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skeleton_geometry_generator.py
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325 lines (278 loc) · 12.3 KB
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import maya.cmds as cmds
class SkelToBones:
"""
为骨骼创建盒体代理模型
"""
def __init__(self):
print("Skeleton to Geometry Instance.")
def create_poly_sphere(self, name="poly_sphere"):
"""
Creates a polygonal sphere with the given name.
Args:
name (str, optional): The name of the polygonal sphere. Defaults to "poly_sphere".
Returns:
str: The name of the created polygonal sphere.
"""
geometry = cmds.polySphere(
name=name, r=1, sx=20, sy=20, ax=(-1, 0, 0), cuv=2, ch=False
)[0]
return geometry
def create_poly_cube(self, name="poly_cube"):
"""
Creates a polygonal cube with the given name.
Args:
name (str, optional): The name of the cube. Defaults to "poly_cube".
Returns:
str: The name of the created cube.
Raises:
None
"""
geometry = cmds.polyCube(
name=name, w=1, h=1, d=1, sx=1, sy=1, sz=1, ax=(0, 1, 0), cuv=4, ch=False
)[0]
if not cmds.objExists("MI_red_X"):
x_shader = self.create_lambert_shader("MI_red_X", (1, 0, 0))
else:
x_shader = "MI_red_X"
if not cmds.objExists("MI_green_Y"):
y_shader = self.create_lambert_shader("MI_green_Y", (0, 1, 0))
else:
y_shader = "MI_green_Y"
if not cmds.objExists("MI_blue_Z"):
z_shader = self.create_lambert_shader("MI_blue_Z", (0, 0, 1))
else:
z_shader = "MI_blue_Z"
self.assing_shader_to_geometry(x_shader, geometry + ".f[4]")
self.assing_shader_to_geometry(x_shader, geometry + ".f[5]")
self.assing_shader_to_geometry(y_shader, geometry + ".f[1]")
self.assing_shader_to_geometry(y_shader, geometry + ".f[3]")
self.assing_shader_to_geometry(z_shader, geometry + ".f[2]")
self.assing_shader_to_geometry(z_shader, geometry + ".f[0]")
return geometry
def create_poly_pyramid(self, name="poly_pyramid"):
"""
Create a poly pyramid with the given name.
Args:
name (str, optional): The name of the poly pyramid. Defaults to "poly_pyramid".
Returns:
str: The name of the created geometry.
"""
geometry = cmds.polyPyramid(
name=name, w=1, ns=4, sh=1, sc=0, ax=(0, 1, 0), cuv=3, ch=False
)[0]
cmds.setAttr(geometry + ".translateY", 0.354)
cmds.select(geometry, r=True)
cmds.makeIdentity(apply=True, t=1, r=1, s=1, n=0, pn=1)
return geometry
def create_lambert_shader(self, name, color=(1, 0, 0)):
"""
Creates a Lambert shader with the given name and color.
Args:
name (str): The name of the shader.
color (tuple, optional): The RGB color of the shader. Defaults to (1, 0, 0).
Returns:
tuple: A tuple containing the shader and shading group nodes.
"""
shader = cmds.shadingNode("lambert", asShader=True, name=name)
shading_group = cmds.sets(
name=name + "SG",
empty=True,
renderable=True,
noSurfaceShader=False,
)
cmds.connectAttr(shader + ".outColor", shading_group + ".surfaceShader", f=True)
cmds.setAttr(
shader + ".color",
color[0],
color[1],
color[2],
type="double3",
)
return shader, shading_group
def assing_shader_to_geometry(self, shader, geometry):
"""
Assigns a shader to a geometry.
Parameters:
shader (str): The name of the shader to be assigned.
geometry (str): The name of the geometry to assign the shader to.
Returns:
None
"""
shading_engine = cmds.listConnections(shader, type="shadingEngine")[0]
cmds.sets(geometry, forceElement=shading_engine)
def compute(
self,
skel_root="root",
shape="boint",
pyramid_scale_multiplier=1,
sphere_scale_multiplier=1,
auto_skin=True,
):
"""
Computes the new geometries based on the given parameters.
Args:
skel_root (str, optional): The name of the root joint. Defaults to "root".
shape (str, optional): The shape of the geometry to create. Can be "boint" or "cube". Defaults to "boint".
pyramid_scale_multiplier (float, optional): The scale multiplier for the pyramid shape. Defaults to 1.
sphere_scale_multiplier (float, optional): The scale multiplier for the sphere shape. Defaults to 1.
auto_skin (bool, optional): Whether or not to automatically skin the geometries. Defaults to True.
Returns:
None
"""
new_geometries = []
cmds.select(skel_root, hierarchy=True, r=True)
bones = cmds.ls(sl=True, type="joint")
if shape == "boint":
for bone in bones:
if bone != skel_root:
bone_radius = cmds.getAttr(bone + ".radius")
bone_sphere = self.create_poly_sphere(bone + "Sphere_geo")
new_geometries.append(bone_sphere)
cmds.delete(cmds.parentConstraint(bone, bone_sphere, mo=False))
bone_parent = cmds.listRelatives(bone, p=True)[0]
bone_pyramid = self.create_poly_pyramid(bone + "Pyramid_geo")
new_geometries.append(bone_pyramid)
cmds.delete(
cmds.parentConstraint(bone_parent, bone_pyramid, mo=False)
)
cmds.delete(
cmds.aimConstraint(
bone, bone_pyramid, aimVector=(0, 1, 0), mo=False
)
)
cmds.setAttr(bone_pyramid + ".sx", pyramid_scale_multiplier)
cmds.setAttr(bone_pyramid + ".sz", pyramid_scale_multiplier)
cmds.setAttr(
bone_sphere + ".sx", bone_radius / 2 * sphere_scale_multiplier
)
cmds.setAttr(
bone_sphere + ".sy", bone_radius / 2 * sphere_scale_multiplier
)
cmds.setAttr(
bone_sphere + ".sz", bone_radius / 2 * sphere_scale_multiplier
)
cmds.select(bone_pyramid + ".vtx[4]", r=True)
cluster_handle = cmds.cluster()[1]
cmds.delete(cmds.parentConstraint(bone, cluster_handle))
cmds.delete(bone_pyramid, constructionHistory=True)
if auto_skin:
pyramid_skinCluster = cmds.skinCluster(
[bone, bone_parent],
bone_pyramid,
tsb=True,
name=bone_pyramid + "_skinCluster",
mi=1,
)[0]
cmds.skinCluster(
[bone],
bone_sphere,
tsb=True,
name=bone_sphere + "_skinCluster",
mi=1,
)
cmds.skinPercent(
pyramid_skinCluster,
bone_pyramid + ".vtx[4]",
tv=[(bone, 1)],
)
cmds.skinPercent(
pyramid_skinCluster,
bone_pyramid + ".vtx[0:3]",
tv=[(bone_parent, 1)],
)
bone_geometry = cmds.polyUniteSkinned(
new_geometries, ch=False, mergeUVSets=True
)[0]
bone_geometry = cmds.rename(bone_geometry, skel_root + "_geo")
if not cmds.objExists("MI_boint"):
boint_shader = self.create_lambert_shader("MI_boint", (0.3, 0.15, 0.3))
else:
boint_shader = "MI_boint"
self.assing_shader_to_geometry(boint_shader, bone_geometry)
if shape == "cube":
for bone in bones:
if bone != skel_root:
bone_childs = cmds.listRelatives(bone, children=True)
bone_parent = cmds.listRelatives(bone, p=True)[0]
bone_cube = self.create_poly_cube(bone_parent + "Cube_geo")
new_geometries.append(bone_cube)
cmds.setAttr(bone_cube + ".sz", sphere_scale_multiplier)
cmds.setAttr(bone_cube + ".sy", sphere_scale_multiplier)
cmds.delete(cmds.parentConstraint(bone_parent, bone_cube, mo=False))
cmds.delete(cmds.aimConstraint(bone, bone_cube, mo=False))
cmds.select(bone_cube + ".f[5]", r=True)
cluster_handle = cmds.cluster()[1]
cmds.delete(cmds.pointConstraint(bone_parent, cluster_handle))
cmds.delete(bone_cube, constructionHistory=True)
cmds.select(bone_cube + ".f[4]", r=True)
cluster_handle = cmds.cluster()[1]
cmds.delete(cmds.pointConstraint(bone, cluster_handle))
cmds.delete(bone_cube, constructionHistory=True)
if bone_childs is None:
bone_cube_second = self.create_poly_cube(bone + "Cube_geo")
cmds.delete(
cmds.parentConstraint(bone, bone_cube_second, mo=False)
)
new_geometries.append(bone_cube_second)
cmds.skinCluster(
[bone],
bone_cube_second,
tsb=True,
name=bone_cube_second + "_skinCluster",
mi=1,
)[0]
if auto_skin:
cmds.skinCluster(
[bone_parent],
bone_cube,
tsb=True,
name=bone_cube + "_skinCluster",
mi=1,
)[0]
bone_geometry = cmds.polyUniteSkinned(
new_geometries, ch=False, mergeUVSets=True
)[0]
cmds.rename(bone_geometry, skel_root + "_geo")
def ui(self, *args):
"""
Initializes the user interface for the Skeleton to Geometry Alpha v.01 tool.
Args:
*args: Variable length argument list.
Returns:
None
"""
window = "Skeleton to Geometry Alpha v.01"
title = "Skeleton to Geometry Alpha v.01"
size = (400, 600)
# close old window is open
if cmds.window(window, exists=True):
cmds.deleteUI(window, window=True)
# create new window
window = cmds.window(window, title=title, widthHeight=size)
cmds.columnLayout(adjustableColumn=True)
cmds.text(title)
cmds.separator(height=20)
self.skeleton_root = cmds.textFieldGrp(label="Skeleton Root:")
self.geometry_type = cmds.textFieldGrp(label="Geometry Type:")
self.scale_multiplier = cmds.textFieldGrp(label="Scale:")
cmds.text("Geometry type options are:")
cmds.text("1) boint for Bone + Joint mesh")
cmds.text("2) cube for cube based geometry")
cmds.button(label="Do It!", command=self.do_it)
cmds.showWindow()
def do_it(self, *args):
"""
Generate the function comment for the given function body in a markdown code block
with the correct language syntax.
:param args: The arguments passed to the function.
:type args: tuple
"""
skeleton_root_value = cmds.textFieldGrp(self.skeleton_root, q=True, text=True)
geometry_type_value = cmds.textFieldGrp(self.geometry_type, q=True, text=True)
scale_value = int(cmds.textFieldGrp(self.scale_multiplier, q=True, text=True))
self.compute(
skeleton_root_value, geometry_type_value, scale_value, scale_value, True
)
if __name__ == "__main__":
my_s2g = SkelToBones()
my_s2g.ui()