoolProperty(
name="Tip Bone",
description="Is zero length bone",
default=False,
)
ik_rotation_constraint: bpy.props.FloatProperty(
name="IK Rotation Constraint",
description="The unit angle of IK",
subtype="ANGLE",
soft_min=0,
soft_max=4,
default=1,
)
has_additional_rotation: bpy.props.BoolProperty(
name="Additional Rotation",
description="Additional rotation",
default=False,
update=_mmd_bone_update_additional_transform,
)
has_additional_location: bpy.props.BoolProperty(
name="Additional Location",
description="Additional location",
default=False,
update=_mmd_bone_update_additional_transform,
)
additional_transform_bone: bpy.props.StringProperty(
name="Additional Transform Bone",
description="Additional transform bone",
set=_mmd_bone_set_additional_transform_bone,
get=_mmd_bone_get_additional_transform_bone,
update=_mmd_bone_update_additional_transform,
)
additional_transform_bone_id: bpy.props.IntProperty(
name="Additional Transform Bone ID",
default=-1,
update=_mmd_bone_update_additional_transform,
)
additional_transform_influence: bpy.props.FloatProperty(
name="Additional Transform Influence",
description="Additional transform influence",
default=1,
soft_min=-1,
soft_max=1,
update=_mmd_bone_update_additional_transform_influence,
)
is_additional_transform_dirty: bpy.props.BoolProperty(name="", default=True)
display_connection_bone: bpy.props.StringProperty(
name="Display Connection Bone",
description="Target bone for display connection",
set=_mmd_bone_set_display_connection_bone,
get=_mmd_bone_get_display_connection_bone,
)
display_connection_bone_id: bpy.props.IntProperty(
name="Display Connection Bone ID",
description="Bone ID for display connection (PMX displayConnection)",
default=-1,
update=_mmd_bone_update_display_connection,
)
display_connection_type: bpy.props.EnumProperty(
name="Display Connection Type",
description="Type of display connection",
items=[
("BONE", "Bone", "Connected to a bone"),
("OFFSET", "Offset", "Connected to an offset position"),
],
default="OFFSET",
)
def is_id_unique(self):
return self.bone_id < 0 or not next((b for b in self.id_data.pose.bones if b.mmd_bone != self and b.mmd_bone.bone_id == self.bone_id), None)
@staticmethod
def register():
bpy.types.PoseBone.mmd_bone = patch_library_overridable(bpy.props.PointerProperty(type=MMDBone))
bpy.types.PoseBone.is_mmd_shadow_bone = patch_library_overridable(bpy.props.BoolProperty(name="is_mmd_shadow_bone", default=False))
bpy.types.PoseBone.mmd_shadow_bone_type = patch_library_overridable(bpy.props.StringProperty(name="mmd_shadow_bone_type"))
bpy.types.PoseBone.mmd_ik_toggle = patch_library_overridable(
bpy.props.BoolProperty(
name="MMD IK Toggle",
description="MMD IK toggle is used to import/export animation of IK on-off",
update=_pose_bone_update_mmd_ik_toggle,
default=True,
),
)
@staticmethod
def unregister():
del bpy.types.PoseBone.mmd_ik_toggle
del bpy.types.PoseBone.mmd_shadow_bone_type
del bpy.types.PoseBone.is_mmd_shadow_bone
del bpy.types.PoseBone.mmd_bone
def _pose_bone_update_mmd_ik_toggle(prop: bpy.types.PoseBone, _context):
v = prop.mmd_ik_toggle
armature_object = cast("bpy.types.Object", prop.id_data)
for b in armature_object.pose.bones:
for c in b.constraints:
if c.type == "IK" and c.subtarget == prop.name:
# logging.debug(' %s %s', b.name, c.name)
c.influence = v
b = b if c.use_tail else b.parent
for b in ([b] + b.parent_recursive)[: c.chain_count]:
c = next((c for c in b.constraints if c.type == "LIMIT_ROTATION" and not c.mute), None)
if c:
c.influence = v