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GNU GENERAL PUBLIC LICENSE
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Version 3, 29 June 2007
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Copyright (C) 2007 Free Software Foundation, Inc. <https://fsf.org/>
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to receive a copy likewise does not require acceptance. However,
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||||
nothing other than this License grants you permission to propagate or
|
||||
modify any covered work. These actions infringe copyright if you do
|
||||
not accept this License. Therefore, by modifying or propagating a
|
||||
covered work, you indicate your acceptance of this License to do so.
|
||||
|
||||
10. Automatic Licensing of Downstream Recipients.
|
||||
|
||||
Each time you convey a covered work, the recipient automatically
|
||||
receives a license from the original licensors, to run, modify and
|
||||
propagate that work, subject to this License. You are not responsible
|
||||
for enforcing compliance by third parties with this License.
|
||||
|
||||
An "entity transaction" is a transaction transferring control of an
|
||||
organization, or substantially all assets of one, or subdividing an
|
||||
organization, or merging organizations. If propagation of a covered
|
||||
work results from an entity transaction, each party to that
|
||||
transaction who receives a copy of the work also receives whatever
|
||||
licenses to the work the party's predecessor in interest had or could
|
||||
give under the previous paragraph, plus a right to possession of the
|
||||
Corresponding Source of the work from the predecessor in interest, if
|
||||
the predecessor has it or can get it with reasonable efforts.
|
||||
|
||||
You may not impose any further restrictions on the exercise of the
|
||||
rights granted or affirmed under this License. For example, you may
|
||||
not impose a license fee, royalty, or other charge for exercise of
|
||||
rights granted under this License, and you may not initiate litigation
|
||||
(including a cross-claim or counterclaim in a lawsuit) alleging that
|
||||
any patent claim is infringed by making, using, selling, offering for
|
||||
sale, or importing the Program or any portion of it.
|
||||
|
||||
11. Patents.
|
||||
|
||||
A "contributor" is a copyright holder who authorizes use under this
|
||||
License of the Program or a work on which the Program is based. The
|
||||
work thus licensed is called the contributor's "contributor version".
|
||||
|
||||
A contributor's "essential patent claims" are all patent claims
|
||||
owned or controlled by the contributor, whether already acquired or
|
||||
hereafter acquired, that would be infringed by some manner, permitted
|
||||
by this License, of making, using, or selling its contributor version,
|
||||
but do not include claims that would be infringed only as a
|
||||
consequence of further modification of the contributor version. For
|
||||
purposes of this definition, "control" includes the right to grant
|
||||
patent sublicenses in a manner consistent with the requirements of
|
||||
this License.
|
||||
|
||||
Each contributor grants you a non-exclusive, worldwide, royalty-free
|
||||
patent license under the contributor's essential patent claims, to
|
||||
make, use, sell, offer for sale, import and otherwise run, modify and
|
||||
propagate the contents of its contributor version.
|
||||
|
||||
In the following three paragraphs, a "patent license" is any express
|
||||
agreement or commitment, however denominated, not to enforce a patent
|
||||
(such as an express permission to practice a patent or covenant not to
|
||||
sue for patent infringement). To "grant" such a patent license to a
|
||||
party means to make such an agreement or commitment not to enforce a
|
||||
patent against the party.
|
||||
|
||||
If you convey a covered work, knowingly relying on a patent license,
|
||||
and the Corresponding Source of the work is not available for anyone
|
||||
to copy, free of charge and under the terms of this License, through a
|
||||
publicly available network server or other readily accessible means,
|
||||
then you must either (1) cause the Corresponding Source to be so
|
||||
available, or (2) arrange to deprive yourself of the benefit of the
|
||||
patent license for this particular work, or (3) arrange, in a manner
|
||||
consistent with the requirements of this License, to extend the patent
|
||||
license to downstream recipients. "Knowingly relying" means you have
|
||||
actual knowledge that, but for the patent license, your conveying the
|
||||
covered work in a country, or your recipient's use of the covered work
|
||||
in a country, would infringe one or more identifiable patents in that
|
||||
country that you have reason to believe are valid.
|
||||
|
||||
If, pursuant to or in connection with a single transaction or
|
||||
arrangement, you convey, or propagate by procuring conveyance of, a
|
||||
covered work, and grant a patent license to some of the parties
|
||||
receiving the covered work authorizing them to use, propagate, modify
|
||||
or convey a specific copy of the covered work, then the patent license
|
||||
you grant is automatically extended to all recipients of the covered
|
||||
work and works based on it.
|
||||
|
||||
A patent license is "discriminatory" if it does not include within
|
||||
the scope of its coverage, prohibits the exercise of, or is
|
||||
conditioned on the non-exercise of one or more of the rights that are
|
||||
specifically granted under this License. You may not convey a covered
|
||||
work if you are a party to an arrangement with a third party that is
|
||||
in the business of distributing software, under which you make payment
|
||||
to the third party based on the extent of your activity of conveying
|
||||
the work, and under which the third party grants, to any of the
|
||||
parties who would receive the covered work from you, a discriminatory
|
||||
patent license (a) in connection with copies of the covered work
|
||||
conveyed by you (or copies made from those copies), or (b) primarily
|
||||
for and in connection with specific products or compilations that
|
||||
contain the covered work, unless you entered into that arrangement,
|
||||
or that patent license was granted, prior to 28 March 2007.
|
||||
|
||||
Nothing in this License shall be construed as excluding or limiting
|
||||
any implied license or other defenses to infringement that may
|
||||
otherwise be available to you under applicable patent law.
|
||||
|
||||
12. No Surrender of Others' Freedom.
|
||||
|
||||
If conditions are imposed on you (whether by court order, agreement or
|
||||
otherwise) that contradict the conditions of this License, they do not
|
||||
excuse you from the conditions of this License. If you cannot convey a
|
||||
covered work so as to satisfy simultaneously your obligations under this
|
||||
License and any other pertinent obligations, then as a consequence you may
|
||||
not convey it at all. For example, if you agree to terms that obligate you
|
||||
to collect a royalty for further conveying from those to whom you convey
|
||||
the Program, the only way you could satisfy both those terms and this
|
||||
License would be to refrain entirely from conveying the Program.
|
||||
|
||||
13. Use with the GNU Affero General Public License.
|
||||
|
||||
Notwithstanding any other provision of this License, you have
|
||||
permission to link or combine any covered work with a work licensed
|
||||
under version 3 of the GNU Affero General Public License into a single
|
||||
combined work, and to convey the resulting work. The terms of this
|
||||
License will continue to apply to the part which is the covered work,
|
||||
but the special requirements of the GNU Affero General Public License,
|
||||
section 13, concerning interaction through a network will apply to the
|
||||
combination as such.
|
||||
|
||||
14. Revised Versions of this License.
|
||||
|
||||
The Free Software Foundation may publish revised and/or new versions of
|
||||
the GNU General Public License from time to time. Such new versions will
|
||||
be similar in spirit to the present version, but may differ in detail to
|
||||
address new problems or concerns.
|
||||
|
||||
Each version is given a distinguishing version number. If the
|
||||
Program specifies that a certain numbered version of the GNU General
|
||||
Public License "or any later version" applies to it, you have the
|
||||
option of following the terms and conditions either of that numbered
|
||||
version or of any later version published by the Free Software
|
||||
Foundation. If the Program does not specify a version number of the
|
||||
GNU General Public License, you may choose any version ever published
|
||||
by the Free Software Foundation.
|
||||
|
||||
If the Program specifies that a proxy can decide which future
|
||||
versions of the GNU General Public License can be used, that proxy's
|
||||
public statement of acceptance of a version permanently authorizes you
|
||||
to choose that version for the Program.
|
||||
|
||||
Later license versions may give you additional or different
|
||||
permissions. However, no additional obligations are imposed on any
|
||||
author or copyright holder as a result of your choosing to follow a
|
||||
later version.
|
||||
|
||||
15. Disclaimer of Warranty.
|
||||
|
||||
THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
|
||||
APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
|
||||
HOLDERS AND/OR OTHER PARTIES PROVIDE THE PROGRAM "AS IS" WITHOUT WARRANTY
|
||||
OF ANY KIND, EITHER EXPRESSED OR IMPLIED, INCLUDING, BUT NOT LIMITED TO,
|
||||
THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
|
||||
PURPOSE. THE ENTIRE RISK AS TO THE QUALITY AND PERFORMANCE OF THE PROGRAM
|
||||
IS WITH YOU. SHOULD THE PROGRAM PROVE DEFECTIVE, YOU ASSUME THE COST OF
|
||||
ALL NECESSARY SERVICING, REPAIR OR CORRECTION.
|
||||
|
||||
16. Limitation of Liability.
|
||||
|
||||
IN NO EVENT UNLESS REQUIRED BY APPLICABLE LAW OR AGREED TO IN WRITING
|
||||
WILL ANY COPYRIGHT HOLDER, OR ANY OTHER PARTY WHO MODIFIES AND/OR CONVEYS
|
||||
THE PROGRAM AS PERMITTED ABOVE, BE LIABLE TO YOU FOR DAMAGES, INCLUDING ANY
|
||||
GENERAL, SPECIAL, INCIDENTAL OR CONSEQUENTIAL DAMAGES ARISING OUT OF THE
|
||||
USE OR INABILITY TO USE THE PROGRAM (INCLUDING BUT NOT LIMITED TO LOSS OF
|
||||
DATA OR DATA BEING RENDERED INACCURATE OR LOSSES SUSTAINED BY YOU OR THIRD
|
||||
PARTIES OR A FAILURE OF THE PROGRAM TO OPERATE WITH ANY OTHER PROGRAMS),
|
||||
EVEN IF SUCH HOLDER OR OTHER PARTY HAS BEEN ADVISED OF THE POSSIBILITY OF
|
||||
SUCH DAMAGES.
|
||||
|
||||
17. Interpretation of Sections 15 and 16.
|
||||
|
||||
If the disclaimer of warranty and limitation of liability provided
|
||||
above cannot be given local legal effect according to their terms,
|
||||
reviewing courts shall apply local law that most closely approximates
|
||||
an absolute waiver of all civil liability in connection with the
|
||||
Program, unless a warranty or assumption of liability accompanies a
|
||||
copy of the Program in return for a fee.
|
||||
|
||||
END OF TERMS AND CONDITIONS
|
||||
|
||||
How to Apply These Terms to Your New Programs
|
||||
|
||||
If you develop a new program, and you want it to be of the greatest
|
||||
possible use to the public, the best way to achieve this is to make it
|
||||
free software which everyone can redistribute and change under these terms.
|
||||
|
||||
To do so, attach the following notices to the program. It is safest
|
||||
to attach them to the start of each source file to most effectively
|
||||
state the exclusion of warranty; and each file should have at least
|
||||
the "copyright" line and a pointer to where the full notice is found.
|
||||
|
||||
<one line to give the program's name and a brief idea of what it does.>
|
||||
Copyright (C) <year> <name of author>
|
||||
|
||||
This program is free software: you can redistribute it and/or modify
|
||||
it under the terms of the GNU General Public License as published by
|
||||
the Free Software Foundation, either version 3 of the License, or
|
||||
(at your option) any later version.
|
||||
|
||||
This program is distributed in the hope that it will be useful,
|
||||
but WITHOUT ANY WARRANTY; without even the implied warranty of
|
||||
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
|
||||
GNU General Public License for more details.
|
||||
|
||||
You should have received a copy of the GNU General Public License
|
||||
along with this program. If not, see <https://www.gnu.org/licenses/>.
|
||||
|
||||
Also add information on how to contact you by electronic and paper mail.
|
||||
|
||||
If the program does terminal interaction, make it output a short
|
||||
notice like this when it starts in an interactive mode:
|
||||
|
||||
<program> Copyright (C) <year> <name of author>
|
||||
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
|
||||
This is free software, and you are welcome to redistribute it
|
||||
under certain conditions; type `show c' for details.
|
||||
|
||||
The hypothetical commands `show w' and `show c' should show the appropriate
|
||||
parts of the General Public License. Of course, your program's commands
|
||||
might be different; for a GUI interface, you would use an "about box".
|
||||
|
||||
You should also get your employer (if you work as a programmer) or school,
|
||||
if any, to sign a "copyright disclaimer" for the program, if necessary.
|
||||
For more information on this, and how to apply and follow the GNU GPL, see
|
||||
<https://www.gnu.org/licenses/>.
|
||||
|
||||
The GNU General Public License does not permit incorporating your program
|
||||
into proprietary programs. If your program is a subroutine library, you
|
||||
may consider it more useful to permit linking proprietary applications with
|
||||
the library. If this is what you want to do, use the GNU Lesser General
|
||||
Public License instead of this License. But first, please read
|
||||
<https://www.gnu.org/licenses/why-not-lgpl.html>.
|
||||
@@ -0,0 +1,50 @@
|
||||
# This file is part of IK-FK_Snapping_Tool.
|
||||
# Copyright (C) Ravi Prathama 2024.
|
||||
#
|
||||
# This file was originally part of IK-FK-Snapping-for-Blender,
|
||||
# licensed under the MIT License. It has been modified and
|
||||
# is now licensed under the GPL 3.0 License.
|
||||
#
|
||||
# [ MIT License ]
|
||||
#
|
||||
# Copyright (c) 2022 Byron Mallett
|
||||
#
|
||||
# Permission is hereby granted, free of charge, to any person obtaining a copy
|
||||
# of this software and associated documentation files (the "Software"), to deal
|
||||
# in the Software without restriction, including without limitation the rights
|
||||
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
||||
# copies of the Software, and to permit persons to whom the Software is
|
||||
# furnished to do so, subject to the following conditions:
|
||||
#
|
||||
# The above copyright notice and this permission notice shall be included in all
|
||||
# copies or substantial portions of the Software.
|
||||
#
|
||||
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
|
||||
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
|
||||
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
|
||||
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
|
||||
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
|
||||
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
|
||||
# SOFTWARE.
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━━━
|
||||
# Load Modules
|
||||
#━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
if "load_modules" in locals():
|
||||
importlib.reload(load_modules)
|
||||
else:
|
||||
from . import load_modules
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
# Register & Unregister
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
def register():
|
||||
load_modules.register()
|
||||
|
||||
def unregister():
|
||||
load_modules.unregister()
|
||||
|
||||
if __name__ == "__main__":
|
||||
register()
|
||||
@@ -0,0 +1,12 @@
|
||||
schema_version = "1.0.0"
|
||||
id = "ik_fk_snapping_tool"
|
||||
version = "3.0.3"
|
||||
name = "IK-FK Snapping Tool"
|
||||
tagline = "Tools to perform IK to FK and FK to IK snapping"
|
||||
maintainer = "Endertainer007 <endertainer@protonmail.com>"
|
||||
type = "add-on"
|
||||
website = "https://github.com/Endertainer/IK-FK_Snapping_Tool"
|
||||
tags = ["Animation", "Rigging"]
|
||||
blender_version_min = "4.2.0"
|
||||
license = ["SPDX:GPL-3.0-or-later"]
|
||||
copyright = ["2022 Byron Mallett", "2024 Ravi Prathama"]
|
||||
@@ -0,0 +1,34 @@
|
||||
import importlib
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━━━
|
||||
# Load Modules
|
||||
#━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
if "bpy" in locals():
|
||||
importlib.reload(ui)
|
||||
importlib.reload(operators)
|
||||
importlib.reload(utilities)
|
||||
else:
|
||||
from . import (
|
||||
ui,
|
||||
operators,
|
||||
utilities
|
||||
)
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
# Register & Unregister
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
modules = (
|
||||
ui,
|
||||
operators,
|
||||
utilities
|
||||
)
|
||||
|
||||
def register():
|
||||
for mod in modules:
|
||||
mod.register()
|
||||
|
||||
def unregister():
|
||||
for mod in reversed(modules):
|
||||
mod.unregister()
|
||||
@@ -0,0 +1,356 @@
|
||||
import bpy
|
||||
import os
|
||||
from bl_operators.presets import AddPresetBase
|
||||
from bl_ui.utils import PresetPanel
|
||||
from . import utilities
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━
|
||||
# Operators
|
||||
#━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
# ----------------------------------------------
|
||||
# Operator for Opening Preset Directory
|
||||
# ----------------------------------------------
|
||||
|
||||
class OpenPresetDirectoryOperator(bpy.types.Operator):
|
||||
bl_idname = "opr.open_preset_directory"
|
||||
bl_label = "Open Preset Directory"
|
||||
|
||||
def execute(self, context):
|
||||
# Get the list of preset paths
|
||||
preset_paths = bpy.utils.preset_paths("IK-FK_Snapping_Tool")
|
||||
# Select the first path from the list (usually the user's preset directory)
|
||||
if preset_paths:
|
||||
preset_path = preset_paths[0]
|
||||
# Open the directory
|
||||
bpy.ops.wm.path_open(filepath=preset_path)
|
||||
else:
|
||||
self.report({'ERROR'}, "Preset directory not found")
|
||||
return {'FINISHED'}
|
||||
|
||||
# ----------------------------------
|
||||
# Operators for Preset Menu
|
||||
# ----------------------------------
|
||||
|
||||
# --- Preset menu operator ---
|
||||
class Preset_Menu(bpy.types.Menu):
|
||||
bl_label = 'Preset Menu'
|
||||
bl_idname = 'PRESET_MT_menu'
|
||||
# Subdirectory within the preset folder to store limb presets
|
||||
preset_subdir = 'IK-FK_Snapping_Tool'
|
||||
# Operator to execute when a preset is selected from the menu
|
||||
preset_operator = 'script.execute_preset'
|
||||
# Use the default draw function for preset menus
|
||||
draw = bpy.types.Menu.draw_preset
|
||||
|
||||
# --- Preset panel operator ---
|
||||
class PRESET_PT_Panel(PresetPanel, bpy.types.Panel):
|
||||
bl_label = 'Preset panel'
|
||||
# Subdirectory within the preset folder to store limb presets
|
||||
preset_subdir = 'IK-FK_Snapping_Tool'
|
||||
# Operator to execute when a preset is selected from the panel
|
||||
preset_operator = 'script.execute_preset'
|
||||
# Operator to add a new preset to the menu/panel
|
||||
preset_add_operator = 'opr.presetadd'
|
||||
|
||||
# -----------------------------------------------
|
||||
# Operators for Snapping Actions (Arm L)
|
||||
# -----------------------------------------------
|
||||
|
||||
# --- Arm L IK to FK operator ---
|
||||
class ArmL_IKtoFK(bpy.types.Operator):
|
||||
bl_idname = 'opr.arml_ikfk'
|
||||
bl_label = 'Snap to FK'
|
||||
|
||||
def execute(self, context):
|
||||
# Retrieve the names of the relevant bones from scene properties
|
||||
bone_names = [
|
||||
context.scene.IK_Arm_Pole_Target_L,
|
||||
context.scene.IK_Arm_Target_L,
|
||||
context.scene.FK_Arm_End_L,
|
||||
context.scene.IK_Arm_Pole_L,
|
||||
context.scene.IK_Arm_Control_L,
|
||||
context.scene.IK_Arm_End_L
|
||||
]
|
||||
# Get the bone objects and perform error checking
|
||||
bones = utilities.get_bones_with_check(context, bone_names)
|
||||
if not bones:
|
||||
# Report an error if any bone is missing or invalid
|
||||
self.report({'ERROR'}, "Missing or invalid bone names for Arm L IK-FK snapping")
|
||||
return {'CANCELLED'}
|
||||
# Perform the IK to FK snapping using the retrieved bone objects
|
||||
utilities.snap_IK_to_FK(*bones)
|
||||
return {'FINISHED'}
|
||||
|
||||
# --- Arm L FK to IK operator ---
|
||||
class ArmL_FKtoIK(bpy.types.Operator):
|
||||
bl_idname = 'opr.arml_fkik'
|
||||
bl_label = 'Snap to IK'
|
||||
|
||||
def execute(self, context):
|
||||
# Retrieve the names of the relevant bones from scene properties
|
||||
bone_names = [
|
||||
context.scene.IK_Arm_Upper_L,
|
||||
context.scene.IK_Arm_Lower_L,
|
||||
context.scene.IK_Arm_End_L,
|
||||
context.scene.FK_Arm_Upper_L,
|
||||
context.scene.FK_Arm_Lower_L,
|
||||
context.scene.FK_Arm_End_L
|
||||
]
|
||||
# Get the bone objects and perform error checking
|
||||
bones = utilities.get_bones_with_check(context, bone_names)
|
||||
if not bones:
|
||||
# Report an error if any bone is missing or invalid
|
||||
self.report({'ERROR'}, "Missing or invalid bone names for Arm L FK-IK snapping")
|
||||
return {'CANCELLED'}
|
||||
# Perform the IK to FK snapping using the retrieved bone objects
|
||||
utilities.snap_FK_to_IK(*bones)
|
||||
return {'FINISHED'}
|
||||
|
||||
# -----------------------------------------------
|
||||
# Operators for Snapping Actions (Arm R)
|
||||
# -----------------------------------------------
|
||||
|
||||
# --- Arm R IK to FK operator ---
|
||||
class ArmR_IKtoFK(bpy.types.Operator):
|
||||
bl_idname = 'opr.armr_ikfk'
|
||||
bl_label = 'Snap to FK'
|
||||
|
||||
def execute(self, context):
|
||||
# Retrieve the names of the relevant bones from scene properties
|
||||
bone_names = [
|
||||
context.scene.IK_Arm_Pole_Target_R,
|
||||
context.scene.IK_Arm_Target_R,
|
||||
context.scene.FK_Arm_End_R,
|
||||
context.scene.IK_Arm_Pole_R,
|
||||
context.scene.IK_Arm_Control_R,
|
||||
context.scene.IK_Arm_End_R
|
||||
]
|
||||
# Get the bone objects and perform error checking
|
||||
bones = utilities.get_bones_with_check(context, bone_names)
|
||||
if not bones:
|
||||
# Report an error if any bone is missing or invalid
|
||||
self.report({'ERROR'}, "Missing or invalid bone names for Arm R IK-FK snapping")
|
||||
return {'CANCELLED'}
|
||||
# Perform the IK to FK snapping using the retrieved bone objects
|
||||
utilities.snap_IK_to_FK(*bones)
|
||||
return {'FINISHED'}
|
||||
|
||||
# --- Arm R FK to IK operator ---
|
||||
class ArmR_FKtoIK(bpy.types.Operator):
|
||||
bl_idname = 'opr.armr_fkik'
|
||||
bl_label = 'Snap to IK'
|
||||
|
||||
def execute(self, context):
|
||||
# Retrieve the names of the relevant bones from scene properties
|
||||
bone_names = [
|
||||
context.scene.IK_Arm_Upper_R,
|
||||
context.scene.IK_Arm_Lower_R,
|
||||
context.scene.IK_Arm_End_R,
|
||||
context.scene.FK_Arm_Upper_R,
|
||||
context.scene.FK_Arm_Lower_R,
|
||||
context.scene.FK_Arm_End_R
|
||||
]
|
||||
# Get the bone objects and perform error checking
|
||||
bones = utilities.get_bones_with_check(context, bone_names)
|
||||
if not bones:
|
||||
# Report an error if any bone is missing or invalid
|
||||
self.report({'ERROR'}, "Missing or invalid bone names for Arm R FK-IK snapping")
|
||||
return {'CANCELLED'}
|
||||
# Perform the IK to FK snapping using the retrieved bone objects
|
||||
utilities.snap_FK_to_IK(*bones)
|
||||
return {'FINISHED'}
|
||||
|
||||
# -----------------------------------------------
|
||||
# Operators for Snapping Actions (Leg L)
|
||||
# -----------------------------------------------
|
||||
|
||||
# --- Leg L IK to FK operator ---
|
||||
class LegL_IKtoFK(bpy.types.Operator):
|
||||
bl_idname = 'opr.legl_ikfk'
|
||||
bl_label = 'Snap to FK'
|
||||
|
||||
def execute(self, context):
|
||||
# Retrieve the names of the relevant bones from scene properties
|
||||
bone_names = [
|
||||
context.scene.IK_Leg_Pole_Target_L,
|
||||
context.scene.IK_Leg_Target_L,
|
||||
context.scene.FK_Leg_End_L,
|
||||
context.scene.IK_Leg_Pole_L,
|
||||
context.scene.IK_Leg_Control_L,
|
||||
context.scene.IK_Leg_End_L
|
||||
]
|
||||
# Get the bone objects and perform error checking
|
||||
bones = utilities.get_bones_with_check(context, bone_names)
|
||||
if not bones:
|
||||
# Report an error if any bone is missing or invalid
|
||||
self.report({'ERROR'}, "Missing or invalid bone names for Leg L IK-FK snapping")
|
||||
return {'CANCELLED'}
|
||||
# Perform the IK to FK snapping using the retrieved bone objects
|
||||
utilities.snap_IK_to_FK(*bones)
|
||||
return {'FINISHED'}
|
||||
|
||||
# --- Leg L FK to IK operator ---
|
||||
class LegL_FKtoIK(bpy.types.Operator):
|
||||
bl_idname = 'opr.legl_fkik'
|
||||
bl_label = 'Snap to IK'
|
||||
|
||||
def execute(self, context):
|
||||
# Retrieve the names of the relevant bones from scene properties
|
||||
bone_names = [
|
||||
context.scene.IK_Leg_Upper_L,
|
||||
context.scene.IK_Leg_Lower_L,
|
||||
context.scene.IK_Leg_End_L,
|
||||
context.scene.FK_Leg_Upper_L,
|
||||
context.scene.FK_Leg_Lower_L,
|
||||
context.scene.FK_Leg_End_L
|
||||
]
|
||||
# Get the bone objects and perform error checking
|
||||
bones = utilities.get_bones_with_check(context, bone_names)
|
||||
if not bones:
|
||||
# Report an error if any bone is missing or invalid
|
||||
self.report({'ERROR'}, "Missing or invalid bone names for Leg L FK-IK snapping")
|
||||
return {'CANCELLED'}
|
||||
# Perform the IK to FK snapping using the retrieved bone objects
|
||||
utilities.snap_FK_to_IK(*bones)
|
||||
return {'FINISHED'}
|
||||
|
||||
# -----------------------------------------------
|
||||
# Operators for Snapping Actions (Leg R)
|
||||
# -----------------------------------------------
|
||||
|
||||
# --- Leg R IK to FK operator ---
|
||||
class LegR_IKtoFK(bpy.types.Operator):
|
||||
bl_idname = 'opr.legr_ikfk'
|
||||
bl_label = 'Snap to FK'
|
||||
|
||||
def execute(self, context):
|
||||
# Retrieve the names of the relevant bones from scene properties
|
||||
bone_names = [
|
||||
context.scene.IK_Leg_Pole_Target_R,
|
||||
context.scene.IK_Leg_Target_R,
|
||||
context.scene.FK_Leg_End_R,
|
||||
context.scene.IK_Leg_Pole_R,
|
||||
context.scene.IK_Leg_Control_R,
|
||||
context.scene.IK_Leg_End_R
|
||||
]
|
||||
# Get the bone objects and perform error checking
|
||||
bones = utilities.get_bones_with_check(context, bone_names)
|
||||
if not bones:
|
||||
# Report an error if any bone is missing or invalid
|
||||
self.report({'ERROR'}, "Missing or invalid bone names for Leg R IK-FK snapping")
|
||||
return {'CANCELLED'}
|
||||
# Perform the IK to FK snapping using the retrieved bone objects
|
||||
utilities.snap_IK_to_FK(*bones)
|
||||
return {'FINISHED'}
|
||||
|
||||
# --- Leg R FK to IK operator ---
|
||||
class LegR_FKtoIK(bpy.types.Operator):
|
||||
bl_idname = 'opr.legr_fkik'
|
||||
bl_label = 'Snap to IK'
|
||||
|
||||
def execute(self, context):
|
||||
# Retrieve the names of the relevant bones from scene properties
|
||||
bone_names = [
|
||||
context.scene.IK_Leg_Upper_R,
|
||||
context.scene.IK_Leg_Lower_R,
|
||||
context.scene.IK_Leg_End_R,
|
||||
context.scene.FK_Leg_Upper_R,
|
||||
context.scene.FK_Leg_Lower_R,
|
||||
context.scene.FK_Leg_End_R
|
||||
]
|
||||
# Get the bone objects and perform error checking
|
||||
bones = utilities.get_bones_with_check(context, bone_names)
|
||||
if not bones:
|
||||
# Report an error if any bone is missing or invalid
|
||||
self.report({'ERROR'}, "Missing or invalid bone names for Leg R FK-IK snapping")
|
||||
return {'CANCELLED'}
|
||||
# Perform the IK to FK snapping using the retrieved bone objects
|
||||
utilities.snap_FK_to_IK(*bones)
|
||||
return {'FINISHED'}
|
||||
|
||||
# -----------------------------------------
|
||||
# Operator for Adding Limb Presets
|
||||
# -----------------------------------------
|
||||
|
||||
class PresetAdd(AddPresetBase, bpy.types.Operator):
|
||||
bl_idname = 'opr.presetadd'
|
||||
bl_label = 'Add A preset'
|
||||
# Specify the preset menu where the new preset will be added
|
||||
preset_menu = 'PRESET_MT_menu'
|
||||
preset_defines = [
|
||||
'obj = bpy.context.object',
|
||||
'scene = bpy.context.scene'
|
||||
]
|
||||
# Specify the values to be stored in the preset
|
||||
preset_values = [
|
||||
'scene.FK_Arm_Upper_L',
|
||||
'scene.FK_Arm_Lower_L',
|
||||
'scene.FK_Arm_End_L',
|
||||
'scene.IK_Arm_Upper_L',
|
||||
'scene.IK_Arm_Lower_L',
|
||||
'scene.IK_Arm_End_L',
|
||||
'scene.IK_Arm_Control_L',
|
||||
'scene.IK_Arm_Pole_L',
|
||||
'scene.IK_Arm_Target_L',
|
||||
'scene.IK_Arm_Pole_Target_L',
|
||||
'scene.FK_Arm_Upper_R',
|
||||
'scene.FK_Arm_Lower_R',
|
||||
'scene.FK_Arm_End_R',
|
||||
'scene.IK_Arm_Upper_R',
|
||||
'scene.IK_Arm_Lower_R',
|
||||
'scene.IK_Arm_End_R',
|
||||
'scene.IK_Arm_Control_R',
|
||||
'scene.IK_Arm_Pole_R',
|
||||
'scene.IK_Arm_Target_R',
|
||||
'scene.IK_Arm_Pole_Target_R',
|
||||
'scene.FK_Leg_Upper_L',
|
||||
'scene.FK_Leg_Lower_L',
|
||||
'scene.FK_Leg_End_L',
|
||||
'scene.IK_Leg_Upper_L',
|
||||
'scene.IK_Leg_Lower_L',
|
||||
'scene.IK_Leg_End_L',
|
||||
'scene.IK_Leg_Control_L',
|
||||
'scene.IK_Leg_Pole_L',
|
||||
'scene.IK_Leg_Target_L',
|
||||
'scene.IK_Leg_Pole_Target_L',
|
||||
'scene.FK_Leg_Upper_R',
|
||||
'scene.FK_Leg_Lower_R',
|
||||
'scene.FK_Leg_End_R',
|
||||
'scene.IK_Leg_Upper_R',
|
||||
'scene.IK_Leg_Lower_R',
|
||||
'scene.IK_Leg_End_R',
|
||||
'scene.IK_Leg_Control_R',
|
||||
'scene.IK_Leg_Pole_R',
|
||||
'scene.IK_Leg_Target_R',
|
||||
'scene.IK_Leg_Pole_Target_R'
|
||||
]
|
||||
# Subdirectory within the preset folder to store limb presets
|
||||
preset_subdir = 'IK-FK_Snapping_Tool'
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
# Register & Unregister
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
classes = [
|
||||
OpenPresetDirectoryOperator,
|
||||
Preset_Menu,
|
||||
PRESET_PT_Panel,
|
||||
ArmL_IKtoFK,
|
||||
ArmL_FKtoIK,
|
||||
ArmR_IKtoFK,
|
||||
ArmR_FKtoIK,
|
||||
LegL_IKtoFK,
|
||||
LegL_FKtoIK,
|
||||
LegR_IKtoFK,
|
||||
LegR_FKtoIK,
|
||||
PresetAdd
|
||||
]
|
||||
|
||||
def register():
|
||||
for cls in classes:
|
||||
bpy.utils.register_class(cls)
|
||||
|
||||
def unregister():
|
||||
for cls in classes:
|
||||
bpy.utils.unregister_class(cls)
|
||||
@@ -0,0 +1,364 @@
|
||||
import bpy
|
||||
from . import operators
|
||||
from . import utilities
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━
|
||||
# Tool Panel
|
||||
#━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
class ToolPanel(bpy.types.Panel):
|
||||
bl_idname = 'TOOL_PT_panel'
|
||||
bl_label = 'Snapping Tool'
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = 'IK-FK Snap'
|
||||
|
||||
# Draw the preset menu button in the panel header
|
||||
def draw_header_preset(self, _context):
|
||||
operators.PRESET_PT_Panel.draw_panel_header(self.layout)
|
||||
|
||||
def draw(self, context):
|
||||
layout = self.layout
|
||||
col = layout.column()
|
||||
scene = bpy.context.scene
|
||||
obj = bpy.context.active_object
|
||||
# Check if an armature is active
|
||||
if obj and obj.type == 'ARMATURE':
|
||||
# Bones needed for IK to FK snapping on left arm
|
||||
IKtoFK_ArmL_Bones = {
|
||||
obj.pose.bones.get(scene.IK_Arm_Pole_Target_L),
|
||||
obj.pose.bones.get(scene.IK_Arm_Target_L),
|
||||
obj.pose.bones.get(scene.FK_Arm_End_L),
|
||||
obj.pose.bones.get(scene.IK_Arm_Pole_L),
|
||||
obj.pose.bones.get(scene.IK_Arm_Control_L),
|
||||
obj.pose.bones.get(scene.IK_Arm_End_L)
|
||||
}
|
||||
# Bones needed for FK to IK snapping on left arm
|
||||
FKtoIK_ArmL_Bones = {
|
||||
obj.pose.bones.get(scene.IK_Arm_Upper_L),
|
||||
obj.pose.bones.get(scene.IK_Arm_Lower_L),
|
||||
obj.pose.bones.get(scene.IK_Arm_End_L),
|
||||
obj.pose.bones.get(scene.FK_Arm_Upper_L),
|
||||
obj.pose.bones.get(scene.FK_Arm_Lower_L),
|
||||
obj.pose.bones.get(scene.FK_Arm_End_L)
|
||||
}
|
||||
# Bones needed for IK to FK snapping on right arm
|
||||
IKtoFK_ArmR_Bones = {
|
||||
obj.pose.bones.get(scene.IK_Arm_Pole_Target_R),
|
||||
obj.pose.bones.get(scene.IK_Arm_Target_R),
|
||||
obj.pose.bones.get(scene.FK_Arm_End_R),
|
||||
obj.pose.bones.get(scene.IK_Arm_Pole_R),
|
||||
obj.pose.bones.get(scene.IK_Arm_Control_R),
|
||||
obj.pose.bones.get(scene.IK_Arm_End_R)
|
||||
}
|
||||
# Bones needed for FK to IK snapping on right arm
|
||||
FKtoIK_ArmR_Bones = {
|
||||
obj.pose.bones.get(scene.IK_Arm_Upper_R),
|
||||
obj.pose.bones.get(scene.IK_Arm_Lower_R),
|
||||
obj.pose.bones.get(scene.IK_Arm_End_R),
|
||||
obj.pose.bones.get(scene.FK_Arm_Upper_R),
|
||||
obj.pose.bones.get(scene.FK_Arm_Lower_R),
|
||||
obj.pose.bones.get(scene.FK_Arm_End_R)
|
||||
}
|
||||
# Bones needed for IK to FK snapping on left leg
|
||||
IKtoFK_LegL_Bones = {
|
||||
obj.pose.bones.get(scene.IK_Leg_Pole_Target_L),
|
||||
obj.pose.bones.get(scene.IK_Leg_Target_L),
|
||||
obj.pose.bones.get(scene.FK_Leg_End_L),
|
||||
obj.pose.bones.get(scene.IK_Leg_Pole_L),
|
||||
obj.pose.bones.get(scene.IK_Leg_Control_L),
|
||||
obj.pose.bones.get(scene.IK_Leg_End_L)
|
||||
}
|
||||
# Bones needed for FK to IK snapping on left leg
|
||||
FKtoIK_LegL_Bones = {
|
||||
obj.pose.bones.get(scene.IK_Leg_Upper_L),
|
||||
obj.pose.bones.get(scene.IK_Leg_Lower_L),
|
||||
obj.pose.bones.get(scene.IK_Leg_End_L),
|
||||
obj.pose.bones.get(scene.FK_Leg_Upper_L),
|
||||
obj.pose.bones.get(scene.FK_Leg_Lower_L),
|
||||
obj.pose.bones.get(scene.FK_Leg_End_L)
|
||||
}
|
||||
# Bones needed for IK to FK snapping on right leg
|
||||
IKtoFK_LegR_Bones = {
|
||||
obj.pose.bones.get(scene.IK_Leg_Pole_Target_R),
|
||||
obj.pose.bones.get(scene.IK_Leg_Target_R),
|
||||
obj.pose.bones.get(scene.FK_Leg_End_R),
|
||||
obj.pose.bones.get(scene.IK_Leg_Pole_R),
|
||||
obj.pose.bones.get(scene.IK_Leg_Control_R),
|
||||
obj.pose.bones.get(scene.IK_Leg_End_R)
|
||||
}
|
||||
# Bones needed for FK to IK snapping on right leg
|
||||
FKtoIK_LegR_Bones = {
|
||||
obj.pose.bones.get(scene.IK_Leg_Upper_R),
|
||||
obj.pose.bones.get(scene.IK_Leg_Lower_R),
|
||||
obj.pose.bones.get(scene.IK_Leg_End_R),
|
||||
obj.pose.bones.get(scene.FK_Leg_Upper_R),
|
||||
obj.pose.bones.get(scene.FK_Leg_Lower_R),
|
||||
obj.pose.bones.get(scene.FK_Leg_End_R)
|
||||
}
|
||||
|
||||
# Check if any relevant bones are found
|
||||
if utilities.any_snapping_possible(IKtoFK_ArmL_Bones, FKtoIK_ArmL_Bones,
|
||||
IKtoFK_ArmR_Bones, FKtoIK_ArmR_Bones,
|
||||
IKtoFK_LegL_Bones, FKtoIK_LegL_Bones,
|
||||
IKtoFK_LegR_Bones, FKtoIK_LegR_Bones):
|
||||
|
||||
# --- Arm L Snapping Tool ---
|
||||
box = col.box()
|
||||
box.label(text= "Arm L Snapping", icon= 'SNAP_ON')
|
||||
# Check if all required bones are present for both snapping directions
|
||||
if not all(IKtoFK_ArmL_Bones) and not all(FKtoIK_ArmL_Bones):
|
||||
box.label(text= "Bone Incomplete", icon= 'ERROR')
|
||||
else:
|
||||
# Create a grid layout for buttons
|
||||
grid = box.grid_flow(columns=2, align=True)
|
||||
if all(IKtoFK_ArmL_Bones):
|
||||
# Add the "Snap to FK" button and link it to the corresponding operator
|
||||
arml_ikfk_oprator = grid.operator('opr.arml_ikfk', text='Snap to FK')
|
||||
else:
|
||||
box.label(text= "IK to FK Incomplete", icon= 'ERROR')
|
||||
if all(FKtoIK_ArmL_Bones):
|
||||
# Add the "Snap to IK" button and link it to the corresponding operator
|
||||
arml_fkik_oprator = grid.operator('opr.arml_fkik', text='Snap to IK')
|
||||
else:
|
||||
box.label(text= "FK to IK Incomplete", icon= 'ERROR')
|
||||
|
||||
# --- Arm R Snapping Tool ---
|
||||
box = col.box()
|
||||
box.label(text= "Arm R Snapping", icon= 'SNAP_ON')
|
||||
# Check if all required bones are present for both snapping directions
|
||||
if not all(IKtoFK_ArmR_Bones) and not all(FKtoIK_ArmR_Bones):
|
||||
box.label(text= "Bone Incomplete", icon= 'ERROR')
|
||||
else:
|
||||
# Create a grid layout for buttons
|
||||
grid = box.grid_flow(columns=2, align=True)
|
||||
if all(IKtoFK_ArmR_Bones):
|
||||
# Add the "Snap to FK" button and link it to the corresponding operator
|
||||
armr_ikfk_oprator = grid.operator('opr.armr_ikfk', text='Snap to FK')
|
||||
else:
|
||||
box.label(text= "IK to FK Incomplete", icon= 'ERROR')
|
||||
if all(FKtoIK_ArmR_Bones):
|
||||
# Add the "Snap to IK" button and link it to the corresponding operator
|
||||
armr_fkik_oprator = grid.operator('opr.armr_fkik', text='Snap to IK')
|
||||
else:
|
||||
box.label(text= "FK to IK Incomplete", icon= 'ERROR')
|
||||
|
||||
# --- Leg L Snapping Tool ---
|
||||
box = col.box()
|
||||
box.label(text= "Leg L Snapping", icon= 'SNAP_ON')
|
||||
# Check if all required bones are present for both snapping directions
|
||||
if not all(IKtoFK_LegL_Bones) and not all(FKtoIK_LegL_Bones):
|
||||
box.label(text= "Bone Incomplete", icon= 'ERROR')
|
||||
else:
|
||||
# Create a grid layout for buttons
|
||||
grid = box.grid_flow(columns=2, align=True)
|
||||
if all(IKtoFK_LegL_Bones):
|
||||
# Add the "Snap to FK" button and link it to the corresponding operator
|
||||
legl_ikfk_oprator = grid.operator('opr.legl_ikfk', text='Snap to FK')
|
||||
else:
|
||||
box.label(text= "IK to FK Incomplete", icon= 'ERROR')
|
||||
if all(FKtoIK_LegL_Bones):
|
||||
# Add the "Snap to IK" button and link it to the corresponding operator
|
||||
legl_fkik_oprator = grid.operator('opr.legl_fkik', text='Snap to IK')
|
||||
else:
|
||||
box.label(text= "FK to IK Incomplete", icon= 'ERROR')
|
||||
|
||||
# --- Leg R Snapping Tool ---
|
||||
box = col.box()
|
||||
box.label(text= "Leg R Snapping", icon= 'SNAP_ON')
|
||||
# Check if all required bones are present for both snapping directions
|
||||
if not all(IKtoFK_LegR_Bones) and not all(FKtoIK_LegR_Bones):
|
||||
box.label(text= "Bone Incomplete", icon= 'ERROR')
|
||||
else:
|
||||
# Create a grid layout for buttons
|
||||
grid = box.grid_flow(columns=2, align=True)
|
||||
if all(IKtoFK_LegR_Bones):
|
||||
# Add the "Snap to FK" button and link it to the corresponding operator
|
||||
armr_ikfk_oprator = grid.operator('opr.legr_ikfk', text='Snap to FK')
|
||||
else:
|
||||
box.label(text= "IK to FK Incomplete", icon= 'ERROR')
|
||||
if all(FKtoIK_LegR_Bones):
|
||||
# Add the "Snap to IK" button and link it to the corresponding operator
|
||||
armr_fkik_oprator = grid.operator('opr.legr_fkik', text='Snap to IK')
|
||||
else:
|
||||
box.label(text= "FK to IK Incomplete", icon= 'ERROR')
|
||||
|
||||
else:
|
||||
# If none of the bone sets have any bones (meaning the armature doesn't have the necessary bones for snapping)
|
||||
col.label(text="Active Armature has no similar bones", icon='ERROR')
|
||||
else:
|
||||
# If the active object is not an armature
|
||||
col.label(text="No active armature", icon='ERROR')
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
# Armature Panel
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
class Armature_MappingPanel(bpy.types.Panel):
|
||||
bl_idname = 'ARMATURE_MAPPING_PT_panel'
|
||||
bl_label = 'Armature Mapping'
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = 'IK-FK Snap'
|
||||
|
||||
# Draw the preset menu button in the panel header
|
||||
def draw_header_preset(self, _context):
|
||||
operators.PRESET_PT_Panel.draw_panel_header(self.layout)
|
||||
|
||||
def draw(self, context):
|
||||
col = self.layout.column()
|
||||
# Add the "Open Preset Directory" button and link it to the corresponding operator
|
||||
col.operator("opr.open_preset_directory", icon="FILEBROWSER")
|
||||
|
||||
# ------------------------------
|
||||
# Panel for Arm L Bones
|
||||
# ------------------------------
|
||||
|
||||
class ArmL_MappingPanel(bpy.types.Panel):
|
||||
bl_idname = 'ARML_MAPPING_PT_panel'
|
||||
bl_label = 'Arm L'
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = 'IK-FK Snap'
|
||||
bl_parent_id = "ARMATURE_MAPPING_PT_panel"
|
||||
|
||||
def draw(self, context):
|
||||
obj = bpy.context.active_object
|
||||
col = self.layout.column()
|
||||
# Check if an armature is active
|
||||
if obj and obj.type == 'ARMATURE':
|
||||
# Create bone selection fields for each bone involved in Arm L snapping
|
||||
col.prop_search(context.scene, "FK_Arm_Upper_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "FK_Arm_Lower_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "FK_Arm_End_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Upper_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Lower_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_End_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Control_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Pole_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Target_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Pole_Target_L", obj.data, "bones")
|
||||
return
|
||||
else:
|
||||
# Display error if no armature is active
|
||||
col.label(text= "No active armature", icon= 'ERROR')
|
||||
|
||||
# ------------------------------
|
||||
# Panel for Arm R Bones
|
||||
# ------------------------------
|
||||
|
||||
class ArmR_MappingPanel(bpy.types.Panel):
|
||||
bl_idname = 'ARMR_MAPPING_PT_panel'
|
||||
bl_label = 'Arm R'
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = 'IK-FK Snap'
|
||||
bl_parent_id = "ARMATURE_MAPPING_PT_panel"
|
||||
|
||||
def draw(self, context):
|
||||
obj = bpy.context.active_object
|
||||
col = self.layout.column()
|
||||
# Check if an armature is active
|
||||
if obj and obj.type == 'ARMATURE':
|
||||
# Create bone selection fields for each bone involved in Arm L snapping
|
||||
col.prop_search(context.scene, "FK_Arm_Upper_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "FK_Arm_Lower_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "FK_Arm_End_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Upper_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Lower_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_End_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Control_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Pole_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Target_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Arm_Pole_Target_R", obj.data, "bones")
|
||||
return
|
||||
else:
|
||||
# Display error if no armature is active
|
||||
col.label(text= "No active armature", icon= 'ERROR')
|
||||
|
||||
# ------------------------------
|
||||
# Panel for Leg L Bones
|
||||
# ------------------------------
|
||||
|
||||
class LegL_MappingPanel(bpy.types.Panel):
|
||||
bl_idname = 'LEGL_MAPPING_PT_panel'
|
||||
bl_label = 'Leg L'
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = 'IK-FK Snap'
|
||||
bl_parent_id = "ARMATURE_MAPPING_PT_panel"
|
||||
|
||||
def draw(self, context):
|
||||
obj = bpy.context.active_object
|
||||
col = self.layout.column()
|
||||
# Check if an armature is active
|
||||
if obj and obj.type == 'ARMATURE':
|
||||
# Create bone selection fields for each bone involved in Arm L snapping
|
||||
col.prop_search(context.scene, "FK_Leg_Upper_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "FK_Leg_Lower_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "FK_Leg_End_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Upper_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Lower_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_End_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Control_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Pole_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Target_L", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Pole_Target_L", obj.data, "bones")
|
||||
return
|
||||
else:
|
||||
# Display error if no armature is active
|
||||
col.label(text= "No active armature", icon= 'ERROR')
|
||||
|
||||
# ------------------------------
|
||||
# Panel for Leg R Bones
|
||||
# ------------------------------
|
||||
|
||||
class LegR_MappingPanel(bpy.types.Panel):
|
||||
bl_idname = 'LEGR_MAPPING_PT_panel'
|
||||
bl_label = 'Leg R'
|
||||
bl_space_type = 'VIEW_3D'
|
||||
bl_region_type = 'UI'
|
||||
bl_category = 'IK-FK Snap'
|
||||
bl_parent_id = "ARMATURE_MAPPING_PT_panel"
|
||||
|
||||
def draw(self, context):
|
||||
obj = bpy.context.active_object
|
||||
col = self.layout.column()
|
||||
# Check if an armature is active
|
||||
if obj and obj.type == 'ARMATURE':
|
||||
# Create bone selection fields for each bone involved in Arm L snapping
|
||||
col.prop_search(context.scene, "FK_Leg_Upper_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "FK_Leg_Lower_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "FK_Leg_End_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Upper_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Lower_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_End_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Control_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Pole_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Target_R", obj.data, "bones")
|
||||
col.prop_search(context.scene, "IK_Leg_Pole_Target_R", obj.data, "bones")
|
||||
return
|
||||
else:
|
||||
# Display error if no armature is active
|
||||
col.label(text= "No active armature", icon= 'ERROR')
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
# Register & Unregister
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
classes = [
|
||||
ToolPanel,
|
||||
Armature_MappingPanel,
|
||||
ArmL_MappingPanel,
|
||||
ArmR_MappingPanel,
|
||||
LegL_MappingPanel,
|
||||
LegR_MappingPanel
|
||||
]
|
||||
|
||||
def register():
|
||||
for cls in classes:
|
||||
bpy.utils.register_class(cls)
|
||||
|
||||
def unregister():
|
||||
for cls in classes:
|
||||
bpy.utils.unregister_class(cls)
|
||||
@@ -0,0 +1,124 @@
|
||||
import bpy
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━
|
||||
# Utilities
|
||||
#━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
# -------------------------
|
||||
# Helper Functions
|
||||
# -------------------------
|
||||
|
||||
# Retrieves bone objects and perform error checking
|
||||
def get_bones_with_check(context, bone_names):
|
||||
obj = context.active_object
|
||||
# Check if the active object is an armature
|
||||
if not obj or obj.type != 'ARMATURE':
|
||||
return None
|
||||
|
||||
bones = []
|
||||
# Iterate over the provided bone names
|
||||
for name in bone_names:
|
||||
# Try to get the bone object by name
|
||||
bone = obj.pose.bones.get(name)
|
||||
if not bone:
|
||||
return None
|
||||
# Add the bone object to the list
|
||||
bones.append(bone)
|
||||
return bones
|
||||
|
||||
# Check if any snapping action is possible
|
||||
def any_snapping_possible(*bone_sets):
|
||||
return any(all(bone_set) for bone_set in bone_sets)
|
||||
|
||||
# Snaps IK bones to match the FK pose
|
||||
def snap_IK_to_FK(IK_pole_target, IK_target, FK_end, IK_pole, IK_control, IK_end):
|
||||
# Match the IK control's matrix to the IK target's matrix
|
||||
IK_control.matrix = IK_target.matrix.copy()
|
||||
# Update the viewport to reflect the change
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
# Match the IK pole's matrix to the IK pole target's matrix
|
||||
IK_pole.matrix = IK_pole_target.matrix.copy()
|
||||
# Update the viewport to reflect the changes
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
# Match the IK end's matrix to the FK end's matrix
|
||||
IK_end.matrix = FK_end.matrix.copy()
|
||||
# Update the viewport to reflect the change
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
# Snaps FK bones to match the IK pose
|
||||
def snap_FK_to_IK(IK_upper, IK_lower, IK_end, FK_upper, FK_lower, FK_end):
|
||||
# Match the FK upper's matrix to the IK upper's matrix
|
||||
FK_upper.matrix = IK_upper.matrix.copy()
|
||||
# Update the viewport to reflect the change
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
# Match the FK lower's matrix to the IK lower's matrix
|
||||
FK_lower.matrix = IK_lower.matrix.copy()
|
||||
# Update the viewport to reflect the change
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
# Match the FK end's matrix to the IK end's matrix
|
||||
FK_end.matrix = IK_end.matrix.copy()
|
||||
# Update the viewport to reflect the change
|
||||
bpy.context.view_layer.update()
|
||||
|
||||
# --------------------------
|
||||
# Custom Properties
|
||||
# --------------------------
|
||||
|
||||
PROPS = [
|
||||
('FK_Arm_Upper_L', bpy.props.StringProperty(name='FK Upper')),
|
||||
('FK_Arm_Lower_L', bpy.props.StringProperty(name='FK Lower')),
|
||||
('FK_Arm_End_L', bpy.props.StringProperty(name='FK End')),
|
||||
('IK_Arm_Upper_L', bpy.props.StringProperty(name='IK Upper')),
|
||||
('IK_Arm_Lower_L', bpy.props.StringProperty(name='IK Lower')),
|
||||
('IK_Arm_End_L', bpy.props.StringProperty(name='IK End')),
|
||||
('IK_Arm_Control_L', bpy.props.StringProperty(name='IK Control')),
|
||||
('IK_Arm_Pole_L', bpy.props.StringProperty(name='IK Pole')),
|
||||
('IK_Arm_Target_L', bpy.props.StringProperty(name='IK Target')),
|
||||
('IK_Arm_Pole_Target_L', bpy.props.StringProperty(name='IK Pole Target')),
|
||||
('FK_Arm_Upper_R', bpy.props.StringProperty(name='FK Upper')),
|
||||
('FK_Arm_Lower_R', bpy.props.StringProperty(name='FK Lower')),
|
||||
('FK_Arm_End_R', bpy.props.StringProperty(name='FK End')),
|
||||
('IK_Arm_Upper_R', bpy.props.StringProperty(name='IK Upper')),
|
||||
('IK_Arm_Lower_R', bpy.props.StringProperty(name='IK Lower')),
|
||||
('IK_Arm_End_R', bpy.props.StringProperty(name='IK End')),
|
||||
('IK_Arm_Control_R', bpy.props.StringProperty(name='IK Control')),
|
||||
('IK_Arm_Pole_R', bpy.props.StringProperty(name='IK Pole')),
|
||||
('IK_Arm_Target_R', bpy.props.StringProperty(name='IK Target')),
|
||||
('IK_Arm_Pole_Target_R', bpy.props.StringProperty(name='IK Pole Target')),
|
||||
('FK_Leg_Upper_L', bpy.props.StringProperty(name='FK Upper')),
|
||||
('FK_Leg_Lower_L', bpy.props.StringProperty(name='FK Lower')),
|
||||
('FK_Leg_End_L', bpy.props.StringProperty(name='FK End')),
|
||||
('IK_Leg_Upper_L', bpy.props.StringProperty(name='IK Upper')),
|
||||
('IK_Leg_Lower_L', bpy.props.StringProperty(name='IK Lower')),
|
||||
('IK_Leg_End_L', bpy.props.StringProperty(name='IK End')),
|
||||
('IK_Leg_Control_L', bpy.props.StringProperty(name='IK Control')),
|
||||
('IK_Leg_Pole_L', bpy.props.StringProperty(name='IK Pole')),
|
||||
('IK_Leg_Target_L', bpy.props.StringProperty(name='IK Target')),
|
||||
('IK_Leg_Pole_Target_L', bpy.props.StringProperty(name='IK Pole Target')),
|
||||
('FK_Leg_Upper_R', bpy.props.StringProperty(name='FK Upper')),
|
||||
('FK_Leg_Lower_R', bpy.props.StringProperty(name='FK Lower')),
|
||||
('FK_Leg_End_R', bpy.props.StringProperty(name='FK End')),
|
||||
('IK_Leg_Upper_R', bpy.props.StringProperty(name='IK Upper')),
|
||||
('IK_Leg_Lower_R', bpy.props.StringProperty(name='IK Lower')),
|
||||
('IK_Leg_End_R', bpy.props.StringProperty(name='IK End')),
|
||||
('IK_Leg_Control_R', bpy.props.StringProperty(name='IK Control')),
|
||||
('IK_Leg_Pole_R', bpy.props.StringProperty(name='IK Pole')),
|
||||
('IK_Leg_Target_R', bpy.props.StringProperty(name='IK Target')),
|
||||
('IK_Leg_Pole_Target_R', bpy.props.StringProperty(name='IK Pole Target'))
|
||||
]
|
||||
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
# Register & Unregister
|
||||
#━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━━
|
||||
|
||||
def register():
|
||||
for (prop_name, prop_value) in PROPS:
|
||||
setattr(bpy.types.Scene, prop_name, prop_value)
|
||||
|
||||
def unregister():
|
||||
for (prop_name, _) in PROPS:
|
||||
delattr(bpy.types.Scene, prop_name)
|
||||
Reference in New Issue
Block a user