correct finger rotation
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@@ -1,5 +1,6 @@
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import bpy
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from random import random
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from mathutils import Matrix, Quaternion
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ob = bpy.data.objects['Sphere']
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frame_number = 0
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@@ -14,7 +15,7 @@ thumb_rot_bone = "thumb_3"
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def grab_movement(open):
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# Todo:
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# select the 4 base finger bones
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# Then: bpy.ops.transform.rotate(value=0.1, orient_axis='X', orient_type='LOCAL')
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# Then:
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# To rotate around local axis (will cause to grab)
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# Then do the same with thumb, but only around local Z axis!
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bpy.ops.object.mode_set(mode='OBJECT')
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@@ -29,20 +30,22 @@ def grab_movement(open):
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else:
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angle = 0.8
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# Select all fingers
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# Deselect all fingers
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for bone in arm.pose.bones: # Deselect all selected bones
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bone.bone.select = False
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# Rotate fingers
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for name in finger_grab_bones:
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bone = arm.pose.bones.get(name).bone
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#if bone: bone.select = True
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bone = arm.pose.bones.get(name)
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# Bones need to be selected when adding keyframes, otherwise blender will throw an error:
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# https://blender.stackexchange.com/questions/1828/what-constitutes-a-context-in-pose-mode
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bone.bone.select = True
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# rotate
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# TODO: change to posebone X axis instead of world X.l
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axis = bone.x_axis
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bone.rotation_euler = (obj.rotation_euler.to_matrix() * Matrix.Rotation(angle, 3, 'X')).to_euler()
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#bpy.ops.transform.rotate(value=angle, orient_axis=axis, orient_type='LOCAL')
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bone.rotation_quaternion = bone.rotation_quaternion @ Quaternion(axis, angle)
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# bone.matrix = bone.matrix @ Matrix.Rotation(-angle, 4, axis)
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# Add keyframe
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bpy.ops.anim.keying_set_active_set(type='Rotation')
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bpy.ops.anim.keyframe_insert(type='Rotation')
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@@ -57,6 +60,11 @@ def grab_movement(open):
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# Script start
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open = False
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#if len(bpy.data.scenes['Scene'].keying_sets) == 0:
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# # Add new keying set
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# bpy.ops.anim.keying_set_add()
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# # Activate keying set
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# bpy.ops.anim.keying_set_active_set()
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for i in range(50):
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x = random()*max_dist
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