3 Commits

Author SHA1 Message Date
2cf75f21f4 Update 2025-12-07 23:00:40 +08:00
52ac5cf5a6 UPDATE 2025-12-07 22:50:43 +08:00
9f30e905d7 Update 2025-12-06 18:23:17 +08:00
1068 changed files with 2351970 additions and 405 deletions

2
.gitignore vendored
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# Python
__pycache__/
*/__pycache__/
__pycache__/*
*.py[cod]
*$py.class
*.so

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2023/scripts/__init__.py Normal file
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#!/usr/bin/env python
# -*- coding: utf-8 -*-

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1. Unzip all files
2. copy "springmagic" folder into Maya scripts path, i.e.
"C:\Users\YOUR_USER_NAME\Documents\maya\scripts"
3. Start Maya and run command below in command bar with Python way
import springmagic
springmagic.main()

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############################################
# Utility Functions
############################################
# to get object parrent
# parent = obj.getParent()
# to get all parents of a joint
# parentList = joint.getAllParents()
# to get root bone
# rootBone = joint.root()
# to get object all children
# children = pm.listRelatives(obj, allDescendents = 1)
# to make sure the selection is a mesh
# pm.nodeType(pm.ls(sl=True, type='transform')[0].getShape()) == 'mesh'
# to get vertex in selection as flatten
# pm.ls(sl=True, type='float3', flatten=True)[0]
# to get skin cluster
# pm.listHistory(pm.ls(sl=True), type='skinCluster')[0]
# to get all influcent bone of a skin cluster
# obj.getInfluence()
# About path module
# from pymel.util.path import path
# filePath = 'c:/temp/test/myTestFile.txt'
# fpPathObj = path(filePath)
# fpPathObj
# # Result: path('c:/temp/test/myTestFile.txt') #
# fpPathObj.basename()
# # Result: 'myTestFile.txt' #
# # .name is a property which returns the same
# fpPathObj.name
# # Result: 'myTestFile.txt' #
# # namebase returns fileName only w/o extension
# fpPathObj.namebase
# # Result: 'myTestFile' #
# # return directory above file
# fpPathObj.parent
# # Result: path('c:/temp/test') #
# # check extension
# fpPathObj.endswith('txt')
# # Result: True #
# # check existance
# fpPathObj.exists()
# # Result: True #
# # check to see if folder type
# fpPathObj.parent.isdir()
# # Result: True #
# fpPathObj.parent.parent.name
# # Result: 'temp' #

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__version__ = "3.5a"
from springmagic.main import main
def version():
"""
Return the current version of the Spring Magic
:rtype: str
"""
return __version__

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# - * - coding: utf - 8 - * -
# PEP8 formatting
#####################################################################################
#
# Spring Magic for Maya
#
# Calculate bone chain animation by settings, support collisions and wind force
# Can work with rigging controller as well
#
# Need pringMagic.ui file to work with
# This script need also icon file support, which should be put in same folder
#
# feel free to mail me redtank@outlook.com for any bug or issue
#
# Yanbin Bai
# 2021.02
#
#####################################################################################
import math
import logging
# import copy
import pymel.core as pm
import pymel.core.datatypes as dt
import maya.cmds as cmds
from . import decorators
from . import springMath
from .utility import *
from itertools import cycle
from itertools import chain
from weakref import WeakValueDictionary
from collections import OrderedDict
###################################
# spring magic
####################################
kWindObjectName = 'spring_wind'
kSpringProxySuffix = '_SpringProxy'
kCollisionPlaneSuffix = '_SpringColPlane'
kCapsuleNameSuffix = '_collision_capsule'
kNullSuffix = '_SpringNull'
# kTwistNullSuffix = '_SpringTwistNull'
class Spring:
def __init__(self, ratio=0.5, twistRatio=0.0, tension=0.0, extend=0.0, inertia=0.0):
self.ratio = ratio
self.twist_ratio = twistRatio
self.tension = tension
self.extend = extend
self.inertia = inertia
class SpringMagic:
def __init__(self, startFrame, endFrame, subDiv=1.0, isLoop=False, isPoseMatch=False, isCollision=False,
isFastMove=False, wipeSubframe=True):
self.start_frame = startFrame
self.end_frame = endFrame
self.sub_div = subDiv
self.is_loop = isLoop
self.is_pose_match = isPoseMatch
self.is_fast_move = isFastMove
self.wipe_subframe = wipeSubframe
self.is_collision = isCollision
self.collision_planes_list = None
self.wind = None
class SpringData:
cur_position_locator = None
prev_position_locator = None
prev_grand_child_position_locator = None
_instances = WeakValueDictionary()
@property
def Count(self):
return len(self._instances)
def __init__(self, springMagic, spring, transform, child, grand_child, grand_parent):
# self.current_child_position
self._instances[id(self)] = self
self.springMagic = springMagic
self.spring = spring
self.parent = transform
self.child = child
self.grand_child = grand_child
self.grand_parent = grand_parent
self.child_position = get_translation(child)
self.grand_child_position = get_translation(grand_child) if grand_child else None
self.previous_child_position = self.child_position
self.rotation = get_rotation(transform)
self.up_vector = get_matrix(transform)[4:7]
transform_pos = get_translation(transform)
self.bone_length = springMath.distance(transform_pos, self.child_position)
self.has_child_collide = False
self.has_plane_collide = False
# create temporary locators use for aim constraint
if not SpringData.cur_position_locator:
SpringData.cur_position_locator = pm.spaceLocator(name='cur_position_locator')
if not SpringData.prev_position_locator:
SpringData.prev_position_locator = pm.spaceLocator(name='prev_position_locator')
if not SpringData.prev_grand_child_position_locator:
SpringData.prev_grand_child_position_locator = pm.spaceLocator(name='prev_grand_child_position_locator')
# Weight attribute to de/activate the aim constraint in pose match mode
self.pairblend_weight_attribute = None
self.aim_constraint = None
self.__create_child_proxy()
self.__prepare_animation_key()
self.__create_aim_constraint()
self.__init_pairblend_weight()
def __del__(self):
if self.Count == 0:
# print('Last Counter object deleted')
# delete temporary locators (useful, it's delete constraints at the same time)
pm.delete(SpringData.cur_position_locator, SpringData.prev_position_locator,
SpringData.prev_grand_child_position_locator)
SpringData.cur_position_locator = None
SpringData.prev_position_locator = None
SpringData.prev_grand_child_position_locator = None
# remove all spring nulls, add recursive incase name spaces
# pm.delete(pm.ls('*' + kNullSuffix + '*', recursive=1))
else:
# print(self.Count, 'Counter objects remaining')
pass
if self.child_proxy:
# remove spring nulls, add recursive incase name spaces
pm.delete(pm.ls('*' + self.child_proxy + '*', recursive=1))
def update(self, has_collision, has_hit_plane, child_pos_corrected):
# Update current transform with the new values
self.child_position = get_translation(self.child)
self.grand_child_position = get_translation(self.grand_child) if self.grand_child else None
self.previous_child_position = child_pos_corrected
self.rotation = get_rotation(self.parent)
self.up_vector = get_matrix(self.parent)[4:7]
self.has_child_collide = has_collision
self.has_plane_collide = has_hit_plane
def __create_child_proxy(self):
# create a null at child pos, then parent to obj parent for calculation
child_proxy_locator_name = self.parent.name() + kNullSuffix
child_proxy_list = pm.ls(child_proxy_locator_name)
if not child_proxy_list:
self.child_proxy = pm.spaceLocator(name=child_proxy_locator_name)
else:
self.child_proxy = child_proxy_list[0]
self.child_proxy.getShape().setAttr('visibility', False)
pm.parent(self.child_proxy, self.parent.getParent())
# pm.parent(child_proxy, self.grand_parent)
if not self.springMagic.is_pose_match:
self.child_proxy.setTranslation(self.child.getTranslation(space='world'), space='world')
self.child_proxy.setRotation(self.child.getRotation(space='world'), space='world')
def __prepare_animation_key(self):
if not self.springMagic.is_pose_match:
# remove exists keys
pm.cutKey(self.parent, time=(self.springMagic.start_frame, self.springMagic.end_frame + 0.99999))
pm.cutKey(self.child, time=(self.springMagic.start_frame, self.springMagic.end_frame + 0.99999))
# set key
pm.setKeyframe(self.parent, attribute='rotate')
if self.spring.extend != 0.0:
pm.setKeyframe(self.child, attribute='tx')
def __create_aim_constraint(self):
# Create a constraint per transform to speed up computation, not active yet (weight=0)
self.aim_constraint = pm.aimConstraint(SpringData.cur_position_locator, SpringData.prev_position_locator,
SpringData.prev_grand_child_position_locator, self.parent,
aimVector=[1, 0, 0], upVector=[0, 1, 0], maintainOffset=False, weight=0)
def __init_pairblend_weight(self):
# if transform rotation has no animation, set a key at start frame to force the creation of a pairblend when the aim constraint is created
for rotation_input in ['rx', 'ry', 'rz']:
rotation_connection = pm.listConnections(self.parent + '.' + rotation_input, d=False, s=True)
if not rotation_connection:
pm.setKeyframe(self.parent, attribute=rotation_input)
pairblends = pm.listConnections(self.parent, type="pairBlend", destination=True, skipConversionNodes=True)
# Find the pairblend connected to the aim constraint
for pairblend in pairblends:
connected_constraint_list = cmds.listConnections(pairblend.name(), type='constraint', destination=False)
if self.aim_constraint.name() in connected_constraint_list:
# Get pairblend weight connected attribute
# return [u'joint2.blendAim1')]
weight_attribute_list = cmds.listConnections(pairblend + '.weight', d=False, s=True, p=True)
if weight_attribute_list:
self.pairblend_weight_attribute = weight_attribute_list[0]
def set_pairblend_weight(self, blend_value):
if self.pairblend_weight_attribute:
pm.setAttr(self.pairblend_weight_attribute, blend_value)
def keyframe_child_proxy(self):
if self.child_proxy:
# Deactivate pairblend weight
# Aim constraint weight set to 0 is not enough, it paratizes the process
self.set_pairblend_weight(0.0)
self.child_proxy.setTranslation(self.child.getTranslation(space='world'), space='world')
pm.setKeyframe(self.child_proxy, attribute='translate')
self.child_proxy.setRotation(self.child.getRotation(space='world'), space='world')
pm.setKeyframe(self.child_proxy, attribute='rotate')
self.set_pairblend_weight(1.0)
def apply_inertia(self, currentChildPosition):
ratio = self.spring.ratio / self.springMagic.sub_div
inertia_offset = [0.0, 0.0, 0.0]
if self.spring.inertia > 0.0:
bone_ref_loc_offset_dir = currentChildPosition - self.child_position
bone_ref_loc_offset_distance = (
(bone_ref_loc_offset_dir) * (1 - ratio) * (1 - self.spring.inertia)).length()
inertia_offset = bone_ref_loc_offset_dir.normal() * (
bone_ref_loc_offset_distance / self.springMagic.sub_div)
# apply mass
force_direction = self.child_position - self.previous_child_position
force_distance = force_direction.length() * self.spring.inertia
# offset position
inertia_offset += force_direction.normal() * (force_distance / self.springMagic.sub_div)
return inertia_offset
def apply_wind(self, frame):
wind_offset = [0.0, 0.0, 0.0]
if self.springMagic.wind:
wind_max_force = self.springMagic.wind.getAttr('MaxForce')
wind_min_force = self.springMagic.wind.getAttr('MinForce')
wind_frequency = self.springMagic.wind.getAttr('Frequency')
mid_force = (wind_max_force + wind_min_force) / 2
# get source x - axis direction in world space
wind_direction = get_matrix(self.springMagic.wind)[:3]
# sDirection = sObj.getMatrix()[0][:3]
wind_direction = dt.Vector(wind_direction[0], wind_direction[1], wind_direction[2]).normal()
wind_distance = math.sin(frame * wind_frequency) * (wind_max_force - wind_min_force) + mid_force
# offset position
wind_offset = wind_direction.normal() * wind_distance
return wind_offset
def detect_collision(self, new_obj_pos, new_child_pos, capsule_list):
col_pre = col_cur = None
child_pos_corrected = self.child_position
if self.springMagic.is_collision and capsule_list:
if preCheckCollision(new_obj_pos, self.bone_length, capsule_list):
# check collision from previous pos to cur pos
col_pre, col_body_pre, hitCylinder_pre = springMath.checkCollision(new_child_pos, self.child_position,
capsule_list, True)
# check collision from cur pos to previous pos
col_cur, col_body_cur, hitCylinder_cur = springMath.checkCollision(new_child_pos, self.child_position,
capsule_list, False)
if col_pre and (col_cur is None):
new_child_pos = col_pre
elif col_cur and (col_pre is None):
child_pos_corrected = col_cur
elif col_pre and col_cur:
# move cur child pose to closest out point if both pre and cur pos are already inside of col body
# if distance(col_pre, new_child_pos) < distance(col_cur, new_child_pos):
mid_point = (self.child_position + new_child_pos) / 2
if springMath.distance(col_pre, mid_point) < springMath.distance(col_cur, mid_point):
new_child_pos = col_pre
else:
new_child_pos = col_cur
if self.springMagic.is_fast_move:
child_pos_corrected = new_child_pos
# # draw debug locator
# if col_pre and col_cur:
# locator1 = pm.spaceLocator(name=obj.name() + '_col_pre_locator_' + str(i))
# locator1.setTranslation(col_pre)
# locator1 = pm.spaceLocator(name=obj.name() + '_col_cur_locator_' + str(i))
# locator1.setTranslation(col_cur)
return True if col_pre or col_cur else False, new_child_pos, child_pos_corrected
def detect_plane_hit(self, new_obj_pos, new_child_pos, grand_parent_has_plane_collision):
has_hit_plane = False
if self.springMagic.is_collision and self.springMagic.collision_planes_list[0]:
collision_plane = self.springMagic.collision_planes_list[0]
has_plane_collision = springMath.checkPlaneCollision(new_obj_pos, new_child_pos, collision_plane)
if has_plane_collision or grand_parent_has_plane_collision:
new_child_pos = repeatMoveToPlane(self.parent, new_child_pos, self.child, collision_plane, 3)
has_hit_plane = True
return has_hit_plane, new_child_pos
# calculate upvector by interpolation y axis for twist
def compute_up_vector(self):
twist_ratio = self.spring.twist_ratio / self.springMagic.sub_div
cur_obj_yAxis = get_matrix(self.child_proxy)[4:7]
prev_up_vector = dt.Vector(self.up_vector[0], self.up_vector[1], self.up_vector[2]).normal()
cur_up_vector = dt.Vector(cur_obj_yAxis[0], cur_obj_yAxis[1], cur_obj_yAxis[2]).normal()
up_vector = (prev_up_vector * (1 - twist_ratio)) + (cur_up_vector * twist_ratio)
return up_vector
def aim_by_ratio(self, upVector, newChildPos, childPosCorrected):
ratio = self.spring.ratio / self.springMagic.sub_div
tension = self.spring.tension / (1.0 / (springMath.sigmoid(1 - self.springMagic.sub_div) + 0.5))
# print("obj: " + str(self.parent.name()))
# print("newChildPos: " + str(newChildPos))
# print("childPosCorrected: " + str(childPosCorrected))
# print("grand_child_position: " + str(self.grand_child_position))
# print("upVector: " + str(upVector))
# print("ratio: " + str(ratio))
# print("tension: " + str(tension))
SpringData.cur_position_locator.setTranslation(newChildPos)
SpringData.prev_position_locator.setTranslation(childPosCorrected)
pm.aimConstraint(self.parent, e=True, worldUpVector=upVector)
pm.aimConstraint(SpringData.cur_position_locator, self.parent, e=True, w=ratio)
pm.aimConstraint(SpringData.prev_position_locator, self.parent, e=True, w=1 - ratio)
if self.has_child_collide and self.grand_child_position and tension != 0:
SpringData.prev_grand_child_position_locator.setTranslation(self.grand_child_position)
pm.aimConstraint(SpringData.prev_grand_child_position_locator, self.parent, e=True, w=(1 - ratio) * tension)
pm.setKeyframe(self.parent, attribute='rotate')
pm.aimConstraint(SpringData.cur_position_locator, SpringData.prev_position_locator,
SpringData.prev_grand_child_position_locator, self.parent, e=True, w=0.0)
def extend_bone(self, childPosCorrected):
if self.spring.extend != 0.0:
child_translation = self.child.getTranslation()
# get length between bone pos and child pos
x2 = (childPosCorrected - get_translation(self.parent)).length()
x3 = (self.bone_length * (1 - self.spring.extend)) + (x2 * self.spring.extend)
self.child.setTranslation([x3, child_translation[1], child_translation[2]])
pm.setKeyframe(self.child, attribute='tx')
# else:
# self.child.setTranslation([self.bone_length, child_translation[1], child_translation[2]])
def createCollisionPlane():
# remove exist plane
collision_plane = get_node('*' + kCollisionPlaneSuffix + '*')
if collision_plane:
pm.delete(collision_plane)
collision_plane = pm.polyPlane(name="the" + kCollisionPlaneSuffix, sx=1, sy=1, w=10, h=10, ch=1)[0]
# one side display
pm.setAttr(collision_plane.doubleSided, False)
# lock scale
pm.setAttr(collision_plane.sx, lock=True)
pm.setAttr(collision_plane.sy, lock=True)
pm.setAttr(collision_plane.sz, lock=True)
pm.select(collision_plane)
def removeBody(clear=False):
cylinder_list = getCapsule(clear)
pm.delete(cylinder_list)
collision_plane = get_node('*' + kCollisionPlaneSuffix + '*')
if collision_plane:
pm.delete(collision_plane)
def addWindObj():
windCone = pm.cone(name=kWindObjectName)[0]
windCone.setScale([5, 5, 5])
pm.delete(windCone, constructionHistory=1)
# add wind attr
pm.addAttr(windCone, longName='MaxForce', attributeType='float')
pm.setAttr(windCone.name() + '.MaxForce', 1, e=1, keyable=1)
pm.addAttr(windCone, longName='MinForce', attributeType='float')
pm.setAttr(windCone.name() + '.MinForce', 0.5, e=1, keyable=1)
pm.addAttr(windCone, longName='Frequency', attributeType='float')
pm.setAttr(windCone.name() + '.Frequency', 1, e=1, keyable=1)
# pm.addAttr(windCone, longName='Wave', attributeType='float')
# pm.setAttr(windCone.name() + '.Wave', 0.5, e=1, keyable=1)
setWireShading(windCone, False)
pm.makeIdentity(apply=True)
windCone.setRotation([0, 0, 90])
def bindControls(linked_chains=False):
selected_ctrls = pm.ls(sl=True)
pm.select(clear=True)
# The chains are linked, we can sort them
if linked_chains:
# Create list for every ctrls chains
# ie [[ctrl1, ctrl1.1, ctrl1.2], [ctrl2, ctrl2.1, ctrl2.2, ctrl2.3]]
all_ctrls_descendants_list = pm.listRelatives(selected_ctrls, allDescendents=True)
top_hierarchy_ctrls_list = [x for x in selected_ctrls if x not in all_ctrls_descendants_list]
ctrls_chains_list = [[x] + [y for y in pm.listRelatives(x, allDescendents=True) if y in selected_ctrls][::-1]
for x in top_hierarchy_ctrls_list]
# No sorting possible because the controlers have no lineage
else:
ctrls_chains_list = [selected_ctrls]
proxy_joint_chain_list = []
for ctrls_list in ctrls_chains_list:
proxy_joint_list = []
for ctrl in ctrls_list:
# create proxy joint in ctrl world position
ctrl_position = pm.xform(ctrl, worldSpace=1, rp=1, q=1)
proxyJoint = pm.joint(name=ctrl.name() + kSpringProxySuffix, position=ctrl_position, radius=0.2, roo='xyz')
proxy_joint_list.append(proxyJoint)
for joint in proxy_joint_list:
# set joint orientation
pm.joint(joint, edit=1, orientJoint='xyz', zeroScaleOrient=True)
# Straight bones alignment
joint.setRotation([0, 0, 0])
joint.setAttr('rotateAxis', [0, 0, 0])
joint.setAttr('jointOrient', [0, 0, 0])
# Free rotation (move rotation values to joint orient values)
# pm.makeIdentity(proxy_joint_list[idx], apply=True, t=False, r=True, s=False, pn=True)
if proxy_joint_list:
# parent root proxy joint to control parent
pm.parent(proxy_joint_list[0], ctrls_list[0].getParent())
# Necessary to start a new joint chain
pm.select(clear=True)
proxy_joint_chain_list += [proxy_joint_list]
for idx, joint in enumerate(proxy_joint_list[:-1]):
# orient joint chain
cns = pm.aimConstraint(ctrls_list[idx + 1], proxy_joint_list[idx], aimVector=[1, 0, 0], upVector=[0, 0, 0],
worldUpVector=[0, 1, 0], skip='x')
pm.delete(cns)
for idx, joint in enumerate(proxy_joint_list):
pm.parentConstraint(proxy_joint_list[idx], ctrls_list[idx], maintainOffset=True)
pm.select(proxy_joint_chain_list)
def clearBind(startFrame, endFrame):
proxyJointLst = pm.ls(sl=True)
pm.select(d=True)
ctrlList = []
for bone in proxyJointLst:
ctrl = pm.ls(bone.name().split(kSpringProxySuffix)[0])[0]
ctrlList.append(ctrl)
if ctrlList:
pm.bakeResults(*ctrlList, t=(startFrame, endFrame))
pm.delete(proxyJointLst)
def bindPose():
pm.runtime.GoToBindPose()
# Prepare all information to call SpringMagicMaya function
def startCompute(spring, springMagic, progression_callback=None):
autokeyframe_state = cmds.autoKeyframe(query=True, state=True)
cmds.autoKeyframe(state=False)
# get selection obj
objs = pm.ls(sl=True)
# check objects validity
for obj in objs:
# has duplicate name obj
nameCntErr = (len(pm.ls(obj.name())) > 1)
# is a duplicate obj
nameValidErr = (obj.name().find('|') > 0)
if nameCntErr or nameValidErr:
raise ValueError(obj.name() + ' has duplicate name object! Stopped!')
obj_translation = obj.getTranslation()
if (obj_translation[0] < 0 or abs(obj_translation[1]) > 0.001 or abs(
obj_translation[2]) > 0.001) and obj.getParent() and (obj.getParent() in objs):
pm.warning(obj.getParent().name() + "'s X axis not point to child! May get broken result!")
# Search for collision objects
if springMagic.is_collision:
springMagic.collision_planes_list = [get_node('*' + kCollisionPlaneSuffix + '*')]
# Search for a wind object
if pm.ls(kWindObjectName):
springMagic.wind = pm.ls(kWindObjectName)[0]
SpringMagicMaya(objs, spring, springMagic, progression_callback)
cmds.autoKeyframe(state=autokeyframe_state)
# @decorators.viewportOff
@decorators.gShowProgress(status="SpringMagic does his magic")
def SpringMagicMaya(objs, spring, springMagic, progression_callback=None):
# on each frame go through all objs and do:
# 1. make a vectorA from current obj position to previous child position
# 2. make a vectorB from current obj position to current child position
# 3. calculate the angle between two vectors
# 4. rotate the obj towards vectorA base on spring value
start_frame = springMagic.start_frame
end_frame = springMagic.end_frame
sub_div = springMagic.sub_div
# remove all spring nulls, add recursive incase name spaces
pm.delete(pm.ls('*' + kNullSuffix + '*', recursive=True))
# get all capsules in scene
capsule_list = getCapsule(True) if springMagic.is_collision else None
if progression_callback:
progression_callback(0)
# Save object previous frame information in a ordered dict
spring_data_dict = OrderedDict()
# Initialize data on the first frame
pm.currentTime(start_frame, edit=True)
# Create a list of objects chains
# ie [[nt.Joint(u'joint1'), nt.Joint(u'joint2'), nt.Joint(u'joint4')], [nt.Joint(u'joint7'), nt.Joint(u'joint8'), nt.Joint(u'joint10')]]
all_joints_descendants_list = pm.listRelatives(objs, allDescendents=True, type='transform')
top_hierarchy_joints_list = [x for x in objs if x not in all_joints_descendants_list]
# transforms_chains_list = map(lambda x: [x] + [y for y in pm.listRelatives(x, allDescendents=True) if y in objs][::-1], top_hierarchy_joints_list)
# Deal with the specific case of root bone with no parent.
# The root bone is considered the driver, so we remove it from the calculation.
transforms_chains_list = [
([x] if x.getParent() else []) + [y for y in pm.listRelatives(x, allDescendents=True) if y in objs][::-1] for x
in top_hierarchy_joints_list]
# Remove empty lists
transforms_chains_list = [x for x in transforms_chains_list if x != []]
# Create progression bar generator values
number_of_progession_step = 0
if springMagic.is_pose_match:
number_of_progession_step += end_frame - start_frame + 1
if springMagic.is_loop:
# Doesn't process the first frame on the first loop
number_of_progession_step += ((end_frame - start_frame) * 2 + 1) * sub_div
else:
# Doesn't process the first frame
number_of_progession_step += (end_frame - start_frame) * sub_div
progression_increment = 100.0 / number_of_progession_step
progression_generator = frange(progression_increment, 100.0 + progression_increment, progression_increment)
# Create spring data for each transforms at start frame
for transforms_chain in transforms_chains_list:
if SpringMagicMaya.isInterrupted():
break
transforms_cycle = cycle(transforms_chain)
# Prime the pump
parent = first_transform = next(transforms_cycle)
grand_parent = parent.getParent()
child = next(transforms_cycle)
grand_child = next(transforms_cycle)
# skip end bone
for transform in transforms_chain[:-1]:
if SpringMagicMaya.isInterrupted():
break
# End of cycle iteration
if grand_child == first_transform:
grand_child = None
spring_data_dict[parent.name()] = SpringData(springMagic, spring, parent, child, grand_child, grand_parent)
grand_parent, parent, child, grand_child = parent, child, grand_child, next(transforms_cycle)
# Save joints position over timeline
# Parse timeline just one time
if springMagic.is_pose_match:
for frame in range(0, end_frame - start_frame + 1):
if SpringMagicMaya.isInterrupted():
break
pm.currentTime(start_frame + frame, edit=True)
for spring_data in list(spring_data_dict.values()):
if not SpringMagicMaya.isInterrupted():
spring_data.keyframe_child_proxy()
progression = next(progression_generator)
progression = clamp(progression, 0, 100)
if progression_callback:
progression_callback(progression)
SpringMagicMaya.progress(progression)
# Generate frame index
# Skip first frame on first calculation pass
frame_increment = 1.0 / sub_div
frame_generator = frange(frame_increment, end_frame - start_frame + frame_increment, frame_increment)
# On second calculation pass compute first frame
if springMagic.is_loop:
frame_generator = chain(frame_generator, frange(0, end_frame - start_frame + frame_increment, frame_increment))
for frame in frame_generator:
# print('Frame: ' + str(frame))
if SpringMagicMaya.isInterrupted():
break
pm.currentTime(start_frame + frame, edit=True)
for previous_frame_spring_data in list(spring_data_dict.values()):
if SpringMagicMaya.isInterrupted():
break
grand_parent_spring_data = None
if previous_frame_spring_data.grand_parent and previous_frame_spring_data.grand_parent.name() in list(
spring_data_dict.keys()):
grand_parent_spring_data = spring_data_dict[previous_frame_spring_data.grand_parent.name()]
# get current position of parent and child
parent_pos = get_translation(previous_frame_spring_data.parent)
# print("obj: " + str(previous_frame_spring_data.parent.name()))
new_child_pos = get_translation(previous_frame_spring_data.child_proxy)
# Apply inertia
new_child_pos += previous_frame_spring_data.apply_inertia(new_child_pos)
# apply wind
new_child_pos += previous_frame_spring_data.apply_wind(start_frame + frame)
# detect collision
has_collision, new_child_pos, child_pos_corrected = previous_frame_spring_data.detect_collision(parent_pos,
new_child_pos,
capsule_list)
# detect plane collision
grand_parent_has_plane_collision = False
if grand_parent_spring_data:
grand_parent_has_plane_collision = grand_parent_spring_data.has_plane_collide
has_hit_plane, new_child_pos = previous_frame_spring_data.detect_plane_hit(parent_pos, new_child_pos,
grand_parent_has_plane_collision)
# calculate upvector by interpolation y axis for twist
up_vector = previous_frame_spring_data.compute_up_vector()
# apply aim constraint to do actual rotation
previous_frame_spring_data.aim_by_ratio(up_vector, new_child_pos, child_pos_corrected)
# Extend bone if needed (update child translation)
previous_frame_spring_data.extend_bone(child_pos_corrected)
# Update current transform with the new values
previous_frame_spring_data.update(has_collision, has_hit_plane, child_pos_corrected)
# Update the grand parent has_child_collide value
if grand_parent_spring_data:
grand_parent_spring_data.has_child_collide = has_collision
progression = next(progression_generator)
progression = clamp(progression, 0, 100)
if progression_callback:
progression_callback(progression)
SpringMagicMaya.progress(progression)
# bake result on frame
if springMagic.wipe_subframe and not SpringMagicMaya.isInterrupted():
transform_to_bake_list = [spring_data.parent for spring_data in list(spring_data_dict.values())]
# Deactivate all pairblend otherwise bake doesn't work with animation layers
for spring_data in list(spring_data_dict.values()):
spring_data.set_pairblend_weight(0.0)
bakeAnim(transform_to_bake_list, start_frame, end_frame)
def bakeAnim(objList, startFrame, endFrame):
pm.bakeResults(
objList,
t=(startFrame, endFrame),
sampleBy=1,
disableImplicitControl=False,
preserveOutsideKeys=True,
sparseAnimCurveBake=False,
removeBakedAttributeFromLayer=False,
bakeOnOverrideLayer=False,
minimizeRotation=True,
shape=False,
simulation=False)
SM_boneTransformDict = {}
def copyBonePose():
global SM_boneTransformDict
for obj in pm.ls(sl=True):
SM_boneTransformDict[obj] = [obj.getTranslation(), obj.getRotation()]
def pasteBonePose():
global SM_boneTransformDict
for obj in pm.ls(sl=True):
if obj in list(SM_boneTransformDict.keys()):
logging.debug(SM_boneTransformDict[obj][0])
obj.setTranslation(SM_boneTransformDict[obj][0])
obj.setRotation(SM_boneTransformDict[obj][1])
def preCheckCollision(objPos, objLength, capsuleList):
# print('objPos:' + str(objPos))
# print('objLength:' + str(objLength))
# pre check bone length compare with collision body radius
# will improve performance if bone is far from capsule
for capsule in capsuleList:
capsule_children_list = pm.listRelatives(capsule, children=1, type='transform')
p = capsule_children_list[0].getTranslation(space='world')
q = capsule_children_list[1].getTranslation(space='world')
r = capsule.getAttr('scaleZ')
bone_to_capsule_distance = springMath.dist_to_line(p, q, objPos)
# print('p:' + str(p))
# print('q:' + str(q))
# print('r:' + str(r))
# print('boneToCapsuleDistance:' + str(bone_to_capsule_distance))
# means close enough to have a hit change
if bone_to_capsule_distance < objLength + r:
return True
return False
def repeatMoveToPlane(obj, objPos, objTarget, colPlane, times):
# Y axis direction of plane
n = dt.Vector(get_matrix(colPlane)[4:7])
q = get_translation(colPlane)
d = n.dot(q)
# for i in range(times):
# pt = objPos
# obj.setTranslation(proj_pt_to_plane(pt, n, d), space='world')
# if (i + 1) != times:
# obj.setTranslation(get_translation(objTarget), space='world')
pt = objPos
outPos = springMath.proj_pt_to_plane(pt, n, d)
return outPos
def setWireShading(obj, tmp):
obj.getShape().overrideEnabled.set(True)
obj.getShape().overrideShading.set(False)
if tmp:
obj.getShape().overrideDisplayType.set(1)
def addCapsuleSphereConstraint(sphereObj):
# create a locator and make sphere follow it
locator = pm.spaceLocator(name=sphereObj.name() + '_locator' + kCapsuleNameSuffix)
locator.setTranslation(sphereObj.getTranslation())
locator.setRotation(sphereObj.getRotation())
locator.getShape().setAttr('visibility', False)
pm.parentConstraint(locator, sphereObj)
return locator
def createCapsuleGeometry(size):
# create geometry
cylinder, cylinder_history = pm.cylinder(radius=size, sections=8, heightRatio=3)
pm.rename(cylinder.name(), cylinder.name() + kCapsuleNameSuffix)
sphereA, sphereA_history = pm.sphere(radius=size, endSweep=180, sections=4)
pm.rename(sphereA.name(), sphereA.name() + kCapsuleNameSuffix)
sphereB, sphereB_history = pm.sphere(radius=size, endSweep=180, sections=4)
pm.rename(sphereB.name(), sphereB.name() + kCapsuleNameSuffix)
# set to wireframe shader
setWireShading(cylinder, False)
setWireShading(sphereA, True)
setWireShading(sphereB, True)
# build a capsule with geometry
cylinder.setAttr('rotateZ', 90)
sphereA.setAttr('translateY', -1.5 * size)
sphereB.setAttr('rotateZ', 180)
sphereB.setAttr('translateY', 1.5 * size)
# add constrain
locatorA = addCapsuleSphereConstraint(sphereA)
locatorB = addCapsuleSphereConstraint(sphereB)
pm.parent(locatorA, cylinder)
pm.parent(locatorB, cylinder)
pm.parent(sphereA, cylinder)
pm.parent(sphereB, cylinder)
sphereA.setAttr('inheritsTransform', False)
sphereB.setAttr('inheritsTransform', False)
pm.connectAttr(cylinder.scaleY, (sphereA_history.name() + '.radius'))
pm.connectAttr(cylinder.scaleY, (sphereB_history.name() + '.radius'))
pm.connectAttr(cylinder.scaleY, cylinder.scaleZ)
return cylinder
def getCapsule(getAll):
if getAll:
nurbsTransLst = pm.ls(type='transform')
else:
nurbsTransLst = pm.ls(sl=True)
nurbsSurfaceLst = []
for obj in nurbsTransLst:
if obj.getShape() and (pm.nodeType(obj.getShape()) == 'nurbsSurface'):
nurbsSurfaceLst.append(obj)
cylinderLst = []
for obj in nurbsTransLst:
if 'ylinder' in obj.name() and kCapsuleNameSuffix in obj.name():
cylinderLst.append(obj)
return cylinderLst
def addCapsuleBody():
# create capsule body for collision
# place capsule at ori point of nothing selected in scene
# place capsule match with object position and rotation if select scene object
collisionBoneList = []
objs = pm.ls(sl=True)
for obj in objs:
children = pm.listRelatives(obj, children=1)
# only add capsule to the obj which has child
if children:
collisionBoneList.append([obj, children[0]])
if collisionBoneList:
for couple in collisionBoneList:
baseBone = couple[0]
endBone = couple[1]
capsule = createCapsuleGeometry(1)
pm.parent(capsule, baseBone)
# match capsule to bone
endBoneTrans = endBone.getTranslation()
capsule.setTranslation(endBoneTrans * 0.5)
capsule.setAttr('scaleX', endBoneTrans[0] / 3)
capsule.setAttr('scaleY', endBoneTrans[0] / 3)
cns = pm.aimConstraint(endBone, capsule, aimVector=[1, 0, 0])
pm.delete(cns)
else:
capsule = createCapsuleGeometry(1)
capsule.setAttr('scaleX', 10)
capsule.setAttr('scaleY', 10)
pm.select(clear=1)

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import maya.mel as mel
import maya.cmds as cmds
from functools import wraps
# -----------------------------------------------------------------------------
# Decorators
# -----------------------------------------------------------------------------
def viewportOff(func):
"""
Decorator - turn off Maya display while func is running.
if func will fail, the error will be raised after.
"""
@wraps(func)
def wrap(*args, **kwargs):
# Turn $gMainPane Off:
mel.eval("paneLayout -e -manage false $gMainPane")
# Decorator will try/except running the function.
# But it will always turn on the viewport at the end.
# In case the function failed, it will prevent leaving maya viewport off.
try:
return func(*args, **kwargs)
except Exception:
raise # will raise original error
finally:
mel.eval("paneLayout -e -manage true $gMainPane")
return wrap
class gShowProgress(object):
"""
Function decorator to show the user (progress) feedback.
@usage
import time
@gShowProgress(end=10)
def createCubes():
for i in range(10):
time.sleep(1)
if createCubes.isInterrupted(): break
iCube = cmds.polyCube(w=1,h=1,d=1)
cmds.move(i,i*.2,0,iCube)
createCubes.step()
"""
def __init__(self, status='Busy...', start=0, end=100, interruptable=True):
import maya.mel
self.mStartValue = start
self.mEndValue = end
self.mStatus = status
self.mInterruptable = interruptable
self.mMainProgressBar = maya.mel.eval('$tmp = $gMainProgressBar')
def step(self, inValue=1):
"""Increase step
@param inValue (int) Step value"""
cmds.progressBar(self.mMainProgressBar, edit=True, step=inValue)
def progress(self, inValue):
"""Set progression value
@param inValue (int) Progress value"""
cmds.progressBar(self.mMainProgressBar, edit=True, progress=inValue)
def isInterrupted(self):
"""Check if the user has interrupted the progress
@return (boolean)"""
return cmds.progressBar(self.mMainProgressBar, query=True, isCancelled=True)
def start(self):
"""Start progress"""
cmds.waitCursor(state=True)
cmds.progressBar(
self.mMainProgressBar,
edit=True,
beginProgress=True,
isInterruptable=self.mInterruptable,
status=self.mStatus,
minValue=self.mStartValue,
maxValue=self.mEndValue)
cmds.refresh()
def end(self):
"""Mark the progress as ended"""
cmds.progressBar(self.mMainProgressBar, edit=True, endProgress=True)
cmds.waitCursor(state=False)
def __call__(self, inFunction):
"""
Override call method
@param inFunction (function) Original function
@return (function) Wrapped function
@description
If there are decorator arguments, __call__() is only called once,
as part of the decoration process! You can only give it a single argument,
which is the function object.
"""
def wrapped_f(*args, **kwargs):
# Start progress
self.start()
# Call original function
inFunction(*args, **kwargs)
# End progress
self.end()
# Add special methods to the wrapped function
wrapped_f.step = self.step
wrapped_f.progress = self.progress
wrapped_f.isInterrupted = self.isInterrupted
# Copy over attributes
wrapped_f.__doc__ = inFunction.__doc__
wrapped_f.__name__ = inFunction.__name__
wrapped_f.__module__ = inFunction.__module__
# Return wrapped function
return wrapped_f

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#####################################################################################
#
# Spring Magic for Maya
#
# Calculate bone chain animation by settings, support collisions and wind force
# Can work with rigging controller as well
#
# Need pringMagic.ui file to work with
# This script need also icon file support, which should be put in same folder
#
# feel free to mail me redtank@outlook.com for any bug or issue
#
# Yanbin Bai
# 2021.02
#
#####################################################################################
3.5a
- Fix bug tension calculation introduced in the 3.5 (Benoit Degand)
- Fix bug inertia calculation introduced in the 3.5 (Benoit Degand)
- Clarify code splitting source code in class and methods (Benoit Degand)
3.5
- Apply PEP8 coding format (Benoit Degand)
- Add possiblity to cancel the operation (Esc) (Benoit Degand)
- Increase speed (x2), avoiding locators and aim constraints intensive creation/deletion (Benoit Degand)
- Fragment source code in several files (Benoit Degand)
- Pose Match default off
3.4b
- fix collision bug
3.4a
- fix wind bug
3.4
- add plane collision
- add pose match
3.3
- add inertia effect
3.2
- fix wind effect cannot set key issue
3.1
- add bind controller
- add wind
- add flex setting
- improve performance
- fix twist bug
- add capsule icon
- seperate skinTools to spring magic and skin magic
3.0
- re-write spring magic to improve performance
- add capsule collision for spring magic
- add donate page
2.7.8
- fix script stop working issue cause by highend3d.com changed their web page
2.7.7
- add time out for update checking in case of network issue
2.7.6
- fix spring magic calculation issue on MAYA 2016
- update UI for MAYA 2016
Thanks for all the help from Nobuyuki Kobayashi nobuyuki@unity3d.com
2.7.5
- add floor collision to spring magic
2.7
- Add spring magic

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from .import ui as ui
def main(*args, **kwargs):
widget = ui.SpringMagicWidget()
widget.show()
if __name__ == "__main__":
import springmagic
with springmagic.app():
springmagic.main()

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from os import path
import compileall
import sys, types
def recompile(modulename):
"""Recompile the given module, its directory's contents!"""
myScriptPath = sys.modules[modulename.__name__].__path__[0]
if path.isdir(myScriptPath):
compileall.compile_dir(myScriptPath, force=True)
def reload_module(modulename):
"""Reload the given module and all children"""
# Get a reference to each loaded module
loaded_modules = dict([(key, value) for key, value in list(sys.modules.items())
if key.startswith(modulename.__name__) and
isinstance(value, types.ModuleType)])
# Delete references to these loaded modules from sys.modules
for key in loaded_modules:
del sys.modules[key]
# Load each of the modules again
# Make old modules share state with new modules
for key in loaded_modules:
print('re-loading %s' % key)
newmodule = __import__(key)
oldmodule = loaded_modules[key]
oldmodule.__dict__.clear()
oldmodule.__dict__.update(newmodule.__dict__)
def refresh(modulename):
recompile(modulename)
reload_module(modulename)

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import sys
import os
import inspect
def main():
# Add SprinMagic path to PYTHON_PATH
script_name = inspect.getframeinfo(inspect.currentframe()).filename
script_path = os.path.dirname(os.path.abspath(script_name))
path_name = os.path.dirname(script_path)
if os.path.exists(path_name) and path_name not in sys.path:
sys.path.append(path_name)
# Import SpringMagic module
# Recompile SpringMagic module if modification has been made
from . import main as app
from . import mkDevTools as dev
import springmagic
dev.refresh(springmagic)
# Launch SpringMagic
app.main()
# Remove SprinMagic path from PYTHON_PATH
sys.path.remove(path_name)

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import math
import pymel.core as pm
import pymel.core.datatypes as dt
def sigmoid(x):
return 1 / (1 + math.exp(-x))
def distance(a, b):
return (b - a).length()
def lerp_vec(a, b, t):
return (a * (1 - t)) + (b * t)
def dist_to_plane(pt, n, d):
return n.dot(pt) - (d / n.dot(n))
def dist_to_line(a, b, p):
ap = p - a
ab = b - a
result = a + ((ap.dot(ab) / ab.dot(ab)) * ab)
return distance(result, p)
def is_same_side_of_plane(pt, test_pt, n, d):
d1 = math.copysign(1, dist_to_plane(pt, n, d))
d2 = math.copysign(1, dist_to_plane(test_pt, n, d))
# print(pt, test_pt, d1, d2)
return d1 * d2 == 1.0
def proj_pt_to_plane(pt, n, d):
t = n.dot(pt) - d
return (pt - (n * t))
def pt_in_sphere(pt, c, r):
return (pt - c).length() <= r
def pt_in_cylinder(pt, p, q, r):
n = (q - p).normal()
d = n.dot(p)
if not is_same_side_of_plane(pt, (p + q) / 2.0, n, d):
return False
n = (q - p).normal()
d = n.dot(q)
if not is_same_side_of_plane(pt, (p + q) / 2.0, n, d):
return False
proj_pt = proj_pt_to_plane(pt, n, d)
# logging("proj_pt", proj_pt)
# logging("q", q)
# logging("distance(proj_pt, q)", distance(proj_pt, q))
return distance(proj_pt, q) <= r
def segment_sphere_isect(sa, sb, c, r):
NotFound = (False, None)
p = sa
d = (sb - sa).normal()
m = p - c
b = m.dot(d)
c = m.dot(m) - r * r
if c > 0.0 and b > 0.0:
return NotFound
discr = b * b - c
if discr < 0.0:
return NotFound
t = -b - math.sqrt(discr)
if t < 0.0:
return NotFound
dist = distance(sa, sb)
q = p + d * t
return ((t >= 0 and t <= dist), q)
def segment_cylinder_isect(sa, sb, p, q, r):
SM_EPSILON = 1e-6
d = q - p
m = sa - p
n = sb - sa
md = m.dot(d)
nd = n.dot(d)
dd = d.dot(d)
NotFound = (False, None)
if md < 0 and md + nd < 0:
return NotFound
if md > dd and md + nd > dd:
return NotFound
nn = n.dot(n)
mn = m.dot(n)
a = dd * nn - nd * nd
k = m.dot(m) - r * r
c = dd * k - md * md
if abs(a) < SM_EPSILON:
if c > 0:
return NotFound
if md < 0:
t = -mn / nn
elif md > dd:
t = (nd - mn) / nn
else:
t = 0
return (True, lerp_vec(sa, sb, t))
b = dd * mn - nd * md
discr = b * b - a * c
if discr < 0:
return NotFound
t = (-b - math.sqrt(discr)) / a
if t < 0.0 or t > 1.0:
return NotFound
if (md + t * nd < 0.0):
if nd <= 0.0:
return NotFound
t = -md / nd
return (k + 2 * t * (mn + t * nn) <= 0.0, lerp_vec(sa, sb, t))
elif md + t * nd > dd:
if nd >= 0.0:
return NotFound
t = (dd - md) / nd
return (k + dd - 2 * md + t * (2 * (mn - nd) + t * nn) <= 0.0, lerp_vec(sa, sb, t))
return (True, lerp_vec(sa, sb, t))
def pt_in_capsule(pt, p, q, r):
return pt_in_cylinder(pt, p, q, r) or pt_in_sphere(pt, p, r) or pt_in_sphere(pt, q, r)
def segment_capsule_isect(sa, sb, p, q, r):
# sa = dt.Vector()
# ray start point pos vector
# sb = dt.Vector()
# ray end point pos vector
# p = dt.Vector()
# capsle one sphere tip pos
# q = dt.Vector()
# capsle another sphere tip pos
# r = float
# radio of capsle sphere
if pt_in_capsule(sa, p, q, r):
if pt_in_capsule(sb, p, q, r):
# both inside. extend sb to get intersection
newb = sa + (sb - sa).normal() * 200.0
sa, sb = newb, sa
else:
sb, sa = sa, sb
# d = (sb - sa).normal()
i1 = segment_sphere_isect(sa, sb, p, r)
i2 = segment_sphere_isect(sa, sb, q, r)
i3 = segment_cylinder_isect(sa, sb, p, q, r)
dist = float('inf')
closest_pt = None
hit = False
hitCylinder = False
for i in [i1, i2, i3]:
if i[0]:
hit = True
pt = i[1]
if distance(sa, pt) < dist:
closest_pt = pt
dist = min(dist, distance(sa, pt))
# draw_locator(i1[2], 'i1')
return (hit, closest_pt, hitCylinder)
def checkCollision(cur_pos, pre_pos, capsuleLst, isRevert):
# calculate collision with all the capsule in scene
if isRevert:
sa = cur_pos
sb = pre_pos
else:
sb = cur_pos
sa = pre_pos
isHited = False
closest_pt_dict = {}
for obj in capsuleLst:
objChildren = pm.listRelatives(obj, children=1, type='transform')
p = objChildren[0].getTranslation(space='world')
q = objChildren[1].getTranslation(space='world')
r = obj.getAttr('scaleZ') * 1
hit, closest_pt, hitCylinder = segment_capsule_isect(sa, sb, p, q, r)
if hit:
isHited = True
closest_pt_dict[obj.name()] = [obj, closest_pt]
# drawDebug_box(closest_pt)
if isHited:
pt_length = 9999
closest_pt = None
col_obj = None
for pt in list(closest_pt_dict.keys()):
lLength = (closest_pt_dict[pt][1] - pre_pos).length()
if lLength < pt_length:
pt_length = lLength
closest_pt = closest_pt_dict[pt][1]
col_obj = closest_pt_dict[pt][0]
# return col pt and col_body speed
return closest_pt, col_obj, hitCylinder
else:
return None, None, None
def ckeckPointInTri(pos, pa, pb, pc):
ra = math.acos(((pa - pos).normal()).dot((pb - pos).normal()))
ra = dt.degrees(ra)
rb = math.acos(((pb - pos).normal()).dot((pc - pos).normal()))
rb = dt.degrees(rb)
rc = math.acos(((pc - pos).normal()).dot((pa - pos).normal()))
rc = dt.degrees(rc)
return (abs(ra + rb + rc) > 359)
def getVertexPositions(obj):
vertex_positions_list = []
for vertex in obj.vtx:
vertex_positions_list.append(vertex.getPosition(space='world'))
return vertex_positions_list
def checkPlaneCollision(objPos, childPos, colPlane):
v_coords = getVertexPositions(colPlane)
collision_plane_matrix = pm.xform(colPlane, worldSpace=1, matrix=1, q=1)
n = dt.Vector(collision_plane_matrix[4:7]) # Y axis direction of plane
q = v_coords[1]
d = n.dot(q)
# get obj distance to plane
toPlaneDistance = dist_to_plane(objPos, n, d)
toPlaneDistance_child = dist_to_plane(childPos, n, d)
# child projection position on plane
projectPos_child = proj_pt_to_plane(childPos, n, d)
inPlane = False
if ckeckPointInTri(projectPos_child, v_coords[0], v_coords[1], v_coords[2]):
inPlane = True
elif ckeckPointInTri(projectPos_child, v_coords[3], v_coords[1], v_coords[2]):
inPlane = True
# bone above plane and bone child under plane and child project point on plane
# means has collision with plane
if (toPlaneDistance > 0) and (toPlaneDistance_child < 0) and inPlane:
return projectPos_child
else:
return None

View File

@@ -0,0 +1,460 @@
import os
import time
import inspect
import webbrowser
import urllib.request, urllib.error, urllib.parse
import random
import datetime
import maya.mel as mel
import pymel.core as pm
from . import core as core
from shutil import copyfile
kSpringMagicVersion = 30500
scriptName = inspect.getframeinfo(inspect.currentframe()).filename
scriptPath = os.path.dirname(os.path.abspath(scriptName))
# Parameter Initialization
ui_file = scriptPath + os.sep + 'springMagic.ui'
# Constants
kVimeoLink = r''
kYoutubeLink = r'https://animbai.com/2017/10/14/skintools-tutorials/'
kUpdateLink = r'https://animbai.com/category/download/'
kVersionCheckLink = r'http://animbai.com/skintoolsver/'
kOldPersonalLink = r'http://www.scriptspot.com/3ds-max/scripts/spring-magic'
def widgetPath(windowName, widgetNames):
"""
@param windowName: Window instance name to search
@param widgetNames: list of names to search for
"""
returnDict = {}
mayaWidgetList = pm.lsUI(dumpWidgets=True)
for widget in widgetNames:
for mayaWidget in mayaWidgetList:
if windowName in mayaWidget:
if mayaWidget.endswith(widget):
returnDict[widget] = mayaWidget
return returnDict
class SpringMagicWidget():
def __init__(self, *args, **kwargs):
self.init()
def init(self):
try:
pm.deleteUI(self.ui)
except Exception:
pass
# title = pm.window(pm.loadUI(ui_file = ui_file))
self.ui = pm.loadUI(f=ui_file)
ui_widget_list = [
'main_progressBar',
'main_processLabel',
'main_textEdit',
'main_lang_id',
'spring_language_list',
'springSpring_lineEdit',
'springSubs_lineEdit',
'springXspring_lineEdit',
'springTension_lineEdit',
'springExtend_lineEdit',
'springInertia_lineEdit',
'springSubDiv_lineEdit',
'springLoop_checkBox',
'springPoseMatch_checkBox',
'springClearSubFrame_checkBox',
'springFrom_lineEdit',
'springEnd_lineEdit',
'springActive_radioButton',
'springFrom_radioButton',
# 'springUpAxis_comboBox',
'springApply_Button',
'springCapsule_checkBox',
'springFastMove_checkBox',
'springFloor_checkBox',
'springFloor_lineEdit',
'springBindPose_button',
'springStraight_button',
'springCopy_button',
'springPaste_button',
# 'donateBitcoin_lineEdit',
'miscUpdate_pushButton',
'springAddBody_Button',
'springClearBody_Button',
'springAddPlane_Button',
'springAddWindCmd',
'springBind_Button',
'springBake_Button',
'shelf_button',
'vimeo_pushButton',
'language_button',
'statusbar',
'springWind_Button']
self.uiObjects = widgetPath(self.ui, ui_widget_list)
# Main UI
self.main_progressBar = pm.progressBar(self.uiObjects['main_progressBar'], edit=True)
self.main_processLabel = pm.text(self.uiObjects['main_processLabel'], edit=True)
self.main_lineEdit = pm.ui.PyUI(self.uiObjects['main_textEdit'], edit=True)
self.lang_id = pm.text(self.uiObjects['main_lang_id'], edit=True)
self.language_list = pm.textScrollList(self.uiObjects['spring_language_list'], edit=True,
selectCommand=self.languageSelectedCmd, visible=False)
self.spring_lineEdit = pm.textField(self.uiObjects['springSpring_lineEdit'], edit=True,
changeCommand=self.springRatioChangeCmd)
self.subs_lineEdit = pm.textField(self.uiObjects['springSubs_lineEdit'], edit=True)
self.Xspring_lineEdit = pm.textField(self.uiObjects['springXspring_lineEdit'], edit=True,
changeCommand=self.twistChangeCmd)
self.tension_lineEdit = pm.textField(self.uiObjects['springTension_lineEdit'], edit=True,
changeCommand=self.tensionChangeCmd)
self.extend_lineEdit = pm.textField(self.uiObjects['springExtend_lineEdit'], edit=True,
changeCommand=self.extendChangeCmd)
self.inertia_lineEdit = pm.textField(self.uiObjects['springInertia_lineEdit'], edit=True,
changeCommand=self.inertiaChangeCmd)
self.sub_division_lineEdit = pm.textField(self.uiObjects['springSubDiv_lineEdit'], edit=True,
changeCommand=self.subDivChangeCmd)
self.loop_checkBox = pm.checkBox(self.uiObjects['springLoop_checkBox'], edit=True)
self.pose_match_checkBox = pm.checkBox(self.uiObjects['springPoseMatch_checkBox'], edit=True)
self.clear_subframe_checkBox = pm.checkBox(self.uiObjects['springClearSubFrame_checkBox'], edit=True)
self.from_lineEdit = pm.textField(self.uiObjects['springFrom_lineEdit'], edit=True)
self.end_lineEdit = pm.textField(self.uiObjects['springEnd_lineEdit'], edit=True)
self.active_radioButton = pm.radioButton(self.uiObjects['springActive_radioButton'], edit=True)
self.from_radioButton = pm.radioButton(self.uiObjects['springFrom_radioButton'], edit=True)
# self.upAxis_comboBox = pm.optionMenu(self.uiObjects['springUpAxis_comboBox'], edit=True)
self.apply_button = pm.button(self.uiObjects['springApply_Button'], edit=True, command=self.applyCmd)
self.add_body_button = pm.button(self.uiObjects['springAddBody_Button'], edit=True, command=self.addBodyCmd)
self.clear_body_button = pm.button(self.uiObjects['springClearBody_Button'], edit=True,
command=self.clearBodyCmd)
self.add_plane_button = pm.button(self.uiObjects['springAddPlane_Button'], edit=True,
command=self.createColPlaneCmd)
self.wind_button = pm.button(self.uiObjects['springWind_Button'], edit=True, command=self.addWindCmd)
self.bind_button = pm.button(self.uiObjects['springBind_Button'], edit=True, command=self.bindControlsCmd)
self.bake_button = pm.button(self.uiObjects['springBake_Button'], edit=True, command=self.clearBindCmd)
self.shelf_button = pm.button(self.uiObjects['shelf_button'], edit=True, command=self.goShelfCmd)
self.vimeo_button = pm.button(self.uiObjects['vimeo_pushButton'], edit=True, command=self.youtubeCmd)
self.language_button = pm.button(self.uiObjects['language_button'], edit=True, command=self.languageCmd)
self.collision_checkBox = pm.checkBox(self.uiObjects['springCapsule_checkBox'], edit=True)
self.fast_move_checkBox = pm.checkBox(self.uiObjects['springFastMove_checkBox'], edit=True)
self.floor_checkBox = pm.checkBox(self.uiObjects['springFloor_checkBox'], edit=True)
self.floor_lineEdit = pm.textField(self.uiObjects['springFloor_lineEdit'], edit=True,
changeCommand=self.twistChangeCmd)
self.bind_pose_button = pm.button(self.uiObjects['springBindPose_button'], edit=True, command=self.setCmd)
self.straight_button = pm.button(self.uiObjects['springStraight_button'], edit=True, command=self.straightCmd)
self.copy_button = pm.button(self.uiObjects['springCopy_button'], edit=True, command=self.copyCmd)
self.paste_button = pm.button(self.uiObjects['springPaste_button'], edit=True, command=self.pasteCmd)
# self.statusbar = pm.button(self.uiObjects['statusbar'], edit=True, menuItemCommand=self.testCmd)
self.misc_update_button = pm.button(self.uiObjects['miscUpdate_pushButton'], edit=True,
command=self.updatePageCmd)
self.spam_word = ['', '', '', '', '']
def show(self):
pm.showWindow(self.ui)
self.checkUpdate()
def progression_callback(self, progression):
pm.progressBar(self.main_progressBar, edit=True, progress=progression)
#############################################
# Buttons callbacks
############################################
def showSpam(self, *args):
sWord = self.spam_word[random.randint(0, 4)]
# print as unicode\
kwargs = {"edit": True}
sWord = sWord if isinstance(sWord, str) else str(sWord, "utf8", errors="ignore")
kwargs.setdefault("label", sWord)
pm.text(self.main_processLabel, **kwargs)
def pasteCmd(self, *args):
core.pasteBonePose()
def setCmd(self, *args):
picked_bones = pm.ls(sl=1, type='joint')
if picked_bones:
self.apply_button.setEnable(False)
core.bindPose()
# Select only the joints
pm.select(picked_bones)
self.apply_button.setEnable(True)
def straightCmd(self, *args):
picked_bones = pm.ls(sl=1, type='joint')
if picked_bones:
self.apply_button.setEnable(False)
for bone in picked_bones:
core.straightBonePose(bone)
# Select only the joints
pm.select(picked_bones)
self.apply_button.setEnable(True)
def applyCmd(self, *args):
picked_transforms = pm.ls(sl=1, type='transform')
if picked_transforms:
self.apply_button.setEnable(False)
pm.text(self.main_processLabel, edit=True, label='Calculating Bone Spring... (Esc to cancel)')
springRatio = 1 - float(self.spring_lineEdit.getText())
twistRatio = 1 - float(self.Xspring_lineEdit.getText())
isLoop = bool(self.loop_checkBox.getValue())
isPoseMatch = bool(self.pose_match_checkBox.getValue())
isFastMove = self.fast_move_checkBox.getValue()
isCollision = self.collision_checkBox.getValue()
subDiv = 1.0
if isCollision:
subDiv = float(self.sub_division_lineEdit.getText())
# get frame range
if self.active_radioButton.getSelect():
startFrame = int(pm.playbackOptions(q=1, minTime=1))
endFrame = int(pm.playbackOptions(q=1, maxTime=1))
else:
startFrame = int(self.from_lineEdit.getText())
endFrame = int(self.end_lineEdit.getText())
tension = float(self.tension_lineEdit.getText())
inertia = float(self.inertia_lineEdit.getText())
extend = float(self.extend_lineEdit.getText())
wipeSubFrame = self.clear_subframe_checkBox.getValue()
spring = core.Spring(springRatio, twistRatio, tension, extend, inertia)
springMagic = core.SpringMagic(startFrame, endFrame, subDiv, isLoop, isPoseMatch, isCollision, isFastMove,
wipeSubFrame)
startTime = datetime.datetime.now()
try:
core.startCompute(spring, springMagic, self.progression_callback)
deltaTime = (datetime.datetime.now() - startTime)
pm.text(self.main_processLabel, edit=True,
label="Spring Calculation Time: {0}s".format(deltaTime.seconds))
except ValueError as exception:
pm.text(self.main_processLabel, edit=True, label='Process aborted')
pm.warning(exception)
# Select only the joints
pm.select(picked_transforms)
pm.progressBar(self.main_progressBar, edit=True, progress=0)
self.apply_button.setEnable(True)
def copyCmd(self, *args):
core.copyBonePose()
def webCmd(self, *args):
# open my linked in page :)
webbrowser.open(kOldPersonalLink, new=2)
def twistChangeCmd(self, *args):
self.limitTextEditValue(self.Xspring_lineEdit, defaultValue=0.7)
def extendChangeCmd(self, *args):
self.limitTextEditValue(self.extend_lineEdit, defaultValue=0.0)
def inertiaChangeCmd(self, *args):
self.limitTextEditValue(self.inertia_lineEdit, defaultValue=0.0)
def springRatioChangeCmd(self, *args):
self.limitTextEditValue(self.spring_lineEdit, defaultValue=0.7)
def tensionChangeCmd(self, *args):
self.limitTextEditValue(self.tension_lineEdit, defaultValue=0.5)
def subDivChangeCmd(self, *args):
# self.limitTextEditValue(self.sub_division_lineEdit, defaultValue=1)
pass
def addWindCmd(self, *args):
core.addWindObj()
def addBodyCmd(self, *args):
core.addCapsuleBody()
def createColPlaneCmd(self, *args):
core.createCollisionPlane()
def removeBodyCmd(self, *args):
core.removeBody(clear=False)
def clearBodyCmd(self, *args):
core.removeBody(clear=True)
def bindControlsCmd(self, *args):
core.bindControls()
def clearBindCmd(self, *args):
# get frame range
if self.active_radioButton.getSelect():
startFrame = int(pm.playbackOptions(q=1, minTime=1))
endFrame = int(pm.playbackOptions(q=1, maxTime=1))
else:
startFrame = int(self.from_lineEdit.getText())
endFrame = int(self.end_lineEdit.getText())
core.clearBind(startFrame, endFrame)
def goShelfCmd(self, *args):
parentTab = mel.eval(
'''global string $gShelfTopLevel;string $shelves = `tabLayout -q -selectTab $gShelfTopLevel`;''')
imageTitlePath = scriptPath + os.sep + "icons" + os.sep + "Title.png"
commandLine = "import springmagic\nspringmagic.main()"
pm.shelfButton(commandRepeatable=True, image1=imageTitlePath, label="Spring Magic", parent=parentTab,
command=commandLine)
def languageCmd(self, *args):
self.language_list.setVisible(not self.language_list.getVisible())
def languageSelectedCmd(self, *args):
self.language_list.setVisible(False)
self.applyLanguage(int(self.language_list.getSelectIndexedItem()[0]))
def youtubeCmd(self, *args):
try:
webbrowser.open(kYoutubeLink, new=2)
except Exception:
pass
def vimeoCmd(self, *args):
# try:
# webbrowser.open(kVimeoLink, new=2)
# except Exception:
# pass
pass
def updatePageCmd(self, *args):
try:
webbrowser.open(kUpdateLink, new=2)
except Exception:
pass
def applyLanguage(self, lanId):
lanDict = {1: '_chn', 2: '_eng', 3: '_jpn'}
if lanId in list(lanDict.keys()):
# get new language ui file path
new_ui_file = scriptPath + os.sep + os.path.basename(ui_file).split('.')[0] + lanDict[lanId] + '.' + \
os.path.basename(ui_file).split('.')[1]
copyfile(new_ui_file, ui_file)
# Reload interface
self.init()
self.show()
def detectMayaLanguage(self):
mayaLan = None
try:
mayaLan = os.environ['MAYA_UI_LANGUAGE']
except Exception:
import locale
mayaLan = locale.getdefaultlocale()[0]
lanDict = {'zh_CN': 1, 'en_US': 2, 'ja_JP': 3}
self.applyLanguage(lanDict[mayaLan])
def printTextEdit(self, textEdit, inputString):
ctime = time.ctime()
ptime = ctime.split(' ')
inputString = ptime[3] + ' - ' + inputString
pm.scrollField(textEdit, edit=True, insertionPosition=0, insertText=inputString + '\n')
def checkUpdate(self):
self.misc_update_button.setVisible(0)
page_content = None
site = kVersionCheckLink
hdr = {
'User-Agent': 'Mozilla/5.0 (X11; Linux x86_64) AppleWebKit/537.11 (KHTML, like Gecko) Chrome/23.0.1271.64 Safari/537.11',
'Accept': 'text/html,application/xhtml+xml,application/xml;q=0.9,*/*;q=0.8',
'Accept-Charset': 'ISO-8859-1,utf-8;q=0.7,*;q=0.3',
'Accept-Encoding': 'none',
'Accept-Language': 'en-US,en;q=0.8',
'Connection': 'keep-alive'}
req = urllib.request.Request(site, headers=hdr)
try:
page = urllib.request.urlopen(req, timeout=5)
page_content = page.read()
except Exception:
print('checkUpdate failed')
if page_content:
if isinstance(page_content, bytes):
page_content = page_content.decode("utf-8")
if len(page_content.split('|springMagic|')) > 1:
new_kSpringMagicVersion = int(page_content.split('|springMagic|')[1])
if new_kSpringMagicVersion > kSpringMagicVersion:
self.misc_update_button.setVisible(1)
self.spam_word = []
prefix = '|spam'
suffix = '|'
if self.lang_id.getLabel() == 'chn':
suffix = 'chn|'
self.spam_word = [page_content.split(prefix + str(i) + suffix)[1] for i in range(1, 6)]
else:
pm.text(self.main_processLabel, edit=True, label='Check update failed, try later.')
self.showSpam()
def limitTextEditValue(self, ui_object, minValue=0, maxValue=1, roundF=2, defaultValue=0):
value = 0
try:
value = float(ui_object.getText())
value = round(value, roundF)
value = max(min(maxValue, value), minValue)
except Exception:
value = defaultValue
ui_object.setText(str(value))

View File

@@ -0,0 +1,56 @@
import pymel.core as pm
import pymel.core.datatypes as dt
##########################
# Usefull function
##########################
def clamp(n, minn, maxn):
return max(min(maxn, n), minn)
def get_node(name):
node_list = pm.ls(name)
node = None
if node_list:
node = node_list[0]
return node
def get_matrix(obj):
return pm.xform(obj, worldSpace=1, matrix=1, q=1)
def frange(start, stop=None, step=None):
# if set start=0.0 and step = 1.0 if not specified
start = float(start)
if stop is None:
stop = start + 0.0
start = 0.0
if step is None:
step = 1.0
# print("start = ", start, "stop = ", stop, "step = ", step)
count = 0
while True:
temp = float(start + count * step)
if step > 0 and temp >= stop:
break
elif step < 0 and temp <= stop:
break
yield temp
count += 1
def get_translation(n):
return dt.Vector(pm.xform(n, worldSpace=1, translation=1, query=1))
def get_rotation(n):
return pm.xform(n, worldSpace=1, rotation=1, query=1)

View File

@@ -0,0 +1,13 @@
1. 解压缩 springmagic.zip 并复制 "springmagic" 目录至位于 Windows 用户路径下的 Maya 脚本目录
例如
"C:\Users\你的用户名\Documents\maya\scripts"
2. 启动 Maya在 Maya 里运行如下 Python 命令, 会出现工具界面
import springmagic
springmagic.main()
3. 用工具界面右上方的创建快捷按钮功能,在书签栏创建一个快捷按钮,方便下次使用
复制这个
import springmagic
springmagic.main()

View File

@@ -24,17 +24,16 @@ from . import ModIt_CSS
##_____________________________________________PATH
MODIT_DIR = os.path.dirname(os.path.abspath(__file__)).replace('\\', '/')
USERAPPDIR = mc.internalVar(userAppDir=True)
VERSION = mc.about(v=True)
# Get ModIt's actual location
ModItDir = os.path.dirname(os.path.abspath(__file__))
IconsPathThemeClassic = os.path.join(ModItDir, 'Icons/Theme_Classic/')
ToolPath = os.path.join(ModItDir, 'Tools/')
PreferencePath = os.path.join(ModItDir, 'Preferences/')
PlugInsPath = os.path.join(USERAPPDIR, VERSION+'/plug-ins')
PrefIcons = os.path.join(USERAPPDIR, VERSION+'/prefs/icons')
UserScriptFolder = os.path.join(USERAPPDIR, VERSION+'/scripts')
RessourcePath = os.path.join(ModItDir, 'Ressources/')
IconsPathThemeClassic = os.path.join(MODIT_DIR, 'Icons/Theme_Classic/').replace('\\', '/')
ToolPath = os.path.join(MODIT_DIR, 'Tools/').replace('\\', '/')
PreferencePath = os.path.join(MODIT_DIR, 'Preferences/').replace('\\', '/')
PlugInsPath = os.path.join(USERAPPDIR, VERSION+'/plug-ins').replace('\\', '/')
PrefIcons = os.path.join(USERAPPDIR, VERSION+'/prefs/icons').replace('\\', '/')
UserScriptFolder = os.path.join(USERAPPDIR, VERSION+'/scripts').replace('\\', '/')
RessourcePath = os.path.join(MODIT_DIR, 'Ressources/').replace('\\', '/')

View File

@@ -1 +1 @@
{"MULTISIZEVALUE": 81.0}
{"MULTISIZEVALUE": 0.5}

View File

@@ -1 +1 @@
{"TAB_OPEN": 0}
{"TAB_OPEN": 1}

View File

@@ -1,2 +1,2 @@
[General]
windowGeometry=@ByteArray(\x1\xd9\xd0\xcb\0\x3\0\0\0\0\x1\x9a\0\0\0\xd6\0\0\x2\xef\0\0\x3\x89\0\0\x1\x9b\0\0\0\xf5\0\0\x2\xee\0\0\x3\x88\0\0\0\0\0\0\0\0\a\x80\0\0\x1\x9b\0\0\0\xf5\0\0\x2\xee\0\0\x3\x88)
windowGeometry=@ByteArray(\x1\xd9\xd0\xcb\0\x3\0\0\0\0\x2\b\0\0\0\x9c\0\0\x3]\0\0\x2\xe6\0\0\x2\t\0\0\0\xbb\0\0\x3\\\0\0\x2\xe5\0\0\0\0\0\0\0\0\a\x80\0\0\x2\t\0\0\0\xbb\0\0\x3\\\0\0\x2\xe5)

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@@ -9,5 +9,6 @@ General modeling utilities
from .batchextrusion import show_batch_extrusion_ui
__all__ = [
'show_batch_extrusion_ui'
'show_batch_extrusion_ui',
'creaseplus'
]

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@@ -0,0 +1,452 @@
//AUTHOR : BAIDHIR HIDAIR © 2017.
//don't modify , don't distribute.
//PP
if(!`polyCreaseCtx -ex "spWeightCtx"`){
polyCreaseCtx -es 1 -r 1 "spWeightCtx";
}
///////////////////////////////////////////////////// LOCAL REALM
proc float spgetmaxf(float $valz[]){
int $tmp2 = $valz[0];
for($j = 0; $j < size($valz); $j++){
if($tmp2 < $valz[$j]){
$tmp2 = $valz[$j];
}
}
return $tmp2;
}
///////////////////////////////////////////////////// GLOBAL REALM /////////////////////////////////////
global proc spSmartLvl(){
string $edges[] = `filterExpand -ex 1 -sm 32`;
if(!`size $edges`){error;}
polyOptions -dce 0;
string $op[] = `listRelatives -p -f $edges`;
setAttr ($op[0] + ".osdSmoothTriangles") 1;
float $Wval[] = `polyCrease -q -v ($op[0] + ".e[*]")`;
float $higherW = `spgetmaxf $Wval`;
int $smtLvl = (int) `ceil $higherW`;
if($smtLvl < 1){$smtLvl = 1;}
setAttr ($op[0] + ".smoothLevel") ($smtLvl + 1);
}
global proc spFastCrease(){
if(size(`filterExpand -ex 1 -sm 12`)){
polySelectConstraint -m 0 -dis; polySelectConstraint -m 3 -t 0x8000 -sm 1; polySelectConstraint -m 0 -dis;
}
string $edges[] = `filterExpand -ex 1 -sm 32`;
if(!`size $edges`){ error "You must select edge components.\n";}
polyOptions -dce 0;
string $op[] = `listRelatives -p -f $edges`;
setAttr ($op[0] + ".osdSmoothTriangles") 1;
setAttr ($op[0] + ".displaySmoothMesh") 2;
setToolTo "spWeightCtx";
scriptJob -cu 1 -ro 1 -e "PostToolChanged" "spSmartLvl";
}
global proc spNoCrease(){// Remove Crease / Weights
string $op[] = eval("listRelatives -p -f `eval(\"listRelatives -p -f `polyListComponentConversion -tv`\")`");
if(!`size $op`){ error "Select objects or components.\n"; }
string $opShape[] = `listRelatives -c -f $op`;
if(size(`filterExpand -ex 1 -sm 12`)){
polyOptions -dce 1;
for($i in $op){
polyCrease -op 2 $i;
setAttr ($opShape[0] + ".displaySmoothMesh") 2;
}
select -r $op;
}else{
polyOptions -dce 0;
polyCrease -op 1 `ls -sl -fl`;
setAttr ($opShape[0] + ".displaySmoothMesh") 2;
}
}
global proc spSmoothOs(){ // Final Smooth
string $op[] = eval("listRelatives -p -f `eval(\"listRelatives -p -f `polyListComponentConversion -tv`\")`");
if(!`size $op`){error "You must select Object(s).\n";}
string $opShape[] = `listRelatives -c -f $op`;
polyOptions -dce 0; LowQualityDisplay;
for($i in $op){
float $Wval[] = `polyCrease -q -v ($i + ".e[*]")`;
float $higherW = `spgetmaxf $Wval`;
int $smtLvl = (int) `ceil $higherW`;
if($smtLvl < 1 || $smtLvl > 5){$smtLvl = 1;}
string $Node[0] =`polySmooth $i`;
string $ud[] = `listAttr -ud $i`;
for($j in $ud){
deleteAttr -at $j $i;
}
addAttr -k 1 -ln "smoothLevel" -at "short" -dv ($smtLvl+1) -hnv 1 -min 0 -max 5 $i;
connectAttr ($i + ".smoothLevel") ($Node[0] + ".divisions");
}
select -r $op;
}
global proc smoothSg(){ // Smooth Based on Smoothing Groups
string $op[] = eval("listRelatives -p -f `eval(\"listRelatives -p -f `polyListComponentConversion -tv`\")`");
if(!`size $op`){error "You must select Objects.\n";}
LowQualityDisplay;
for($i in $op){
polySelectConstraint -m 0 -dis; polySelectConstraint -m 3 -t 0x8000 -sm 1; polySelectConstraint -m 0 -dis;
if(size(`ls -sl -fl`)){polyCrease -op 2 $i; polyCrease -v 5.0 `ls -sl -fl`; }
string $Node1[] = `polySmooth $i`;
//basediv
polyCrease -op 2 $i;
string $ud[] = `listAttr -ud $i`;
for($j in $ud){
deleteAttr -at $j $i;
}
addAttr -k 1 -ln "baseDiv" -at "short" -dv 2 -hnv 1 -min 0 -max 5 $i;
connectAttr ($i + ".baseDiv") ($Node1[0] + ".divisions");
string $Node2[] =`polySmooth $i`;
//smoothdiv
addAttr -k 1 -ln "smoothDiv" -at "short" -dv 1 -hnv 1 -min 0 -max 5 $i;
connectAttr ($i + ".smoothDiv") ($Node2[0] + ".divisions");
}
select -r $op;
}
global proc spCreasePreset(int $power){// Prefab of the creasing command
string $op[] = eval("listRelatives -p -f `eval(\"listRelatives -p -f `polyListComponentConversion -tv`\")`");
if(!`size $op`){error "Select Objects or components.\n"; }
polyOptions -dce 0;
if(size(`filterExpand -ex 1 -sm 12`)){ // if objects are selected instead
for($i in $op){
polySelectConstraint -m 0 -dis; polySelectConstraint -m 3 -t 0x8000 -sm 1; polySelectConstraint -m 0 -dis;
if(!size(`ls -sl -fl`)){continue;}
if($power == 1){
polyCrease -op 2 $i;
polyCrease -v 2.0;
}else if($power == 2){
polyCrease -op 2 $i;
polyCrease -v 3.3;
}else if($power == 3){
polyCrease -op 2 $i;
polyCrease -v 4.0;
}else{
error ("argument " + $power + " has no behavior, use 1, 2, 3 instead.\n");
}
string $shape[0] = `listRelatives -c -f $i`;
setAttr ($shape[0] + ".osdSmoothTriangles") 1;
float $Wval[] = `polyCrease -q -v ($i + ".e[*]")`;
float $higherW = `spgetmaxf $Wval`;
int $smtLvl = (int) `ceil $higherW`;
if($smtLvl < 1){$smtLvl = 1;}
setAttr ($shape[0] + ".smoothLevel") ($smtLvl + 1);
}
select -r $op; HighQualityDisplay;
}else{
//components
if($power == 1){
polyCrease -v 2.0;
}else if($power == 2){
polyCrease -v 3.0;
}else if($power == 3){
polyCrease -v 4.0;
}else{
error ("argument " + $power + " has no behavior, use 1, 2, 3 instead.\n");
}
string $shape[0] = `listRelatives -c -f $op[0]`;
setAttr ($shape[0] + ".osdSmoothTriangles") 1;
float $Wval[] = `polyCrease -q -v ($op[0] + ".e[*]")`;
float $higherW = `spgetmaxf $Wval`;
int $smtLvl = (int) `ceil $higherW`;
if($smtLvl < 1){$smtLvl = 1;}
setAttr ($shape[0] + ".smoothLevel") ($smtLvl + 1);
hilite; HighQualityDisplay;
}
}
global proc spLevel(int $op){ //Utility for Levels of Weight and SubD
string $ops[] = eval("listRelatives -p -f `polyListComponentConversion -tv`");
if(!`size $ops`){error;}
string $edges[] = `filterExpand -ex 1 -sm 32`;
int $itr;
polyOptions -dce 0;
if($op == 1){//Lower Rez
for($i in $ops){
int $lvl = `getAttr ($i + ".smoothLevel")`;
setAttr ($i + ".smoothLevel ") ($lvl-1);
}
select -r $ops; HighQualityDisplay;
}else if($op == 2){//Higher Rez
for($i in $ops){
int $lvl = `getAttr ($i + ".smoothLevel")`;
setAttr ($i + ".smoothLevel ") ($lvl+1);
}
select -r $ops; HighQualityDisplay;
}else if($op == 3){ //Lower Weight
for($i in $ops){
setAttr ($i + ".osdSmoothTriangles") 1;
float $Wval[] = `polyCrease -q -v ($i + ".e[*]")`;
float $higherW = `spgetmaxf $Wval`;
int $smtLvl = (int) `ceil $higherW`;
if($smtLvl < 1){$smtLvl = 1;}
for($j in $edges){
polyCrease -v ($Wval[$itr] - 1) $j;
$itr++;
}
setAttr ($i + ".smoothLevel") ($smtLvl);
}
select -r $ops; HighQualityDisplay;
}else if($op == 4){ // Higher Weight
for($i in $ops){
setAttr ($i + ".osdSmoothTriangles") 1;
float $Wval[] = `polyCrease -q -v ($i + ".e[*]")`;
float $higherW = `spgetmaxf $Wval`;
int $smtLvl = (int) `ceil $higherW`;
if($smtLvl < 1){$smtLvl = 1;}
for($j in $edges){
polyCrease -v ($Wval[$itr] + 1) $j;
$itr++;
}
setAttr ($i + ".smoothLevel") ($smtLvl + 2);
}
select -r $ops; HighQualityDisplay;
}else{
error ($op + " is not an option, Try with 1, 2, 3 , 4 instead.\n");
}
}
global proc spPhysicalCrease(){// physical Crease
global int $cp_maya_v1;
string $op[] = eval("listRelatives -p -f `eval(\"listRelatives -p -f `polyListComponentConversion -tv`\")`");
string $ControlNode[];
if(`currentCtx` == "cpCtx"){
if(`cpIsBvlOp $op[0]`){
select -r $op[0]; cpAttrSwitch; return;
}
}
if(size(`filterExpand -ex 1 -sm 12`)){
for($i in $op){
select -r $i;
polySelectConstraint -m 0 -dis; polySelectConstraint -m 3 -t 0x8000 -sm 1; polySelectConstraint -m 0 -dis;
if($cp_maya_v1 > 2016){
$ControlNode = `polyBevel3 -af 1 -oaf 0 -c 0 -sg 1 -sn 1 -sa 180 -o 0`;
}else{
$ControlNode = `polyBevel3 -af 1 -oaf 0 -sg 1 -fn 1 -sa 180 -o 0`;
}
string $ud[] = `listAttr -ud $i`;
for($j in $ud){
deleteAttr -at $j $i;
}
addAttr -ln "hOffset" -k 1 -at "doubleLinear" -hnv 1 -min 0 -dv 0.1 $i;
connectAttr ($i + ".hOffset") ($ControlNode[0] + ".offset");
addAttr -ln "hDivisions" -k 1 -at "long" -hnv 1 -min 0 -dv 1 $i;
connectAttr ($i + ".hDivisions") ($ControlNode[0] + ".segments");
}
select -r $op; cpAttrSwitch;
}else{
if($cp_maya_v1 > 2016){
$ControlNode = `polyBevel3 -af 1 -oaf 0 -c 0 -sg 1 -sn 1 -sa 180 -o 0`;
}else{
$ControlNode = `polyBevel3 -af 1 -oaf 0 -sg 1 -fn 1 -sa 180 -o 0`;
}
string $ud[] = `listAttr -ud $op[0]`;
for($j in $ud){
deleteAttr -at $j $op[0];
}
addAttr -ln "hOffset" -k 1 -at "doubleLinear" -hnv 1 -min 0 -dv 0.1 $op[0];
connectAttr ($op[0] + ".hOffset") ($ControlNode[0] + ".offset");
addAttr -ln "hDivisions" -k 1 -at "long" -hnv 1 -min 0 -dv 1 $op[0];
connectAttr ($op[0] + ".hDivisions") ($ControlNode[0] + ".segments");
select -r $op; cpAttrSwitch;
}
}
global proc spShowCreaseEd(){
python "from maya.app.general import creaseSetEditor; creaseSetEditor.showCreaseSetEditor()";
}

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@@ -0,0 +1,31 @@
#!/usr/bin/env python
# -*- coding: utf-8 -*-
"""
CreasePlus MEL Tool Wrapper
Provides Python interface to launch the CreasePlus MEL tool
"""
import maya.cmds as cmds
import maya.mel as mel
import os
def start():
"""Launch CreasePlus MEL tool"""
# Get the directory containing this script
script_dir = os.path.dirname(os.path.abspath(__file__))
icon_dir = os.path.join(script_dir, 'icons').replace('\\', '/')
# Set global MEL variable for icon path
mel.eval(f'global string $cp_icon_path = "{icon_dir}/"')
# Source the MEL script
mel_script = os.path.join(script_dir, 'CreasePlus.mel').replace('\\', '/')
try:
mel.eval(f'source "{mel_script}"')
mel.eval('cpUi')
print(f"CreasePlus: UI launched successfully")
except Exception as e:
print(f"CreasePlus: Error launching UI: {e}")

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@@ -0,0 +1,46 @@
cpAttrSwitch;
//Use to toggle between attributs, select object first.
cpDisplayBool;
//Perform boolean with operands display
cpKeepBool;
//perform boolean preserving the operands
cpHbevel;
//perform hBevel
cpMirror;
//Mirrors the mesh
cpPanelBool;
//Performs panel boolean : creates panel cutting/carving with operands
cpMeshSlicer;
//slice mesh with curve, select curve and mesh first.
cpTglBoolv;
//Toggle visibility of the boolean objects
cpHedgeSel;
//Select Hard edges of the selected objects
cpShapeShifter;
//triggers ShapeShifter if found on the disk
cpGoz;
//Send meshes to Zbrush, with nGon cleanup
cpQsmooth;
//Apply a 30 degree smoothing to selected objects are components
cpHardDisplay;
//Toggles display of hard edges in realtime
cpmakeUV;
//make UV based on hard edges
cpCurveCham;
//Perform curve bevel (must draw two curve point around a corner before use)
cpTransferBevel;
//transfer bevel settings from one object to the others
cpCleanAttrs;
//kills custom attributes of the objects
cpBakThatNod;
//Bake selected Node from the channel Box(select object then node)
cpInstanceBool;
// perform Instance bool
cpAttachCurve;
cpCurveBool;
cpCloseCurve;
cpCurveMultiply;
cpUi;
//Calls Crease+ 's UI

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@@ -21,6 +21,30 @@ import os
import sys
import re
# Set MAYA_MODULE_PATH environment variable for external tools
try:
_current_file = os.path.abspath(__file__)
_script_dir = os.path.dirname(_current_file)
_project_root = os.path.dirname(os.path.dirname(_script_dir))
_modules_dir = os.path.join(_project_root, 'modules')
if os.path.exists(_modules_dir):
_modules_dir_normalized = os.path.normpath(_modules_dir)
_current_module_path = os.environ.get('MAYA_MODULE_PATH', '')
# Check if already in path
_paths = [p.strip() for p in _current_module_path.split(os.pathsep) if p.strip()]
_normalized_paths = [os.path.normpath(p) for p in _paths]
if _modules_dir_normalized not in _normalized_paths:
if _current_module_path:
os.environ['MAYA_MODULE_PATH'] = f"{_modules_dir_normalized}{os.pathsep}{_current_module_path}"
else:
os.environ['MAYA_MODULE_PATH'] = _modules_dir_normalized
print(f"[Tool] MAYA_MODULE_PATH set to: {_modules_dir_normalized}")
except Exception as e:
print(f"[Tool] Warning: Could not set MAYA_MODULE_PATH: {e}")
# Silently try to open default commandPort to avoid startup error if it's already in use
try:
mel.eval('catchQuiet("commandPort -securityWarning -name \\"commandportDefault\\";");')
@@ -51,12 +75,14 @@ TOOL_CONFIG = {
{'name': 'gs_curvetools', 'path': 'modeling_tools/gs_curvetools/icons'},
{'name': 'gs_toolbox', 'path': 'modeling_tools/gs_toolbox/icons'},
{'name': 'modit', 'path': 'modeling_tools/ModIt/Icons/Theme_Classic'},
{'name': 'creaseplus', 'path': 'modeling_tools/creaseplus/icons'},
{'name': 'ngskintools2', 'path': 'rigging_tools/ngskintools2/ui/images'},
{'name': 'mgpicker', 'path': 'animation_tools/mgpicker/MGPicker_Program/Icons'},
{'name': 'atools', 'path': 'animation_tools/atools/img'},
{'name': 'dwpicker', 'path': 'animation_tools/dwpicker/icons'},
{'name': 'studiolibrary', 'path': 'animation_tools/studiolibrary/studiolibrary/resource/icons'},
{'name': 'studiolibrary_maya', 'path': 'animation_tools/studiolibrary/studiolibrarymaya/icons'},
{'name': 'springmagic', 'path': 'animation_tools/springmagic/icons'},
],
}
@@ -350,20 +376,20 @@ def load_tool_plugins():
_tool_log(f"[Tool] Processing plugin: {plugin_name}")
# 首先检查配置的 path 参数
# First check the configured path parameter
plugin_path = None
if plugin_rel_path:
# 构建完整路径:script_dir/path/plugin_name
# Build the full path: script_dir/path/plugin_name
full_path = _norm_path(os.path.join(script_dir, plugin_rel_path, plugin_name))
if os.path.exists(full_path):
plugin_path = full_path
_tool_log(f"[Tool] Found plugin at configured path: {plugin_path}")
# 如果配置路径没找到,搜索环境变量路径
# If the configured path is not found, search the environment variable path.
if not plugin_path:
plugin_path = _find_file_in_paths(plugin_name, os.environ.get(env_var, '').split(os.pathsep))
# 最后尝试脚本目录和父级 plug-ins 文件夹
# Finally, try the script directory and the parent plug-ins folder.
if not plugin_path:
search_dirs = [
script_dir,
@@ -452,10 +478,10 @@ def load_tool_scripts():
def load_project_modules():
"""从 modules 目录加载 .mod 文件定义的插件"""
try:
# 获取当前 Maya 版本
# Get current Maya version
maya_version = int(cmds.about(version=True).split()[0])
# 获取项目根目录
# Get project root directory
script_dir = _get_script_dir()
project_root = os.path.dirname(os.path.dirname(script_dir))
modules_dir = _norm_path(os.path.join(project_root, "modules"))
@@ -464,7 +490,7 @@ def load_project_modules():
_tool_log(f"[Tool] Modules directory not found: {modules_dir}")
return
# 查找所有 .mod 文件
# Find all .mod files
mod_files = [f for f in os.listdir(modules_dir) if f.endswith('.mod')]
if not mod_files:
@@ -473,7 +499,7 @@ def load_project_modules():
_tool_print(f"[Tool] Found {len(mod_files)} module(s): {', '.join(mod_files)}")
# 解析 .mod 文件并加载插件
# Parse .mod files and load plugins.
plugins_loaded = 0
for mod_file in mod_files:
mod_path = os.path.join(modules_dir, mod_file)
@@ -486,36 +512,48 @@ def load_project_modules():
with open(mod_path, 'r', encoding='utf-8') as f:
for line in f:
line = line.strip()
# 跳过注释和空行
# Skip comments and empty lines
if not line or line.startswith('#') or line.startswith('//'):
continue
# 解析模块定义行(以 + 开头)
# Parse module definition lines (starting with +)
if line.startswith('+'):
parts = line.split()
in_correct_version = False
current_module_root = None
if len(parts) >= 5:
# 检查版本匹配
if len(parts) >= 4:
# Check for version restrictions.
has_version_requirement = False
for part in parts:
if part.startswith('MAYAVERSION:'):
has_version_requirement = True
required_version = int(part.split(':')[1])
if required_version == maya_version:
in_correct_version = True
# 获取模块根路径(最后一个参数)
# Get the module root path (last parameter)
current_module_root = parts[-1]
if current_module_root.startswith('..'):
current_module_root = _norm_path(os.path.join(modules_dir, current_module_root))
_tool_log(f"[Tool] Version matched for Maya {maya_version}: {current_module_root}")
break
# 只处理匹配版本的 MAYA_PLUG_IN_PATH
# If there are no version restrictions, it works for all versions.
if not has_version_requirement:
in_correct_version = True
current_module_root = parts[-1]
if current_module_root.startswith('..'):
current_module_root = _norm_path(os.path.join(modules_dir, current_module_root))
_tool_log(f"[Tool] Module without version restriction loaded: {current_module_root}")
# Only process MAYA_PLUG_IN_PATH that matches the version
elif line.startswith('MAYA_PLUG_IN_PATH') and in_correct_version and current_module_root:
if '+:=' in line or '+=' in line:
plugin_path_relative = line.split('=')[-1].strip()
plugins_dir = _norm_path(os.path.join(current_module_root, plugin_path_relative))
if os.path.exists(plugins_dir):
_tool_log(f"[Tool] Checking plugin dir: {plugins_dir}")
@@ -525,7 +563,7 @@ def load_project_modules():
plugin_name = os.path.splitext(plugin_file)[0]
plugin_full_path = os.path.join(plugins_dir, plugin_file)
# 检查是否已加载
# Check if it has been loaded
if plugin_name in _LOADED_PLUGINS:
continue
@@ -598,11 +636,11 @@ def initialize_tool():
if not _check_maya_version():
print("[Tool] Warning: Running on unsupported Maya version")
# 先设置图标路径,这样 shelf 加载时就能找到图标
# Set icon paths first, so shelves can find icons
setup_icon_paths()
# Load project modules
load_project_modules()
load_project_modules() # Automatic loading using Maya standard module system
# Setup command port
setup_command_port()

View File

@@ -285,5 +285,40 @@ global proc shelf_Nexus_Animation () {
-commandRepeatable 1
-flat 1
;
shelfButton
-enableCommandRepeat 1
-flexibleWidthType 3
-flexibleWidthValue 32
-enable 1
-width 35
-height 34
-manage 1
-visible 1
-preventOverride 0
-annotation "Spring Magic - Calculate bone chain animation with spring physics"
-enableBackground 0
-backgroundColor 0 0 0
-highlightColor 0.321569 0.521569 0.65098
-align "center"
-label "SpringMagic"
-labelOffset 0
-rotation 0
-flipX 0
-flipY 0
-useAlpha 1
-font "plainLabelFont"
-imageOverlayLabel "Spring"
-overlayLabelColor 0.8 0.8 0.8
-overlayLabelBackColor 0 0 0 0.5
-image "springmagic.png"
-image1 "springmagic.png"
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "import springmagic\nspringmagic.main()"
-sourceType "python"
-commandRepeatable 1
-flat 1
;
}

View File

@@ -174,7 +174,7 @@ global proc shelf_Nexus_Modeling () {
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "import gs_curvetools.main as gs_curvetools_main; from importlib import reload; reload(gs_curvetools_main); gs_curvetools_main.reset(); del gs_curvetools_main"
-command "import gs_curvetools.core.utils as gs_curvetools_utils; gs_curvetools_utils.reset_ui(); del gs_curvetools_utils"
-sourceType "python"
-commandRepeatable 1
-flat 1
@@ -209,7 +209,7 @@ global proc shelf_Nexus_Modeling () {
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "import gs_curvetools.main as gs_curvetools_main; from importlib import reload; reload(gs_curvetools_main); gs_curvetools_main.stop(); del gs_curvetools_main"
-command "import gs_curvetools.core.utils as gs_curvetools_utils; gs_curvetools_utils.stop_ui(); del gs_curvetools_utils"
-sourceType "python"
-commandRepeatable 1
-flat 1
@@ -294,101 +294,31 @@ global proc shelf_Nexus_Modeling () {
-manage 1
-visible 1
-preventOverride 0
-annotation "Instant Tie - Easy way to create tie and rope"
-annotation "CreasePlus - Advanced hard surface modeling tool"
-enableBackground 0
-backgroundColor 0 0 0
-highlightColor 0.321569 0.521569 0.65098
-align "center"
-label "InstantTie"
-label "CreasePlus"
-labelOffset 0
-rotation 0
-flipX 0
-flipY 0
-useAlpha 1
-font "plainLabelFont"
-imageOverlayLabel "Tie"
-imageOverlayLabel "Crease+"
-overlayLabelColor 0.8 0.8 0.8
-overlayLabelBackColor 0 0 0 0.5
-image "instant_tie.png"
-image1 "instant_tie.png"
-image "creaseplus.png"
-image1 "creaseplus.png"
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "from modeling_tools import instant_tie\ninstant_tie.InstantTie()"
-command "from modeling_tools import creaseplus\ncreaseplus.start()"
-sourceType "python"
-commandRepeatable 1
-flat 1
;
shelfButton
-enableCommandRepeat 1
-flexibleWidthType 3
-flexibleWidthValue 32
-enable 1
-width 35
-height 34
-manage 1
-visible 1
-preventOverride 0
-annotation "Corner Killer - Fixing corner topology"
-enableBackground 0
-backgroundColor 0 0 0
-highlightColor 0.321569 0.521569 0.65098
-align "center"
-label "CornerKiller"
-labelOffset 0
-rotation 0
-flipX 0
-flipY 0
-useAlpha 1
-font "plainLabelFont"
-imageOverlayLabel "CK"
-overlayLabelColor 0.8 0.8 0.8
-overlayLabelBackColor 0 0 0 0.5
-image "cornerkiller.png"
-image1 "cornerkiller.png"
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "from modeling_tools import cornerkiller\ncornerkiller.cornerKiller()"
-sourceType "python"
-commandRepeatable 1
-flat 1
;
shelfButton
-enableCommandRepeat 1
-flexibleWidthType 3
-flexibleWidthValue 32
-enable 1
-width 35
-height 34
-manage 1
-visible 1
-preventOverride 0
-annotation "Flatten Model By UV - Select a mesh first, then click to flatten by UV"
-enableBackground 0
-backgroundColor 0 0 0
-highlightColor 0.321569 0.521569 0.65098
-align "center"
-label "FlattenUV"
-labelOffset 0
-rotation 0
-flipX 0
-flipY 0
-useAlpha 1
-font "plainLabelFont"
-imageOverlayLabel "Flat"
-overlayLabelColor 0.8 0.8 0.8
-overlayLabelBackColor 0 0 0 0.5
-image "flattenmodelbyuv.png"
-image1 "flattenmodelbyuv.png"
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "source \"modeling_tools/flattenmodelbyuv.mel\";\nflattenModelbyUV();"
-sourceType "mel"
-commandRepeatable 1
-flat 1
;
shelfButton
-enableCommandRepeat 1
-flexibleWidthType 3
@@ -459,6 +389,111 @@ global proc shelf_Nexus_Modeling () {
-commandRepeatable 1
-flat 1
;
shelfButton
-enableCommandRepeat 1
-flexibleWidthType 3
-flexibleWidthValue 32
-enable 1
-width 35
-height 34
-manage 1
-visible 1
-preventOverride 0
-annotation "Flatten Model By UV - Select a mesh first, then click to flatten by UV"
-enableBackground 0
-backgroundColor 0 0 0
-highlightColor 0.321569 0.521569 0.65098
-align "center"
-label "FlattenUV"
-labelOffset 0
-rotation 0
-flipX 0
-flipY 0
-useAlpha 1
-font "plainLabelFont"
-imageOverlayLabel "Flat"
-overlayLabelColor 0.8 0.8 0.8
-overlayLabelBackColor 0 0 0 0.5
-image "flattenmodelbyuv.png"
-image1 "flattenmodelbyuv.png"
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "source \"modeling_tools/flattenmodelbyuv.mel\";\nflattenModelbyUV();"
-sourceType "mel"
-commandRepeatable 1
-flat 1
;
shelfButton
-enableCommandRepeat 1
-flexibleWidthType 3
-flexibleWidthValue 32
-enable 1
-width 35
-height 34
-manage 1
-visible 1
-preventOverride 0
-annotation "Instant Tie - Easy way to create tie and rope"
-enableBackground 0
-backgroundColor 0 0 0
-highlightColor 0.321569 0.521569 0.65098
-align "center"
-label "InstantTie"
-labelOffset 0
-rotation 0
-flipX 0
-flipY 0
-useAlpha 1
-font "plainLabelFont"
-imageOverlayLabel "Tie"
-overlayLabelColor 0.8 0.8 0.8
-overlayLabelBackColor 0 0 0 0.5
-image "instant_tie.png"
-image1 "instant_tie.png"
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "from modeling_tools import instant_tie\ninstant_tie.InstantTie()"
-sourceType "python"
-commandRepeatable 1
-flat 1
;
shelfButton
-enableCommandRepeat 1
-flexibleWidthType 3
-flexibleWidthValue 32
-enable 1
-width 35
-height 34
-manage 1
-visible 1
-preventOverride 0
-annotation "Corner Killer - Fixing corner topology"
-enableBackground 0
-backgroundColor 0 0 0
-highlightColor 0.321569 0.521569 0.65098
-align "center"
-label "CornerKiller"
-labelOffset 0
-rotation 0
-flipX 0
-flipY 0
-useAlpha 1
-font "plainLabelFont"
-imageOverlayLabel "CK"
-overlayLabelColor 0.8 0.8 0.8
-overlayLabelBackColor 0 0 0 0.5
-image "cornerkiller.png"
-image1 "cornerkiller.png"
-style "iconOnly"
-marginWidth 0
-marginHeight 1
-command "from modeling_tools import cornerkiller\ncornerkiller.cornerKiller()"
-sourceType "python"
-commandRepeatable 1
-flat 1
;
shelfButton
-enableCommandRepeat 1
-flexibleWidthType 3

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2
2024/scripts/__init__.py Normal file
View File

@@ -0,0 +1,2 @@
#!/usr/bin/env python
# -*- coding: utf-8 -*-

View File

@@ -0,0 +1,8 @@
1. Unzip all files
2. copy "springmagic" folder into Maya scripts path, i.e.
"C:\Users\YOUR_USER_NAME\Documents\maya\scripts"
3. Start Maya and run command below in command bar with Python way
import springmagic
springmagic.main()

View File

@@ -0,0 +1,57 @@
############################################
# Utility Functions
############################################
# to get object parrent
# parent = obj.getParent()
# to get all parents of a joint
# parentList = joint.getAllParents()
# to get root bone
# rootBone = joint.root()
# to get object all children
# children = pm.listRelatives(obj, allDescendents = 1)
# to make sure the selection is a mesh
# pm.nodeType(pm.ls(sl=True, type='transform')[0].getShape()) == 'mesh'
# to get vertex in selection as flatten
# pm.ls(sl=True, type='float3', flatten=True)[0]
# to get skin cluster
# pm.listHistory(pm.ls(sl=True), type='skinCluster')[0]
# to get all influcent bone of a skin cluster
# obj.getInfluence()
# About path module
# from pymel.util.path import path
# filePath = 'c:/temp/test/myTestFile.txt'
# fpPathObj = path(filePath)
# fpPathObj
# # Result: path('c:/temp/test/myTestFile.txt') #
# fpPathObj.basename()
# # Result: 'myTestFile.txt' #
# # .name is a property which returns the same
# fpPathObj.name
# # Result: 'myTestFile.txt' #
# # namebase returns fileName only w/o extension
# fpPathObj.namebase
# # Result: 'myTestFile' #
# # return directory above file
# fpPathObj.parent
# # Result: path('c:/temp/test') #
# # check extension
# fpPathObj.endswith('txt')
# # Result: True #
# # check existance
# fpPathObj.exists()
# # Result: True #
# # check to see if folder type
# fpPathObj.parent.isdir()
# # Result: True #
# fpPathObj.parent.parent.name
# # Result: 'temp' #

View File

@@ -0,0 +1,12 @@
__version__ = "3.5a"
from springmagic.main import main
def version():
"""
Return the current version of the Spring Magic
:rtype: str
"""
return __version__

View File

@@ -0,0 +1,976 @@
# - * - coding: utf - 8 - * -
# PEP8 formatting
#####################################################################################
#
# Spring Magic for Maya
#
# Calculate bone chain animation by settings, support collisions and wind force
# Can work with rigging controller as well
#
# Need pringMagic.ui file to work with
# This script need also icon file support, which should be put in same folder
#
# feel free to mail me redtank@outlook.com for any bug or issue
#
# Yanbin Bai
# 2021.02
#
#####################################################################################
import math
import logging
# import copy
import pymel.core as pm
import pymel.core.datatypes as dt
import maya.cmds as cmds
from . import decorators
from . import springMath
from .utility import *
from itertools import cycle
from itertools import chain
from weakref import WeakValueDictionary
from collections import OrderedDict
###################################
# spring magic
####################################
kWindObjectName = 'spring_wind'
kSpringProxySuffix = '_SpringProxy'
kCollisionPlaneSuffix = '_SpringColPlane'
kCapsuleNameSuffix = '_collision_capsule'
kNullSuffix = '_SpringNull'
# kTwistNullSuffix = '_SpringTwistNull'
class Spring:
def __init__(self, ratio=0.5, twistRatio=0.0, tension=0.0, extend=0.0, inertia=0.0):
self.ratio = ratio
self.twist_ratio = twistRatio
self.tension = tension
self.extend = extend
self.inertia = inertia
class SpringMagic:
def __init__(self, startFrame, endFrame, subDiv=1.0, isLoop=False, isPoseMatch=False, isCollision=False,
isFastMove=False, wipeSubframe=True):
self.start_frame = startFrame
self.end_frame = endFrame
self.sub_div = subDiv
self.is_loop = isLoop
self.is_pose_match = isPoseMatch
self.is_fast_move = isFastMove
self.wipe_subframe = wipeSubframe
self.is_collision = isCollision
self.collision_planes_list = None
self.wind = None
class SpringData:
cur_position_locator = None
prev_position_locator = None
prev_grand_child_position_locator = None
_instances = WeakValueDictionary()
@property
def Count(self):
return len(self._instances)
def __init__(self, springMagic, spring, transform, child, grand_child, grand_parent):
# self.current_child_position
self._instances[id(self)] = self
self.springMagic = springMagic
self.spring = spring
self.parent = transform
self.child = child
self.grand_child = grand_child
self.grand_parent = grand_parent
self.child_position = get_translation(child)
self.grand_child_position = get_translation(grand_child) if grand_child else None
self.previous_child_position = self.child_position
self.rotation = get_rotation(transform)
self.up_vector = get_matrix(transform)[4:7]
transform_pos = get_translation(transform)
self.bone_length = springMath.distance(transform_pos, self.child_position)
self.has_child_collide = False
self.has_plane_collide = False
# create temporary locators use for aim constraint
if not SpringData.cur_position_locator:
SpringData.cur_position_locator = pm.spaceLocator(name='cur_position_locator')
if not SpringData.prev_position_locator:
SpringData.prev_position_locator = pm.spaceLocator(name='prev_position_locator')
if not SpringData.prev_grand_child_position_locator:
SpringData.prev_grand_child_position_locator = pm.spaceLocator(name='prev_grand_child_position_locator')
# Weight attribute to de/activate the aim constraint in pose match mode
self.pairblend_weight_attribute = None
self.aim_constraint = None
self.__create_child_proxy()
self.__prepare_animation_key()
self.__create_aim_constraint()
self.__init_pairblend_weight()
def __del__(self):
if self.Count == 0:
# print('Last Counter object deleted')
# delete temporary locators (useful, it's delete constraints at the same time)
pm.delete(SpringData.cur_position_locator, SpringData.prev_position_locator,
SpringData.prev_grand_child_position_locator)
SpringData.cur_position_locator = None
SpringData.prev_position_locator = None
SpringData.prev_grand_child_position_locator = None
# remove all spring nulls, add recursive incase name spaces
# pm.delete(pm.ls('*' + kNullSuffix + '*', recursive=1))
else:
# print(self.Count, 'Counter objects remaining')
pass
if self.child_proxy:
# remove spring nulls, add recursive incase name spaces
pm.delete(pm.ls('*' + self.child_proxy + '*', recursive=1))
def update(self, has_collision, has_hit_plane, child_pos_corrected):
# Update current transform with the new values
self.child_position = get_translation(self.child)
self.grand_child_position = get_translation(self.grand_child) if self.grand_child else None
self.previous_child_position = child_pos_corrected
self.rotation = get_rotation(self.parent)
self.up_vector = get_matrix(self.parent)[4:7]
self.has_child_collide = has_collision
self.has_plane_collide = has_hit_plane
def __create_child_proxy(self):
# create a null at child pos, then parent to obj parent for calculation
child_proxy_locator_name = self.parent.name() + kNullSuffix
child_proxy_list = pm.ls(child_proxy_locator_name)
if not child_proxy_list:
self.child_proxy = pm.spaceLocator(name=child_proxy_locator_name)
else:
self.child_proxy = child_proxy_list[0]
self.child_proxy.getShape().setAttr('visibility', False)
pm.parent(self.child_proxy, self.parent.getParent())
# pm.parent(child_proxy, self.grand_parent)
if not self.springMagic.is_pose_match:
self.child_proxy.setTranslation(self.child.getTranslation(space='world'), space='world')
self.child_proxy.setRotation(self.child.getRotation(space='world'), space='world')
def __prepare_animation_key(self):
if not self.springMagic.is_pose_match:
# remove exists keys
pm.cutKey(self.parent, time=(self.springMagic.start_frame, self.springMagic.end_frame + 0.99999))
pm.cutKey(self.child, time=(self.springMagic.start_frame, self.springMagic.end_frame + 0.99999))
# set key
pm.setKeyframe(self.parent, attribute='rotate')
if self.spring.extend != 0.0:
pm.setKeyframe(self.child, attribute='tx')
def __create_aim_constraint(self):
# Create a constraint per transform to speed up computation, not active yet (weight=0)
self.aim_constraint = pm.aimConstraint(SpringData.cur_position_locator, SpringData.prev_position_locator,
SpringData.prev_grand_child_position_locator, self.parent,
aimVector=[1, 0, 0], upVector=[0, 1, 0], maintainOffset=False, weight=0)
def __init_pairblend_weight(self):
# if transform rotation has no animation, set a key at start frame to force the creation of a pairblend when the aim constraint is created
for rotation_input in ['rx', 'ry', 'rz']:
rotation_connection = pm.listConnections(self.parent + '.' + rotation_input, d=False, s=True)
if not rotation_connection:
pm.setKeyframe(self.parent, attribute=rotation_input)
pairblends = pm.listConnections(self.parent, type="pairBlend", destination=True, skipConversionNodes=True)
# Find the pairblend connected to the aim constraint
for pairblend in pairblends:
connected_constraint_list = cmds.listConnections(pairblend.name(), type='constraint', destination=False)
if self.aim_constraint.name() in connected_constraint_list:
# Get pairblend weight connected attribute
# return [u'joint2.blendAim1')]
weight_attribute_list = cmds.listConnections(pairblend + '.weight', d=False, s=True, p=True)
if weight_attribute_list:
self.pairblend_weight_attribute = weight_attribute_list[0]
def set_pairblend_weight(self, blend_value):
if self.pairblend_weight_attribute:
pm.setAttr(self.pairblend_weight_attribute, blend_value)
def keyframe_child_proxy(self):
if self.child_proxy:
# Deactivate pairblend weight
# Aim constraint weight set to 0 is not enough, it paratizes the process
self.set_pairblend_weight(0.0)
self.child_proxy.setTranslation(self.child.getTranslation(space='world'), space='world')
pm.setKeyframe(self.child_proxy, attribute='translate')
self.child_proxy.setRotation(self.child.getRotation(space='world'), space='world')
pm.setKeyframe(self.child_proxy, attribute='rotate')
self.set_pairblend_weight(1.0)
def apply_inertia(self, currentChildPosition):
ratio = self.spring.ratio / self.springMagic.sub_div
inertia_offset = [0.0, 0.0, 0.0]
if self.spring.inertia > 0.0:
bone_ref_loc_offset_dir = currentChildPosition - self.child_position
bone_ref_loc_offset_distance = (
(bone_ref_loc_offset_dir) * (1 - ratio) * (1 - self.spring.inertia)).length()
inertia_offset = bone_ref_loc_offset_dir.normal() * (
bone_ref_loc_offset_distance / self.springMagic.sub_div)
# apply mass
force_direction = self.child_position - self.previous_child_position
force_distance = force_direction.length() * self.spring.inertia
# offset position
inertia_offset += force_direction.normal() * (force_distance / self.springMagic.sub_div)
return inertia_offset
def apply_wind(self, frame):
wind_offset = [0.0, 0.0, 0.0]
if self.springMagic.wind:
wind_max_force = self.springMagic.wind.getAttr('MaxForce')
wind_min_force = self.springMagic.wind.getAttr('MinForce')
wind_frequency = self.springMagic.wind.getAttr('Frequency')
mid_force = (wind_max_force + wind_min_force) / 2
# get source x - axis direction in world space
wind_direction = get_matrix(self.springMagic.wind)[:3]
# sDirection = sObj.getMatrix()[0][:3]
wind_direction = dt.Vector(wind_direction[0], wind_direction[1], wind_direction[2]).normal()
wind_distance = math.sin(frame * wind_frequency) * (wind_max_force - wind_min_force) + mid_force
# offset position
wind_offset = wind_direction.normal() * wind_distance
return wind_offset
def detect_collision(self, new_obj_pos, new_child_pos, capsule_list):
col_pre = col_cur = None
child_pos_corrected = self.child_position
if self.springMagic.is_collision and capsule_list:
if preCheckCollision(new_obj_pos, self.bone_length, capsule_list):
# check collision from previous pos to cur pos
col_pre, col_body_pre, hitCylinder_pre = springMath.checkCollision(new_child_pos, self.child_position,
capsule_list, True)
# check collision from cur pos to previous pos
col_cur, col_body_cur, hitCylinder_cur = springMath.checkCollision(new_child_pos, self.child_position,
capsule_list, False)
if col_pre and (col_cur is None):
new_child_pos = col_pre
elif col_cur and (col_pre is None):
child_pos_corrected = col_cur
elif col_pre and col_cur:
# move cur child pose to closest out point if both pre and cur pos are already inside of col body
# if distance(col_pre, new_child_pos) < distance(col_cur, new_child_pos):
mid_point = (self.child_position + new_child_pos) / 2
if springMath.distance(col_pre, mid_point) < springMath.distance(col_cur, mid_point):
new_child_pos = col_pre
else:
new_child_pos = col_cur
if self.springMagic.is_fast_move:
child_pos_corrected = new_child_pos
# # draw debug locator
# if col_pre and col_cur:
# locator1 = pm.spaceLocator(name=obj.name() + '_col_pre_locator_' + str(i))
# locator1.setTranslation(col_pre)
# locator1 = pm.spaceLocator(name=obj.name() + '_col_cur_locator_' + str(i))
# locator1.setTranslation(col_cur)
return True if col_pre or col_cur else False, new_child_pos, child_pos_corrected
def detect_plane_hit(self, new_obj_pos, new_child_pos, grand_parent_has_plane_collision):
has_hit_plane = False
if self.springMagic.is_collision and self.springMagic.collision_planes_list[0]:
collision_plane = self.springMagic.collision_planes_list[0]
has_plane_collision = springMath.checkPlaneCollision(new_obj_pos, new_child_pos, collision_plane)
if has_plane_collision or grand_parent_has_plane_collision:
new_child_pos = repeatMoveToPlane(self.parent, new_child_pos, self.child, collision_plane, 3)
has_hit_plane = True
return has_hit_plane, new_child_pos
# calculate upvector by interpolation y axis for twist
def compute_up_vector(self):
twist_ratio = self.spring.twist_ratio / self.springMagic.sub_div
cur_obj_yAxis = get_matrix(self.child_proxy)[4:7]
prev_up_vector = dt.Vector(self.up_vector[0], self.up_vector[1], self.up_vector[2]).normal()
cur_up_vector = dt.Vector(cur_obj_yAxis[0], cur_obj_yAxis[1], cur_obj_yAxis[2]).normal()
up_vector = (prev_up_vector * (1 - twist_ratio)) + (cur_up_vector * twist_ratio)
return up_vector
def aim_by_ratio(self, upVector, newChildPos, childPosCorrected):
ratio = self.spring.ratio / self.springMagic.sub_div
tension = self.spring.tension / (1.0 / (springMath.sigmoid(1 - self.springMagic.sub_div) + 0.5))
# print("obj: " + str(self.parent.name()))
# print("newChildPos: " + str(newChildPos))
# print("childPosCorrected: " + str(childPosCorrected))
# print("grand_child_position: " + str(self.grand_child_position))
# print("upVector: " + str(upVector))
# print("ratio: " + str(ratio))
# print("tension: " + str(tension))
SpringData.cur_position_locator.setTranslation(newChildPos)
SpringData.prev_position_locator.setTranslation(childPosCorrected)
pm.aimConstraint(self.parent, e=True, worldUpVector=upVector)
pm.aimConstraint(SpringData.cur_position_locator, self.parent, e=True, w=ratio)
pm.aimConstraint(SpringData.prev_position_locator, self.parent, e=True, w=1 - ratio)
if self.has_child_collide and self.grand_child_position and tension != 0:
SpringData.prev_grand_child_position_locator.setTranslation(self.grand_child_position)
pm.aimConstraint(SpringData.prev_grand_child_position_locator, self.parent, e=True, w=(1 - ratio) * tension)
pm.setKeyframe(self.parent, attribute='rotate')
pm.aimConstraint(SpringData.cur_position_locator, SpringData.prev_position_locator,
SpringData.prev_grand_child_position_locator, self.parent, e=True, w=0.0)
def extend_bone(self, childPosCorrected):
if self.spring.extend != 0.0:
child_translation = self.child.getTranslation()
# get length between bone pos and child pos
x2 = (childPosCorrected - get_translation(self.parent)).length()
x3 = (self.bone_length * (1 - self.spring.extend)) + (x2 * self.spring.extend)
self.child.setTranslation([x3, child_translation[1], child_translation[2]])
pm.setKeyframe(self.child, attribute='tx')
# else:
# self.child.setTranslation([self.bone_length, child_translation[1], child_translation[2]])
def createCollisionPlane():
# remove exist plane
collision_plane = get_node('*' + kCollisionPlaneSuffix + '*')
if collision_plane:
pm.delete(collision_plane)
collision_plane = pm.polyPlane(name="the" + kCollisionPlaneSuffix, sx=1, sy=1, w=10, h=10, ch=1)[0]
# one side display
pm.setAttr(collision_plane.doubleSided, False)
# lock scale
pm.setAttr(collision_plane.sx, lock=True)
pm.setAttr(collision_plane.sy, lock=True)
pm.setAttr(collision_plane.sz, lock=True)
pm.select(collision_plane)
def removeBody(clear=False):
cylinder_list = getCapsule(clear)
pm.delete(cylinder_list)
collision_plane = get_node('*' + kCollisionPlaneSuffix + '*')
if collision_plane:
pm.delete(collision_plane)
def addWindObj():
windCone = pm.cone(name=kWindObjectName)[0]
windCone.setScale([5, 5, 5])
pm.delete(windCone, constructionHistory=1)
# add wind attr
pm.addAttr(windCone, longName='MaxForce', attributeType='float')
pm.setAttr(windCone.name() + '.MaxForce', 1, e=1, keyable=1)
pm.addAttr(windCone, longName='MinForce', attributeType='float')
pm.setAttr(windCone.name() + '.MinForce', 0.5, e=1, keyable=1)
pm.addAttr(windCone, longName='Frequency', attributeType='float')
pm.setAttr(windCone.name() + '.Frequency', 1, e=1, keyable=1)
# pm.addAttr(windCone, longName='Wave', attributeType='float')
# pm.setAttr(windCone.name() + '.Wave', 0.5, e=1, keyable=1)
setWireShading(windCone, False)
pm.makeIdentity(apply=True)
windCone.setRotation([0, 0, 90])
def bindControls(linked_chains=False):
selected_ctrls = pm.ls(sl=True)
pm.select(clear=True)
# The chains are linked, we can sort them
if linked_chains:
# Create list for every ctrls chains
# ie [[ctrl1, ctrl1.1, ctrl1.2], [ctrl2, ctrl2.1, ctrl2.2, ctrl2.3]]
all_ctrls_descendants_list = pm.listRelatives(selected_ctrls, allDescendents=True)
top_hierarchy_ctrls_list = [x for x in selected_ctrls if x not in all_ctrls_descendants_list]
ctrls_chains_list = [[x] + [y for y in pm.listRelatives(x, allDescendents=True) if y in selected_ctrls][::-1]
for x in top_hierarchy_ctrls_list]
# No sorting possible because the controlers have no lineage
else:
ctrls_chains_list = [selected_ctrls]
proxy_joint_chain_list = []
for ctrls_list in ctrls_chains_list:
proxy_joint_list = []
for ctrl in ctrls_list:
# create proxy joint in ctrl world position
ctrl_position = pm.xform(ctrl, worldSpace=1, rp=1, q=1)
proxyJoint = pm.joint(name=ctrl.name() + kSpringProxySuffix, position=ctrl_position, radius=0.2, roo='xyz')
proxy_joint_list.append(proxyJoint)
for joint in proxy_joint_list:
# set joint orientation
pm.joint(joint, edit=1, orientJoint='xyz', zeroScaleOrient=True)
# Straight bones alignment
joint.setRotation([0, 0, 0])
joint.setAttr('rotateAxis', [0, 0, 0])
joint.setAttr('jointOrient', [0, 0, 0])
# Free rotation (move rotation values to joint orient values)
# pm.makeIdentity(proxy_joint_list[idx], apply=True, t=False, r=True, s=False, pn=True)
if proxy_joint_list:
# parent root proxy joint to control parent
pm.parent(proxy_joint_list[0], ctrls_list[0].getParent())
# Necessary to start a new joint chain
pm.select(clear=True)
proxy_joint_chain_list += [proxy_joint_list]
for idx, joint in enumerate(proxy_joint_list[:-1]):
# orient joint chain
cns = pm.aimConstraint(ctrls_list[idx + 1], proxy_joint_list[idx], aimVector=[1, 0, 0], upVector=[0, 0, 0],
worldUpVector=[0, 1, 0], skip='x')
pm.delete(cns)
for idx, joint in enumerate(proxy_joint_list):
pm.parentConstraint(proxy_joint_list[idx], ctrls_list[idx], maintainOffset=True)
pm.select(proxy_joint_chain_list)
def clearBind(startFrame, endFrame):
proxyJointLst = pm.ls(sl=True)
pm.select(d=True)
ctrlList = []
for bone in proxyJointLst:
ctrl = pm.ls(bone.name().split(kSpringProxySuffix)[0])[0]
ctrlList.append(ctrl)
if ctrlList:
pm.bakeResults(*ctrlList, t=(startFrame, endFrame))
pm.delete(proxyJointLst)
def bindPose():
pm.runtime.GoToBindPose()
# Prepare all information to call SpringMagicMaya function
def startCompute(spring, springMagic, progression_callback=None):
autokeyframe_state = cmds.autoKeyframe(query=True, state=True)
cmds.autoKeyframe(state=False)
# get selection obj
objs = pm.ls(sl=True)
# check objects validity
for obj in objs:
# has duplicate name obj
nameCntErr = (len(pm.ls(obj.name())) > 1)
# is a duplicate obj
nameValidErr = (obj.name().find('|') > 0)
if nameCntErr or nameValidErr:
raise ValueError(obj.name() + ' has duplicate name object! Stopped!')
obj_translation = obj.getTranslation()
if (obj_translation[0] < 0 or abs(obj_translation[1]) > 0.001 or abs(
obj_translation[2]) > 0.001) and obj.getParent() and (obj.getParent() in objs):
pm.warning(obj.getParent().name() + "'s X axis not point to child! May get broken result!")
# Search for collision objects
if springMagic.is_collision:
springMagic.collision_planes_list = [get_node('*' + kCollisionPlaneSuffix + '*')]
# Search for a wind object
if pm.ls(kWindObjectName):
springMagic.wind = pm.ls(kWindObjectName)[0]
SpringMagicMaya(objs, spring, springMagic, progression_callback)
cmds.autoKeyframe(state=autokeyframe_state)
# @decorators.viewportOff
@decorators.gShowProgress(status="SpringMagic does his magic")
def SpringMagicMaya(objs, spring, springMagic, progression_callback=None):
# on each frame go through all objs and do:
# 1. make a vectorA from current obj position to previous child position
# 2. make a vectorB from current obj position to current child position
# 3. calculate the angle between two vectors
# 4. rotate the obj towards vectorA base on spring value
start_frame = springMagic.start_frame
end_frame = springMagic.end_frame
sub_div = springMagic.sub_div
# remove all spring nulls, add recursive incase name spaces
pm.delete(pm.ls('*' + kNullSuffix + '*', recursive=True))
# get all capsules in scene
capsule_list = getCapsule(True) if springMagic.is_collision else None
if progression_callback:
progression_callback(0)
# Save object previous frame information in a ordered dict
spring_data_dict = OrderedDict()
# Initialize data on the first frame
pm.currentTime(start_frame, edit=True)
# Create a list of objects chains
# ie [[nt.Joint(u'joint1'), nt.Joint(u'joint2'), nt.Joint(u'joint4')], [nt.Joint(u'joint7'), nt.Joint(u'joint8'), nt.Joint(u'joint10')]]
all_joints_descendants_list = pm.listRelatives(objs, allDescendents=True, type='transform')
top_hierarchy_joints_list = [x for x in objs if x not in all_joints_descendants_list]
# transforms_chains_list = map(lambda x: [x] + [y for y in pm.listRelatives(x, allDescendents=True) if y in objs][::-1], top_hierarchy_joints_list)
# Deal with the specific case of root bone with no parent.
# The root bone is considered the driver, so we remove it from the calculation.
transforms_chains_list = [
([x] if x.getParent() else []) + [y for y in pm.listRelatives(x, allDescendents=True) if y in objs][::-1] for x
in top_hierarchy_joints_list]
# Remove empty lists
transforms_chains_list = [x for x in transforms_chains_list if x != []]
# Create progression bar generator values
number_of_progession_step = 0
if springMagic.is_pose_match:
number_of_progession_step += end_frame - start_frame + 1
if springMagic.is_loop:
# Doesn't process the first frame on the first loop
number_of_progession_step += ((end_frame - start_frame) * 2 + 1) * sub_div
else:
# Doesn't process the first frame
number_of_progession_step += (end_frame - start_frame) * sub_div
progression_increment = 100.0 / number_of_progession_step
progression_generator = frange(progression_increment, 100.0 + progression_increment, progression_increment)
# Create spring data for each transforms at start frame
for transforms_chain in transforms_chains_list:
if SpringMagicMaya.isInterrupted():
break
transforms_cycle = cycle(transforms_chain)
# Prime the pump
parent = first_transform = next(transforms_cycle)
grand_parent = parent.getParent()
child = next(transforms_cycle)
grand_child = next(transforms_cycle)
# skip end bone
for transform in transforms_chain[:-1]:
if SpringMagicMaya.isInterrupted():
break
# End of cycle iteration
if grand_child == first_transform:
grand_child = None
spring_data_dict[parent.name()] = SpringData(springMagic, spring, parent, child, grand_child, grand_parent)
grand_parent, parent, child, grand_child = parent, child, grand_child, next(transforms_cycle)
# Save joints position over timeline
# Parse timeline just one time
if springMagic.is_pose_match:
for frame in range(0, end_frame - start_frame + 1):
if SpringMagicMaya.isInterrupted():
break
pm.currentTime(start_frame + frame, edit=True)
for spring_data in list(spring_data_dict.values()):
if not SpringMagicMaya.isInterrupted():
spring_data.keyframe_child_proxy()
progression = next(progression_generator)
progression = clamp(progression, 0, 100)
if progression_callback:
progression_callback(progression)
SpringMagicMaya.progress(progression)
# Generate frame index
# Skip first frame on first calculation pass
frame_increment = 1.0 / sub_div
frame_generator = frange(frame_increment, end_frame - start_frame + frame_increment, frame_increment)
# On second calculation pass compute first frame
if springMagic.is_loop:
frame_generator = chain(frame_generator, frange(0, end_frame - start_frame + frame_increment, frame_increment))
for frame in frame_generator:
# print('Frame: ' + str(frame))
if SpringMagicMaya.isInterrupted():
break
pm.currentTime(start_frame + frame, edit=True)
for previous_frame_spring_data in list(spring_data_dict.values()):
if SpringMagicMaya.isInterrupted():
break
grand_parent_spring_data = None
if previous_frame_spring_data.grand_parent and previous_frame_spring_data.grand_parent.name() in list(
spring_data_dict.keys()):
grand_parent_spring_data = spring_data_dict[previous_frame_spring_data.grand_parent.name()]
# get current position of parent and child
parent_pos = get_translation(previous_frame_spring_data.parent)
# print("obj: " + str(previous_frame_spring_data.parent.name()))
new_child_pos = get_translation(previous_frame_spring_data.child_proxy)
# Apply inertia
new_child_pos += previous_frame_spring_data.apply_inertia(new_child_pos)
# apply wind
new_child_pos += previous_frame_spring_data.apply_wind(start_frame + frame)
# detect collision
has_collision, new_child_pos, child_pos_corrected = previous_frame_spring_data.detect_collision(parent_pos,
new_child_pos,
capsule_list)
# detect plane collision
grand_parent_has_plane_collision = False
if grand_parent_spring_data:
grand_parent_has_plane_collision = grand_parent_spring_data.has_plane_collide
has_hit_plane, new_child_pos = previous_frame_spring_data.detect_plane_hit(parent_pos, new_child_pos,
grand_parent_has_plane_collision)
# calculate upvector by interpolation y axis for twist
up_vector = previous_frame_spring_data.compute_up_vector()
# apply aim constraint to do actual rotation
previous_frame_spring_data.aim_by_ratio(up_vector, new_child_pos, child_pos_corrected)
# Extend bone if needed (update child translation)
previous_frame_spring_data.extend_bone(child_pos_corrected)
# Update current transform with the new values
previous_frame_spring_data.update(has_collision, has_hit_plane, child_pos_corrected)
# Update the grand parent has_child_collide value
if grand_parent_spring_data:
grand_parent_spring_data.has_child_collide = has_collision
progression = next(progression_generator)
progression = clamp(progression, 0, 100)
if progression_callback:
progression_callback(progression)
SpringMagicMaya.progress(progression)
# bake result on frame
if springMagic.wipe_subframe and not SpringMagicMaya.isInterrupted():
transform_to_bake_list = [spring_data.parent for spring_data in list(spring_data_dict.values())]
# Deactivate all pairblend otherwise bake doesn't work with animation layers
for spring_data in list(spring_data_dict.values()):
spring_data.set_pairblend_weight(0.0)
bakeAnim(transform_to_bake_list, start_frame, end_frame)
def bakeAnim(objList, startFrame, endFrame):
pm.bakeResults(
objList,
t=(startFrame, endFrame),
sampleBy=1,
disableImplicitControl=False,
preserveOutsideKeys=True,
sparseAnimCurveBake=False,
removeBakedAttributeFromLayer=False,
bakeOnOverrideLayer=False,
minimizeRotation=True,
shape=False,
simulation=False)
SM_boneTransformDict = {}
def copyBonePose():
global SM_boneTransformDict
for obj in pm.ls(sl=True):
SM_boneTransformDict[obj] = [obj.getTranslation(), obj.getRotation()]
def pasteBonePose():
global SM_boneTransformDict
for obj in pm.ls(sl=True):
if obj in list(SM_boneTransformDict.keys()):
logging.debug(SM_boneTransformDict[obj][0])
obj.setTranslation(SM_boneTransformDict[obj][0])
obj.setRotation(SM_boneTransformDict[obj][1])
def preCheckCollision(objPos, objLength, capsuleList):
# print('objPos:' + str(objPos))
# print('objLength:' + str(objLength))
# pre check bone length compare with collision body radius
# will improve performance if bone is far from capsule
for capsule in capsuleList:
capsule_children_list = pm.listRelatives(capsule, children=1, type='transform')
p = capsule_children_list[0].getTranslation(space='world')
q = capsule_children_list[1].getTranslation(space='world')
r = capsule.getAttr('scaleZ')
bone_to_capsule_distance = springMath.dist_to_line(p, q, objPos)
# print('p:' + str(p))
# print('q:' + str(q))
# print('r:' + str(r))
# print('boneToCapsuleDistance:' + str(bone_to_capsule_distance))
# means close enough to have a hit change
if bone_to_capsule_distance < objLength + r:
return True
return False
def repeatMoveToPlane(obj, objPos, objTarget, colPlane, times):
# Y axis direction of plane
n = dt.Vector(get_matrix(colPlane)[4:7])
q = get_translation(colPlane)
d = n.dot(q)
# for i in range(times):
# pt = objPos
# obj.setTranslation(proj_pt_to_plane(pt, n, d), space='world')
# if (i + 1) != times:
# obj.setTranslation(get_translation(objTarget), space='world')
pt = objPos
outPos = springMath.proj_pt_to_plane(pt, n, d)
return outPos
def setWireShading(obj, tmp):
obj.getShape().overrideEnabled.set(True)
obj.getShape().overrideShading.set(False)
if tmp:
obj.getShape().overrideDisplayType.set(1)
def addCapsuleSphereConstraint(sphereObj):
# create a locator and make sphere follow it
locator = pm.spaceLocator(name=sphereObj.name() + '_locator' + kCapsuleNameSuffix)
locator.setTranslation(sphereObj.getTranslation())
locator.setRotation(sphereObj.getRotation())
locator.getShape().setAttr('visibility', False)
pm.parentConstraint(locator, sphereObj)
return locator
def createCapsuleGeometry(size):
# create geometry
cylinder, cylinder_history = pm.cylinder(radius=size, sections=8, heightRatio=3)
pm.rename(cylinder.name(), cylinder.name() + kCapsuleNameSuffix)
sphereA, sphereA_history = pm.sphere(radius=size, endSweep=180, sections=4)
pm.rename(sphereA.name(), sphereA.name() + kCapsuleNameSuffix)
sphereB, sphereB_history = pm.sphere(radius=size, endSweep=180, sections=4)
pm.rename(sphereB.name(), sphereB.name() + kCapsuleNameSuffix)
# set to wireframe shader
setWireShading(cylinder, False)
setWireShading(sphereA, True)
setWireShading(sphereB, True)
# build a capsule with geometry
cylinder.setAttr('rotateZ', 90)
sphereA.setAttr('translateY', -1.5 * size)
sphereB.setAttr('rotateZ', 180)
sphereB.setAttr('translateY', 1.5 * size)
# add constrain
locatorA = addCapsuleSphereConstraint(sphereA)
locatorB = addCapsuleSphereConstraint(sphereB)
pm.parent(locatorA, cylinder)
pm.parent(locatorB, cylinder)
pm.parent(sphereA, cylinder)
pm.parent(sphereB, cylinder)
sphereA.setAttr('inheritsTransform', False)
sphereB.setAttr('inheritsTransform', False)
pm.connectAttr(cylinder.scaleY, (sphereA_history.name() + '.radius'))
pm.connectAttr(cylinder.scaleY, (sphereB_history.name() + '.radius'))
pm.connectAttr(cylinder.scaleY, cylinder.scaleZ)
return cylinder
def getCapsule(getAll):
if getAll:
nurbsTransLst = pm.ls(type='transform')
else:
nurbsTransLst = pm.ls(sl=True)
nurbsSurfaceLst = []
for obj in nurbsTransLst:
if obj.getShape() and (pm.nodeType(obj.getShape()) == 'nurbsSurface'):
nurbsSurfaceLst.append(obj)
cylinderLst = []
for obj in nurbsTransLst:
if 'ylinder' in obj.name() and kCapsuleNameSuffix in obj.name():
cylinderLst.append(obj)
return cylinderLst
def addCapsuleBody():
# create capsule body for collision
# place capsule at ori point of nothing selected in scene
# place capsule match with object position and rotation if select scene object
collisionBoneList = []
objs = pm.ls(sl=True)
for obj in objs:
children = pm.listRelatives(obj, children=1)
# only add capsule to the obj which has child
if children:
collisionBoneList.append([obj, children[0]])
if collisionBoneList:
for couple in collisionBoneList:
baseBone = couple[0]
endBone = couple[1]
capsule = createCapsuleGeometry(1)
pm.parent(capsule, baseBone)
# match capsule to bone
endBoneTrans = endBone.getTranslation()
capsule.setTranslation(endBoneTrans * 0.5)
capsule.setAttr('scaleX', endBoneTrans[0] / 3)
capsule.setAttr('scaleY', endBoneTrans[0] / 3)
cns = pm.aimConstraint(endBone, capsule, aimVector=[1, 0, 0])
pm.delete(cns)
else:
capsule = createCapsuleGeometry(1)
capsule.setAttr('scaleX', 10)
capsule.setAttr('scaleY', 10)
pm.select(clear=1)

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@@ -0,0 +1,121 @@
import maya.mel as mel
import maya.cmds as cmds
from functools import wraps
# -----------------------------------------------------------------------------
# Decorators
# -----------------------------------------------------------------------------
def viewportOff(func):
"""
Decorator - turn off Maya display while func is running.
if func will fail, the error will be raised after.
"""
@wraps(func)
def wrap(*args, **kwargs):
# Turn $gMainPane Off:
mel.eval("paneLayout -e -manage false $gMainPane")
# Decorator will try/except running the function.
# But it will always turn on the viewport at the end.
# In case the function failed, it will prevent leaving maya viewport off.
try:
return func(*args, **kwargs)
except Exception:
raise # will raise original error
finally:
mel.eval("paneLayout -e -manage true $gMainPane")
return wrap
class gShowProgress(object):
"""
Function decorator to show the user (progress) feedback.
@usage
import time
@gShowProgress(end=10)
def createCubes():
for i in range(10):
time.sleep(1)
if createCubes.isInterrupted(): break
iCube = cmds.polyCube(w=1,h=1,d=1)
cmds.move(i,i*.2,0,iCube)
createCubes.step()
"""
def __init__(self, status='Busy...', start=0, end=100, interruptable=True):
import maya.mel
self.mStartValue = start
self.mEndValue = end
self.mStatus = status
self.mInterruptable = interruptable
self.mMainProgressBar = maya.mel.eval('$tmp = $gMainProgressBar')
def step(self, inValue=1):
"""Increase step
@param inValue (int) Step value"""
cmds.progressBar(self.mMainProgressBar, edit=True, step=inValue)
def progress(self, inValue):
"""Set progression value
@param inValue (int) Progress value"""
cmds.progressBar(self.mMainProgressBar, edit=True, progress=inValue)
def isInterrupted(self):
"""Check if the user has interrupted the progress
@return (boolean)"""
return cmds.progressBar(self.mMainProgressBar, query=True, isCancelled=True)
def start(self):
"""Start progress"""
cmds.waitCursor(state=True)
cmds.progressBar(
self.mMainProgressBar,
edit=True,
beginProgress=True,
isInterruptable=self.mInterruptable,
status=self.mStatus,
minValue=self.mStartValue,
maxValue=self.mEndValue)
cmds.refresh()
def end(self):
"""Mark the progress as ended"""
cmds.progressBar(self.mMainProgressBar, edit=True, endProgress=True)
cmds.waitCursor(state=False)
def __call__(self, inFunction):
"""
Override call method
@param inFunction (function) Original function
@return (function) Wrapped function
@description
If there are decorator arguments, __call__() is only called once,
as part of the decoration process! You can only give it a single argument,
which is the function object.
"""
def wrapped_f(*args, **kwargs):
# Start progress
self.start()
# Call original function
inFunction(*args, **kwargs)
# End progress
self.end()
# Add special methods to the wrapped function
wrapped_f.step = self.step
wrapped_f.progress = self.progress
wrapped_f.isInterrupted = self.isInterrupted
# Copy over attributes
wrapped_f.__doc__ = inFunction.__doc__
wrapped_f.__name__ = inFunction.__name__
wrapped_f.__module__ = inFunction.__module__
# Return wrapped function
return wrapped_f

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#####################################################################################
#
# Spring Magic for Maya
#
# Calculate bone chain animation by settings, support collisions and wind force
# Can work with rigging controller as well
#
# Need pringMagic.ui file to work with
# This script need also icon file support, which should be put in same folder
#
# feel free to mail me redtank@outlook.com for any bug or issue
#
# Yanbin Bai
# 2021.02
#
#####################################################################################
3.5a
- Fix bug tension calculation introduced in the 3.5 (Benoit Degand)
- Fix bug inertia calculation introduced in the 3.5 (Benoit Degand)
- Clarify code splitting source code in class and methods (Benoit Degand)
3.5
- Apply PEP8 coding format (Benoit Degand)
- Add possiblity to cancel the operation (Esc) (Benoit Degand)
- Increase speed (x2), avoiding locators and aim constraints intensive creation/deletion (Benoit Degand)
- Fragment source code in several files (Benoit Degand)
- Pose Match default off
3.4b
- fix collision bug
3.4a
- fix wind bug
3.4
- add plane collision
- add pose match
3.3
- add inertia effect
3.2
- fix wind effect cannot set key issue
3.1
- add bind controller
- add wind
- add flex setting
- improve performance
- fix twist bug
- add capsule icon
- seperate skinTools to spring magic and skin magic
3.0
- re-write spring magic to improve performance
- add capsule collision for spring magic
- add donate page
2.7.8
- fix script stop working issue cause by highend3d.com changed their web page
2.7.7
- add time out for update checking in case of network issue
2.7.6
- fix spring magic calculation issue on MAYA 2016
- update UI for MAYA 2016
Thanks for all the help from Nobuyuki Kobayashi nobuyuki@unity3d.com
2.7.5
- add floor collision to spring magic
2.7
- Add spring magic

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