Source code for RigModules.ART_Head

"""
Author: Jeremy Ernst

===============
File Attributes
===============
    * **icon:** This is the image file (125x75 .png) that gets used in the RigCreatorUI

    * **hoverIcon:** When you hover over the module in the module list, it will swap to this icon
      (background changes to orange). There are .psd template files for these.

    * **search:** These are search terms that are accepted when searching the list of modules in the
      RigCreatorUI

    * **class name:** The name of the class.

    * **jointMover:** The relative path to the joint mover file. Relative to the ARTv2 root directory.

    * **baseName:** The default name the module will get created with. Users can then add a prefix and/or
      suffix to the base name.

    * **rigs:** This is a simple list of what rigs this module can build. This feature isn't implemented yet,
      but the plan is to query this list and present these options to the user for them to select what rigs
      they want to build for the module. Right now, it will build all rigs.

    * **fbxImport:** This is a list that will show the options for the module in the import mocap interface.
      Normally, this list will have at least None and FK.

    * **matchData:** This is a list of options that will be presented for the module in a comboBox in the
      match over frame range interface. First argument is  a bool as to whether the module can or can't
      match. The second arg is a list of strings to display for the match options. For example:
      matchData = [True, ["Match FK to IK", "Match IK to FK"]]

    * **controlTypes:** This is a list of lists, where each item in the main list is a list comprised of the
      name of the attribute that gets added to the network node that contains the control information.
      The second arg in each list entry is a control type, like FK or IK. This is used in the select
      rig controls interface for filtering out which controls on each module you want to select. On
      this module, the values are: controlTypes = [["fkControls", "FK"]], which means that the
      attribute that holds the control info is called fkControls, and those controls are of type FK.

        .. image:: /images/selectRigControls.png

===============
Class
===============
"""
# file imports
import json
import os
from functools import partial

import maya.cmds as cmds

import System.interfaceUtils as interfaceUtils
import System.riggingUtils as riggingUtils
import System.utils as utils
from System.ART_RigModule import ART_RigModule
from ThirdParty.Qt import QtGui, QtCore, QtWidgets

# file attributes
icon = "Modules/head.png"
hoverIcon = "Modules/hover_head.png"
search = "biped:head:neck"
className = "ART_Head"
jointMover = "Core/JointMover/ART_Head_1Neck.ma"
baseName = "Head"
rigs = ["FK"]
fbxImport = ["None", "FK"]
matchData = [False, None]  # This is for matching over frame range options. (Matching between rigs of the module)
controlTypes = [["fkControls", "FK"]]


[docs]class ART_Head(ART_RigModule): """This class creates the head module"""
[docs] def __init__(self, rigUiInst, moduleUserName): """Initiate the class, taking in the instance to the interface and the user specified name. :param rigUiInst: This is the rig creator interface instance being passed in. :param moduleUserName: This is the name specified by the user on module creation. Instantiate the following class variables as well: * **self.rigUiInst:** take the passed in interface instance and make it a class var * **self.moduleUserName:** take the passed in moduleUserName and make it a class var * **self.outlinerWidget:** an empty list that will hold all of the widgets added to the outliner Also, read the QSettings to find out where needed paths are. """ self.rigUiInst = rigUiInst self.moduleUserName = moduleUserName self.outlinerWidgets = {} settings = QtCore.QSettings("Epic Games", "ARTv2") self.toolsPath = settings.value("toolsPath") ART_RigModule.__init__(self, "ART_Head_Module", "ART_Head", moduleUserName)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def addAttributes(self): """ Add custom attributes this module needs to the network node. Always calls on base class function first, then extends with any attributes unique to the class. """ # call the base class method first to hook up our connections to the master module ART_RigModule.addAttributes(self) # add custom attributes for this specific module cmds.addAttr(self.networkNode, sn="Created_Bones", dt="string", keyable=False) cmds.setAttr(self.networkNode + ".Created_Bones", "neck_01::head::", type="string", lock=True) cmds.addAttr(self.networkNode, sn="baseName", dt="string", keyable=False) cmds.setAttr(self.networkNode + ".baseName", baseName, type="string", lock=True) cmds.addAttr(self.networkNode, sn="canAim", at="bool", keyable=False) cmds.setAttr(self.networkNode + ".canAim", False, lock=True) cmds.addAttr(self.networkNode, sn="aimMode", at="bool", keyable=False) cmds.setAttr(self.networkNode + ".aimMode", False, lock=True) cmds.addAttr(self.networkNode, sn="neckJoints", keyable=False) cmds.setAttr(self.networkNode + ".neckJoints", 1, lock=True)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def skeletonSettings_UI(self, name): """ This is the UI for the module that has all of the configuration settings. :param name: user given name of module (prefix + base_name + suffix) :param width: width of the skeleton settings groupBox. 335 usually :param height: height of the skeleton settings groupBox. :param checkable: Whether or not the groupBox can be collapsed. Build the groupBox that contains all of the settings for this module. Parent the groupBox into the main skeletonSettingsUI layout. Lastly, call on updateSettingsUI to populate the UI based off of the network node values. .. image:: /images/skeletonSettings.png """ # width, height, checkable networkNode = self.returnNetworkNode font = QtGui.QFont() font.setPointSize(8) headerFont = QtGui.QFont() headerFont.setPointSize(8) headerFont.setBold(True) # groupbox all modules get ART_RigModule.skeletonSettings_UI(self, name, 335, 228, True) # STANDARD BUTTONS # create a VBoxLayout to add to our Groupbox and then add a QFrame for our signal/slot self.mainLayout = QtWidgets.QVBoxLayout(self.groupBox) self.frame = QtWidgets.QFrame(self.groupBox) self.mainLayout.addWidget(self.frame) self.frame.setSizePolicy(QtWidgets.QSizePolicy(QtWidgets.QSizePolicy.Fixed, QtWidgets.QSizePolicy.Fixed)) self.frame.setMinimumSize(QtCore.QSize(320, 210)) self.frame.setMaximumSize(QtCore.QSize(320, 210)) # create layout that is a child of the frame self.layout = QtWidgets.QVBoxLayout(self.frame) # current parent self.currentParentMod = QtWidgets.QHBoxLayout() self.layout.addLayout(self.currentParentMod) self.currentParentLabel = QtWidgets.QLabel("Current Parent: ") self.currentParentLabel.setFont(font) self.currentParentMod.addWidget(self.currentParentLabel) parent = cmds.getAttr(networkNode + ".parentModuleBone") self.currentParent = QtWidgets.QLabel(parent) self.currentParent.setFont(font) self.currentParent.setAlignment(QtCore.Qt.AlignHCenter) self.currentParentMod.addWidget(self.currentParent) # button layout for name/parent self.buttonLayout = QtWidgets.QHBoxLayout() self.layout.addLayout(self.buttonLayout) self.changeNameBtn = QtWidgets.QPushButton("Change Name") self.changeParentBtn = QtWidgets.QPushButton("Change Parent") self.buttonLayout.addWidget(self.changeNameBtn) self.buttonLayout.addWidget(self.changeParentBtn) self.changeNameBtn.setObjectName("blueButton") self.changeParentBtn.setObjectName("blueButton") # bake offsets button self.bakeToolsLayout = QtWidgets.QHBoxLayout() self.layout.addLayout(self.bakeToolsLayout) # Bake OFfsets self.bakeOffsetsBtn = QtWidgets.QPushButton("Bake Offsets") self.bakeOffsetsBtn.setFont(headerFont) self.bakeToolsLayout.addWidget(self.bakeOffsetsBtn) self.bakeOffsetsBtn.clicked.connect(self.bakeOffsets) self.bakeOffsetsBtn.setToolTip("Bake the offset mover values up to the global movers to get them in sync") self.bakeOffsetsBtn.setObjectName("blueButton") # button signal/slots self.changeNameBtn.clicked.connect(partial(self.changeModuleName, baseName, self, self.rigUiInst)) self.changeParentBtn.clicked.connect(partial(self.changeModuleParent, self, self.rigUiInst)) # Number of Neck Bones self.neckLayout = QtWidgets.QHBoxLayout() self.layout.addLayout(self.neckLayout) self.numNeckBonesLabel = QtWidgets.QLabel("Number of Neck Bones: ") self.numNeckBonesLabel.setSizePolicy(QtWidgets.QSizePolicy.Fixed, QtWidgets.QSizePolicy.Preferred) self.numNeckBonesLabel.setMinimumSize(QtCore.QSize(200, 20)) self.numNeckBonesLabel.setMaximumSize(QtCore.QSize(200, 20)) self.neckLayout.addWidget((self.numNeckBonesLabel)) self.numNeck = QtWidgets.QSpinBox() self.numNeck.setMaximum(3) self.numNeck.setMinimum(1) self.numNeck.setMinimumSize(QtCore.QSize(100, 20)) self.numNeck.setMaximumSize(QtCore.QSize(100, 20)) self.numNeck.setValue(1) self.numNeck.setSizePolicy(QtWidgets.QSizePolicy.Fixed, QtWidgets.QSizePolicy.Fixed) self.neckLayout.addWidget(self.numNeck) # rebuild button spacerItem = QtWidgets.QSpacerItem(20, 10, QtWidgets.QSizePolicy.Expanding, QtWidgets.QSizePolicy.Fixed) self.layout.addItem(spacerItem) self.applyButton = QtWidgets.QPushButton("Apply Changes") self.layout.addWidget(self.applyButton) self.applyButton.setFont(headerFont) self.applyButton.setMinimumSize(QtCore.QSize(300, 40)) self.applyButton.setMaximumSize(QtCore.QSize(300, 40)) self.applyButton.setSizePolicy(QtWidgets.QSizePolicy.Fixed, QtWidgets.QSizePolicy.Fixed) self.applyButton.setEnabled(False) self.applyButton.clicked.connect(partial(self.applyModuleChanges, self)) # spinBox & checkbox signal/slots self.numNeck.valueChanged.connect(self.toggleButtonState) # signal slot for groupbox checkbox QtCore.QObject.connect(self.groupBox, QtCore.SIGNAL("toggled(bool)"), self.frame.setVisible) self.groupBox.setChecked(False) # add custom skeletonUI settings name, parent, rig types to install, mirror module, etc. # add to the rig cretor UI's module settings layout VBoxLayout self.rigUiInst.moduleSettingsLayout.addWidget(self.groupBox) # Populate the settings UI based on the network node attributes self.updateSettingsUI()
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def updateSettingsUI(self): """ Update the skeleton settings UI based on the network node values for this module. """ networkNode = self.returnNetworkNode numNeck = cmds.getAttr(networkNode + ".neckJoints") # update UI elements self.numNeck.setValue(numNeck) # apply changes self.applyButton.setEnabled(False)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def updateNeck(self, attachedModules, oldNum): """ Take the number of neck bones value and rebuild the joint mover. The head module has 3 joint mover files, 1 for each possible neck number. When the number of neck bones is changed, the current module has its information stored (placement, etc), the module is then deleted, the new joint mover path is constructed and brought in, and lastly it resolves any dependency issues. (Like if there was a leaf joint as a child of a neck bone that no longer exists) :param attachedModules: self.checkForDependencies() :param oldNum: the existing amount of neck bones prior to the update """ # gather information (current name, current parent, etc) networkNode = self.returnNetworkNode name = cmds.getAttr(networkNode + ".moduleName") parent = cmds.getAttr(networkNode + ".parentModuleBone") newNum = int(cmds.getAttr(networkNode + ".neckJoints")) # call on base class delete movers = self.returnJointMovers for moverGrp in movers: for mover in moverGrp: cmds.lockNode(mover, lock=False) # store mover positions (movers = [all global, all offset, all geo]) basePositions = {} for each in movers: for mover in each: attrs = cmds.listAttr(mover, keyable=True) attrValues = [] for attr in attrs: value = cmds.getAttr(mover + "." + attr) attrValues.append([attr, value]) basePositions[mover] = attrValues # delete joint mover cmds.delete(self.name + "_mover_grp") # build new jmPath name jmPath = jointMover.partition(".ma")[0].rpartition("_")[0] + "_" + str(newNum) + "Neck.ma" # ART_Head_1Neck self.jointMover_Build(jmPath) # apply base positions for key in basePositions: mover = key attrList = basePositions.get(key) for attr in attrList: if cmds.objExists(mover): cmds.setAttr(mover + "." + attr[0], attr[1]) # parent the joint mover to the offset mover of the parent mover = "" if parent == "root": mover = "root_mover" else: # find the parent mover name to parent to networkNodes = utils.returnRigModules() mover = utils.findMoverNodeFromJointName(networkNodes, parent) # delete the old constraint and create the new one if cmds.objExists(self.name + "_mover_grp_parentConstraint*"): cmds.delete(self.name + "_mover_grp_parentConstraint*") if mover is not None: cmds.parentConstraint(mover, self.name + "_mover_grp", mo=True) if cmds.objExists(self.name + "_mover_grp_scaleConstraint*"): cmds.delete(self.name + "_mover_grp_scaleConstraint*") if mover is not None: cmds.scaleConstraint(mover, self.name + "_mover_grp", mo=True) # create the connection geo between the two childMover = utils.findOffsetMoverFromName(name) riggingUtils.createBoneConnection(mover, childMover, name) self.applyModuleChanges(self) cmds.select(clear=True) # if there were any module dependencies, fix those now. if len(attachedModules) > 0: elementList = [] for each in attachedModules: elementList.append([each[2], " -> parent changed from: ", each[1], " to: ", "root\n"]) currentParent = cmds.listRelatives(each[2] + "_mover_grp", parent=True)[0] if currentParent != "root_mover": cmds.parentConstraint("root_mover", each[2] + "_mover_grp", mo=True) cmds.scaleConstraint("root_mover", each[2] + "_mover_grp", mo=True) cmds.setAttr(each[0] + ".parentModuleBone", lock=False) cmds.setAttr(each[0] + ".parentModuleBone", "root", type="string", lock=True) # then, update settings UI for those dependency modules to display new parent info modules = self.getAllModules if each[0] in modules: modName = cmds.getAttr(each[0] + ".moduleName") for modInst in self.rigUiInst.moduleInstances: if modInst.networkNode == each[0]: # find the current groupBox for this module for i in range(self.rigUiInst.moduleSettingsLayout.count()): if type(self.rigUiInst.moduleSettingsLayout.itemAt( i).widget()) == QtWidgets.QGroupBox: if self.rigUiInst.moduleSettingsLayout.itemAt(i).widget().title() == modName: self.rigUiInst.moduleSettingsLayout.itemAt(i).widget().setParent(None) # relaunch the skeleton settings UI with new info modInst.skeletonSettings_UI(modName) # create the connection geo between the two mover = "root_mover" childMover = utils.findOffsetMoverFromName(each[2]) riggingUtils.createBoneConnection(mover, childMover, each[2]) each[3].applyModuleChanges(each[3]) cmds.select(clear=True) # warn user about changes winParent = interfaceUtils.getMainWindow() win = interfaceUtils.DialogMessage("Attention!", "The following modules have had their parent changed due to the change\ in this module's structure:", elementList, 5, winParent) win.show()
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def applyModuleChanges(self, moduleInst): """ Update the scene after the settings are changed in the skeleton settings UI. This means also updating the created_bones attr, updating the joint mover if needed, running self.updateNeck, updating the outliner, and updating the bone count. :param moduleInst: self (usually, but there are cases like templates where an inst on disc is passed in.) """ networkNode = self.returnNetworkNode # get prefix/suffix name = self.groupBox.title() prefix = name.partition(baseName)[0] suffix = name.partition(baseName)[2] if len(prefix) > 0: if prefix.find("_") == -1: prefix = prefix + "_" if len(suffix) > 0: if suffix.find("_") == -1: suffix = "_" + suffix # create list of the new created bones joints = [] # get current neck value currentNum = int(cmds.getAttr(networkNode + ".neckJoints")) # get new neck value uiNeckVal = self.numNeck.value() if uiNeckVal != currentNum: # update neck value, and call on update neck cmds.setAttr(networkNode + ".neckJoints", lock=False) cmds.setAttr(networkNode + ".neckJoints", uiNeckVal, lock=True) # look for any attached modules attachedModules = self.checkForDependencies() self.updateNeck(attachedModules, currentNum) for i in range(uiNeckVal): joints.append(prefix + "neck_0" + str(i + 1) + suffix) joints.append(prefix + "head" + suffix) # build attrString attrString = "" for bone in joints: attrString += bone + "::" networkNode = self.returnNetworkNode cmds.setAttr(networkNode + ".Created_Bones", lock=False) cmds.setAttr(networkNode + ".Created_Bones", attrString, type="string", lock=True) # reset button self.applyButton.setEnabled(False) # update outliner self.updateOutliner() self.updateBoneCount() # clear selection cmds.select(clear=True)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def toggleButtonState(self): """Toggle the state of the Apply Changes button.""" state = self.applyButton.isEnabled() if state is False: self.applyButton.setEnabled(True)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def addJointMoverToOutliner(self): """ Add the joint movers for this module to the outliner. Depending on the module settings, different joint movers may or may not be added. Also, each "joint" usually has three movers: global, offset, and geo. However, not all joints do, so this method is also used to specify which joint movers for each joint are added to the outliner. .. image:: /images/outliner.png """ index = self.rigUiInst.treeWidget.topLevelItemCount() # Add the module to the tree widget in the outliner tab of the rig creator UI self.outlinerWidgets[self.name + "_treeModule"] = QtWidgets.QTreeWidgetItem(self.rigUiInst.treeWidget) self.rigUiInst.treeWidget.topLevelItem(index).setText(0, self.name) foreground = QtGui.QBrush(QtGui.QColor(255, 255, 255)) self.outlinerWidgets[self.name + "_treeModule"].setForeground(0, foreground) # add the neck 01 self.outlinerWidgets[self.name + "_neck_01"] = QtWidgets.QTreeWidgetItem( self.outlinerWidgets[self.name + "_treeModule"]) self.outlinerWidgets[self.name + "_neck_01"].setText(0, self.name + "_neck_01") self.createGlobalMoverButton(self.name + "_neck_01", self.outlinerWidgets[self.name + "_neck_01"], self.rigUiInst) self.createOffsetMoverButton(self.name + "_neck_01", self.outlinerWidgets[self.name + "_neck_01"], self.rigUiInst) self.createMeshMoverButton(self.name + "_neck_01", self.outlinerWidgets[self.name + "_neck_01"], self.rigUiInst) # add neck 02 self.outlinerWidgets[self.name + "_neck_02"] = QtWidgets.QTreeWidgetItem( self.outlinerWidgets[self.name + "_neck_01"]) self.outlinerWidgets[self.name + "_neck_02"].setText(0, self.name + "_neck_02") self.createGlobalMoverButton(self.name + "_neck_02", self.outlinerWidgets[self.name + "_neck_02"], self.rigUiInst) self.createOffsetMoverButton(self.name + "_neck_02", self.outlinerWidgets[self.name + "_neck_02"], self.rigUiInst) self.createMeshMoverButton(self.name + "_neck_02", self.outlinerWidgets[self.name + "_neck_02"], self.rigUiInst) # add neck 03 self.outlinerWidgets[self.name + "_neck_03"] = QtWidgets.QTreeWidgetItem( self.outlinerWidgets[self.name + "_neck_02"]) self.outlinerWidgets[self.name + "_neck_03"].setText(0, self.name + "_neck_03") self.createGlobalMoverButton(self.name + "_neck_03", self.outlinerWidgets[self.name + "_neck_03"], self.rigUiInst) self.createOffsetMoverButton(self.name + "_neck_03", self.outlinerWidgets[self.name + "_neck_03"], self.rigUiInst) self.createMeshMoverButton(self.name + "_neck_03", self.outlinerWidgets[self.name + "_neck_03"], self.rigUiInst) # add head self.outlinerWidgets[self.name + "_head"] = QtWidgets.QTreeWidgetItem( self.outlinerWidgets[self.name + "_treeModule"]) self.outlinerWidgets[self.name + "_head"].setText(0, self.name + "_head") self.createGlobalMoverButton(self.name + "_head", self.outlinerWidgets[self.name + "_head"], self.rigUiInst) self.createOffsetMoverButton(self.name + "_head", self.outlinerWidgets[self.name + "_head"], self.rigUiInst) self.createMeshMoverButton(self.name + "_head", self.outlinerWidgets[self.name + "_head"], self.rigUiInst) # create selection script job for module self.createScriptJob() # update based on spinBox values self.updateOutliner() self.updateBoneCount() self.rigUiInst.treeWidget.expandAll()
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def updateOutliner(self): """ Whenever changes are made to the module settings, update the outliner to show the new or removed movers """ # NECK numNeck = self.numNeck.value() if numNeck == 1: self.outlinerWidgets[self.originalName + "_neck_01"].setHidden(False) self.outlinerWidgets[self.originalName + "_neck_02"].setHidden(True) self.outlinerWidgets[self.originalName + "_neck_03"].setHidden(True) if numNeck == 2: self.outlinerWidgets[self.originalName + "_neck_01"].setHidden(False) self.outlinerWidgets[self.originalName + "_neck_02"].setHidden(False) self.outlinerWidgets[self.originalName + "_neck_03"].setHidden(True) if numNeck == 3: self.outlinerWidgets[self.originalName + "_neck_01"].setHidden(False) self.outlinerWidgets[self.originalName + "_neck_02"].setHidden(False) self.outlinerWidgets[self.originalName + "_neck_03"].setHidden(False)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def pinModule(self, state): """ Pin the module in place so the parent does not move the module. Each module has to define how it needs to be pinned. """ networkNode = self.returnNetworkNode topLevelMover = self.name + "_neck_01_mover_grp" if state: loc = cmds.spaceLocator()[0] cmds.setAttr(loc + ".v", False, lock=True) constraint = cmds.parentConstraint(topLevelMover, loc)[0] cmds.delete(constraint) const = cmds.parentConstraint(loc, topLevelMover)[0] if not cmds.objExists(networkNode + ".pinConstraint"): cmds.addAttr(networkNode, ln="pinConstraint", keyable=True, at="message") cmds.connectAttr(const + ".message", networkNode + ".pinConstraint") if not state: connections = cmds.listConnections(networkNode + ".pinConstraint") if len(connections) > 0: constraint = connections[0] cmds.delete(constraint) cmds.select(clear=True)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def skinProxyGeo(self): """ Skin the proxy geo brought in by the module. Each module has to define how it wants to skin its proxy geo. """ # get the network node networkNode = self.returnNetworkNode name = cmds.getAttr(networkNode + ".moduleName") baseName = cmds.getAttr(networkNode + ".baseName") prefix = name.partition(baseName)[0] suffix = name.partition(baseName)[2] if len(prefix) > 0: if prefix.find("_") == -1: prefix = prefix + "_" if len(suffix) > 0: if suffix.find("_") == -1: suffix = "_" + suffix # get this module's proxy geo meshes cmds.select(name + "_mover_grp", hi=True) proxyGeoMeshes = [] selection = cmds.ls(sl=True) for each in selection: if each.find("proxy_geo") != -1: parent = cmds.listRelatives(each, parent=True)[0] if cmds.nodeType(each) == "transform": proxyGeoMeshes.append(each) # skin the proxy geo meshes for mesh in proxyGeoMeshes: dupeMesh = cmds.duplicate(mesh, name="skin_" + mesh)[0] cmds.setAttr(dupeMesh + ".overrideEnabled", lock=False) cmds.setAttr(dupeMesh + ".overrideDisplayType", 0) # create skinned geo group if not cmds.objExists("skinned_proxy_geo"): cmds.group(empty=True, name="skinned_proxy_geo") cmds.parent(dupeMesh, "skinned_proxy_geo") boneName = mesh.partition(name + "_")[2] boneName = boneName.partition("_proxy_geo")[0] joint = prefix + boneName + suffix if not cmds.objExists(joint): cmds.delete(dupeMesh) else: cmds.select([dupeMesh, joint]) cmds.skinCluster(tsb=True, maximumInfluences=1, obeyMaxInfluences=True, bindMethod=0, skinMethod=0, normalizeWeights=True) cmds.select(clear=True)
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def buildRigCustom(self, textEdit, uiInst): """ Build the rigs for this module. This method defines what rigs are built and how they are built when the asset is published. It posts any build info to the passed in textEdit. :param textEdit: passed in text edit that the rig build can post updates to :param uiInst: passed in instance of the buildProgressUI """ if textEdit is not None: textEdit.append(" Building " + self.name + " Rig..") # get the created joints networkNode = self.returnNetworkNode parentBone = cmds.getAttr(networkNode + ".parentModuleBone") joints = self.returnCreatedJoints # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # create groups and settings # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # create the rig group self.rigGrp = cmds.group(empty=True, name=self.name + "_group") constraint = cmds.parentConstraint(parentBone, self.rigGrp)[0] cmds.delete(constraint) # create the rig settings group self.rigSettings = cmds.group(empty=True, name=self.name + "_settings") cmds.parent(self.rigSettings, self.rigGrp) for attr in (cmds.listAttr(self.rigSettings, keyable=True)): cmds.setAttr(self.rigSettings + "." + attr, lock=True, keyable=False) # create the ctrl group (what will get the constraint to the parent) self.rigCtrlGrp = cmds.group(empty=True, name=self.name + "_ctrl_grp") constraint = cmds.parentConstraint(parentBone, self.rigCtrlGrp)[0] cmds.delete(constraint) cmds.parent(self.rigCtrlGrp, self.rigGrp) # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # Build the FK Neck Rig # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # fkControls = [] self.topNode = None # get number of neck bones numNeck = cmds.getAttr(networkNode + ".neckJoints") neckJoints = [] for i in range(len(joints) - 1): neckJoints.append(joints[i]) # create FK controls for neck joints, adding space switching to base neck joint for joint in neckJoints: if joint == joints[0]: data = riggingUtils.createControlFromMover(joint, networkNode, True, True) fkControl = cmds.rename(data[0], "fk_" + joint + "_anim") animGrp = cmds.rename(data[1], "fk_" + joint + "_anim_grp") spaceSwitcher = cmds.rename(data[2], "fk_" + joint + "_anim_space_switcher") spaceSwitchFollow = cmds.rename(data[3], "fk_" + joint + "_anim_space_switcher_follow") self.topNode = spaceSwitchFollow fkControls.append([spaceSwitchFollow, fkControl, joint]) # color the control riggingUtils.colorControl(fkControl, 18) else: data = riggingUtils.createControlFromMover(joint, networkNode, True, False) fkControl = cmds.rename(data[0], "fk_" + joint + "_anim") animGrp = cmds.rename(data[1], "fk_" + joint + "_anim_grp") fkControls.append([animGrp, fkControl, joint]) # color the control riggingUtils.colorControl(fkControl, 18) # create hierarchy fkControls.reverse() for i in range(len(fkControls)): try: cmds.parent(fkControls[i][0], fkControls[i + 1][1]) except IndexError: pass # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # Build the FK Head Rig # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # headJoint = joints[-1] data = riggingUtils.createControlFromMover(headJoint, networkNode, True, True) headControl = cmds.rename(data[0], "fk_" + headJoint + "_anim") animGrp = cmds.rename(data[1], "fk_" + headJoint + "_anim_grp") spaceSwitcher = cmds.rename(data[2], "fk_" + headJoint + "_anim_space_switcher") spaceSwitchFollow = cmds.rename(data[3], "fk_" + headJoint + "_anim_space_switcher_follow") # color the control riggingUtils.colorControl(headControl, 17) # parent head to neck lastNeck = fkControls[0][1] cmds.parent(spaceSwitchFollow, lastNeck) fkControls.append([animGrp, headControl, headJoint]) # parent head rig to rigGrp cmds.parent(self.topNode, self.rigCtrlGrp) # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # lock attrs # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # for each in fkControls: control = each[1] if control != headControl: for attr in [".scaleX", ".scaleY", ".globalScale", ".visibility"]: cmds.setAttr(control + attr, lock=True, keyable=False) else: for attr in [".visibility"]: cmds.setAttr(control + attr, lock=True, keyable=False) # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # hook up to driver skeleton # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # for each in fkControls: control = each[1] joint = each[2] cmds.pointConstraint(control, "driver_" + joint, mo=True) cmds.orientConstraint(control, "driver_" + joint) # plug master control scale into a new mult node that takes joint.scale into input 1, and master.scale # into input 2, and plugs that into driver joint if cmds.objExists("master_anim"): globalScaleMult = cmds.shadingNode("multiplyDivide", asUtility=True, name=joint + "_globalScale") cmds.connectAttr("master_anim.scale", globalScaleMult + ".input1") cmds.connectAttr(control + ".scale", globalScaleMult + ".input2") riggingUtils.createConstraint(globalScaleMult, "driver_" + joint, "scale", False, 2, 0, "output") else: riggingUtils.createConstraint(control, "driver_" + joint, "scale", False, 2, 0) # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # add info to module # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # fkRigData = [] for each in fkControls: fkRigData.append(each[1]) # add created control info to module if not cmds.objExists(networkNode + ".fkControls"): cmds.addAttr(networkNode, ln="fkControls", dt="string") jsonString = json.dumps(fkRigData) cmds.setAttr(networkNode + ".fkControls", jsonString, type="string") # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # Parent Under Offset Ctrl # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # parent under offset_anim if it exists(it always should) if cmds.objExists("offset_anim"): cmds.parent(self.rigGrp, "offset_anim") # return data parentBone = cmds.getAttr(networkNode + ".parentModuleBone") try: uiInst.rigData.append([self.rigCtrlGrp, "driver_" + parentBone, 1]) except: pass # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # update progress # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # if textEdit is not None: textEdit.setTextColor(QtGui.QColor(0, 255, 18)) textEdit.append(" SUCCESS: FK Build Complete!") textEdit.setTextColor(QtGui.QColor(255, 255, 255))
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def pickerUI(self, center, animUI, networkNode, namespace): """ Build the animation picker for the module. :param center: the center of the QGraphicsScene :param animUI: the instance of the AnimationUI :param networkNode: the module's network node :param namespace: the namespace of the character """ self.namespace = namespace neckJoints = cmds.getAttr(networkNode + ".neckJoints") # create qBrushes yellowBrush = QtCore.Qt.yellow blueBrush = QtGui.QColor(100, 220, 255) greenBrush = QtGui.QColor(0, 255, 30) clearBrush = QtGui.QBrush(QtCore.Qt.black) clearBrush.setStyle(QtCore.Qt.NoBrush) # create the picker border item if networkNode.find(":") != -1: moduleNode = networkNode.partition(":")[2] else: moduleNode = networkNode borderItem = interfaceUtils.pickerBorderItem(center.x() - 50, center.y() - 50, 100, 100, clearBrush, moduleNode) # get controls fkControls = json.loads(cmds.getAttr(networkNode + ".fkControls")) fkControls.reverse() buttonData = [] # create buttons headButton = interfaceUtils.pickerButtonCustom(100, 100, [[10, 60], [30, 60], [40, 40], [40, 10], [35, 5], [30, 0], [10, 0], [5, 5], [0, 10], [0, 40], [10, 60]], [30, 5], namespace + fkControls[0], yellowBrush, borderItem) buttonData.append([headButton, namespace + fkControls[0], yellowBrush]) if neckJoints == 1: neck1Button = interfaceUtils.pickerButtonCustom(100, 100, [[5, 55], [8, 63], [32, 63], [35, 55], [40, 85], [0, 85], [5, 55]], [30, 5], namespace + fkControls[1], blueBrush, borderItem) buttonData.append([neck1Button, namespace + fkControls[1], blueBrush]) if neckJoints == 2: neck1Button = interfaceUtils.pickerButtonCustom(100, 100, [[5, 55], [8, 63], [32, 63], [35, 55], [37, 68], [3, 68], [5, 55]], [30, 5], namespace + fkControls[1], blueBrush, borderItem) buttonData.append([neck1Button, namespace + fkControls[1], blueBrush]) neck2Button = interfaceUtils.pickerButtonCustom(100, 100, [[3, 70], [37, 70], [40, 80], [0, 80]], [30, 5], namespace + fkControls[2], blueBrush, borderItem) buttonData.append([neck2Button, namespace + fkControls[2], blueBrush]) if neckJoints == 3: neck1Button = interfaceUtils.pickerButtonCustom(100, 100, [[5, 55], [8, 63], [32, 63], [35, 55], [37, 68], [3, 68], [5, 55]], [30, 5], namespace + fkControls[1], blueBrush, borderItem) buttonData.append([neck1Button, namespace + fkControls[1], blueBrush]) neck2Button = interfaceUtils.pickerButtonCustom(100, 100, [[3, 70], [37, 70], [38, 76], [2, 76]], [30, 5], namespace + fkControls[2], blueBrush, borderItem) buttonData.append([neck2Button, namespace + fkControls[2], blueBrush]) neck3Button = interfaceUtils.pickerButtonCustom(100, 100, [[2, 78], [38, 78], [40, 84], [0, 84]], [30, 5], namespace + fkControls[3], blueBrush, borderItem) buttonData.append([neck3Button, namespace + fkControls[3], blueBrush]) # ======================================================================= # go through button data, adding menu items # ======================================================================= for each in buttonData: button = each[0] zeroIcon1 = QtGui.QIcon((utils.returnFriendlyPath(os.path.join(self.iconsPath, "System/zeroAll.png")))) zeroIcon2 = QtGui.QIcon((utils.returnFriendlyPath(os.path.join(self.iconsPath, "System/zeroSel.png")))) selectIcon = QtGui.QIcon((utils.returnFriendlyPath(os.path.join(self.iconsPath, "System/select.png")))) button.menu.addAction(selectIcon, "Select All Controls", partial(self.selectRigControls)) button.menu.addSeparator() button.menu.addAction(zeroIcon1, "Zero Out Attrs (All)", partial(self.resetRigControls, True)) button.menu.addAction(zeroIcon2, "Zero Out Attrs (Sel)", partial(self.resetRigControls, False)) # ======================================================================= # #Create scriptJob for selection. Set scriptJob number to borderItem.data(5) # ======================================================================= scriptJob = cmds.scriptJob(event=["SelectionChanged", partial(self.selectionScriptJob_animUI, buttonData)], kws=True) borderItem.setData(5, scriptJob) animUI.selectionScriptJobs.append(scriptJob) return [borderItem, False, scriptJob]
# # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # # #
[docs] def importFBX(self, importMethod, character): """ Import FBX motion onto this module's rig controls. :param importMethod: The import method to be used (options defined in the file attributes) :param character: the namespace of the character Each module has to define what import methods it offers (at the very top of the module file) and then define how motion is imported using those methods. """ returnControls = [] # get basic info of node networkNode = self.returnRigNetworkNode moduleName = cmds.getAttr(networkNode + ".moduleName") baseModuleName = cmds.getAttr(networkNode + ".baseName") # find prefix/suffix of module name prefixSuffix = moduleName.split(baseModuleName) prefix = None suffix = None if prefixSuffix[0] != '': prefix = prefixSuffix[0] if prefixSuffix[1] != '': suffix = prefixSuffix[1] # get joints joints = cmds.getAttr(networkNode + ".Created_Bones") splitJoints = joints.split("::") createdJoints = [] for bone in splitJoints: if bone != "": createdJoints.append(bone) # IMPORT FK if importMethod == "FK": for joint in createdJoints: if cmds.objExists(character + ":" + "fk_" + joint + "_anim"): cmds.parentConstraint(joint, character + ":" + "fk_" + joint + "_anim") returnControls.append(character + ":" + "fk_" + joint + "_anim") # IMPORT NONE if importMethod == "None": pass return returnControls