create separate class

This commit is contained in:
2020-06-17 12:16:15 +02:00
parent a614e90055
commit f064f010dc

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@@ -2,6 +2,67 @@ import bpy
from random import random
from mathutils import Matrix, Quaternion
class ArmGraspController:
def __init__(self, armature_name):
self.arm = bpy.data.objects[armature_name]
self.open = False
self.finger_grab_bones = ["index_3", "middle_3", "ring_3", "pinky_3"]
self.thumb_rot_bone = "thumb_3"
def deselect_all_bones(self):
for bone in self.arm.pose.bones: # Deselect all selected bones
bone.bone.select = False
def open_fingers(self):
self.grab_movement(0.8)
def close_fingers(self):
self.grab_movement(-0.8)
def move_fingers(self):
if self.open:
self.open_fingers()
else:
self.close_fingers()
self.open = not self.open
def grab_movement(self, angle):
# select the 4 base finger bones
# Then:
# To rotate around local axis (will cause to grab)
# Then do the same with thumb, but only around local Z axis!
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT') # Deselect all objects
bpy.context.view_layer.objects.active = self.arm # Make the Armature the active object
bpy.ops.object.mode_set(mode='POSE')
# Deselect all fingers
self.deselect_all_bones()
# Rotate fingers
for name in self.finger_grab_bones:
bone = self.arm.pose.bones.get(name)
# Bones need to be selected when adding keyframes, otherwise blender will throw an error:
# https://blender.stackexchange.com/questions/1828/what-constitutes-a-context-in-pose-mode
bone.bone.select = True
# rotate
bone.rotation_mode = 'XYZ'
bone.rotation_euler.rotate_axis('X', angle)
# bpy.ops.transform.rotate(value=angle, orient_axis='X', orient_type='GLOBAL')
# Add keyframe
bpy.ops.anim.keying_set_active_set(type='Rotation')
bpy.ops.anim.keyframe_insert(type='Rotation')
# Now rotate the thumb too
self.deselect_all_bones()
bone = self.arm.pose.bones.get(self.thumb_rot_bone).bone
if bone: bone.select = True
bpy.ops.transform.rotate(value=angle, orient_axis='Z', orient_type='LOCAL')
bpy.ops.anim.keyframe_insert(type='Rotation')
ob = bpy.data.objects['Sphere']
frame_number = 0
@@ -9,64 +70,10 @@ max_dist = 0.5
#start_location = ob.location.copy()
start_location = (1.6766993999481201, 0.3146645724773407, -1.3483989238739014)
finger_grab_bones = ["index_3", "middle_3", "ring_3", "pinky_3"]
thumb_rot_bone = "thumb_3"
def grab_movement(open):
# Todo:
# select the 4 base finger bones
# Then:
# To rotate around local axis (will cause to grab)
# Then do the same with thumb, but only around local Z axis!
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT') # Deselect all objects
arm = bpy.data.objects['Armature']
bpy.context.view_layer.objects.active = arm # Make the Armature the active object
bpy.ops.object.mode_set(mode='POSE')
# Rotate all fingers
if open:
angle = -0.8
else:
angle = 0.8
# Deselect all fingers
for bone in arm.pose.bones: # Deselect all selected bones
bone.bone.select = False
# Rotate fingers
for name in finger_grab_bones:
bone = arm.pose.bones.get(name)
# Bones need to be selected when adding keyframes, otherwise blender will throw an error:
# https://blender.stackexchange.com/questions/1828/what-constitutes-a-context-in-pose-mode
bone.bone.select = True
# rotate
axis = bone.x_axis
bone.rotation_quaternion = bone.rotation_quaternion @ Quaternion(axis, angle)
# bone.matrix = bone.matrix @ Matrix.Rotation(-angle, 4, axis)
# Add keyframe
bpy.ops.anim.keying_set_active_set(type='Rotation')
bpy.ops.anim.keyframe_insert(type='Rotation')
# Now rotate the thumb too
for bone in arm.pose.bones: # Deselect all selected bones
bone.bone.select = False
bone = arm.pose.bones.get(thumb_rot_bone).bone
if bone: bone.select = True
bpy.ops.transform.rotate(value=angle, orient_axis='Z', orient_type='LOCAL')
bpy.ops.anim.keyframe_insert(type='Rotation')
# Script start
open = False
#if len(bpy.data.scenes['Scene'].keying_sets) == 0:
# # Add new keying set
# bpy.ops.anim.keying_set_add()
# # Activate keying set
# bpy.ops.anim.keying_set_active_set()
controller = ArmGraspController("Armature")
for i in range(50):
for i in range(12):
x = random()*max_dist
y = random()*max_dist
z = random()*max_dist
@@ -78,6 +85,5 @@ for i in range(50):
start_location[2] + z
)
ob.keyframe_insert(data_path='location', index=-1)
grab_movement(open)
open = not open
controller.move_fingers()
frame_number += 20