Files
Avatar-Toolkit/functions/tools/bone_tools.py
T
989onan 6d9f751a16 Housekeeping (bug fixes)
NEW FEATURES:
- added apply shapekey to basis from Cats
  - now that pesky thing I keep going back to cats for is in Avatar Toolkit.

BUG FIXES:
- now we push armature santizers into functions where they are needed
  - this prevents the methods from mirroring changes while working, causing them to blow up when mirror mode is on
  - more changes to come for armature setting santitizers
- fixed error reporting
  - now methods when catching errors will return full error tracebacks
  - this will help make debugging and finding user issues easier.
2025-07-10 18:44:42 -04:00

406 lines
16 KiB
Python

import bpy
import re
from bpy.types import Operator, Context, EditBone, Object, Armature, Mesh
from typing import Optional, Dict, Any, List, Tuple
from ...core.translations import t
from ...core.common import (
get_active_armature,
get_all_meshes,
ProgressTracker,
restore_bone_transforms,
remove_unused_vertex_groups,
identify_bones,
duplicate_bone,
store_breaking_settings_armature,
restore_breaking_settings_armature,
)
import traceback
from ...core.armature_validation import validate_armature, validate_bone_hierarchy
class AvatarToolKit_OT_CreateDigitigradeLegs(Operator):
"""Operator to convert standard legs to digitigrade setup"""
bl_idname = "avatar_toolkit.create_digitigrade"
bl_label = t("Tools.create_digitigrade")
bl_description = t("Tools.create_digitigrade_desc")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
"""Check if operator can be executed"""
armature = get_active_armature(context)
if not armature:
return False
valid, _, _ = validate_armature(armature)
return (valid and
(context.mode == 'EDIT_ARMATURE' or context.mode == 'POSE') and
context.selected_editable_bones is not None and
len(context.selected_editable_bones) == 2)
def process_leg_chain(self, digi0: EditBone) -> bool:
"""Process a single leg bone chain"""
try:
bpy.ops.object.mode_set(mode='EDIT')
# Get bone chain
digi1: EditBone = digi0.children[0]
digi2: EditBone = digi1.children[0]
digi3: EditBone = digi2.children[0]
digi4: Optional[EditBone] = digi3.children[0] if digi3.children else None
# Clear roll for all bones
for bone in [digi0, digi1, digi2, digi3] + ([digi4] if digi4 else []):
bone.select = True
bpy.ops.armature.roll_clear()
bpy.ops.armature.select_all(action='DESELECT')
# Create and position calf bone
calf = duplicate_bone(digi1)
calf.name = digi1.name.split('.')[0]
calf.parent = digi0
# Calculate new positions
end = (((digi0.tail-digi0.head)*(1/digi0.length))*(digi0.length+digi2.length) + digi0.head)
calf.head = end
calf.tail = (digi1.tail-digi1.head)+calf.head
digi2.tail = calf.tail
# Reparent foot to new calf
digi3.parent = calf
#enforce parallelagram onto midparts.
digi1.tail = (digi0.tail)+(calf.tail-calf.head)
calf.name = calf.name.replace("<noik>","")
# Mark original bones as non-IK
for bone in [digi1, digi2]:
if "<noik>" not in bone.name:
bone.name = bone.name.split('.')[0] + "<noik>"
return True
except Exception as e:
self.report({'ERROR'}, t("Tools.digitigrade_error", error=traceback.format_exc()))
return False
def execute(self, context: Context) -> set[str]:
"""Execute the digitigrade conversion"""
bpy.ops.object.mode_set(mode='EDIT')
data_breaking = store_breaking_settings_armature(context.armature)
with ProgressTracker(context, len(context.selected_editable_bones), t("Tools.digitigrade")) as progress:
for digi0 in context.selected_editable_bones:
progress.step(t("Tools.processing_leg", bone=digi0.name))
if not self.process_leg_chain(digi0):
return {'CANCELLED'}
restore_breaking_settings_armature(context.armature, data_breaking)
self.report({'INFO'}, t("Tools.digitigrade_success"))
return {'FINISHED'}
class AvatarToolKit_OT_DeleteBoneConstraints(Operator):
"""Operator to remove all bone constraints from armature"""
bl_idname = "avatar_toolkit.clean_constraints"
bl_label = t("Tools.clean_constraints")
bl_description = t("Tools.clean_constraints_desc")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
"""Check if operator can be executed"""
armature = get_active_armature(context)
if not armature:
return False
valid, _, _ = validate_armature(armature)
return valid
def execute(self, context: Context) -> set[str]:
"""Execute the constraint removal operation"""
bpy.ops.object.mode_set(mode='OBJECT')
armature = get_active_armature(context)
bpy.ops.object.select_all(action='DESELECT')
armature.select_set(True)
data_breaking = store_breaking_settings_armature(armature)
context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='POSE')
constraints_removed = 0
for bone in armature.pose.bones:
while bone.constraints:
bone.constraints.remove(bone.constraints[0])
constraints_removed += 1
bpy.ops.object.mode_set(mode='OBJECT')
restore_breaking_settings_armature(armature, data_breaking)
self.report({'INFO'}, t("Tools.clean_constraints_success", count=constraints_removed))
return {'FINISHED'}
class AvatarToolKit_OT_RemoveZeroWeightBones(Operator):
"""Operator to remove bones with no vertex weights"""
bl_idname = "avatar_toolkit.clean_weights"
bl_label = t("Tools.clean_weights")
bl_description = t("Tools.clean_weights_desc")
bl_options = {'REGISTER', 'UNDO'}
def should_preserve_bone(self, bone_name: str, context: Context) -> bool:
"""Check if bone should be preserved based on settings"""
toolkit = context.scene.avatar_toolkit
bone = context.active_object.data.bones.get(bone_name)
if not bone:
return False
if toolkit.preserve_parent_bones and bone.children:
return True
if toolkit.target_bone_type == 'DEFORM' and not bone.use_deform:
return True
if toolkit.target_bone_type == 'NON_DEFORM' and bone.use_deform:
return True
return False
def populate_bone_list(self, context: Context, zero_weight_bones: List[str]) -> None:
"""Populate the zero weight bones list"""
toolkit = context.scene.avatar_toolkit
toolkit.zero_weight_bones.clear()
armature = get_active_armature(context)
for bone_name in zero_weight_bones:
bone = armature.data.bones.get(bone_name)
if bone:
item = toolkit.zero_weight_bones.add()
item.name = bone_name
item.has_children = len(bone.children) > 0
item.is_deform = bone.use_deform
def execute(self, context: Context) -> set[str]:
"""Execute the zero weight bone removal operation"""
armature = get_active_armature(context)
if not armature:
return {'CANCELLED'}
# Store initial transforms
bpy.ops.object.mode_set(mode='EDIT')
initial_transforms: Dict[str, Dict[str, Any]] = {}
data_breaking = store_breaking_settings_armature(armature)
for bone in armature.data.edit_bones:
initial_transforms[bone.name] = {
'head': bone.head.copy(),
'tail': bone.tail.copy(),
'roll': bone.roll,
'matrix': bone.matrix.copy(),
'parent': bone.parent.name if bone.parent else None
}
# Get weighted bones
weighted_bones: List[str] = []
meshes = get_all_meshes(context)
zero_weight_bones: List[str] = []
for mesh in meshes:
mesh_data: Mesh = mesh.data
for vertex in mesh_data.vertices:
for group in vertex.groups:
if group.weight > context.scene.avatar_toolkit.merge_weights_threshold:
weighted_bones.append(mesh.vertex_groups[group.group].name)
# Process bone removal
bpy.ops.object.mode_set(mode='EDIT')
armature_data: Armature = armature.data
removed_count = 0
for bone in armature_data.edit_bones[:]: # Create a copy of the list
if (bone.name not in weighted_bones and
not self.should_preserve_bone(bone.name, context)):
if context.scene.avatar_toolkit.list_only_mode:
zero_weight_bones.append(bone.name)
continue
# Store children data
children = bone.children
children_data = {child.name: initial_transforms[child.name] for child in children}
# Reparent children
for child in children:
child.use_connect = False
if bone.parent:
child.parent = bone.parent
# Remove bone
armature_data.edit_bones.remove(bone)
removed_count += 1
# Restore children positions
for child_name, data in children_data.items():
if child_name in armature_data.edit_bones:
child = armature_data.edit_bones[child_name]
restore_bone_transforms(child, data)
bpy.ops.object.mode_set(mode='OBJECT')
if context.scene.avatar_toolkit.list_only_mode:
self.populate_bone_list(context, zero_weight_bones)
return {'FINISHED'}
restore_breaking_settings_armature(armature, data_breaking)
self.report({'INFO'}, t("Tools.clean_weights_success", count=removed_count))
return {'FINISHED'}
class AvatarToolKit_OT_RemoveZeroWeightVertexGroups(Operator):
"""Operator to remove vertex groups with no weights"""
bl_idname = "avatar_toolkit.clean_vertex_groups"
bl_label = t("Tools.clean_vertex_groups")
bl_description = t("Tools.clean_vertex_groups_desc")
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context: Context) -> set[str]:
meshes: list[bpy.types.Object] = get_all_meshes(context)
removed: int = 0
for mesh_obj in meshes:
removed = removed+remove_unused_vertex_groups(mesh_obj)
self.report({'INFO'}, t("Tools.vertex_groups_removed", count=removed))
return {'FINISHED'}
class AvatarToolKit_OT_RemoveSelectedBones(Operator):
"""Operator to remove selected bones from the zero weight bones list"""
bl_idname = "avatar_toolkit.remove_selected_bones"
bl_label = t("Tools.remove_selected_bones")
bl_description = t("Tools.remove_selected_bones_desc")
bl_options = {'REGISTER', 'UNDO'}
def execute(self, context: Context) -> set[str]:
armature = get_active_armature(context)
data_breaking = store_breaking_settings_armature(armature)
toolkit = context.scene.avatar_toolkit
selected_bones = [item.name for item in toolkit.zero_weight_bones
if item.selected]
bpy.ops.object.mode_set(mode='EDIT')
for bone_name in selected_bones:
if bone_name in armature.data.edit_bones:
armature.data.edit_bones.remove(armature.data.edit_bones[bone_name])
bpy.ops.object.mode_set(mode='OBJECT')
toolkit.zero_weight_bones.clear()
restore_breaking_settings_armature(armature, data_breaking)
self.report({'INFO'}, t("Tools.bones_removed", count=len(selected_bones)))
return {'FINISHED'}
class AvatarToolKit_OT_FlipCurrentKeyFrames(Operator):
"""Operator to flip the selected bone keyframes using blender's flip pose."""
bl_idname = "avatar_toolkit.flip_pose_frames"
bl_label = t("Tools.flip_pose_frames")
bl_description = t("Tools.flip_pose_frames_desc")
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context: Context) -> bool:
"""Check if operator can be executed"""
armature = get_active_armature(context)
if not armature:
return False
if context.mode != 'POSE':
return False
if not armature.animation_data:
return False
valid, _, _ = validate_armature(armature)
return valid
def execute(self, context: Context) -> set[str]:
armature = get_active_armature(context)
data_breaking = store_breaking_settings_armature(armature)
armature_data: bpy.types.Armature = armature.data
standard_mappings: Dict[str,str] = identify_bones(armature_data)
# Do we need this? If flipping in the future has issues, then uncommenting this may help - @989onan
#To make sure our flip pose is extremely reliable, we're gonna temp rename all bones to standard names to make the posing work.
#for standard,bone_name in standard_mappings.items():
# armature_data.bones[bone_name].name = standard
#save our selection
selected: list[bool] = [False] * len(armature_data.bones)
armature_data.bones.foreach_get("select", selected)
#select everything
armature_data.bones.foreach_set("select", [False] * len(armature_data.bones))
#create a set for every frame time where we need to key a keyframe for the flipped pose
times: Dict[float,list[bpy.types.FCurve]] = {}
for curve in armature.animation_data.action.fcurves:
if not curve.data_path.startswith("pose"):
continue
for point in curve.keyframe_points:
if point.select_control_point:
if point.co.x not in times:
times[point.co.x] = []
times[point.co.x].append(curve)
for time,curves in times.items():
context.scene.frame_set(frame=int(time), subframe=float(time-float(int(time))))
armature_data.bones.foreach_set("select", [True] * len(armature_data.bones))
bpy.ops.pose.copy()
armature_data.bones.foreach_set("select", [False] * len(armature_data.bones))
bpy.ops.pose.paste(flipped=True,selected_mask=False)
for curve in curves:
bone_name: str = curve.data_path.replace("pose.bones[\"","")
bone_name = bone_name[:bone_name.index("\"")]
armature_data.bones[bone_name].select = True
bpy.ops.pose.select_mirror(extend=False)
#this can get the opposite side bone's data path and key it, if it is ever needed - @989onan
#for bone in armature_data.bones:
# if bone.select == True:
# bone_name = bone.name
# break
#new_path = curve.data_path[:curve.data_path.index("[")+1]+"\""+bone_name+"\""+curve.data_path[curve.data_path.index("]"):]
if armature.keyframe_insert(data_path=curve.data_path, index=curve.array_index, frame=time):
#if armature.keyframe_insert(data_path=new_path, index=curve.array_index, frame=time):
continue
self.report({'ERROR'}, f"Keyframe insertion for key with data path \"{curve.data_path}\" and frame {time} failed!")
restore_breaking_settings_armature(armature, data_breaking)
return {'FINISHED'}
# Do we need this? If flipping in the future has issues, then uncommenting this may help - @989onan
#bring our names back as to not break their model.
#for standard,bone_name in standard_mappings.items():
# armature_data.bones[standard].name = bone_name
# restore selection
armature_data.bones.foreach_set("select", selected)
restore_breaking_settings_armature(armature, data_breaking)
return {'FINISHED'}