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commit 9985b73dc1
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from .extensions import (
bake_poses,
copy_paste_trs,
generate_inbetweens
)

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# Copyright Epic Games, Inc. All Rights Reserved.
import traceback
from functools import partial
from maya import cmds
from epic_pose_wrangler.log import LOG
from epic_pose_wrangler.v2.model import base_extension, pose_blender
class BakePosesToTimeline(base_extension.PoseWranglerExtension):
__category__ = "Core Extensions"
@property
def view(self):
if self._view is not None:
return self._view
from Qt import QtWidgets
self._view = QtWidgets.QPushButton("Bake Poses To Timeline")
self._view.clicked.connect(partial(self.execute, None))
return self._view
def execute(self, context=None, **kwargs):
if context is None:
context = self.api.get_context()
if context.current_solver is not None:
bake_poses_to_timeline(solver=context.current_solver, view=self._display_view)
def bake_poses_to_timeline(start_frame=0, anim_layer=None, solver=None, view=False):
"""
Bakes the poses to the timeline and sets the time range to the given animation.
:param start_frame :type int: start frame of he baked animation
:param anim_layer :type str: if given the animations will be baked on that layer or created if it doesn't exist
:param solver :type api.RBFNode: solver reference
:param view :type bool: is the view present
"""
# Grab all the transforms for the solver
transforms = solver.drivers()
transforms.extend(solver.driven_nodes(pose_blender.UEPoseBlenderNode.node_type))
bake_enabled = True
pose_list = []
# Set default anim layer if one isn't specified
if not anim_layer:
anim_layer = "BaseAnimation"
# If the layer doesnt exist, create it
if not cmds.animLayer(anim_layer, query=True, exists=True):
cmds.animLayer(anim_layer)
try:
cmds.autoKeyframe(e=1, st=0)
# If we are running with the view, provide a popup
if view:
from Qt import QtWidgets
msg = ("This will bake the poses to the timeline, change your time range, "
"and delete inputs on driving and driven transforms.\n"
"Do you want this to happen?")
ret = QtWidgets.QMessageBox.warning(
None, "WARNING: DESTRUCTIVE FUNCTION", msg,
QtWidgets.QMessageBox.Ok | QtWidgets.QMessageBox.Cancel,
QtWidgets.QMessageBox.Cancel
)
if ret == QtWidgets.QMessageBox.StandardButton.Ok:
bake_enabled = True
cmds.undoInfo(openChunk=True, undoName='Bake poses to timeline')
else:
bake_enabled = False
# If we are baking, do the bake
if bake_enabled:
i = start_frame
for pose_name in solver.poses():
# let's key it on the previous and next frames before we pose it
cmds.select(transforms)
cmds.animLayer(anim_layer, addSelectedObjects=True, e=True)
cmds.setKeyframe(transforms, t=[(i - 1), (i + 1)], animLayer=anim_layer)
# assume the pose
solver.go_to_pose(pose_name)
cmds.setKeyframe(transforms, t=[i], animLayer=anim_layer)
pose_list.append(pose_name)
# increment to next keyframe
i += 1
# set the range to the number of keyframes
cmds.playbackOptions(minTime=0, maxTime=i, animationStartTime=0, animationEndTime=i - 1)
cmds.dgdirty(a=1)
return pose_list
cmds.dgdirty(a=1)
except Exception as e:
LOG.error(traceback.format_exc())
finally:
cmds.undoInfo(closeChunk=True)

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# Copyright Epic Games, Inc. All Rights Reserved.
import traceback
from functools import partial
from maya import cmds
from epic_pose_wrangler.log import LOG
from epic_pose_wrangler.v2.model import base_extension, exceptions, pose_blender
class BakePosesToTimeline(base_extension.PoseWranglerExtension):
__category__ = "Core Extensions"
@property
def view(self):
if self._view is not None:
return self._view
from Qt import QtWidgets
self._view = QtWidgets.QWidget()
layout = QtWidgets.QVBoxLayout()
self._view.setLayout(layout)
label = QtWidgets.QLabel("Copy/Paste Driven Transforms")
layout.addWidget(label)
button_layout = QtWidgets.QHBoxLayout()
layout.addLayout(button_layout)
copy_button = QtWidgets.QPushButton("Copy")
copy_button.clicked.connect(partial(self.copy_driven_trs, None))
button_layout.addWidget(copy_button)
paste_button = QtWidgets.QPushButton("Paste")
button_layout.addWidget(paste_button)
spin_label = QtWidgets.QLabel("Multiplier: ")
button_layout.addWidget(spin_label)
spin_box = QtWidgets.QDoubleSpinBox()
spin_box.setMinimum(0.01)
spin_box.setSingleStep(0.1)
spin_box.setValue(1.0)
button_layout.addWidget(spin_box)
paste_button.clicked.connect(partial(self.paste_driven_trs, lambda: spin_box.value(), None))
return self._view
def execute(self, context=None, **kwargs):
copy = kwargs.get('copy', False)
driver = kwargs.get('driver', True)
multiplier = kwargs.get('multiplier', 1.0)
if context is None:
context = self.api.get_context()
if context.current_solver is not None:
if copy:
if driver:
self.copy_driver_trs()
else:
self.copy_driven_trs()
else:
if driver:
self.paste_driver_trs(multiplier=multiplier)
else:
self.paste_driven_trs(multiplier=multiplier)
def copy_driven_trs(self, solver=None):
"""
Copy the driven transforms translate, rotate and scale for the specified solver
:param solver :type api.RBFNode: solver reference
"""
context = self.api.get_context()
solver = solver or context.current_solver
CopyPasteTRS.copy_driven(solver)
def paste_driven_trs(self, multiplier=1.0, solver=None):
"""
Paste the driven transforms translate, rotate and scale based on the multiplier specified
:param multiplier :type float: scale multiplier
:param solver :type api.RBFNode: solver reference
"""
# Get the solver if it hasn't been specified
if callable(multiplier):
multiplier = multiplier()
context = self.api.get_context()
solver = solver or context.current_solver
edit_status = self.api.get_solver_edit_status(solver=solver)
if not edit_status:
self.api.edit_solver(edit=True, solver=solver)
CopyPasteTRS.paste_driven(multiplier=multiplier)
def copy_driver_trs(self, solver=None):
"""
Copy the driver transforms translate, rotate and scale for the specified solver
:param solver :type api.RBFNode: solver reference
"""
context = self.api.get_context()
# Get the solver if it hasn't been specified
solver = solver or context.current_solver
# Copy the driver transforms
CopyPasteTRS.copy_driver(solver)
def paste_driver_trs(self, multiplier=1.0):
"""
Paste the driver transforms rotate and scale based on the multiplier specified
:param multiplier :type float: scale multiplier
"""
if callable(multiplier):
multiplier = multiplier()
CopyPasteTRS.paste_driver(multiplier=multiplier)
class TRSError(exceptions.exceptions.PoseWranglerException):
pass
class CopyPasteTRS(object):
"""
Class wrapper for copying and pasting TRS data
"""
# Dicts to store the driver and driven data. Driver data is only used when auto generating poses
TRS_DRIVEN_DATA = {}
TRS_DRIVER_DATA = {}
@classmethod
def copy_driven(cls, solver):
"""
Copy the driven transforms TRS data for the specified solver
:param solver :type api.RBFNode: solver reference
"""
cls._copy(
transforms=solver.driven_nodes(pose_blender.UEPoseBlenderNode.node_type),
target_datastore=cls.TRS_DRIVEN_DATA
)
@classmethod
def paste_driven(cls, multiplier=1.0):
"""
Paste the copied driven values onto the driven with the specified modifier
:param multiplier :type float: multiplier value
"""
cls._paste(multiplier=multiplier, target_datastore=cls.TRS_DRIVEN_DATA)
@classmethod
def copy_driver(cls, solver):
"""
Copy the driver transforms TRS data for the specified solver
:param solver :type api.RBFNode: solver reference
"""
cls._copy(transforms=solver.drivers(), target_datastore=cls.TRS_DRIVER_DATA, attributes=['rotate', 'scale'])
@classmethod
def paste_driver(cls, multiplier=1.0):
"""
Paste the copied driver values onto the driver with the specified modifier
:param multiplier :type float: multiplier value
"""
cls._paste(multiplier=multiplier, target_datastore=cls.TRS_DRIVER_DATA)
@classmethod
def _copy(cls, transforms, target_datastore, attributes=None):
"""
Copy the specified transforms attributes to the specified datastore
:param transforms :type list: list of maya transform nodes
:param target_datastore :type dict: reference to cls.TRS_DRIVER_DATA or cls.TRS_DRIVEN_DATA
:param attributes :type list: list of attribute names to store
"""
# If no attributes are specified, use TRS
if not attributes:
attributes = ['translate', 'rotate', 'scale']
# Clear the datastore before we copy
target_datastore.clear()
# For each transform, get the specified attributes and store them in a dictionary
for transform in transforms:
target_datastore[transform] = {attr: cmds.getAttr(
"{transform}.{attr}".format(
transform=transform,
attr=attr
)
)[0]
for attr in attributes}
LOG.info("Successfully copied TRS for {transforms}".format(transforms=transforms))
@classmethod
def _paste(cls, multiplier, target_datastore):
"""
Paste the attributes from the target_datastore multiplied by the given multiplier
:param multiplier :type float: multiplier value
:param target_datastore : type dict: reference to cls.TRS_DRIVER_DATA or cls.TRS_DRIVEN_DATA
"""
# If the target datastore is empty, we can't paste
if not target_datastore:
raise TRSError("No data has been copied. Unable to paste")
# Iterate through the items in the datastore
for transform, data in target_datastore.items():
# Iterate through the attribute names and values in the datastore
for attr, values in data.items():
# Set the attribute to the multiplied value
try:
cmds.setAttr(
"{transform}.{attr}".format(transform=transform, attr=attr), values[0] * multiplier,
values[1] * multiplier,
values[2] * multiplier
)
except:
traceback.print_exc()
# Calculate and set the scale
scale = [((s - 1.0) * multiplier) + 1 for s in data['scale']]
try:
cmds.setAttr("{driven}.scale".format(driven=transform), *scale)
except:
traceback.print_exc()
LOG.info(
"Successfully pasted TRS with multiplier: {multiplier} for {transforms}".format(
multiplier=multiplier,
transforms=list(target_datastore.keys())
)
)

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# Copyright Epic Games, Inc. All Rights Reserved.
from functools import partial
from epic_pose_wrangler.v2.model import base_extension
from epic_pose_wrangler.v2.extensions import copy_paste_trs
class GenerateInbetweens(base_extension.PoseWranglerExtension):
__category__ = "Core Extensions"
@property
def view(self):
if self._view is not None:
return self._view
from Qt import QtWidgets
self._view = QtWidgets.QWidget()
layout = QtWidgets.QVBoxLayout()
self._view.setLayout(layout)
label = QtWidgets.QLabel("Copy/Paste Driven Transforms")
layout.addWidget(label)
button_layout = QtWidgets.QHBoxLayout()
layout.addLayout(button_layout)
generate_inbetweens_button = QtWidgets.QPushButton("Generate Inbetweens")
button_layout.addWidget(generate_inbetweens_button)
spin_label = QtWidgets.QLabel("Pose Count: ")
button_layout.addWidget(spin_label)
spin_box = QtWidgets.QSpinBox()
spin_box.setMinimum(1)
spin_box.setSingleStep(1)
spin_box.setValue(1)
button_layout.addWidget(spin_box)
generate_inbetweens_button.clicked.connect(partial(self.generate_inbetweens, lambda: spin_box.value()))
return self._view
def generate_inbetweens(self, count=1, pose_prefix="pose"):
"""
Generate inbetween poses between the current position and the default pose
:param count :type int: number of poses to generate
:param pose_prefix :type: name of the pose
"""
context = self.api.get_context()
if callable(count):
count = count()
solver = context.current_solver
copy_paste_trs_action = self.api.get_extension_by_type(copy_paste_trs.BakePosesToTimeline)
copy_paste_trs_action.copy_driven_trs(solver=solver)
copy_paste_trs_action.copy_driver_trs(solver=solver)
# Calculate the multiplier increment based on the number of desired poses
multiplier_increment = 1.0 / float((count + 1))
# Set the start multiplier
multiplier = 1.0
# Iterate through the number of desired poses
for i in range(count):
# Generate the new multiplier
multiplier -= multiplier_increment
# Paste the driver and driven translate, rotate and scale based on the new multiplier
# Note: Driver only gets rotate and scale applied to it.
copy_paste_trs_action.paste_driven_trs(multiplier)
copy_paste_trs_action.paste_driver_trs(multiplier)
# Create a new pose at this position
self.api.create_pose(pose_name="{pose_prefix}_{i}".format(pose_prefix=pose_prefix, i=i), solver=solver)

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# Copyright Epic Games, Inc. All Rights Reserved.
import inspect
import json
import os
import sys
from maya.api import OpenMaya as om
from epic_pose_wrangler.log import LOG
from epic_pose_wrangler.model import mirror_mapping, settings, exceptions
from epic_pose_wrangler.model.api import RBFAPI
from epic_pose_wrangler.v2.model import api, base_action, base_extension, pose_blender, context, utils
from epic_pose_wrangler.v2.model import exceptions as api_exceptions
class UERBFAPI(RBFAPI):
"""
Main entry point for interacting with the UERBFSolverNode and UEPoseBlenderNode
>>> from epic_pose_wrangler.v2 import main
>>> rbf_api = main.UERBFAPI(view=False)
>>> rbf_api.create_rbf_solver(solver_name="ExampleSolver", drivers=['leg_l'])
"""
VERSION = "2.0.0"
def __init__(self, view=False, parent=None, file_path=None):
super(UERBFAPI, self).__init__(view=view, parent=parent)
self._view = None
# Set up a default mirror mapping
self._mirror_mapping = mirror_mapping.MirrorMapping()
# Instantiate a settings manager to restore settings from previous sessions
self._settings_manager = settings.SettingsManager()
# Empty var to store the current solver for convenience so that you don't have to pass the solver through
# every time you call a function
self._current_solver = None
# Empty list to store any core and custom actions used to extend the functionality of PoseWrangler
self._extensions = []
# If view is requested, import and build the UI. We use a local import so that any QtWidget dependencies
# won't be loaded if the user is running from mayapy
if view:
from epic_pose_wrangler.v2.view import pose_wrangler_window
self._view = pose_wrangler_window.PoseWranglerWindow()
# Connect up the views events to the appropriate functions
self._setup_view_events()
# Load the contents of the current scene
LOG.info("Loading PoseWrangler...")
self.load()
# If a file path is specified, deserialize and load it
if file_path:
self.deserialize_from_file(file_path=file_path)
@property
def extensions(self):
"""
:return: list of pose wrangler extensions currently loaded
:rtype: list[pose_wrangler.v2.model.base_extension.PoseWranglerExtension]
"""
return self._extensions
@property
def view(self):
"""
:return: reference to the ui QWidget
:rtype: QtWidgets.QWidget or None
"""
return self._view
@property
def current_solver(self):
"""
:return: reference to the current solver
:rtype: api.RBFNode or None
"""
return self._current_solver
@current_solver.setter
def current_solver(self, solver):
# If the specified solver is not an RBFNode class, raise exception
if not isinstance(solver, api.RBFNode):
raise api_exceptions.InvalidSolverError(
"Solver is not a valid {node_type} node".format(node_type=api.RBFNode)
)
# Set the current solver
self._current_solver = solver
solvers = self.rbf_solvers
for action in self._extensions:
action.on_context_changed(
context.PoseWranglerContext(current_solver=solver, solvers=solvers)
)
# If we are displaying the view, update it with the current selection
if self._view:
# Generate a kwarg dict.
kwargs = {
"solver": solver,
# We want to store a reference to the MObject in case the name of the node is changed and the
# user doesn't refresh the UI
"drivers": {driver: om.MGlobal.getSelectionListByName(driver).getDependNode(0) for driver in
solver.drivers()},
# We want to display both the driven transforms and connected blendshapes.
# NOTE: Blendshapes will only be found if connected up via this API. For more info see:
# self.create_blendshape or self.add_blendshape
"driven_transforms": {
'transform': solver.driven_nodes(pose_blender.UEPoseBlenderNode.node_type),
'blendshape': {mesh: solver.get_pose_for_blendshape_mesh(mesh) for mesh in
solver.driven_nodes(type='blendShape')}
},
"poses": solver.poses()
}
# Load the solver settings in the view with the given kwargs
self._view.load_solver_settings(**kwargs)
@property
def mirror_mapping(self):
"""
:return: reference to the currently loaded mirror mapping
:rtype: mirror_mapping.MirrorMapping object
"""
return self._mirror_mapping
@property
def rbf_solvers(self):
"""
:return: list of rbf solvers in the scene
:rtype: list
"""
return api.RBFNode.find_all()
# ================================================ Solvers ======================================================= #
def create_rbf_solver(self, solver_name, drivers=None):
"""
Create an rbf solver node with the given name and the specified driver transforms
:param solver_name: name of the solver node
:type solver_name: str
:param drivers: list of driver transform node names
:type drivers: list
:return: RBFNode ref
:rtype: api.RBFNode
"""
# If no drivers are specified, grab the current selection
drivers = drivers or utils.get_selection(_type='transform')
LOG.debug("Creating RBF solver '{name}' with drivers: {drivers}".format(name=solver_name, drivers=drivers))
# Create the solver
solver = api.RBFNode.create(solver_name)
# If drivers have been specified, add them
if drivers:
self.add_drivers(drivers=drivers, solver=solver)
# If we are in UI mode, add the solver to the view
if self._view:
self._view.add_rbf_solver(solver)
# Set the current solver
self.current_solver = solver
# Set the current solver to edit mode
self.edit_solver(edit=True, solver=solver)
# Return the new solver
return solver
def delete_rbf_solver(self, solver=None):
"""
Delete the specified solver
:param solver: solver reference
:type solver: api.RBFNode
"""
# If no solver is specified, grab the current solver
solver = solver or self._current_solver
# Delete the solver
solver.delete()
# If we are using the UI, delete the solver
if self._view:
self._view.delete_solver(solver)
# If the current solver is this solver, set current to None
if self._current_solver == solver:
self._current_solver = None
def edit_solver(self, edit=True, solver=None):
"""
Edit or finish editing the specified solver. Enables pose creation/driven node changes via the ui
:param edit: set edit mode on or off
:type edit: bool
:param solver: solver reference
:type solver: api.RBFNode
"""
# If no solver is specified, grab the current solver
solver = solver or self._current_solver
# Edit the solver
solver.edit_solver(edit=edit)
# If we have a ui, update the edit mode status
if self._view:
self._view.edit_solver(solver=solver, edit=edit)
LOG.debug("Setting edit status: {status} for solver: {solver}".format(status=edit, solver=solver))
self.current_solver = solver
def mirror_rbf_solver(self, solver=None):
"""
Mirror the current solver
:param solver: solver reference
:type solver: api.RBFNode
:return: mirrored solver reference
:rtype: api.RBFNode
"""
# If no solver is specified, grab the current solver
solver = solver or self._current_solver
mirrored_solver = solver.mirror(self.mirror_mapping)
if self._view:
self._load_view()
# Set the current solver to the new solver
self.current_solver = mirrored_solver
# Return the new solver
return mirrored_solver
def get_rbf_solver_by_name(self, solver_name):
"""
Searches the scene for an rbf solver with the given name. Case insensitive
:param solver_name: Solver node name
:type solver_name: str
:return: found node or None
:rtype: api.RBFNode or None
"""
for solver in api.RBFNode.find_all():
if str(solver).lower() == solver_name.lower():
return solver
# ================================================ Drivers ======================================================= #
def add_drivers(self, drivers=None, solver=None):
"""
Add the specified drivers to the specified solver
:param drivers: list of transform nodes
:type drivers: list
:param solver: solver reference
:type solver: api.RBFNode
"""
# If no solver is specified, grab the current solver
solver = solver or self._current_solver
# If we already have more than one pose, we can't add a new driver (would require manually updating every pose)
if solver.num_poses() > 1:
raise api_exceptions.InvalidPoseIndex("Too many poses have been created, unable to add a new driver.")
# Check if we have a default pose
if solver.has_pose(pose_name='default'):
# Delete the current rest pose if found
solver.delete_pose(pose_name='default')
# Add new drivers
solver.add_driver(transform_nodes=drivers)
# Create the new rest pose with all the drivers
solver.add_pose_from_current(pose_name='default')
# Set the current solver
self.current_solver = solver
def remove_drivers(self, drivers, solver=None):
"""
Remove the specified drivers from the specified solver
:param drivers: list of driver transform nodes
:type drivers: list
:param solver: solver reference
:type solver: api.RBFNode
"""
# Get the solver if it hasn't been specified
solver = solver or self._current_solver
# Remove the drivers from the solver
solver.remove_drivers(drivers)
# Have to re-wrap solver due to a bug with targets array indexing
self.current_solver = api.RBFNode(str(solver))
# ================================================ Driven ======================================================== #
def add_driven_transforms(self, driven_nodes=None, solver=None, edit=False):
"""
Add driven transforms to the specified solver
:param driven_nodes: list of transform nodes
:type driven_nodes: list
:param solver: solver reference
:type solver: api.RBFNode
:param edit: should this transform not be connected to the pose blender output upon creation
:type edit: bool
"""
# Get the solver if it hasn't been specified
solver = solver or self._current_solver
solver.add_driven_transforms(driven_nodes, edit=edit)
# Update the current solver
self.current_solver = solver
def remove_driven(self, driven_nodes, solver=None):
"""
Remove driven transforms from the specified solver
:param driven_nodes: list of transform nodes
:type driven_nodes: list
:param solver: solver reference
:type solver: api.RBFNode
"""
# Get the solver if it hasn't been specified
solver = solver or self._current_solver
solver.remove_driven_transforms(driven_nodes)
# Update the current solver
self.current_solver = solver
# ============================================== Blendshapes ===================================================== #
def add_blendshape(self, pose_name, mesh_name, base_mesh, solver=None):
"""
Add an existing blendshape for the current pose
:param pose_name: name of the pose the blendshape is associated with
:type pose_name: str
:param mesh_name: name of the existing blendshape mesh
:type mesh_name: str
:param base_mesh: name of the mesh the blendshape mesh is derived from
:type base_mesh: str
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Add the blendshape
solver.add_existing_blendshape(pose_name, mesh_name, base_mesh)
self.current_solver = solver
def create_blendshape(self, pose_name, mesh_name=None, edit=False, solver=None):
"""
Create a new blendshape for the given pose and mesh
:param pose_name: name of the pose to create this blendshape for
:type pose_name: str
:param mesh_name: name of the mesh to create the blendshape from
:type mesh_name: str
:param edit: should this blendshape be edited straight away
:type edit: bool
:param solver: solver reference
:type solver: api.RBFNode
:return: name of the newly created blendshape mesh
:rtype: str
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Create a new blendshape mesh at the specified pose
blendshape_mesh_name = solver.create_blendshape(pose_name, mesh_name)
# If we are editing, change the mode
if edit:
self.edit_blendshape(pose_name=pose_name, edit=True, solver=solver)
else:
# If we aren't editing, update the current solver
self.current_solver = solver
# Return the name of the new blendshape mesh
return blendshape_mesh_name
def delete_blendshape(self, pose_name, solver=None):
"""
Delete the blendshape associated with the specified pose
:param pose_name: name of the pose to delete blendshapes for
:type pose_name: str
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Delete the blendshape mesh at the specified pose
solver.delete_blendshape(pose_name, delete_mesh=True)
# Set the current solver
self.current_solver = solver
def edit_blendshape(self, pose_name, edit=True, solver=None):
"""
Edit or finish editing the blendshape associated with the specified pose name
:param pose_name: name of the pose the blendshape is associated with
:type pose_name: str
:param edit: True = enable editing, False = finish editing
:type edit: bool
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Edit or finish editing the blendshape
solver.edit_blendshape(pose_name, edit=edit)
# Set the current solver
self.current_solver = solver
# If we have a ui, update the blendshapes status
if self._view:
self._view.edit_blendshape(pose_name, edit=edit)
def isolate_blendshape(self, pose_name, isolate=True, solver=None):
"""
Isolate the blendshape associated with the specified pose name, disabling all other blendshapes.
:param pose_name: name of the pose the blendshape is associated with
:type pose_name: str
:param isolate: True = isolate the blendshape, False = reconnect all disconnected blendshapes
:type isolate: bool
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Isolate or un-isolate the blendshape
solver.isolate_blendshape(pose_name=pose_name, isolate=isolate)
# Set the current solver
self.current_solver = solver
# ================================================= Poses ======================================================== #
def create_pose(self, pose_name, solver=None):
"""
Create a new pose for the specified solver
:param pose_name: name of the new pose
:type pose_name: str
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Create a new pose from the current position
solver.add_pose_from_current(pose_name=pose_name)
# Set the current solver
self.current_solver = solver
def delete_pose(self, pose_name, solver=None):
"""
Remove a pose from the given solver
:param pose_name: name of the pose to remove
:type pose_name: str
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Delete the pose
solver.delete_pose(pose_name)
# Set the current solver
self.current_solver = solver
def go_to_pose(self, pose_name, solver=None):
"""
Move the driver/driven transforms to the given pose
:param pose_name: name of the pose
:type pose_name: str
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Go to the pose
solver.go_to_pose(pose_name=pose_name)
def mirror_pose(self, pose_name, solver=None):
"""
Mirror a pose to the mirror of the current solver
:param pose_name: name of the pose
:type pose_name: str
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Mirror the pose
solver.mirror_pose(pose_name=pose_name, mirror_mapping=self.mirror_mapping)
# Reload all the solvers
self.load()
# Set the current solver
self.current_solver = solver
def mute_pose(self, pose_name, mute=True, solver=None):
"""
Mute or unmute the specified pose, removing all influences of the pose from the solver.
NOTE: This will affect the solver radius if automatic radius is enabled.
:param pose_name: name of the pose
:type pose_name: str
:param mute: mute or unmute the pose
:type mute: bool
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Mute or unmute the pose
solver.mute_pose(pose_name=pose_name, mute=mute)
# Set the current solver
self.current_solver = solver
def rename_pose(self, pose_name, new_pose_name, solver=None):
"""
Rename a pose on the given solver
:param pose_name: name of the pose
:type pose_name: str
:param new_pose_name: new name of the pose
:type new_pose_name: str
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Get the current pose index
pose_index = solver.pose_index(pose_name=pose_name)
# Rename the pose at the given index
solver.rename_pose(pose_index=pose_index, pose_name=new_pose_name)
# Update the current solver
self.current_solver = solver
def update_pose(self, pose_name, solver=None):
"""
Update the pose for the given solver
:param pose_name: name of the pose to update
:type pose_name: str
:param solver: solver reference
:type solver: api.RBFNode
"""
# Ensure we have a solver
solver = solver or self._current_solver
# Update the pose with the current driver/driven positions
solver.add_pose_from_current(pose_name, update=True)
LOG.info("Updated {pose_name}".format(pose_name=pose_name))
self.current_solver = solver
# ================================================== IO ========================================================== #
def deserialize_from_file(self, file_path, solver_names=None):
"""
Deserialize solvers from a specific file.
:param file_path: json file to load
:type file_path: str
"""
# Check the path exists
if not os.path.exists(file_path):
raise exceptions.PoseWranglerIOError(
"Unable to deserialize from {file_path}, path does not exist".format(file_path=file_path)
)
if solver_names is None:
solver_names = []
# Load the json file and deserialize
with open(file_path, 'r') as f:
data = json.loads(f.read())
self.deserialize(data, solver_names=solver_names)
LOG.debug("Successfully loaded solvers: {solvers}".format(solvers=solver_names or list(data.keys())))
LOG.info(
"Successfully loaded {num_solvers} solver(s) from {file_path}".format(
num_solvers=len(data),
file_path=file_path
)
)
def serialize_to_file(self, file_path, solvers=None):
"""
Serialize the specified solvers to a file
:param file_path: json file to serialize
:type file_path: str
:param solvers: list of api.RBFNode to serialize
:type solvers: list
"""
# Check that the directory exists before writing to it
if not os.path.exists(os.path.dirname(file_path)):
os.makedirs(file_path)
# Dump the serialized data to the json file
with open(file_path, 'w') as f:
data = self.serialize(solvers=solvers)
LOG.debug("Successfully serialized solvers: {solvers}".format(solvers=list(data.keys())))
f.write(json.dumps(data))
LOG.info(
"Successfully exported {num_solvers} solver(s) to {file_path}".format(
num_solvers=len(data),
file_path=file_path
)
)
def deserialize(self, data, solver_names=None):
"""
Deserialize and load the solvers from the data specified
:param data: serialized solver data
:type data: dict
:param solver_names: list of solver names to load from the data
:type solver_names: list, optional
"""
for solver_name, solver_data in data.items():
if solver_names and solver_name in solver_names or not solver_names:
api.RBFNode.create_from_data(solver_data)
self.load()
def serialize(self, solvers=None):
"""
Serialize the specified solvers
:param solvers: list of api.RBFNode to serialize
:type solvers: list
:return: serialized solver data
:rtype: dict
"""
return {str(solver): solver.data() for solver in solvers or self.rbf_solvers}
def load(self):
"""
Load the default pose wrangler settings
"""
# Set the mirror mapping from user settings
self.set_mirror_mapping()
self._load_extensions()
if self._view:
self._load_view()
# =============================================== Utilities ====================================================== #
def get_context(self):
"""
Get the current solver context
:return: pose wrangler context containing the current solver and all rbf solvers
:rtype: context.PoseWranglerContext
"""
return context.PoseWranglerContext(current_solver=self.current_solver, solvers=self.rbf_solvers)
def get_ui_context(self):
"""
If the ui is available, return the ui context
:return: ui context containing the current state of the ui
:rtype: ui_context.PoseWranglerUIContext or None
"""
if self._view:
return self._view.get_context()
def get_extension_by_type(self, class_ref):
"""
Get a reference to one of the loaded extensions from a class type
:param class_ref: reference to an extension class
:type class_ref: base_extension.PoseWranglerExtension
:return: reference to a loaded extension if one is loaded
:rtype: base_extension.PoseWranglerExtension instance or None
"""
extensions = [extension for extension in self._extensions if isinstance(extension, class_ref)]
if not extensions:
return
return extensions[0]
def set_mirror_mapping(self, path=None):
"""
Set the mirror mapping from a file
:param path: path to json mirror mapping file
:type path: str
"""
# If no path is specified, get the path stored in the settings manager
if path is None:
path = self._settings_manager.get_setting("MirrorMappingFile")
if path:
# If the path doesnt exist, raise an exception
if not os.path.exists(path):
raise exceptions.InvalidMirrorMapping("Unable to find mapping file: {file}".format(file=path))
# Set the new mirror mapping
self._mirror_mapping = mirror_mapping.MirrorMapping(file_path=path)
self._settings_manager.set_setting("MirrorMappingFile", path)
# If we are using the UI, update the mirror mapping file path
if self._view:
self._view.update_mirror_mapping_file(self._mirror_mapping.file_path)
def get_solver_edit_status(self, solver):
"""
Check if the current solver is in 'Edit' mode
:param solver: solver reference
:type solver: api.RBFNode
:return: True = in edit mode, False = not in edit mode
:rtype: bool
"""
# Get the solver if it hasn't been specified
solver = solver or self._current_solver
return solver.get_solver_edit_status()
def _get_valid_actions(self, ui_context):
"""
Gets the valid actions base on the ui context
:param ui_context :type PoseWranglerUIContext: current selection state of the UI
"""
if not self._view:
return
# Find all the available actions
found_actions = []
# Iterate through all the modules currently loaded
for module in list(sys.modules.values()):
try:
# Find all the classes in the module that inherit from BaseAction
found_actions.extend(
[obj for name, obj in inspect.getmembers(module, inspect.isclass) if
issubclass(
obj, base_action.BaseAction
) and obj != base_action.BaseAction
and obj not in found_actions]
)
except ImportError:
continue
# Create the actions
self._view.valid_actions.clear()
self._view.valid_actions.extend([action(api=self) for action in found_actions])
def _load_extensions(self):
"""
Loads any core and custom extensions found in the sys.modules
"""
# Find all the available extensions
found_extensions = []
# Iterate through all the modules currently loaded
for module in list(sys.modules.values()):
try:
# Find all the classes in the module that inherit from BaseAction
found_extensions.extend(
[obj for name, obj in inspect.getmembers(module, inspect.isclass) if
issubclass(
obj, base_extension.PoseWranglerExtension
) and obj != base_extension.PoseWranglerExtension
and obj not in found_extensions]
)
except ImportError:
continue
# Create the extensions
self._extensions = [extension(display_view=bool(self._view), api=self) for extension in found_extensions]
# If we are using the UI, show the actions
if self._view:
self._view.display_extensions(self._extensions)
def _load_view(self):
"""
Refresh the UI with the latest solvers
"""
if not self._view:
return
# If we have a ui, clear it before we load fresh data
self._view.clear()
# Bool to keep track if we have a solver that has edits to it
existing_edit = None
# Iterate through all the solvers in the scene
for solver in self.rbf_solvers:
# Get the solvers edit status
edit = self.get_solver_edit_status(solver)
# If we have an existing edit and this solver has also been edited
if existing_edit is not None and edit:
# Finish editing this solver
self.edit_solver(edit=False, solver=solver)
# Update the edit status accordingly
edit = False
# Otherwise if no existing edit and we have an edit
elif edit:
# Store the existing edit
existing_edit = solver
# Add the solver to the view with its edit status
self._view.add_rbf_solver(solver, edit=edit)
def _set_current_solver(self, solver):
"""
UI Event to update the current solver
:param solver :type api.RBFNode: solver reference
"""
self.current_solver = solver
# noinspection DuplicatedCode
def _setup_view_events(self):
"""
Connect up all of the ui signals to their corresponding functions
"""
# Only works if we have a view
if not self._view:
return
# Connect up all the ui events
# Solver Events
self._view.event_create_solver.connect(self.create_rbf_solver)
self._view.event_delete_solver.connect(self.delete_rbf_solver)
self._view.event_edit_solver.connect(self.edit_solver)
self._view.event_mirror_solver.connect(self.mirror_rbf_solver)
self._view.event_refresh_solvers.connect(self._load_view)
self._view.event_set_current_solver.connect(self._set_current_solver)
# Driver Events
self._view.event_add_drivers.connect(self.add_drivers)
self._view.event_remove_drivers.connect(self.remove_drivers)
self._view.event_export_drivers.connect(self.serialize_to_file)
self._view.event_import_drivers.connect(self.deserialize_from_file)
# Driven Events
self._view.event_add_driven.connect(self.add_driven_transforms)
self._view.event_remove_driven.connect(self.remove_driven)
# Pose Events
self._view.event_add_pose.connect(self.create_pose)
self._view.event_delete_pose.connect(self.delete_pose)
self._view.event_go_to_pose.connect(self.go_to_pose)
self._view.event_mirror_pose.connect(self.mirror_pose)
self._view.event_rename_pose.connect(self.rename_pose)
self._view.event_update_pose.connect(self.update_pose)
self._view.event_mute_pose.connect(self.mute_pose)
# Blendshape Events
self._view.event_create_blendshape.connect(self.create_blendshape)
self._view.event_add_blendshape.connect(self.add_blendshape)
self._view.event_edit_blendshape.connect(self.edit_blendshape)
# Utility Events
self._view.event_get_valid_actions.connect(self._get_valid_actions)
self._view.event_select.connect(utils.set_selection)
self._view.event_set_mirror_mapping.connect(self.set_mirror_mapping)
if __name__ == '__main__':
import ctypes
from Qt import QtWidgets
myappid = 'EpicGames.PoseWrangler'
ctypes.windll.shell32.SetCurrentProcessExplicitAppUserModelID(myappid)
app = QtWidgets.QApplication(sys.argv)
tool = UERBFAPI(view=True)
app.exec_()

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from .actions import (
selection,
io,
zero_pose
)

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# Copyright Epic Games, Inc. All Rights Reserved.
from epic_pose_wrangler.v2.model import base_action
class ExportSelectedAction(base_action.BaseAction):
__display_name__ = "Export Selected Solvers"
__tooltip__ = "Exports the currently selected solver nodes in the scene to a JSON file"
__category__ = "IO"
@classmethod
def validate(cls, ui_context):
return bool(ui_context.current_solvers)
def execute(self, ui_context=None, **kwargs):
from Qt import QtWidgets
if not ui_context:
ui_context = self.api.get_ui_context()
if not ui_context:
return
file_path = QtWidgets.QFileDialog.getSaveFileName(None, "Pose Wrangler File", "", "*.json")[0]
# If no path is specified, exit early
if file_path == "":
return
self.api.serialize_to_file(file_path, ui_context.current_solvers)
class ExportAllAction(base_action.BaseAction):
__display_name__ = "Export All Solvers"
__tooltip__ = "Exports all solver nodes in the scene to a JSON file"
__category__ = "IO"
@classmethod
def validate(cls, ui_context):
return bool(ui_context.current_solvers)
def execute(self, ui_context=None, **kwargs):
from Qt import QtWidgets
if not ui_context:
ui_context = self.api.get_ui_context()
if not ui_context:
return
file_path = QtWidgets.QFileDialog.getSaveFileName(None, "Pose Wrangler File", "", "*.json")[0]
# If no path is specified, exit early
if file_path == "":
return
self.api.serialize_to_file(file_path, None)
class ImportFromFileAction(base_action.BaseAction):
__display_name__ = "Import Solvers"
__tooltip__ = "Imports solver nodes into the scene from a JSON file"
__category__ = "IO"
@classmethod
def validate(cls, ui_context):
return bool(ui_context.current_solvers)
def execute(self, ui_context=None, **kwargs):
from Qt import QtWidgets
if not ui_context:
ui_context = self.api.get_ui_context()
if not ui_context:
return
file_path = QtWidgets.QFileDialog.getOpenFileName(None, "Pose Wrangler File", "", "*.json")[0]
# If no path is specified, exit early
if file_path == "":
return
self.api.deserialize_from_file(file_path)

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# Copyright Epic Games, Inc. All Rights Reserved.
from maya import cmds
from epic_pose_wrangler.v2.model import base_action
class SelectSolverAction(base_action.BaseAction):
__display_name__ = "Select Solver Node(s)"
__tooltip__ = "Selects the currently selected solver nodes in the scene"
__category__ = "Select"
@classmethod
def validate(cls, ui_context):
return bool(ui_context.current_solvers)
def execute(self, ui_context=None, **kwargs):
if not ui_context:
ui_context = self.api.get_ui_context()
if not ui_context:
return
cmds.select(ui_context.current_solvers, replace=True)
class SelectDriverAction(base_action.BaseAction):
__display_name__ = "Select Driver Node(s)"
__tooltip__ = "Selects the driver nodes in the scene"
__category__ = "Select"
@classmethod
def validate(cls, ui_context):
return bool(ui_context.drivers)
def execute(self, ui_context=None, **kwargs):
if not ui_context:
ui_context = self.api.get_ui_context()
if not ui_context:
return
cmds.select(ui_context.drivers, replace=True)
class SelectDrivenAction(base_action.BaseAction):
__display_name__ = "Select Driven Node(s)"
__tooltip__ = "Selects the driven nodes in the scene"
__category__ = "Select"
@classmethod
def validate(cls, ui_context):
return bool(ui_context.driven)
def execute(self, ui_context=None, **kwargs):
if not ui_context:
ui_context = self.api.get_ui_context()
if not ui_context:
return
cmds.select(ui_context.driven, replace=True)

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# Copyright Epic Games, Inc. All Rights Reserved.
from maya import cmds
from epic_pose_wrangler.v2.model import base_action, pose_blender
class ZeroDefaultPoseAction(base_action.BaseAction):
__display_name__ = "Zero Default Pose Transforms"
__tooltip__ = ""
__category__ = "Utilities"
@classmethod
def validate(cls, ui_context):
return bool(ui_context.current_solvers)
def execute(self, ui_context=None, solver=None, **kwargs):
from Qt import QtWidgets
if not ui_context:
ui_context = self.api.get_ui_context()
if ui_context:
solver = self.api.get_rbf_solver_by_name(ui_context.current_solvers[-1])
if not solver:
solver = self.api.current_solver
# Go to the default pose
solver.go_to_pose('default')
# Assume edit is enabled
edit = True
if not self.api.get_solver_edit_status(solver):
# If edit isn't enabled, store the current enabled state and enable editing
edit = False
self.api.edit_solver(edit=True, solver=solver)
# Reset the driven transforms
for node in solver.driven_nodes(type=pose_blender.UEPoseBlenderNode.node_type):
cmds.setAttr('{node}.translate'.format(node=node), 0.0, 0.0, 0.0)
cmds.setAttr('{node}.rotate'.format(node=node), 0.0, 0.0, 0.0)
cmds.setAttr('{node}.scale'.format(node=node), 1.0, 1.0, 1.0)
# Update the pose
self.api.update_pose(pose_name='default', solver=solver)
# Restore edit status
self.api.edit_solver(edit=edit, solver=solver)

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# Copyright Epic Games, Inc. All Rights Reserved.
import abc
class BaseAction(object):
__display_name__ = "BaseAction"
__tooltip__ = ""
__category__ = ""
@classmethod
@abc.abstractmethod
def validate(cls, ui_context):
raise NotImplementedError
@abc.abstractmethod
def execute(self, ui_context=None, **kwargs):
raise NotImplementedError
def __init__(self, api=None):
self._api = api
@property
def api(self):
return self._api

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# Copyright Epic Games, Inc. All Rights Reserved.
from epic_pose_wrangler.model import exceptions
class PoseWranglerExtension(object):
"""
Base class for extending pose wrangler with custom utilities that can be dynamically added to the UI
"""
__category__ = ""
def __init__(self, display_view=False, api=None):
super(PoseWranglerExtension, self).__init__()
self._display_view = display_view
self._view = None
self._api = api
@property
def api(self):
"""
Get the current API
:return: Reference to the main API interface
:rtype: pose_wrangler.v2.main.UERBFAPI
"""
return self._api
@property
def view(self):
"""
Get the current view widget. This should be overridden by custom extensions if you wish to embed a UI for this
extension into the main PoseWrangler UI.
:return: Reference to the PySide widget associated with this extension
:rtype: QWidget or None
"""
return self._view
def execute(self, context=None, **kwargs):
"""
Generic entrypoint for executing the extension.
:param: context: pose wrangler context containing current solver and all solvers
:type context: pose_wrangler.v2.model.context.PoseWranglerContext or None
"""
raise exceptions.PoseWranglerFunctionalityNotImplemented(
"'execute' function has not been implemented for {class_name}".format(
class_name=self.__class__.__name__
)
)
def on_context_changed(self, new_context):
"""
Context event called when the current solver is set via the API
:param new_context: pose wrangler context containing current solver and all solvers
:type new_context: pose_wrangler.v2.model.context.PoseWranglerContext or None
"""
pass

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# Copyright Epic Games, Inc. All Rights Reserved.
class PoseWranglerContext(object):
def __init__(self, current_solver, solvers):
self._current_solver = current_solver
self._solvers = solvers
@property
def current_solver(self):
return self._current_solver
@property
def solvers(self):
return self._solvers

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# Copyright Epic Games, Inc. All Rights Reserved.
"""
API v2 Specific exceptions
"""
from epic_pose_wrangler.model import exceptions
class MessageConnectionError(exceptions.PoseWranglerException):
"""
Raised when message connections fail.
"""
class InvalidSolverError(exceptions.PoseWranglerException):
"""
Raised when the incorrect solver type is specified
"""
class InvalidNodeType(exceptions.PoseWranglerException, TypeError):
"""
Raised when the incorrect node type is specified
"""
class PoseWranglerAttributeError(exceptions.PoseWranglerException, AttributeError):
"""
Raised when there is an issue getting/setting an attribute
"""
class PoseBlenderPoseError(exceptions.PoseWranglerException):
"""
Generic error for issues with poses
"""
class InvalidPose(exceptions.PoseWranglerException):
"""
Generic error for incorrect poses
"""
class InvalidPoseIndex(exceptions.PoseWranglerException):
"""
Raised when issues arise surrounding the poses index
"""
class BlendshapeError(exceptions.PoseWranglerException):
"""
Generic error for blendshape issues
"""

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# Copyright Epic Games, Inc. All Rights Reserved.
import os
import json
from maya import cmds
from special_projects.publish_tools.fbx_cmd import fbx_export
from special_projects.publish_tools.utils import find_top_joints
from special_projects.rigging.rbf_node import RBFNode
class RBFNodeExporter(object):
"""
Utility class to export a RBFsolver node, exports a JSON and FBX
>>> from special_projects.rigging.rbf_node.export import RBFNodeExporter
>>> node = 'my_UE4RBFSolver_node'
>>> asset_name = 'my_asset_name'
>>> export_directory = 'my:/export/directory'
>>> exporter = RBFNodeExporter(node, asset_name, export_directory)
>>> exporter.export()
Result:
export_directory/node.json
export_directory/node.fbx
"""
def __init__(self, node, asset_name, export_directory):
"""
Initialize RBF Exporter
"""
self.set_node(node)
self.set_asset_name(asset_name)
self.set_export_directory(export_directory)
self._set_fbx_export_path()
self._set_json_export_path()
def node(self):
return self._node
def set_node(self, node):
if not cmds.objectType(node, isAType=RBFNode.node_type):
raise TypeError('Invalid "{}" node: "{}"'.format(RBFNode.node_type, node))
self._node = RBFNode(node)
def asset_name(self):
return self._asset_name
def set_asset_name(self, asset_name):
self._asset_name = asset_name
def export_directory(self):
return self._export_directory
def set_export_directory(self, directory):
if os.path.isdir(directory) and os.path.exists(directory):
self._export_directory = directory
else:
raise IOError('Export directory "{}" does not exists'.format(directory))
def fbx_export_path(self):
return self._fbx_export_path
def _set_fbx_export_path(self):
self._fbx_export_path = os.path.join(self._export_directory, '{}.fbx'.format(self._node))
def json_export_path(self):
return self._json_export_path
def _set_json_export_path(self):
self._json_export_path = os.path.join(self._export_directory, '{}.json'.format(self._node))
# -------------------------------------------------------------------------------------
def export(self):
"""
Exports FBX and sidecar JSON file
"""
self.fbx_export()
self.json_export()
def json_export(self):
"""
Exports JSON sidecar
"""
self.node().name_unnamed_poses()
config = self._node.data()
config['export_fbx'] = self.fbx_export_path()
config['asset_name'] = self.asset_name()
with open(self.json_export_path(), 'w') as outfile:
json.dump(config, outfile, sort_keys=0, indent=4, separators=(",", ":"))
def fbx_export(self):
"""
Exports baked poses to FBX
"""
self.node().name_unnamed_poses()
self.bake_poses()
cmds.select(self.root_joint())
fbx_export(self.fbx_export_path(),
animation=True,
bake_complex_animation=True,
bake_complex_start=0,
bake_complex_end=cmds.playbackOptions(q=True, maxTime=True),
up_axis='z')
# -------------------------------------------------------------------------------------
def blendshape_nodes(self):
"""
Finds blendshape nodes from driven attributes
"""
driven_attributes = self._node.driven_attributes(type='blendShape')
blendshape_nodes = list()
for output in driven_attributes:
for attribute in output:
blendshape_nodes.append(attribute.split('.')[0])
return list(set(blendshape_nodes))
def meshes(self):
"""
Finds meshes from blendshape nodes
"""
meshes = list()
blendShapes = self.blendshape_nodes()
if blendShapes:
for blendShape in blendShapes:
meshes.extend(cmds.deformer(blendShape, q=True, geometry=True))
meshes = list(set(meshes))
meshes = cmds.listRelatives(meshes, parent=True)
return meshes
def root_joint(self):
"""
Finds root joint from meshes
"""
meshes = self.meshes()
if meshes:
skeleton = list()
for mesh in meshes:
skin_cluster = cmds.ls(cmds.findDeformers(mesh), type='skinCluster')
if skin_cluster:
skin_cluster = skin_cluster[0]
influences = cmds.skinCluster(skin_cluster, q=True, inf=True)
if influences:
skeleton.extend(influences)
else:
raise RuntimeError('No influences found for "{}"'.format(skin_cluster))
else:
cmds.warning('No skinCluster found for "{}"'.format(mesh))
root_joints = find_top_joints(skeleton)
else:
skeleton = self._node.drivers()
# for driver in self._node.drivers():
# driven = driver.replace('_drv', '')
# if cmds.objExists(driven):
# skeleton.append(driven)
root_joints = find_top_joints(skeleton)
if not root_joints:
raise RuntimeError('No root joint found for "{}"'.format(self._node))
return root_joints[0]
def add_root_attributes(self, root_joint):
"""
Adds RBFNode driven attributes to root_joint
"""
pose_root_attributes = dict()
poses = self._node.poses()
for pose in poses:
driven_attributes = self._node.pose_driven_attributes(pose) # add type flag!
current_pose = list()
for attribute in driven_attributes:
node, target = attribute.split('.')
root_attribute = '{}.{}'.format(root_joint, target)
if root_attribute not in current_pose:
if not cmds.objExists(root_attribute):
cmds.addAttr(root_joint, ln=target, at='double', k=True)
else:
input_connection = cmds.listConnections(root_attribute, s=True, d=False, plugs=True)
if input_connection:
cmds.disconnectAttr(input_connection[0], root_attribute)
# cmds.connectAttr(attribute, root_attribute)
current_pose.append(root_attribute)
pose_root_attributes[pose] = current_pose
return pose_root_attributes
def bake_poses(self):
"""
Bakes the RBFNode poses in the timeline for FBX export
"""
for anim_curve_type in ['animCurveTL', 'animCurveTA', 'animCurveTU']:
cmds.delete(cmds.ls(type=anim_curve_type))
pose_root_attributes = self.add_root_attributes(self.root_joint())
for frame, pose in enumerate(self._node.poses()):
# go to pose
self._node.go_to_pose(pose)
# key controllers
if self._node.num_controllers():
for controller in self._node.controllers():
cmds.setKeyframe(controller, t=frame, inTangentType='linear', outTangentType='step')
# or key drivers
else:
for driver in self._node.drivers():
cmds.setKeyframe(driver, t=frame, inTangentType='linear', outTangentType='step')
root_attributes = pose_root_attributes.get(pose, [])
for root_attribute in root_attributes:
input_connection = cmds.listConnections(root_attribute, s=True, d=False, plugs=True)
if input_connection:
cmds.disconnectAttr(input_connection[0], root_attribute)
# Key Driven Before/After
cmds.setAttr(root_attribute, 0)
if frame == len(self._node.poses()) - 1:
cmds.setKeyframe(root_attribute, t=(frame - 1), inTangentType='linear', outTangentType='linear')
else:
cmds.setKeyframe(root_attribute, t=((frame - 1), (frame + 1)), inTangentType='linear',
outTangentType='linear')
# Key Driven
cmds.setAttr(root_attribute, 1)
cmds.setKeyframe(root_attribute, t=frame, inTangentType='linear', outTangentType='linear')
# set start-end frames
end_frame = len(self._node.poses()) - 1
cmds.playbackOptions(minTime=0, maxTime=end_frame, animationStartTime=0, animationEndTime=end_frame)
cmds.dgdirty(a=True)
class RBFPoseExporterBatch(object):
"""
Utility class to export multiple RBFsolver nodes, exports a JSON and FBX for each solver
>>> solvers = cmds.ls(type='UE4RBFSolverNode')
>>> rig_scene = r'D:\Build\UE5_Main\Collaboration\Frosty\ArtSource\Character\Hero\Kenny\Rig\Kenny_Rig.ma'
>>> export_directory = r'D:\test\class'
>>> asset_name = 'Kenny'
>>> rbf_exporter_batch = RBFPoseExporterBatch(solvers, asset_name, export_directory, rig_scene)
Result:
export_directory/node1.json
export_directory/node1.fbx
export_directory/node2.json
export_directory/node2.fbx
"""
def __init__(self, nodes, asset_name, export_directory, rig_scene):
self.set_pose_exporter(nodes, asset_name, export_directory)
self.set_rig_scene(rig_scene)
def pose_exporter(self):
return self._poseExporter
def asset_name(self):
return self._asset_name
def export_directory(self):
return self._export_directory
def set_pose_exporter(self, nodes, asset_name, export_directory):
if not hasattr(nodes, '__iter__'):
nodes = [nodes]
exporters = list()
for node in nodes:
if cmds.objectType(node, isAType=RBFNodeExporter.node_type):
exporters.append(RBFNodeExporter(node, asset_name, export_directory))
if not len(exporters):
raise RuntimeError('No valid {} objects found'.format(RBFNodeExporter.node_type))
self._poseExporter = exporters
self._asset_name = asset_name
self._export_directory = export_directory
def rig_scene(self):
return self._rig_scene
def set_rig_scene(self, rig_scene):
if not os.path.exists(rig_scene):
raise IOError('Rig scene "{}" does not exists'.format(rig_scene))
self._rig_scene = rig_scene
# -------------------------------------------------------------------------------------
def export(self, run_in_subprocess=True):
# TO-DO: Implement run_in_subprocess
for exporter in self.pose_exporter():
cmds.file(self.rig_scene(), open=True, force=True)
exporter.export()

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# Copyright Epic Games, Inc. All Rights Reserved.
import copy
from maya import cmds
from maya.api import OpenMaya as om
from epic_pose_wrangler.log import LOG
from epic_pose_wrangler.v2.model import exceptions, utils
class UEPoseBlenderNode(object):
"""
Class wrapper for UEPoseBlenderNode
"""
node_type = 'UEPoseBlenderNode'
@classmethod
def create(cls, driven_transform=None):
"""
Create Pose Blender Node
>>> new_node = UEPoseBlenderNode.create()
"""
name = driven_transform
# If no name is specified, generate unique name
if name is None:
name = '{name}#'.format(name=cls.node_type)
name += "_{class_name}".format(class_name=cls.__name__)
# Create node
node = cmds.createNode(cls.node_type, name=name)
node_ref = cls(node)
# If a driving transform is specified, connect it via a message attribute and set the base pose
if driven_transform is not None:
utils.message_connect(
from_attribute="{node}.drivenTransform".format(node=node),
to_attribute="{transform}.poseBlender".format(transform=driven_transform)
)
# Set the base pose
node_ref.base_pose = cmds.xform(driven_transform, query=True, objectSpace=True, matrix=True)
# Return the new UEPoseBlenderNode reference
return node_ref
@classmethod
def find_all(cls):
"""
Returns all PoseBlender nodes in scene
"""
return [cls(node) for node in cmds.ls(type=cls.node_type)]
@classmethod
def find_by_name(cls, name):
"""
Find a UEPoseBlenderNode class with the specified name
:param name :type str: name of the node
:return :type UEPoseBlenderNode or None:
"""
if not name.endswith(cls.node_type):
name += "_{node_type}".format(node_type=cls.node_type)
match = cmds.ls(name, type=cls.node_type)
return cls(match[0]) if match else None
@classmethod
def find_by_transform(cls, transform):
"""
Finds a UEPoseBlenderNode class connected to the specified joint
:param transform :type str: name of the transform
:return :type UEPoseBlenderNode or None
"""
if not cmds.attributeQuery('poseBlender', node=transform, exists=True):
return
connections = cmds.listConnections('{transform}.poseBlender'.format(transform=transform))
if not connections:
return
return cls(connections[0])
def __init__(self, node):
# If the node doesn't exist, raise an exception
if not cmds.objectType(node, isAType=self.node_type):
raise exceptions.InvalidNodeType(
'Invalid "{node_type}" node: "{node_name}"'.format(
node_type=self.node_type,
node_name=node
)
)
# Store a reference ot the MObject in case the name of the node is changed whilst this class is still in use
self._node = om.MFnDependencyNode(om.MGlobal.getSelectionListByName(node).getDependNode(0))
def __repr__(self):
"""
Returns class string representation
"""
return '<{node_type}>: {object}'.format(node_type=self.node_type, object=self)
def __str__(self):
"""
Returns class as string
"""
return str(self.node)
def __eq__(self, other):
"""
Returns if two objects are the same, allows for comparing two different UEPoseBlenderNode references that wrap
the same MObject
"""
return str(self) == str(other)
def __enter__(self):
"""
Override the __enter__ to allow for this class to be used as a context manager to toggle edit mode
>>> pose_blender = UEPoseBlenderNode('TestPoseBlenderNode')
>>> with pose_blender:
>>> # Edit mode enabled so changes can be made
>>> pass
>>> # Edit mode is now disabled
"""
self.edit = True
def __exit__(self, exc_type, exc_val, exc_tb):
"""
On exit, disable edit mode
"""
self.edit = not self.edit
@property
def node(self):
return self._node.name()
@property
def rbf_solver_attr(self):
return '{node}.rbfSolver'.format(node=self.node)
@property
def base_pose_attr(self):
return '{node}.basePose'.format(node=self.node)
@property
def envelope_attr(self):
return '{node}.envelope'.format(node=self.node)
@property
def in_matrix_attr(self):
return '{node}.inMatrix'.format(node=self.node)
@property
def out_matrix_attr(self):
return '{node}.outMatrix'.format(node=self.node)
@property
def poses_attr(self):
return '{node}.poses'.format(node=self.node)
@property
def weights_attr(self):
return '{node}.weights'.format(node=self.node)
@property
def driven_transform(self):
"""
Get the current driven transform
:return :type str: transform node name
"""
if cmds.attributeQuery('drivenTransform', node=self.node, exists=True):
transforms = cmds.listConnections("{node}.drivenTransform".format(node=self.node))
if transforms:
return transforms[0]
@property
def edit(self):
"""
:return :type bool: are the driven transforms connected to this node editable?
"""
transform = self.driven_transform
# If no transform, we can edit!
if not transform:
return True
# False if we have any matrix connections, otherwise we have no connections and can edit
return False if cmds.listConnections(self.out_matrix_attr) else True
@edit.setter
def edit(self, value):
"""
Allow the driven transforms to be edited (or not)
:param value :type bool: edit mode enabled True/False
"""
# If we don't have a driven transform we can't do anything
transform = self.driven_transform
if not transform:
return
# If we are in edit mode, disable out connections
if bool(value):
self.out_matrix = None
# Otherwise connect up the transform
else:
self.out_matrix = transform
@property
def rbf_solver(self):
"""
:return:The connected rbf solver node if it exists
"""
from epic_pose_wrangler.v2.model import api
# Check the attr exists
exists = cmds.attributeQuery(self.rbf_solver_attr.split('.')[-1], node=self.node, exists=True)
# Query the connections
connections = cmds.listConnections(self.rbf_solver_attr)
# Return the node if the attr exists and a connection is found
return api.RBFNode(connections[0]) if exists and connections else None
@rbf_solver.setter
def rbf_solver(self, rbf_solver_attr):
"""
Connects up this node to an rbf solver node
:param rbf_solver_attr: the attribute on the rbf solver to connect this to i.e my_rbf_solver.poseBlend_back_120
"""
utils.message_connect(rbf_solver_attr, self.rbf_solver_attr)
@property
def base_pose(self):
"""
:return :type list: matrix
"""
return self.get_pose(index=0)
@base_pose.setter
def base_pose(self, matrix):
"""
Set the base pose to a specific pose.PoseNode
:param matrix :type list: Matrix to set as base pose
"""
# Connect up the pose's outputLocalMatrix to the basePose plug
utils.set_attr_or_connect(source_attr_name=self.base_pose_attr, value=matrix, attr_type='matrix')
# Set the inMatrix to the basePose plug
self.in_matrix = matrix
# Set the first pose in the pose list to the new base pose
self.set_pose(index=0, overwrite=True, matrix=matrix)
@property
def envelope(self):
"""
Get the value of the envelope attr from this node
"""
return utils.get_attr(self.envelope_attr, as_value=True)
@envelope.setter
def envelope(self, value):
"""
Sets the envelope
:param value: float, int or string (i.e node.attributeName). Float/Int will set the value, whilst
passing an attribute will connect the plugs
"""
if isinstance(value, float) or isinstance(value, int) and 0 > value > 1:
value = min(max(0.0, value), 1.0)
utils.set_attr_or_connect(source_attr_name=self.envelope_attr, value=value)
@property
def in_matrix(self):
"""
Get the inMatrix value
:return: matrix or attributeName
"""
# Get the current value of the attribute
return utils.get_attr(self.in_matrix_attr, as_value=True)
@in_matrix.setter
def in_matrix(self, value):
"""
Sets the inMatrix attribute to a value or connects it to another matrix plug
:param value: matrix (list) or string node.attributeName
"""
utils.set_attr_or_connect(source_attr_name=self.in_matrix_attr, value=value, attr_type='matrix')
@property
def out_matrix(self):
"""
:return:
"""
return cmds.getAttr(self.out_matrix_attr)
@out_matrix.setter
def out_matrix(self, transform_name=None):
"""
Connect the output matrix up to a given transform node
:param transform_name: name of a transform node to connect to
"""
# If a transform is specified, connect it
current_selection = cmds.ls(selection=True)
if transform_name:
# Check that the node type is a transform
if not cmds.ls(transform_name, type='transform'):
# If its not a transform raise an error
raise exceptions.InvalidNodeType(
"Invalid node type. Expected 'transform', received '{node_type}'".format(
node_type=cmds.objectType(transform_name)
)
)
# Create a new decomposeMatrix node to convert the outMatrix to T,R,S
mx_decompose_node = cmds.createNode('decomposeMatrix', name="{node}_mx_decompose#".format(node=self.node))
# Connect the outMatrix up to the decomposeMatrix's input
cmds.connectAttr(self.out_matrix_attr, '{node}.inputMatrix'.format(node=mx_decompose_node))
# Create an iterator with TRS attributes
attributes = ('translate', 'rotate', 'scale')
# Iterate through each attr and connect it
for attr in attributes:
out_attr = '{mx_decompose_node}.output{attr}'.format(
mx_decompose_node=mx_decompose_node,
attr=attr.capitalize()
)
in_attr = '{node_name}.{attr}'.format(node_name=transform_name, attr=attr)
cmds.connectAttr(out_attr, in_attr, force=True)
else:
# No transform was specified, disconnect all existing connections
connections = cmds.listConnections(self.out_matrix_attr, type='decomposeMatrix')
current_matrix = cmds.xform(self.driven_transform, query=True, matrix=True, objectSpace=True)
if connections:
cmds.delete(connections)
for connection in cmds.listConnections(self.out_matrix_attr, plugs=True) or []:
cmds.disconnectAttr(self.out_matrix_attr, connection)
cmds.xform(self.driven_transform, matrix=current_matrix, objectSpace=True)
cmds.select(current_selection, replace=True)
def get_pose(self, index=-1):
"""
Get the pose at the specified index
:param index :type int: index to query
:return :type list matrix or None
"""
# Get the value of the pose_attr at the specified index
return utils.get_attr(
'{poses_attr}[{index}]'.format(poses_attr=self.poses_attr, index=index),
as_value=True
)
def get_poses(self):
"""
:return :type list of matrices
"""
# TODO update this when the weight + name get added
return utils.get_attr_array(attr_name=self.poses_attr, as_value=True)
def add_pose_from_current(self, pose_name, index=-1):
"""
Add a pose from the current transforms positions
:param pose_name :type str: name of the pose
:param index :type int: target index for the pose
"""
# Find the next index if no index is specified
if index < 0:
# If the index is less than 0 find the next available index
index = len(cmds.getAttr(self.poses_attr, multiIndices=True) or [0]) - 1
# Store driven transform in var to reduce number of cmds calls
driven_transform = self.driven_transform
if not driven_transform:
raise exceptions.PoseBlenderPoseError(
"No driven transform associated with this node, "
"unable to get the current matrix"
)
# Get the local matrix for the driven transform
local_matrix = cmds.xform(driven_transform, query=True, objectSpace=True, matrix=True)
# Set the pose
self.set_pose(index=index, pose_name=pose_name, matrix=local_matrix)
def set_pose(self, index=-1, pose_name="", overwrite=True, matrix=None):
"""
Set a pose for the specified index
:param index: int value of the index to set
:param pose_name: name of the pose as a string
:param overwrite: should it overwrite any existing pose at the index or insert
:param matrix: matrix value to set
"""
# Find the next index if no index is specified
if index < 0:
if pose_name:
LOG.warning("Set Pose has not been implemented to support a pose name. FIXME")
return
else:
# If the index is less than 0 find the next available index
index = len(cmds.getAttr(self.poses_attr, multiIndices=True) or [0]) - 1
# If no matrix is specified, grab the matrix for the driven transform
if matrix is None:
matrix = cmds.xform(self.driven_transform, query=True, matrix=True, objectSpace=True)
# TODO add in support for inserting into the pose list
if not overwrite:
pose_count = len(cmds.getAttr(self.poses_attr, multiIndices=True) or [])
if pose_count - 1 > index:
pass
# Generate the source attribute (the attribute on this node) from the default attr and given index
source_attr_name = '{poses_attr}[{index}]'.format(poses_attr=self.poses_attr, index=index)
# Set the pose
utils.set_attr_or_connect(source_attr_name=source_attr_name, value=matrix, attr_type='matrix')
def go_to_pose(self, index=-1):
"""
Move the driven transform to the matrix stored in the pose list at the specified index
:param index :type index: index to go to
"""
# Get the matrix at the specified index
pose_matrix = self.get_pose(index=index)
# Assume the position
cmds.xform(self.driven_transform, matrix=pose_matrix)
def delete_pose(self, index=-1, pose_name=""):
"""
Delete a pose at the specified index or with the given name
:param index :type int: index to delete or -1 to use pose_name
:param pose_name :type str: pose name to delete
"""
# TODO Delete pose will need to remember enabled state + reconnect up pose_name connection when the changes are
# made to the solver. Currently can't delete by pose name because there is nothing tying an index to a pose
# name
# If no index and no pose name, raise exception
if index < 0 and not pose_name:
raise exceptions.InvalidPoseIndex("Unable to delete pose")
# Copy a list of the poses
poses = copy.deepcopy(self.get_poses())
# Iterate through the existing poses in reverse
for i in reversed(range(len(poses))):
# Remove the pose from the list of targets
cmds.removeMultiInstance('{blender}.poses[{index}]'.format(blender=self, index=i), b=True)
# Remove the pose at the given index
poses.pop(index)
# Re-add all the deleted poses (minus the one we popped)
for pose_index, matrix in enumerate(poses):
self.set_pose(index=pose_index, matrix=matrix)
def get_weight(self, index, as_float=True):
"""
Get the current weight for the specified index
:param index :type int
:param as_float :type bool: return as float or as attribute name of the connected plug
:return: float or plug
"""
return utils.get_attr('{weights}[{index}]'.format(weights=self.weights_attr, index=index), as_value=as_float)
def get_weights(self, as_float=True):
"""
Get all the weights associated with this node
:param as_float :type bool: as list of floats or list of plugs
:return: list of floats or plugs
"""
return utils.get_attr_array(attr_name=self.weights_attr, as_value=as_float)
def set_weight(self, index=-1, in_float_attr="", float_value=0.0):
"""
Set the weight at a given index either by connecting an attribute or specifying a float value
:param index :type int: index to set
:param in_float_attr :type str: node.attributeName to connect to this plug
:param float_value :type float: float value to set
"""
if index < 0:
# If the index is less than 0 find the next available index
index = len(cmds.getAttr(self.weights_attr, multiIndices=True) or [0]) - 1
# Generate the correct source attr name for the index specified
source_attr_name = '{weights}[{index}]'.format(weights=self.weights_attr, index=index)
# Set the array element to either the attr or the float value
utils.set_attr_or_connect(source_attr_name=source_attr_name, value=in_float_attr or float_value)
def set_weights(self, in_float_array_attr="", floats=None):
"""
Set multiple weights either by an attribute array string or a float list.Will overwrite existing values
:param in_float_array_attr :type str: node.attributeName array attribute to connect all indices with
:param floats :type list: list of float values to set for each corresponding index
"""
# Prioritize plugs over setting floats
if in_float_array_attr:
# Iterate through all the indices in the array
for i in range(len(cmds.getAttr(in_float_array_attr, multiIndices=True) or [0])):
# Generate the source attr name
in_float_attr = "{array_attr}[{index}]".format(array_attr=in_float_array_attr, index=i)
# Set the weight for the current index
self.set_weight(index=i, in_float_attr=in_float_attr)
elif floats:
# Iterate through the floats
for index, float_value in enumerate(floats):
# Set the weight for the current index
self.set_weight(index=index, float_value=float_value)
def delete(self):
"""
Delete the node associated with this wrapper
"""
# If we aren't in edit mode we still have connections made to decomposeMatrix nodes that we want to delete
if not self.edit:
# Enable edit mode to delete those decomposeMatrix nodes
self.edit = True
# Disconnect all attrs
destination_conns = cmds.listConnections(self, plugs=True, connections=True, source=False) or []
for i in range(0, len(destination_conns), 2):
cmds.disconnectAttr(destination_conns[i], destination_conns[i + 1])
source_conns = cmds.listConnections(self, plugs=True, connections=True, destination=False) or []
for i in range(0, len(source_conns), 2):
# we have to flip these because the output is always node centric and not connection centric
cmds.disconnectAttr(source_conns[i + 1], source_conns[i])
# Delete the node
cmds.delete(self.node)

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# Copyright Epic Games, Inc. All Rights Reserved.
import math
import traceback
from maya import OpenMaya, cmds
from epic_pose_wrangler.log import LOG
from epic_pose_wrangler.v2.model import exceptions
# NOTE: MTransformationMatrix & MEulerRotation have different values for the same axis.
XFORM_ROTATION_ORDER = {
'xyz': OpenMaya.MTransformationMatrix.kXYZ,
'yzx': OpenMaya.MTransformationMatrix.kYZX,
'zxy': OpenMaya.MTransformationMatrix.kZXY,
'xzy': OpenMaya.MTransformationMatrix.kXZY,
'yxz': OpenMaya.MTransformationMatrix.kYXZ,
'zyx': OpenMaya.MTransformationMatrix.kZYX
}
EULER_ROTATION_ORDER = {
'xyz': OpenMaya.MEulerRotation.kXYZ,
'yzx': OpenMaya.MEulerRotation.kYZX,
'zxy': OpenMaya.MEulerRotation.kZXY,
'xzy': OpenMaya.MEulerRotation.kXZY,
'yxz': OpenMaya.MEulerRotation.kYXZ,
'zyx': OpenMaya.MEulerRotation.kZYX
}
def compose_matrix(position, rotation, rotation_order='xyz'):
"""
Compose a 4x4 matrix with given transformation.
>>> compose_matrix((0.0, 0.0, 0.0), (90.0, 0.0, 0.0))
[1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0]
"""
# create rotation ptr
rot_script_util = OpenMaya.MScriptUtil()
rot_script_util.createFromDouble(*[deg * math.pi / 180.0 for deg in rotation])
rot_double_ptr = rot_script_util.asDoublePtr()
# construct transformation matrix
xform_matrix = OpenMaya.MTransformationMatrix()
xform_matrix.setTranslation(OpenMaya.MVector(*position), OpenMaya.MSpace.kTransform)
xform_matrix.setRotation(rot_double_ptr, XFORM_ROTATION_ORDER[rotation_order], OpenMaya.MSpace.kTransform)
matrix = xform_matrix.asMatrix()
return [matrix(m, n) for m in range(4) for n in range(4)]
def decompose_matrix(matrix, rotation_order='xyz'):
"""
Decomposes a 4x4 matrix into translation and rotation.
>>> decompose_matrix([1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, 0.0, -1.0, 0.0, 0.0, 0.0, 0.0, 0.0, 1.0])
((0.0, 0.0, 0.0), (90.0, 0.0, 0.0))
"""
mmatrix = OpenMaya.MMatrix()
OpenMaya.MScriptUtil.createMatrixFromList(matrix, mmatrix)
# create transformation matrix
xform_matrix = OpenMaya.MTransformationMatrix(mmatrix)
# get translation
translation = xform_matrix.getTranslation(OpenMaya.MSpace.kTransform)
# get rotation
# @ref: https://github.com/LumaPictures/pymel/blob/master/pymel/core/datatypes.py
# The apicls getRotation needs a "RotationOrder &" object, which is impossible to make in python...
euler_rotation = xform_matrix.eulerRotation()
euler_rotation.reorderIt(EULER_ROTATION_ORDER[rotation_order])
rotation = euler_rotation.asVector()
return (
(translation.x, translation.y, translation.z),
(rotation.x * 180.0 / math.pi, rotation.y * 180.0 / math.pi, rotation.z * 180.0 / math.pi)
)
def euler_to_quaternion(rotation, rotation_order='xyz'):
"""
Returns Euler Rotation as Quaternion
>>> euler_to_quaternion((90, 0, 0))
(0.7071, 0.0, 0.0, 0.70710))
"""
euler_rotation = OpenMaya.MEulerRotation(
rotation[0] * math.pi / 180.0,
rotation[1] * math.pi / 180.0,
rotation[2] * math.pi / 180.0
)
euler_rotation.reorderIt(EULER_ROTATION_ORDER[rotation_order])
quat = euler_rotation.asQuaternion()
return quat.x, quat.y, quat.z, quat.w
def quaternion_to_euler(rotation, rotation_order='xyz'):
"""
Returns Quaternion Rotation as Euler
quaternion_to_euler((0.7071, 0.0, 0.0, 0.70710))
(90, 0, 0)
"""
quat = OpenMaya.MQuaternion(*rotation)
euler_rotation = quat.asEulerRotation()
euler_rotation.reorderIt(EULER_ROTATION_ORDER[rotation_order])
return euler_rotation.x * 180.0 / math.pi, euler_rotation.y * 180.0 / math.pi, euler_rotation.z * 180.0 / math.pi
def is_connected_to_array(attribute, array_attr):
"""
Check if the attribute is connected to the specified array
:param attribute :type str: attribute
:param array_attr :type str array attribute
:return :type int or None: int of index in the array or None
"""
try:
indices = cmds.getAttr(array_attr, multiIndices=True) or []
except ValueError:
return None
for i in indices:
attr = '{from_attr}[{index}]'.format(from_attr=array_attr, index=i)
if attribute in (cmds.listConnections(attr, plugs=True) or []):
return i
return None
def get_next_available_index_in_array(attribute):
# Get the next available index
indices = cmds.getAttr(attribute, multiIndices=True) or []
i = 0
for index in indices:
if index != i and i not in indices:
indices.append(i)
i += 1
indices.sort()
attrs = ['{from_attr}[{index}]'.format(from_attr=attribute, index=i) for i in indices]
connections = [cmds.listConnections(attr, plugs=True) or [] for attr in attrs]
target_index = len(indices)
for index, conn in enumerate(connections):
if not conn:
target_index = index
break
return target_index
def message_connect(from_attribute, to_attribute, in_array=False, out_array=False):
"""
Create and connect a message attribute between two nodes
"""
# Generate the object and attr names
from_object, from_attribute_name = from_attribute.split('.', 1)
to_object, to_attribute_name = to_attribute.split('.', 1)
# If the attributes don't exist, create them
if not cmds.attributeQuery(from_attribute_name, node=from_object, exists=True):
cmds.addAttr(from_object, longName=from_attribute_name, attributeType='message', multi=in_array)
if not cmds.attributeQuery(to_attribute_name, node=to_object, exists=True):
cmds.addAttr(to_object, longName=to_attribute_name, attributeType='message', multi=out_array)
# Check that both attributes, if existing are message attributes
for a in (from_attribute, to_attribute):
if cmds.getAttr(a, type=1) != 'message':
raise exceptions.MessageConnectionError(
'Message Connect: Attribute {attr} is not a message attribute. CONNECTION ABORTED.'.format(
attr=a
)
)
# Connect up the attributes
try:
if in_array:
from_attribute = "{from_attribute}[{index}]".format(
from_attribute=from_attribute,
index=get_next_available_index_in_array(from_attribute)
)
if out_array:
to_attribute = "{to_attribute}[{index}]".format(
to_attribute=to_attribute,
index=get_next_available_index_in_array(to_attribute)
)
return cmds.connectAttr(from_attribute, to_attribute, force=True)
except Exception as e:
LOG.error(traceback.format_exc())
return False
def connect_attr(from_attr, to_attr):
if not cmds.isConnected(from_attr, to_attr):
cmds.connectAttr(from_attr, to_attr)
def get_attr(attr_name, as_value=True):
"""
Get the specified attribute
:param attr_name :type str: attribute name i.e node.translate
:param as_value :type bool: return as value or connected plug name
:return :type list or any: either returns a list of connections or the value of the attribute
"""
# Check if the attribute is connected
connections = cmds.listConnections(attr_name, plugs=True)
if connections and not as_value:
# If the attribute is connected and we don't want the value, return the connections
return connections
elif as_value:
# Return the value
return cmds.getAttr(attr_name)
def get_attr_array(attr_name, as_value=True):
"""
Get the specified array attr
:param attr_name :type str: attribute name i.e node.translate
:param as_value :type bool: return as value or connected plug name
:return :type list or any: either returns a list of connections or the value of the attribute
"""
# Get the number of indices in the array
indices = cmds.getAttr(attr_name, multiIndices=True) or []
# Empty list to store the connected plugs
connected_plugs = []
# Empty list to store values
values = []
# Iterate through the indices
for i in indices:
# Get all the connected plugs for this index
connections = cmds.listConnections('{attr_name}[{index}]'.format(attr_name=attr_name, index=i), plugs=True)
# If we want the plugs and not values, store connections
if connections and not as_value:
connected_plugs.extend(connections)
# If we want values, get the value at the index
elif as_value:
values.append(cmds.getAttr('{attr_name}[{index}]'.format(attr_name=attr_name, index=i)))
# Return plugs or values, depending on which one has data
return connected_plugs or values
def set_attr_or_connect(source_attr_name, value=None, attr_type=None, output=False):
"""
Set an attribute or connect it to another attribute
:param source_attr_name :type str: attribute name
:param value : type any: value to set the attribute to
:param attr_type :type str: name of the attribute type i.e matrix
:param output :type bool: is this plug an output (True) or input (False)
"""
# Type conversion from maya: python
attr_types = {
'matrix': list
}
# Check if we have a matching type
matching_type = attr_types.get(attr_type, None)
# If we have a matching type and the value matches that type, set the attr
if matching_type is not None and isinstance(value, matching_type):
cmds.setAttr(source_attr_name, value, type=attr_type)
# If the value is a string and no type is matched, we want to connect the attributes
elif isinstance(value, str):
try:
# Connect from left->right depending on if the source is output or input
if output:
if not cmds.isConnected(source_attr_name, value):
cmds.connectAttr(source_attr_name, value)
else:
if not cmds.isConnected(value, source_attr_name):
cmds.connectAttr(value, source_attr_name)
except Exception as e:
raise exceptions.PoseWranglerAttributeError(
"Unable to {direction} {input} to '{output}'".format(
direction="connect" if value else "disconnect",
input=source_attr_name if output else value,
output=value if output else source_attr_name
)
)
else:
cmds.setAttr(source_attr_name, value)
def disconnect_attr(attr_name, array=False):
"""
Disconnect the specified attribute
:param attr_name :type str: attribute name to disconnect
:param array :type bool: is this attribute an array?
"""
attrs = []
# If we are disconnecting an array, get the names of all the attributes
if array:
attrs.extend(cmds.getAttr(attr_name, multiIndices=True) or [])
# Otherwise append the attr name specified
else:
attrs.append(attr_name)
# Iterate through all the attrs listed
for attr in attrs:
# Find their connections and disconnect them
for plug in cmds.listConnections(attr, plugs=True) or []:
cmds.disconnectAttr(attr, plug)
def get_selection(_type=""):
"""
Returns the current selection
"""
return cmds.ls(selection=True, type=_type)
def set_selection(selection_list):
"""
Sets the active selection
"""
cmds.select(selection_list, replace=True)

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QListWidget[Log=true]{
background-color: #2A2A2A;
background-image: url("PoseWrangler:epic.png");
background-repeat: no-repeat;
background-position: bottom right;
}
QPushButton[Category=true] {
text-align: left;
background-color: #707070;
}
QPushButton::hover[Category=true] {
text-align: left;
background-color: #707070;
}

View File

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<?xml version="1.0" encoding="UTF-8"?>
<ui version="4.0">
<class>MainWindow</class>
<widget class="QMainWindow" name="MainWindow">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>883</width>
<height>693</height>
</rect>
</property>
<property name="windowTitle">
<string>MainWindow</string>
</property>
<widget class="QWidget" name="centralwidget">
<layout class="QHBoxLayout" name="horizontalLayout_4">
<item>
<widget class="QSplitter" name="splitter_3">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<widget class="QSplitter" name="splitter_2">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<widget class="QWidget" name="verticalLayoutWidget">
<layout class="QVBoxLayout" name="verticalLayout">
<property name="spacing">
<number>0</number>
</property>
<item>
<widget class="QLabel" name="label">
<property name="sizePolicy">
<sizepolicy hsizetype="Minimum" vsizetype="Minimum">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
<property name="text">
<string>RBF SOLVERS:</string>
</property>
<property name="heading" stdset="0">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QListWidget" name="solver_LIST">
<property name="maximumSize">
<size>
<width>16777215</width>
<height>16777215</height>
</size>
</property>
<property name="selectionMode">
<enum>QAbstractItemView::ExtendedSelection</enum>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="label_6">
<property name="text">
<string>RMB Solver for options</string>
</property>
<property name="alignment">
<set>Qt::AlignCenter</set>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_14">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QPushButton" name="toggle_edit_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Edit Selected Solver</string>
</property>
<property name="checkable">
<bool>true</bool>
</property>
</widget>
</item>
</layout>
</item>
<item>
<spacer name="verticalSpacer_6">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Fixed</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>2</height>
</size>
</property>
</spacer>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_13">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QPushButton" name="create_solver_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>50</weight>
<bold>false</bold>
</font>
</property>
<property name="text">
<string>Create Solver</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="refresh_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>50</weight>
<bold>false</bold>
</font>
</property>
<property name="text">
<string>Refresh Solvers</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<spacer name="verticalSpacer_2">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Fixed</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>2</height>
</size>
</property>
</spacer>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_11">
<property name="spacing">
<number>2</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<item>
<widget class="QPushButton" name="delete_solver_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
<property name="text">
<string>Delete Solvers</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="mirror_solver_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Mirror Solver</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<spacer name="verticalSpacer_3">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeType">
<enum>QSizePolicy::Fixed</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>2</height>
</size>
</property>
</spacer>
</item>
<item>
<widget class="Line" name="line_4">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
</widget>
</item>
</layout>
</widget>
<widget class="QWidget" name="verticalLayoutWidget_2">
<layout class="QVBoxLayout" name="poses_layout">
<item>
<widget class="QLabel" name="label_2">
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
<property name="text">
<string>POSES:</string>
</property>
<property name="heading" stdset="0">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QListWidget" name="pose_LIST">
<property name="selectionMode">
<enum>QAbstractItemView::ExtendedSelection</enum>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_8">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QPushButton" name="add_pose_BTN">
<property name="enabled">
<bool>true</bool>
</property>
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>50</weight>
<bold>false</bold>
</font>
</property>
<property name="text">
<string>Add Pose</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="edit_pose_BTN">
<property name="enabled">
<bool>true</bool>
</property>
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>50</weight>
<bold>false</bold>
</font>
</property>
<property name="text">
<string>Update Pose</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="delete_pose_BTN">
<property name="enabled">
<bool>true</bool>
</property>
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>50</weight>
<bold>false</bold>
</font>
</property>
<property name="text">
<string>Delete Pose</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_10">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QPushButton" name="mute_pose_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Mute Pose</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="mirror_pose_BTN">
<property name="enabled">
<bool>true</bool>
</property>
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>50</weight>
<bold>false</bold>
</font>
</property>
<property name="text">
<string>Mirror Pose</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="rename_pose_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Rename Pose</string>
</property>
<property name="checkable">
<bool>false</bool>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</widget>
<widget class="QSplitter" name="splitter">
<property name="sizePolicy">
<sizepolicy hsizetype="Expanding" vsizetype="Expanding">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<widget class="QWidget" name="layoutWidget">
<layout class="QVBoxLayout" name="driver_layout">
<property name="spacing">
<number>0</number>
</property>
<item>
<widget class="QLabel" name="label_4">
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
<property name="text">
<string>DRIVER TRANSFORMS:</string>
</property>
<property name="heading" stdset="0">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QListWidget" name="driver_transforms_LIST">
<property name="selectionMode">
<enum>QAbstractItemView::ExtendedSelection</enum>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QPushButton" name="add_driver_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Add Driver Transforms</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="remove_driver_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Remove Driver Transforms</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
<widget class="QWidget" name="layoutWidget">
<layout class="QVBoxLayout" name="driven_layout">
<item>
<widget class="QLabel" name="label_5">
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
<property name="text">
<string>DRIVEN TRANSFORMS/BLENDSHAPES</string>
</property>
<property name="heading" stdset="0">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QListWidget" name="driven_transforms_LIST">
<property name="selectionMode">
<enum>QAbstractItemView::ExtendedSelection</enum>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_3">
<property name="spacing">
<number>2</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<item>
<widget class="QPushButton" name="add_driven_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Add Driven Transforms</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="remove_driven_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Remove Selected</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_2">
<item>
<widget class="QPushButton" name="create_blendshape_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Create Blendshape</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_6">
<item>
<widget class="QPushButton" name="add_existing_blendshape_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Add Existing Blendshape</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="edit_blendshape_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Edit Blendshape</string>
</property>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</widget>
</widget>
</item>
</layout>
</widget>
<widget class="QDockWidget" name="utilities_DOCK">
<property name="sizePolicy">
<sizepolicy hsizetype="Expanding" vsizetype="Preferred">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimumSize">
<size>
<width>306</width>
<height>99</height>
</size>
</property>
<property name="allowedAreas">
<set>Qt::LeftDockWidgetArea|Qt::RightDockWidgetArea</set>
</property>
<property name="windowTitle">
<string>Utilities</string>
</property>
<attribute name="dockWidgetArea">
<number>2</number>
</attribute>
<widget class="QWidget" name="dockWidgetContents">
<layout class="QVBoxLayout" name="verticalLayout_5">
<property name="spacing">
<number>2</number>
</property>
<property name="leftMargin">
<number>2</number>
</property>
<property name="topMargin">
<number>2</number>
</property>
<property name="rightMargin">
<number>2</number>
</property>
<property name="bottomMargin">
<number>2</number>
</property>
<item>
<layout class="QVBoxLayout" name="verticalLayout_2">
<item>
<widget class="QScrollArea" name="action_scroll_area">
<property name="sizePolicy">
<sizepolicy hsizetype="Preferred" vsizetype="Expanding">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<property name="minimumSize">
<size>
<width>300</width>
<height>0</height>
</size>
</property>
<property name="horizontalScrollBarPolicy">
<enum>Qt::ScrollBarAlwaysOff</enum>
</property>
<property name="sizeAdjustPolicy">
<enum>QAbstractScrollArea::AdjustToContentsOnFirstShow</enum>
</property>
<property name="widgetResizable">
<bool>true</bool>
</property>
<widget class="QWidget" name="scrollAreaWidgetContents">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>298</width>
<height>642</height>
</rect>
</property>
<property name="sizePolicy">
<sizepolicy hsizetype="Expanding" vsizetype="Expanding">
<horstretch>0</horstretch>
<verstretch>0</verstretch>
</sizepolicy>
</property>
<layout class="QVBoxLayout" name="verticalLayout_3" stretch="0">
<property name="spacing">
<number>0</number>
</property>
<property name="leftMargin">
<number>0</number>
</property>
<property name="topMargin">
<number>0</number>
</property>
<property name="rightMargin">
<number>0</number>
</property>
<property name="bottomMargin">
<number>0</number>
</property>
<item>
<layout class="QVBoxLayout" name="verticalLayout_4">
<item>
<layout class="QVBoxLayout" name="extension_layout"/>
</item>
<item>
<widget class="QLabel" name="label_9">
<property name="font">
<font>
<pointsize>10</pointsize>
<weight>75</weight>
<bold>true</bold>
</font>
</property>
<property name="text">
<string>Settings:</string>
</property>
<property name="heading" stdset="0">
<bool>true</bool>
</property>
</widget>
</item>
<item>
<widget class="QLabel" name="label_8">
<property name="text">
<string>Mirror Mapping:</string>
</property>
<property name="heading" stdset="0">
<bool>false</bool>
</property>
</widget>
</item>
<item>
<layout class="QHBoxLayout" name="horizontalLayout_7">
<property name="spacing">
<number>2</number>
</property>
<item>
<widget class="QLineEdit" name="mirror_mapping_LINE">
<property name="readOnly">
<bool>true</bool>
</property>
<property name="placeholderText">
<string>Mirror Mapping File</string>
</property>
</widget>
</item>
<item>
<widget class="QPushButton" name="mirror_mapping_BTN">
<property name="font">
<font>
<pointsize>10</pointsize>
</font>
</property>
<property name="text">
<string>Select File</string>
</property>
</widget>
</item>
</layout>
</item>
<item>
<spacer name="verticalSpacer">
<property name="orientation">
<enum>Qt::Vertical</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>20</width>
<height>585</height>
</size>
</property>
</spacer>
</item>
<item>
<spacer name="horizontalSpacer">
<property name="orientation">
<enum>Qt::Horizontal</enum>
</property>
<property name="sizeHint" stdset="0">
<size>
<width>40</width>
<height>1</height>
</size>
</property>
</spacer>
</item>
</layout>
</item>
</layout>
</widget>
</widget>
</item>
</layout>
</item>
</layout>
</widget>
</widget>
<widget class="QMenuBar" name="menuBar">
<property name="geometry">
<rect>
<x>0</x>
<y>0</y>
<width>883</width>
<height>21</height>
</rect>
</property>
<widget class="QMenu" name="menuHelp">
<property name="title">
<string>Help</string>
</property>
<addaction name="documentation_ACT"/>
</widget>
<widget class="QMenu" name="menuFile">
<property name="title">
<string>File</string>
</property>
<addaction name="import_drivers_ACT"/>
<addaction name="separator"/>
<addaction name="export_drivers_ACT"/>
<addaction name="export_selected_drivers_ACT"/>
</widget>
<widget class="QMenu" name="menuEdit">
<property name="title">
<string>Edit</string>
</property>
<widget class="QMenu" name="menuStyle">
<property name="title">
<string>Style</string>
</property>
<addaction name="use_maya_style_ACT"/>
</widget>
<addaction name="menuStyle"/>
</widget>
<addaction name="menuFile"/>
<addaction name="menuEdit"/>
<addaction name="menuHelp"/>
</widget>
<action name="connectSkinNode_action">
<property name="text">
<string>Connect Selected Skin Nodes</string>
</property>
</action>
<action name="createGeometry_action">
<property name="text">
<string>Create Geometry From SkinNode</string>
</property>
</action>
<action name="unbindGeometry_action">
<property name="checkable">
<bool>true</bool>
</property>
<property name="checked">
<bool>true</bool>
</property>
<property name="text">
<string>Unbind Geometry When Saving</string>
</property>
</action>
<action name="documentation_ACT">
<property name="text">
<string>Documentation</string>
</property>
</action>
<action name="actionGithub">
<property name="text">
<string>Github</string>
</property>
</action>
<action name="import_drivers_ACT">
<property name="text">
<string>Import Drivers</string>
</property>
</action>
<action name="export_drivers_ACT">
<property name="text">
<string>Export All Drivers</string>
</property>
</action>
<action name="export_selected_drivers_ACT">
<property name="text">
<string>Export Selected Drivers</string>
</property>
</action>
<action name="use_maya_style_ACT">
<property name="checkable">
<bool>true</bool>
</property>
<property name="text">
<string>Use Maya Style</string>
</property>
</action>
</widget>
<resources/>
<connections/>
</ui>

View File

@ -0,0 +1,980 @@
# Copyright Epic Games, Inc. All Rights Reserved.
import os
import webbrowser
from functools import partial
from maya.app.general.mayaMixin import MayaQWidgetDockableMixin
from Qt import QtWidgets, QtGui
from Qt import QtCore
# from Qt import QtUiTools
from Qt.QtCompat import loadUi
from epic_pose_wrangler.v2.view import ui_context
from epic_pose_wrangler.v2.view.widget import category
from epic_pose_wrangler.log import LOG
from epic_pose_wrangler.view import log_widget
from epic_pose_wrangler.model import settings
class PoseWranglerWindow(MayaQWidgetDockableMixin, QtWidgets.QMainWindow):
"""
class for the pose wranglerUI
"""
# Solver Signals
event_create_solver = QtCore.Signal(str)
event_delete_solver = QtCore.Signal(str)
event_edit_solver = QtCore.Signal(bool, object)
event_mirror_solver = QtCore.Signal(object)
event_refresh_solvers = QtCore.Signal()
event_set_current_solver = QtCore.Signal(object)
# Driver Signals
event_add_drivers = QtCore.Signal()
event_remove_drivers = QtCore.Signal(list)
event_import_drivers = QtCore.Signal(str)
event_export_drivers = QtCore.Signal(str, list)
# Driven Signals
event_add_driven = QtCore.Signal(list, object, bool)
event_remove_driven = QtCore.Signal(list, object)
# Pose Signals
event_add_pose = QtCore.Signal(str, object)
event_delete_pose = QtCore.Signal(str, object)
event_go_to_pose = QtCore.Signal(str, object)
event_mirror_pose = QtCore.Signal(str, object)
event_rename_pose = QtCore.Signal(str, str, object)
event_update_pose = QtCore.Signal(str, object)
event_mute_pose = QtCore.Signal(str, object, object)
# Blendshape Signals
event_create_blendshape = QtCore.Signal(str, str, bool, object)
event_add_blendshape = QtCore.Signal(str, str, str, object)
event_edit_blendshape = QtCore.Signal(str, bool, object)
# Utility Signals
event_get_valid_actions = QtCore.Signal(object)
event_select = QtCore.Signal(list)
event_set_mirror_mapping = QtCore.Signal(str)
def __init__(self):
super(PoseWranglerWindow, self).__init__()
# Load the UI file
file_path = os.path.dirname(__file__) + "/pose_wrangler_ui.ui"
if os.path.exists(file_path):
ui_file = QtCore.QFile(file_path)
# Attempt to open and load the UI
try:
# ui_file.open(QtCore.QFile.ReadOnly)
# loader = QtUiTools.QUiLoader()
# self.win = loader.load(ui_file)
self.win = loadUi(file_path)
finally:
# Always close the UI file regardless of loader result
# ui_file.close()
pass
else:
raise ValueError('UI File does not exist on disk at path: {}'.format(file_path))
icon_folder = os.path.join(os.path.dirname(os.path.dirname(os.path.dirname(__file__))), 'resources', 'icons')
QtCore.QDir.setSearchPaths("PoseWrangler", [icon_folder])
self.setWindowTitle("Pose Wrangler 2.0.0")
# Embed the UI window inside this window
self.setCentralWidget(self.win)
self.setWindowIcon(QtGui.QIcon(QtGui.QPixmap("PoseWrangler:unreal.png")))
# Solver Connections
self.win.create_solver_BTN.pressed.connect(self._create_solver)
self.win.delete_solver_BTN.pressed.connect(self._delete_solver)
self.win.toggle_edit_BTN.clicked.connect(self._edit_solver_toggle)
self.win.mirror_solver_BTN.pressed.connect(self._mirror_solver)
self.win.refresh_BTN.clicked.connect(self._refresh_solvers)
self.win.solver_LIST.itemSelectionChanged.connect(self._solver_selection_changed)
self.win.solver_LIST.setContextMenuPolicy(QtCore.Qt.CustomContextMenu)
self.win.solver_LIST.customContextMenuRequested.connect(self._solver_context_menu_requested)
# Driver Connections
self.win.add_driver_BTN.pressed.connect(self._add_drivers)
self.win.remove_driver_BTN.pressed.connect(self._remove_drivers)
self.win.import_drivers_ACT.triggered.connect(self._import_drivers)
self.win.export_drivers_ACT.triggered.connect(partial(self._export_drivers, True))
self.win.export_selected_drivers_ACT.triggered.connect(self._export_drivers)
self.win.driver_transforms_LIST.itemDoubleClicked.connect(
partial(
self._select_in_scene,
self.win.driver_transforms_LIST
)
)
self.win.driven_transforms_LIST.itemDoubleClicked.connect(
partial(
self._select_in_scene,
self.win.driven_transforms_LIST
)
)
# Driven Connections
self.win.add_driven_BTN.pressed.connect(self._add_driven)
self.win.remove_driven_BTN.pressed.connect(self._remove_driven)
# Pose Connections
self.win.add_pose_BTN.pressed.connect(self._create_pose)
self.win.delete_pose_BTN.pressed.connect(self._delete_pose)
self.win.edit_pose_BTN.pressed.connect(self._update_pose)
self.win.mirror_pose_BTN.pressed.connect(self._mirror_pose)
self.win.rename_pose_BTN.pressed.connect(self._rename_pose)
self.win.mute_pose_BTN.pressed.connect(self._mute_pose)
self.win.pose_LIST.itemSelectionChanged.connect(self._pose_selection_changed)
# Blendshape Connections
self.win.create_blendshape_BTN.pressed.connect(self._create_blendshape)
self.win.add_existing_blendshape_BTN.pressed.connect(self._add_blendshape)
self.win.edit_blendshape_BTN.pressed.connect(self._edit_blendshape)
# Utility Connections
self.win.mirror_mapping_BTN.clicked.connect(self.set_mirror_file)
self.win.use_maya_style_ACT.triggered.connect(self._toggle_stylesheet)
self.win.documentation_ACT.triggered.connect(self._open_documentation)
self.win.use_maya_style_ACT.setChecked(bool(int(settings.SettingsManager.get_setting("UseMayaStyle") or 0)))
# Create a log dock widget
self._log_widget = log_widget.LogWidget()
# Add the log widget as a handler for the current log to display log messages in the UI
LOG.addHandler(self._log_widget)
# Add the dock to the window
self.addDockWidget(QtCore.Qt.BottomDockWidgetArea, self._log_widget.log_dock)
# Set the stylesheet
self._set_stylesheet()
# Empty vars to store the currently edited solver and blendshape, None if not editing either
self._editing_solver = None
self._editing_blendshape = None
self._valid_actions = []
# Generate lists of UI elements for different UI states.
# Solver context enables/disables the specified widgets when a solver is in edit mode or not
self._solver_context_ui_elements = [self.win.add_pose_BTN, self.win.delete_pose_BTN,
self.win.edit_pose_BTN, self.win.mirror_pose_BTN, self.win.mute_pose_BTN,
self.win.add_driven_BTN, self.win.remove_driven_BTN,
self.win.create_blendshape_BTN,
self.win.add_existing_blendshape_BTN, self.win.edit_blendshape_BTN,
self.win.add_driver_BTN, self.win.remove_driver_BTN,
self.win.rename_pose_BTN]
# Blendshape editing context enables/disables the specified widgets when a blendshape is being edited or not
self._blendshape_editing_context_ui_elements = [self.win.add_pose_BTN, self.win.delete_pose_BTN,
self.win.edit_pose_BTN, self.win.mirror_pose_BTN,
self.win.mute_pose_BTN,
self.win.add_driven_BTN, self.win.remove_driven_BTN,
self.win.create_blendshape_BTN,
self.win.add_existing_blendshape_BTN,
self.win.add_driver_BTN, self.win.remove_driver_BTN,
self.win.create_solver_BTN, self.win.delete_solver_BTN,
self.win.toggle_edit_BTN, self.win.rename_pose_BTN]
# Disable all the solver elements by default
for element in self._solver_context_ui_elements:
element.setEnabled(False)
self.show(dockable=True)
@property
def valid_actions(self):
return self._valid_actions
def add_rbf_solver(self, solver, edit=False):
"""
Add a solver to the view
:param solver :type api.RBFNode: solver reference
:param edit :type bool: is this solver in edit mode?
"""
# Create a new widget item with the solver name
item = QtWidgets.QListWidgetItem(str(solver))
# Add the solver and the edit status as custom data on the item
item.setData(QtCore.Qt.UserRole, {"solver": solver, "edit": edit})
# If we are editing, keep track of it
if edit:
self._editing_solver = solver
# Add the item to the solver list
self.win.solver_LIST.addItem(item)
def clear(self):
"""
Clear all the lists in the UI
"""
self.win.solver_LIST.clear()
self.win.driver_transforms_LIST.clear()
self.win.driven_transforms_LIST.clear()
self.win.pose_LIST.clear()
def delete_solver(self, solver):
"""
Delete the specified solver from the view
:param solver :type api.RBFNode: solver ref
"""
# Iterate through the solvers
for i in range(self.win.solver_LIST.count()):
# Get the item
item = self.win.solver_LIST.item(i)
# If the solver matches the solver from the item data
if item.data(QtCore.Qt.UserRole)['solver'] == solver:
# Remove the item from the list and break early
self.win.solver_LIST.takeItem(self.win.solver_LIST.row(item))
break
def display_extensions(self, extensions):
"""
Adds any found extensions to the utilities dock
:param extensions :type list: list of PoseWranglerExtension instances
"""
# Clear the existing extension layout
for i in reversed(range(0, self.win.extension_layout.count())):
item = self.win.extension_layout.itemAt(i)
if isinstance(item, QtWidgets.QWidgetItem):
widget = item.widget()
widget.deleteLater()
del widget
self.win.extension_layout.removeItem(item)
categories = {}
for extension in extensions:
if extension.view:
category_name = extension.__category__ or "Default"
if category_name in categories:
category_widget = categories[category_name]
else:
category_widget = category.CategoryWidget(category_name)
categories[category_name] = category_widget
self.win.extension_layout.addWidget(category_widget)
category_widget.add_extension(extension.view)
self.win.utilities_DOCK.setMinimumWidth(
self.win.extension_layout.sizeHint().width() +
self.win.action_scroll_area.verticalScrollBar().sizeHint().width()
)
def edit_blendshape(self, pose_name, edit=False):
"""
Set the UI in blendshape edit mode or finish editing.
:param pose_name :type str: name of the pose to edit or finish editing
:param edit :type bool: True = edit mode, False = finish editing
"""
# Iterate through all of the driven transforms in the list
for i in range(self.win.driven_transforms_LIST.count()):
# Get the item
item = self.win.driven_transforms_LIST.item(i)
# Find the custom data stored on the item
item_data = item.data(QtCore.Qt.UserRole)
# If the item type is a blendshape and the pose matches the current pose, break
if item_data['type'] == 'blendshape' and item_data['pose_name'] == pose_name:
break
# If no break was hit, exit early because no match was found
else:
return
# If we are editing
if edit:
# If we are already editing a blendshape, finish editing the previous one first
if self._editing_blendshape is not None:
# Get the existing item data from the currently edited blendshape
existing_item_data = self._editing_blendshape.data(QtCore.Qt.UserRole)
# Finish editing
self.event_edit_blendshape.emit(
existing_item_data['pose_name'], False,
existing_item_data['solver']
)
# Update the icon
self._editing_blendshape.setIcon(QtGui.QIcon(":/blendShape.png"))
# Store a ref to the new blendshape being edited
self._editing_blendshape = item
# Update the button text
self.win.edit_blendshape_BTN.setText("Finish Editing Blendshape")
# Update the icon to show edit mode
item.setIcon(QtGui.QIcon(":/fileTextureEdit.png"))
# Disable all the non blendshape related ui elements
for element in self._blendshape_editing_context_ui_elements:
element.setEnabled(False)
# If we are not editing
else:
# Clear the ref to the edited blendshape
self._editing_blendshape = None
# Revert the button text
self.win.edit_blendshape_BTN.setText("Edit Blendshape")
# Revert the icon
item.setIcon(QtGui.QIcon(":/blendShape.png"))
# Re-enable all the ui elements
for element in self._blendshape_editing_context_ui_elements:
element.setEnabled(True)
# Store the edit status in the item data
item_data['edit'] = edit
# Update the item data on the widget
item.setData(QtCore.Qt.UserRole, item_data)
def edit_solver(self, solver, edit=False):
"""
Set the UI in solver edit mode or finish editing.
:param solver :type str: name of the solver to edit or finish editing
:param edit :type bool: True = edit mode, False = finish editing
"""
# Iterate through the solvers
for i in range(self.win.solver_LIST.count()):
# Get the widget item
item = self.win.solver_LIST.item(i)
# If the solver matches the item data, break
if item.data(QtCore.Qt.UserRole)['solver'] == solver:
break
# No match found, return early
else:
return
# Grab the item data for the item
item_data = item.data(QtCore.Qt.UserRole)
# If edit mode
if edit:
# If we are already editing a solver, finish editing that one first
if self._editing_solver is not None:
# Update the icon
self._editing_solver.setIcon(QtGui.QIcon())
# Finish editing
self.event_edit_solver.emit(False, self._editing_solver)
# Store the new item as the current edited solver
self._editing_solver = item
# Update the button text
self.win.toggle_edit_BTN.setText("Finish Editing '{solver}'".format(solver=solver))
# Set the edit icon
item.setIcon(QtGui.QIcon(":/fileTextureEdit.png"))
else:
# Clear the current solver
self._editing_solver = None
# Revert the button text
self.win.toggle_edit_BTN.setText("Edit Selected Driver")
# Clear the edit icon
item.setIcon(QtGui.QIcon())
# Update the item data with the new edit status
item_data['edit'] = edit
# Set the item data
item.setData(QtCore.Qt.UserRole, item_data)
# Update the solver related ui elements with the current edit status
for element in self._solver_context_ui_elements:
element.setEnabled(edit)
self.win.delete_solver_BTN.setEnabled(not edit)
self.win.create_solver_BTN.setEnabled(not edit)
self.win.refresh_BTN.setEnabled(not edit)
self.win.mirror_solver_BTN.setEnabled(not edit)
# If a pose is selected, go to it. This will cause transforms to pop if edits weren't saved
self._pose_selection_changed()
def get_context(self):
"""
Gets the current state of the ui
:return: PoseWranglerUIContext
"""
return ui_context.PoseWranglerUIContext(
current_solvers=[i.text() for i in self.win.solver_LIST.selectedItems()],
current_poses=[i.text() for i in self.win.pose_LIST.selectedItems()],
current_drivers=[i.text() for i in self.win.driver_transforms_LIST.selectedItems()],
current_driven=[i.text() for i in self.win.driven_transforms_LIST.selectedItems()],
solvers=[self.win.solver_LIST.item(i).text() for i in range(0, self.win.solver_LIST.count())],
poses=[self.win.pose_LIST.item(i).text() for i in range(0, self.win.pose_LIST.count())],
drivers=[self.win.driver_transforms_LIST.item(i).text() for i in
range(0, self.win.driver_transforms_LIST.count())],
driven=[self.win.driven_transforms_LIST.item(i).text() for i in
range(0, self.win.driven_transforms_LIST.count())],
)
def load_solver_settings(self, solver, drivers, driven_transforms, poses):
"""
Display the settings for the specified solver
:param solver :type RBFNode: solver reference
:param drivers :type dict: dictionary of driver name: driver data
:param driven_transforms :type dict: dictionary of driven transform type: driven transforms
:param poses :type dict: dictionary of pose data
"""
# Grab the current selection from the driver, driven and pose list
current_drivers = [i.text() for i in self.win.driver_transforms_LIST.selectedItems()]
current_driven = [i.text() for i in self.win.driven_transforms_LIST.selectedItems()]
current_poses = [i.text() for i in self.win.pose_LIST.selectedItems()]
# Clear the driver, driven and pose lists
self.win.driver_transforms_LIST.clear()
self.win.driven_transforms_LIST.clear()
self.win.pose_LIST.clear()
# Iterate through each driver
for driver_name, driver_data in drivers.items():
# Create new item widget
item = QtWidgets.QListWidgetItem(driver_name)
# Set the icon to a joint
item.setIcon(QtGui.QIcon(":/kinJoint.png"))
# Add item to the list
self.win.driver_transforms_LIST.addItem(item)
# Set the item data so it can be referenced later
item.setData(QtCore.Qt.UserRole, driver_data)
# Iterate through the driven transforms transform nodes
for driven_transform in driven_transforms['transform']:
# Create new item widget
item = QtWidgets.QListWidgetItem(driven_transform)
# Store the solver and item type
item.setData(QtCore.Qt.UserRole, {'type': 'transform', 'solver': solver})
# Set the icon to a joint
item.setIcon(QtGui.QIcon(":/kinJoint.png"))
# Add item to the list
self.win.driven_transforms_LIST.addItem(item)
# Iterate through all the driven transforms blendshapes
for blendshape_mesh, pose_name in driven_transforms['blendshape'].items():
# Create new item widget
item = QtWidgets.QListWidgetItem(blendshape_mesh)
# Store the solver, pose associated with the blendshape and the item type
item.setData(QtCore.Qt.UserRole, {'type': 'blendshape', 'pose_name': pose_name, 'solver': solver})
# Set the icon to blendshape
item.setIcon(QtGui.QIcon(":/blendShape.png"))
# Add item to the list
self.win.driven_transforms_LIST.addItem(item)
# Iterate through the poses
for pose, pose_data in poses.items():
# Create item and add it to the list
item = QtWidgets.QListWidgetItem(pose)
self.win.pose_LIST.addItem(item)
muted = not pose_data.get('target_enable', True)
if muted:
font = item.font()
font.setStrikeOut(True)
item.setFont(font)
# Set icon to a pose
item.setIcon(QtGui.QIcon(":/p-head.png"))
# Iterate through the solvers
for row in range(self.win.solver_LIST.count()):
# Find the item
item = self.win.solver_LIST.item(row)
# If the current solver matches this item, select it
if solver == item.data(QtCore.Qt.UserRole)['solver']:
item.setSelected(True)
break
# Create a map between widgets: names of previously selected items
existing_selection_to_list_map = {
self.win.driver_transforms_LIST: current_drivers,
self.win.driven_transforms_LIST: current_driven,
self.win.pose_LIST: current_poses
}
# Iterate through the widgets: target selections
for list_ref, current in existing_selection_to_list_map.items():
# Block signals so we don't fire any selection changed events
list_ref.blockSignals(True)
# Iterate through the list widget
for i in range(list_ref.count()):
# Get the item
item = list_ref.item(i)
# Check if the text is in the list of currently selected items (case sensitive) and select/deselect
# as appropriate
if item.text() in current:
item.setSelected(True)
else:
item.setSelected(False)
# Unblock the signals
list_ref.blockSignals(False)
def set_mirror_file(self):
"""
Open up a dialog to get a new mirror mapping file
"""
# Open dialog
result = QtWidgets.QFileDialog.getOpenFileName(
self, "Mirror Mapping File",
os.path.join(os.path.dirname(__file__), 'mirror_mappings'),
"Mirror Mapping File (*.json)"
)
# If no file specified, exit early
if not result[0]:
return
# Emit the event
self.event_set_mirror_mapping.emit(result[0])
def update_mirror_mapping_file(self, path):
"""
Update the mirror mapping widget with the specified path
:param path :type str: file path to the mirror mapping file
"""
# Set the text
self.win.mirror_mapping_LINE.setText(path)
# ================================================ Solvers ======================================================= #
def _create_solver(self):
"""
Create a new solver with the given name
"""
# Popup input widget to get the solver name
interp_name, ok = QtWidgets.QInputDialog.getText(self, 'Create Solver', 'Solver Name:')
# Hack to fix broken styling caused by using a QInputDialog
self.win.create_solver_BTN.setEnabled(False)
self.win.create_solver_BTN.setEnabled(True)
# If no name, exit
if not interp_name:
return
if not interp_name.lower().endswith('_uerbfsolver'):
interp_name += "_UERBFSolver"
# Trigger solver creation
self.event_create_solver.emit(interp_name)
def _delete_solver(self):
"""
Delete selected solvers
"""
# Get the current solver selection
selected_items = self.win.solver_LIST.selectedItems()
selected_solvers = []
# Iterate through the selection in reverse
for item in reversed(selected_items):
# Grab the solver from the item data
selected_solvers.append(item.data(QtCore.Qt.UserRole)['solver'])
# Delete the solvers from the backend first
for solver in selected_solvers:
self.event_delete_solver.emit(solver)
def _edit_solver_toggle(self):
"""
Toggle edit mode for the currently selected driver
"""
# Grab the current selection
selection = self.win.solver_LIST.selectedItems()
if selection:
# Grab the last item
item = selection[-1]
# Get the item data
item_data = item.data(QtCore.Qt.UserRole)
# Get the solver
solver = item_data['solver']
# Trigger edit mode enabled/disabled depending on the solvers current edit state
self.event_edit_solver.emit(not item_data.get('edit', False), solver)
def _get_item_from_solver(self, solver):
"""
Get the widget associated with this solver
:param solver :type api.RBFNode: solver ref
:return :type QtWidgets.QListWidgetItem or None: widget
"""
# Iterate through the solver list
for i in range(self.win.solver_LIST.count()):
# Get the item
item = self.win.solver_LIST.item(i)
# If the solver stored in the item data matches, return it
if item.data(QtCore.Qt.UserRole)['solver'] == solver:
return item
# No match found, returning None
def _get_selected_solvers(self):
"""
:return: List of current RBFNodes
"""
# Get the solver from the item data for each item in the current selection
return [item.data(QtCore.Qt.UserRole)['solver'] for item in self.win.solver_LIST.selectedItems()]
def _mirror_solver(self):
"""
Mirror the selected solvers
"""
# For each solver, trigger mirroring
for solver in self._get_selected_solvers():
self.event_mirror_solver.emit(solver)
def _refresh_solvers(self):
"""
Refresh the solver list
"""
self.event_refresh_solvers.emit()
def _solver_selection_changed(self):
"""
When the solver selection changes, update the driver/driven and poses list accordingly
"""
# Get the current selection
items = self.win.solver_LIST.selectedItems()
# If we have a selection
if items:
# Grab the last selected item
item = items[-1]
# Grab the item data
item_data = item.data(QtCore.Qt.UserRole)
# Set the current solver to the solver associated with this widget
self.event_set_current_solver.emit(item_data['solver'])
# Get the solvers edit status
edit = item_data.get('edit', False)
# Enable/disable the ui elements accordingly
for element in self._solver_context_ui_elements:
element.setEnabled(edit)
# If we are in edit mode
if edit:
# Update the button
self.win.toggle_edit_BTN.setText("Finish Editing '{solver}'".format(solver=item_data['solver']))
# Set the icon
item.setIcon(QtGui.QIcon(":/fileTextureEdit.png"))
# No selection, clear all the lists
else:
self.win.driver_transforms_LIST.clear()
self.win.driven_transforms_LIST.clear()
self.win.pose_LIST.clear()
# ================================================ Drivers ======================================================= #
def _add_drivers(self):
"""
Add drivers.
"""
# Emit nothing so that the current scene selection will be used
self.event_add_drivers.emit()
def _remove_drivers(self):
"""
Remove the specified drivers
"""
# Emit the selected drivers to be deleted
self.event_remove_drivers.emit(
[i.data(QtCore.Qt.UserRole)
for i in self.win.driver_transforms_LIST.selectedItems()]
)
# ================================================ Driven ======================================================== #
def _add_driven(self):
"""
Add driven nodes to the solver
"""
# Emit no driven nodes so that it uses scene selection, no solver so that it uses the current solver and set
# edit mode to true
self.event_add_driven.emit(None, None, True)
def _remove_driven(self):
"""
Remove driven transforms from the specified solver
"""
# Get currently selected driven items
items = self.win.driven_transforms_LIST.selectedItems()
# Exit early if nothing is selected
if not items:
return
# Get the solver for the last item (they should all have the same solver)
solver = items[-1].data(QtCore.Qt.UserRole)['solver']
# Trigger event to remove specified nodes for the solver
self.event_remove_driven.emit([i.text() for i in items], solver)
# ============================================== Blendshapes ===================================================== #
def _add_blendshape(self):
"""
Add an existing blendshape to the solver for the current pose
"""
# Get current solver
solver = self._get_selected_solvers()
# Get current pose
poses = self._get_selected_poses()
if not solver or not poses:
LOG.warning("Unable to add blendshape, please select a solver and a pose and try again")
return
self.event_add_blendshape.emit(poses[-1], "", "", solver[-1])
def _create_blendshape(self):
"""
Create a blendshape for the current solver at the current pose
"""
# Get current solver
solver = self._get_selected_solvers()
# Get current pose
poses = self._get_selected_poses()
if not solver or not poses:
LOG.warning("Unable to create blendshape, please select a solver and a pose and try again")
return
# Create a blendshape for the last pose selected, with the current mesh selection, in edit mode enabled and
# for the last solver selected
self.event_create_blendshape.emit(poses[-1], None, True, solver[-1])
def _edit_blendshape(self):
"""
Edit or finish editing the selected blendshape
"""
# Get the current blendshape being edited
blendshape = self._editing_blendshape
# If none is being edited, see if we have a blendshape selected
if blendshape is None:
# Get all the blendshapes selected
selection = [sel for sel in self.win.driven_transforms_LIST.selectedItems() if
sel.data(QtCore.Qt.UserRole)['type'] == 'blendshape']
# Update the blendshape var
if selection:
blendshape = selection[-1]
# If we have a blendshape
if blendshape:
# Get the item data
item_data = blendshape.data(QtCore.Qt.UserRole)
# Get the associated pose name and solver
pose_name = item_data['pose_name']
solver = item_data['solver']
# Trigger editing the blendshape for the pose name, using the opposite to the current edit status and for
# the associated solver
self.event_edit_blendshape.emit(pose_name, not item_data.get('edit', False), solver)
# ================================================= Poses ======================================================== #
def _create_pose(self):
"""
Create a new pose
"""
# Get the current solver
selected_solvers = self._get_selected_solvers()
# Get the last selection
solver = selected_solvers[-1]
# Display popup to get pose name
pose_name, ok = QtWidgets.QInputDialog.getText(self, 'Create Pose', 'Pose Name:')
# Hack to fix broken styling caused by using a QInputDialog
self.win.add_pose_BTN.setEnabled(False)
self.win.add_pose_BTN.setEnabled(True)
if pose_name:
# If a pose name is specified, create pose
self.event_add_pose.emit(pose_name, solver)
def _delete_pose(self):
"""
Delete the selected poses
"""
# Get the currently selected poses
poses = self._get_selected_poses()
# Exit early if nothing is selected
if not poses:
return
# Get the selected solver
solver = self._get_selected_solvers()[-1]
# Block the signals to stop UI event updates
self.win.pose_LIST.blockSignals(True)
# For each selected pose, delete it
for pose_name in poses:
self.event_delete_pose.emit(pose_name, solver)
self.win.pose_LIST.blockSignals(False)
def _get_selected_poses(self):
"""
Get the selected poses
:return :type list: list of selected pose names
"""
return [item.text() for item in self.win.pose_LIST.selectedItems()]
def _mirror_pose(self):
"""
Mirror the selected poses
"""
# Get the pose selection
poses = self._get_selected_poses()
# Exit early if nothing is selected
if not poses:
return
# Get the selected solver
solver = self._get_selected_solvers()[-1]
# For each pose, mirror it. This will create a mirrored solver if it doesn't already exist
for pose_name in poses:
self.event_mirror_pose.emit(pose_name, solver)
def _mute_pose(self):
"""
Toggles the muted status for the poses the selected poses
"""
# Get the pose selection
poses = self._get_selected_poses()
# Exit early if nothing is selected
if not poses:
return
solver = self._get_selected_solvers()[-1]
# For each pose, mirror it. This will create a mirrored solver if it doesn't already exist
for pose_name in poses:
self.event_mute_pose.emit(pose_name, None, solver)
def _pose_selection_changed(self):
"""
On pose selection changed, go to the new pose
"""
# Get the current pose selection
selected_poses = self._get_selected_poses()
if selected_poses:
# Get the last pose
selected_pose = selected_poses[-1]
# Get the selected solver
solver = self._get_selected_solvers()[-1]
# Go to pose
self.event_go_to_pose.emit(selected_pose, solver)
def _rename_pose(self):
"""
Rename the currently selected pose
"""
# Get the current pose selection
poses = self._get_selected_poses()
# Exit early if nothing is selected
if not poses:
return
# Get the last selected pose name
pose_name = poses[-1]
# Get the current solver
solver = self._get_selected_solvers()[-1]
# Create a popup to get the new pose name
new_name, ok = QtWidgets.QInputDialog.getText(self, 'Rename Pose', 'New Pose Name:')
# Hack to fix broken styling caused by using a QInputDialog
self.win.rename_pose_BTN.setEnabled(False)
self.win.rename_pose_BTN.setEnabled(True)
# Exit if no new name is specified
if not new_name:
return
# Get the existing pose names
existing_names = [self.win.pose_LIST.item(i).text().lower() for i in range(self.win.pose_LIST.count())]
# If the pose name already exists, log it and exit
if new_name.lower() in existing_names:
LOG.error("Pose '{pose_name}' already exists".format(pose_name=new_name))
return
# Pose doesn't already exist, rename it
self.event_rename_pose.emit(pose_name, new_name, solver)
def _update_pose(self):
"""
Update the pose for the given solver
"""
# Get the current pose selection
poses = self._get_selected_poses()
# Exit early if nothing is selected
if not poses:
return
# Get the last selected pose name
pose_name = poses[-1]
# Get the current solver
solver = self._get_selected_solvers()[-1]
# Update the pose
self.event_update_pose.emit(pose_name, solver)
# ================================================== IO ========================================================== #
def _import_drivers(self):
"""
Generate a popup to find a json file to import serialized solver data from
"""
# Get a json file path
file_path = QtWidgets.QFileDialog.getOpenFileName(None, "Pose Wrangler Format", "", "*.json")[0]
# If no path is specified, exit early
if file_path == "":
return
# Import the drivers
self.event_import_drivers.emit(file_path)
def _export_drivers(self, all_drivers=False):
"""
Export drivers to a file
:param all_drivers :type bool: should all drivers be exported or just the current selection?
"""
# Get the export file path
file_path = QtWidgets.QFileDialog.getSaveFileName(None, "Pose Wrangler Format", "", "*.json")[0]
# If no path is specified, exit early
if file_path == "":
return
# If all drivers is specified, get all solvers
if all_drivers:
target_solvers = []
else:
# Get the currently selected solvers
target_solvers = self._get_selected_solvers()
# If no solvers found, skip export
if not target_solvers:
LOG.warning("Unable to export. No solvers selected")
return
# Export drivers
self.event_export_drivers.emit(file_path, target_solvers)
# =============================================== Utilities ====================================================== #
def _open_documentation(self):
"""
Open the documentation
"""
index_html = os.path.abspath(
os.path.join(os.path.dirname(__file__), '../..', 'docs', 'site', 'html', 'index.html')
)
webbrowser.open(index_html)
def _set_stylesheet(self):
"""
Load the style.qss file and set the stylesheet
:return:
"""
if bool(int(settings.SettingsManager.get_setting("UseMayaStyle") or 0)):
styles_path = os.path.join(os.path.dirname(__file__), 'maya_style.qss')
else:
styles_path = os.path.join(os.path.dirname(__file__), 'style.qss')
with open(styles_path) as style:
self.setStyleSheet(style.read())
def _toggle_stylesheet(self, use_maya_style=False):
"""
Toggles between the maya and UE stylesheet
:param use_maya_style :type bool: on or off
"""
settings.SettingsManager.set_setting("UseMayaStyle", int(use_maya_style))
self._set_stylesheet()
def _select_in_scene(self, list_widget=None, item=None):
"""
Select the specified items in the scene
:param list_widget :type QtWidgets.QListWidget or None: optional list widget to select from
:param item :type QtWidgets.QListWidgetItem or None: optional item to select
"""
# If no item is provided, select all the items from the list widget specified
if item is None:
items = [list_widget.item(i).text() for i in range(list_widget.count())]
# Otherwise select the current item
else:
items = [item.text()]
# If we have items, select them
if items:
self.event_select.emit(items)
def _solver_context_menu_requested(self, point):
"""
Create a context menu for the solver list widget
:param point :type QtCore.QPoint: screen position of the request
"""
# Create a new menu
menu = QtWidgets.QMenu(parent=self)
self.event_get_valid_actions.emit(self.get_context())
# Dict to store sub menu name: sub menu
sub_menus = {}
# Iterate through the valid actions
for action in self._valid_actions:
# Set the current menu to the base menu
current_menu = menu
# If the action has a category
if action.__category__:
# If the category doesn't already exist, create it
if action.__category__ not in sub_menus:
sub_menus[action.__category__] = menu.addMenu(action.__category__)
# Set the current menu to the category menu
current_menu = sub_menus[action.__category__]
# Create a new action on the current menu
action_widget = current_menu.addAction(action.__display_name__)
action_widget.setToolTip(action.__tooltip__)
# Connect the action trigger to execute the action, passing through the action and data to execute
action_widget.triggered.connect(partial(self._trigger_context_menu_action, action))
# Draw the menu at the current cursor pos
menu.exec_(QtGui.QCursor.pos())
def _trigger_context_menu_action(self, action):
"""
Execute the specified action with the given data
:param action :type base_action.BaseAction: action class
"""
# Execute the action with the data
action.execute(ui_context=self.get_context())

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@ -0,0 +1,204 @@
QWidget {
background-color: rgb(27, 28, 30);
color: rgb(200, 200, 200);
}
QMenu {
background-color: rgb(4, 4, 4);
}
QMenu::item:selected {
background-color: rgb(50, 50, 50);
}
QWidget:disabled {
color: rgb(112, 117, 120);
}
QLineEdit {
border-radius: 2px;
padding-left: 7px;
padding-right: 7px;
padding-top: 5px;
padding-bottom: 5px;
selection-background-color: rgb(5, 127, 255);
background: rgb(4, 4, 4);
}
QDoubleSpinBox {
border-radius: 2px;
selection-background-color: rgb(5, 127, 255);
background: rgb(4, 4, 4);
}
QSpinBox {
border-radius: 2px;
selection-background-color: rgb(5, 127, 255);
background: rgb(4, 4, 4);
}
QComboBox {
background-color: #2c2d2f;
border-radius: 5px;
}
QScrollArea {
border: 2px solid rgb(9, 10, 12);
}
QFrame#background {
border: 2px solid rgb(9, 10, 12);
}
QListWidget {
background-color: rgb(15, 15, 15);
}
QListWidget[Log=true] {
background-color: rgb(15, 15, 15);
background-image: url("PoseWrangler:epic.png");
background-repeat: no-repeat;
background-position: bottom right;
background-attachment: fixed;
}
QFrame {
border-radius: 5px;
margin-bottom: 5px;
}
QTreeWidget QHeaderView:section {
border-style: none;
padding: 8px;
color: rgb(0, 255, 0);
background-color: #1e2126;
}
QPushButton {
border-radius: 2px;
padding-top: 5px;
padding-bottom: 5px;
padding-left: 10px;
padding-right: 10px;
color: rgb(255, 255, 255);
background-color: rgb(40, 40, 40);
}
QPushButton:hover {
background: rgb(100, 100, 100);
}
QPushButton:pressed {
background: rgb(41, 164, 255);
}
QProgressBar {
background: rgb(50, 50, 50);
color: rgb(10, 10, 10);
border-radius: 5px;
border: 1px solid rgb(100, 100, 100);
text-align: center;
font-size: 11px;
font-weight: bold;
}
QProgressBar::chunk {
border-radius: 5px;
background: QLinearGradient(
x1:1,
y1: 0,
x2: 0,
y2: 0,
stop: 1 rgb(41, 164, 255),
stop: 0.4 rgb(5, 127, 255));
text-align: center;
font-weight: bold;
}
QScrollBar::handle:vertical {
background: rgb(100, 100, 100);
border-radius: 5px;
}
QScrollBar::sub-page:vertical {
border-radius: -5px;
background: rgb(15, 15, 15);
}
QScrollBar::add-page:vertical {
border-radius: -5px;
background: rgb(15, 15, 15);
}
QScrollBar::handle:horizontal {
background: rgb(100, 100, 100);
border-radius: 5px;
}
QScrollBar::sub-page:horizontal {
border-radius: -5px;
background: rgb(15, 15, 15);
}
QScrollBar::add-page:horizontal {
border-radius: -5px;
background: rgb(15, 15, 15);
}
QToolTip {
border-radius: 10px;
color: rgb(255, 255, 255);
background-color: rgb(10, 10, 10);
padding: 5px;
border: 0px;
}
QCheckBox {
width: 13px;
height: 13px;
}
QCheckBox::indicator {
width: 13px;
height: 13px;
}
QGroupBox {
border: 0px solid rgb(100, 100, 100);
border-radius: 0px;
padding: 10px;
}
QLabel[heading=true] {
background-color: rgb(50, 50, 50);
border-radius: 0px;
padding: 4px;
}
QPushButton[Category=true] {
text-align: left;
background-color: #323232;
}
QPushButton::hover[Category=true] {
text-align: left;
background-color: #323232;
}
QPushButton[LogButton=true] {
background-color: #323232;
}
QPushButton::hover[LogButton=true] {
background-color: #474646;
}
QPushButton::checked[LogButton=true] {
background-color: #202328;
}

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@ -0,0 +1,45 @@
# Copyright Epic Games, Inc. All Rights Reserved.
class PoseWranglerUIContext(object):
def __init__(
self, current_solvers, current_poses, current_drivers, current_driven, solvers, poses, drivers, driven
):
self._current_solvers = current_solvers
self._current_poses = current_poses
self._current_drivers = current_drivers
self._current_driven = current_driven
self._solvers = solvers
self._poses = poses
self._drivers = drivers
self._driven = driven
@property
def current_solvers(self):
return self._current_solvers
@property
def current_poses(self):
return self._current_poses
@property
def current_drivers(self):
return self._current_drivers
@property
def current_driven(self):
return self._current_driven
@property
def solvers(self):
return self._solvers
@property
def poses(self):
return self._poses
@property
def drivers(self):
return self._drivers
@property
def driven(self):
return self._driven

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@ -0,0 +1,44 @@
# Copyright Epic Games, Inc. All Rights Reserved.
from Qt import QtCore, QtGui, QtWidgets
class CategoryWidget(QtWidgets.QWidget):
def __init__(self, name):
super(CategoryWidget, self).__init__()
self.setContentsMargins(0, 0, 0, 0)
main_layout = QtWidgets.QVBoxLayout()
main_layout.setContentsMargins(0, 0, 0, 0)
self.setLayout(main_layout)
self._category_button = QtWidgets.QPushButton(name)
font = self._category_button.font()
font.setBold(True)
font.setPointSize(10)
self._category_button.setFont(font)
self._category_button.setIcon(QtGui.QIcon(QtGui.QPixmap("PoseWrangler:frame_open.png")))
self._category_button.setIconSize(QtCore.QSize(16, 16))
self._category_button.clicked.connect(self._toggle_category_visibility)
self._category_button.setCheckable(True)
self._category_button.setChecked(True)
self._category_button.setProperty("Category", True)
main_layout.addWidget(self._category_button)
self._category_container = QtWidgets.QWidget()
self._category_container.setContentsMargins(0, 0, 0, 0)
self._category_layout = QtWidgets.QVBoxLayout()
self._category_layout.setContentsMargins(0, 0, 0, 0)
self._category_layout.setSpacing(0)
self._category_container.setLayout(self._category_layout)
main_layout.addWidget(self._category_container)
def _toggle_category_visibility(self):
self._category_container.setVisible(self._category_button.isChecked())
self._category_button.setIcon(
QtGui.QIcon(QtGui.QPixmap("PoseWrangler:frame_open.png"))
if self._category_button.isChecked() else QtGui.QIcon(
QtGui.QPixmap("PoseWrangler:frame_closed.png")
)
)
def add_extension(self, widget):
self._category_layout.addWidget(widget)