
The main use one can imagine for this is adding tweak controls to parts of a model that are already deformed by multiple other major bones. It is natural to expect such locations to deform as if the tweaks aren't there by default; however currently there is no easy way to make a bone follow multiple other bones. This adds a new constraint that implements the math behind the Armature modifier, with support for explicit weights, bone envelopes, and dual quaternion blending. It can also access bones from multiple armatures at the same time (mainly because it's easier to code it that way.) This also fixes dquat_to_mat4, which wasn't used anywhere before. Differential Revision: https://developer.blender.org/D3664
78 lines
2.0 KiB
Python
78 lines
2.0 KiB
Python
# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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# support reloading sub-modules
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if "bpy" in locals():
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from importlib import reload
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_modules_loaded[:] = [reload(val) for val in _modules_loaded]
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del reload
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_modules = [
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"add_mesh_torus",
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"anim",
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"clip",
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"console",
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"constraint",
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"file",
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"image",
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"mask",
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"mesh",
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"node",
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"object_align",
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"object",
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"object_randomize_transform",
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"object_quick_effects",
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"presets",
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"rigidbody",
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"screen_play_rendered_anim",
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"sequencer",
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"uvcalc_follow_active",
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"uvcalc_lightmap",
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"uvcalc_smart_project",
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"vertexpaint_dirt",
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"view3d",
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"wm",
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]
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import bpy
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if bpy.app.build_options.freestyle:
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_modules.append("freestyle")
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__import__(name=__name__, fromlist=_modules)
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_namespace = globals()
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_modules_loaded = [_namespace[name] for name in _modules]
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del _namespace
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def register():
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from bpy.utils import register_class
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for mod in _modules_loaded:
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for cls in mod.classes:
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register_class(cls)
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def unregister():
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from bpy.utils import unregister_class
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for mod in reversed(_modules_loaded):
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for cls in reversed(mod.classes):
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if cls.is_registered:
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unregister_class(cls)
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