1333b4d2d4
Not Complete Yet however this is almost ready for Prime time. This converts the basic human armature for righfy to a Unity standard. This may work for the more advanced human rigfy armatures as well and I planning to improve this before Alpha 2.
230 lines
9.5 KiB
Python
230 lines
9.5 KiB
Python
import bpy
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from typing import Dict, List, Set, Optional
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from bpy.types import Operator, Context, Object, PoseBone, EditBone, Bone, Constraint
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from ...core.common import get_active_armature, validate_armature
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from ...core.logging_setup import logger
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from ...core.translations import t
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from ...core.dictionaries import rigify_unity_names, rigify_basic_unity_names
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class AvatarToolkit_OT_ConvertRigifyToUnity(Operator):
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"""Convert Rigify armature to Unity-compatible format"""
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bl_idname = "avatar_toolkit.convert_rigify_to_unity"
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bl_label = t("Tools.convert_rigify_to_unity")
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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_active_armature(context)
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if not armature:
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return False
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valid, _ = validate_armature(armature)
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return valid and ("DEF-spine" in armature.data.bones or
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"spine" in armature.data.bones and "metarig" in armature.name.lower())
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def execute(self, context: Context) -> Set[str]:
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try:
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armature = get_active_armature(context)
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if not armature:
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self.report({'ERROR'}, t("Tools.no_armature"))
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return {'CANCELLED'}
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logger.info("Starting Rigify to Unity conversion")
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if "DEF-spine" in armature.data.bones:
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self.move_def_bones(armature)
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self.rename_bones_for_unity(armature)
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else:
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self.cleanup_extra_bones(armature)
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self.rename_basic_bones_for_unity(armature)
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self.cleanup_bone_collections(armature)
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if context.scene.avatar_toolkit.merge_twist_bones:
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logger.debug("Merging twist bones")
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self.handle_twist_bones(armature)
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self.report({'INFO'}, t("Tools.rigify_converted"))
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return {'FINISHED'}
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except Exception as e:
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logger.error(f"Failed to convert Rigify: {str(e)}")
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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def cleanup_extra_bones(self, armature: Object) -> None:
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"""Remove unnecessary bones and merge neck bones"""
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bpy.ops.object.mode_set(mode='EDIT')
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# Remove heel and pelvis bones
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bones_to_remove = []
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for bone in armature.data.edit_bones:
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if ('heel' in bone.name.lower() or
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'pelvis.' in bone.name.lower()):
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bones_to_remove.append(bone.name)
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for bone_name in bones_to_remove:
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if bone_name in armature.data.edit_bones:
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armature.data.edit_bones.remove(armature.data.edit_bones[bone_name])
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# Handle neck bones
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if 'spine.004' in armature.data.edit_bones and 'spine.005' in armature.data.edit_bones:
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neck_start = armature.data.edit_bones['spine.004']
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neck_end = armature.data.edit_bones['spine.005']
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# Merge neck bones
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neck_start.tail = neck_end.tail
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armature.data.edit_bones.remove(neck_end)
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neck_start.name = "Neck"
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# Rename head bone
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if 'spine.006' in armature.data.edit_bones:
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head_bone = armature.data.edit_bones['spine.006']
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head_bone.name = "Head"
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def move_def_bones(self, armature: Object) -> None:
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"""Move DEF bones to their correct positions"""
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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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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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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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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: Object) -> None:
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"""Rename bones to Unity-compatible names"""
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for old_name, new_name in rigify_unity_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 rename_basic_bones_for_unity(self, armature: Object) -> None:
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"""Rename basic metarig bones to Unity-compatible names"""
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for old_name, new_name in rigify_basic_unity_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 cleanup_bone_collections(self, armature: Object) -> None:
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"""Remove or consolidate bone collections"""
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if hasattr(armature.data, 'collections') and armature.data.collections:
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# Get the first collection as main
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main_collection = armature.data.collections[0]
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# Remove other collections
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while len(armature.data.collections) > 1:
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collection = armature.data.collections[1]
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armature.data.collections.remove(collection)
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def handle_twist_bones(self, armature: Object) -> None:
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"""Handle twist bones during conversion"""
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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: Object) -> Dict[str, str]:
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"""Get original bone remapping"""
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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) -> Dict[str, str]:
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"""Get special bone remapping cases"""
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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: Object) -> List[str]:
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"""Get bones that need transform copies"""
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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: PoseBone) -> bool:
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"""Check if bone has transform copy constraints"""
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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: str) -> bool:
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"""Check if bone is a DEF bone"""
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return bone_name.startswith('DEF-')
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def is_org_bone(self, bone_name: str) -> bool:
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"""Check if bone is an ORG bone"""
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return bone_name.startswith('ORG-')
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def get_proto_name(self, bone_name: str) -> str:
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"""Get the prototype name of a bone"""
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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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