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facerig.py
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facerig.py
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# MB-Lab
# MB-Lab fork website : https://github.com/animate1978/MB-Lab
# ##### BEGIN GPL LICENSE BLOCK #####
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 3
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
import logging
import json
import os
import traceback
import bpy
from . import algorithms
from . import file_ops
from . import utils
logger = logging.getLogger(__name__)
def populate_modifier(mod, m):
mod.active = m['active']
mod.blend_in = m['blend_in']
mod.blend_out = m['blend_out']
mod.influence = m['influence']
mod.mode = m['mode']
mod.mute = m['mute']
mod.poly_order = m['poly_order']
# type should be created when the modifier is created
#mod.type = m['type']
mod.use_additive = m['use_additive']
mod.use_influence = m['use_influence']
mod.coefficients[0] = m['coefficients'][0]
mod.coefficients[1] = m['coefficients'][1]
def populate_modifiers(modifiers, mlist):
i = 0
mod = modifiers[0]
for m in mlist:
if i == 0:
populate_modifier(mod, m)
i = i + 1
else:
mod = modifiers.new(m['type'])
populate_modifier(mod, m)
def create_variable(var, driver, mb_name):
fr_name = var['targets'][0]['id_name']+'.'+mb_name
face_rig = bpy.data.objects[fr_name]
v = driver.driver.variables.new()
v.name = var['name']
v.type = var['type']
# we have one target by default
v.targets[0].id = face_rig
v.targets[0].transform_space = var['targets'][0]['transform_space']
v.targets[0].transform_type = var['targets'][0]['transform_type']
v.targets[0].bone_target = var['targets'][0]['bone_target']
def rm_drivers(mname):
for d in bpy.data.objects[mname].data.shape_keys.key_blocks:
rc = d.driver_remove('value')
if not rc:
logger.critical("failed to removed a driver: %d", rc)
def add_drivers(drivers, mb_name):
# Iterate through each driver entry and create driver
mesh = algorithms.get_active_body()
mname = mesh.name
for k, v in drivers.items():
shape_name = v['data_path'].strip('key_blocks["').strip('"].value')
idx = bpy.data.objects[mname].data.shape_keys.key_blocks.find(shape_name)
if idx == -1:
logger.critical("%s shape key not found", shape_name)
continue
check = bpy.data.objects[mname].data.shape_keys.animation_data and \
bpy.data.objects[mname].data.shape_keys.animation_data.drivers.\
find(v['data_path'])
if check:
logger.critical("%s shape key already has animation data", shape_name)
continue
# NOTE: The call to driver_add adds a modifier of type GENERATOR
# automatically
driver = bpy.data.objects[mname].data.shape_keys.key_blocks[idx]. \
driver_add('value')
# Populate the driver
driver.hide = v['hide']
driver.lock = v['lock']
driver.mute = v['mute']
driver.select = v['select']
populate_modifiers(driver.modifiers, v['modifiers'])
driver.driver.expression = v['driver']['expression']
driver.driver.is_valid = v['driver']['is_valid']
driver.driver.type = v['driver']['type']
driver.driver.use_self = v['driver']['use_self']
variables = v['driver']['variables']
for var in variables:
create_variable(var, driver, mb_name)
def add_facs_drivers(skd, mesh):
au_div = skd['Divisor']['au_value']
gz_div = skd['Divisor']['gz_value']
mname = mesh.name
for au, exprs in skd.items():
if au == 'Divisor':
continue
# get the object
slider = "facs_rig_slider_"+au+"."+mname
slider_obj = bpy.data.objects.get(slider)
if not slider_obj:
logger.critical("%s slider controller not found", slider)
continue
# iterate over all the expressions which are part of this AU
for skn, skv in exprs.items():
# Look up the shape key
idx = bpy.data.objects[mname].data.shape_keys.key_blocks.find(skn)
if idx == -1:
logger.critical("%s shape key not found", skn)
continue
# Add a variable for the AU
data_path = 'key_blocks["'+skn+'"].value'
no_animation = not bpy.data.objects[mname].data.shape_keys.animation_data
if no_animation:
logger.critical("FACS system depends on facial rig. Please add one")
return -1
# get the driver
driver = bpy.data.objects[mname].data.shape_keys.animation_data.drivers.find(data_path)
if not driver:
logger.critical("FACS system depends on facial rig. Please add one")
return -1
# Add the variable for the Action Unit
v = driver.driver.variables.new()
v.name = au
v.type = 'TRANSFORMS'
# we have one target by default
v.targets[0].id = slider_obj
v.targets[0].transform_space = 'LOCAL_SPACE'
v.targets[0].transform_type = 'LOC_X'
# append to the existing expression
# max_slider_value * constant = max_shape_key_value
# constant = max_shape_key_value / max_slider_value
# Formula for transforming slider value to shape key value is
# shape_key_value = slider_value * constant
# slider value is extracted from the variable we created
if au == 'GZ0H' or au == 'GZ0V':
constant = skv / gz_div
if '_min' in skn:
driver.driver.expression = driver.driver.expression + '+ ('+au+'*'+str(constant)+')'
elif '_max' in skn:
driver.driver.expression = driver.driver.expression + '+ (-'+au+'*'+str(constant)+')'
else:
constant = skv / au_div
driver.driver.expression = driver.driver.expression + '+ ('+au+'*'+str(constant)+')'
return 0
def append_rig(rig_name, data_path):
face_rig_blend = os.path.join(data_path, "face_rig", "face_rig_lib.blend")
if not os.path.exists(face_rig_blend):
logger.critical("%s not found. Might need to reinstall ManuelBastioniLab", face_rig_blend)
return False
file_path = face_rig_blend+"\\"+"Collection\\"+rig_name
directory = face_rig_blend+"\\"+"Collection"
try:
bpy.ops.wm.append(filepath=file_path, filename=rig_name, directory=directory)
except RuntimeError as e:
logger.critical("%s", str(e))
return False
return True
def find_collLayer(layerColl, collName):
found = None
if layerColl.name == collName:
return layerColl
for layer in layerColl.children:
found = find_collLayer(layer, collName)
if found:
return found
def rename_collection(collLayer, new):
collLayer.collection.name = new
def rename_object_in_collection(c, orig, new):
for obj in c.collection.all_objects:
if obj.name == orig:
obj.name = new
def get_root_bone(armat, root):
armat.select_set(True)
bpy.context.view_layer.objects.active = armat
bpy.ops.object.mode_set(mode='POSE')
for b in bpy.context.object.pose.bones:
if b.name == root:
return b
return None
def get_root_bone_xyz_loc(obj):
# move the Rigs closer to the character
armat = utils.get_deforming_armature(obj)
if not armat:
logger.critical("No aramature found for character %s. Ignoring",
obj.name)
return 0, False
root_bone = get_root_bone(armat, 'root')
if not root_bone:
logger.critical("%s does not have a root bone. Ignoring", obj.name)
return 0, False
root_x = root_bone.location[0]
root_y = root_bone.location[1]
root_z = root_bone.location[2]
return root_x, root_y, root_z, True
def setup_face_rig(obj):
face_rig_collName = 'Face_Rig.'+obj.name
face_rig_name = 'MBLab_skeleton_face_rig.'+obj.name
ph_rig_collName = 'Phoneme_Rig.'+obj.name
ph_rig_name = 'MBLab_skeleton_phoneme_rig.'+obj.name
layerColl = find_collLayer(bpy.context.view_layer.layer_collection,
face_rig_collName)
# check if the face rig is already imported
if layerColl:
logger.critical("Character already has face rig")
return False
data_path = file_ops.get_data_path()
# Load the face rig
if not data_path:
logger.critical("%s not found. Please check your Blender addons directory. Might need to reinstall ManuelBastioniLab", data_path)
return False
if not append_rig('Face_Rig', data_path) or \
not append_rig('Phoneme_Rig', data_path):
return False
# rename imported items
fr_coll = find_collLayer(bpy.context.view_layer.layer_collection, 'Face_Rig')
if not fr_coll:
logger.critical("Face Rig broken manually delete")
return False
rename_collection(fr_coll, face_rig_collName)
rename_object_in_collection(fr_coll, 'MBLab_skeleton_face_rig', face_rig_name)
pr_coll = find_collLayer(bpy.context.view_layer.layer_collection, 'Phoneme_Rig')
if not pr_coll:
logger.critical("Face Rig broken manually delete")
return False
rename_collection(pr_coll, ph_rig_collName)
rename_object_in_collection(pr_coll, 'MBLab_skeleton_phoneme_rig', ph_rig_name)
# load face rig json file
json_file = os.path.join(data_path, "face_rig", "expression_drivers.json")
if not os.path.exists(json_file):
logger.critical("%s not found. Might need to reinstall ManuelBastioniLab", json_file)
return False
with open(json_file, 'r') as f:
drivers = json.load(f)
add_drivers(drivers, obj.name)
root_x, root_y, root_z, rc = get_root_bone_xyz_loc(obj)
if not rc:
return True
# set the root of the face and phoneme rigs
face_rig = file_ops.get_object_by_name(face_rig_name)
if not face_rig:
logger.critical("Can't find %s. Delete face rig manually",
face_rig_name)
return False
root_bone = get_root_bone(face_rig, 'root')
if not root_bone:
logger.critical("%s does not have a root bone. Ignoring", obj.name)
return True
root_bone.location[0] = root_x + 0.5
root_bone.location[1] = -root_z
root_bone.location[2] = root_y
ph_rig = file_ops.get_object_by_name(ph_rig_name)
if not face_rig:
logger.critical("Can't find %s. Delete face rig manually",
face_rig_name)
return False
root_bone = get_root_bone(ph_rig, 'root')
if not root_bone:
logger.critical("%s does not have a root bone. Ignoring", obj.name)
return True
root_bone.location[0] = root_x + 0.5
root_bone.location[1] = -root_z
root_bone.location[2] = root_y
return True
def rename_facs_objs(c, post):
for obj in c.collection.all_objects:
obj.name = obj.name+"."+post
def setup_facs_rig(obj):
# check if the facs rig is already imported
facs_rig_collName = 'Facs_Rig.'+obj.name
layerColl = find_collLayer(bpy.context.view_layer.layer_collection,
facs_rig_collName)
# check if the face rig is already imported
if layerColl:
logger.critical("Character already has face rig")
return False
data_path = file_ops.get_data_path()
# Load the face rig
if not data_path:
logger.critical("%s not found. Please check your Blender addons directory. Might need to reinstall ManuelBastioniLab", data_path)
return False
if not append_rig('Facs_Rig', data_path):
return False
# rename imported items
facs_coll = find_collLayer(bpy.context.view_layer.layer_collection, 'Facs_Rig')
if not facs_coll:
logger.critical("FACS Rig broken. Manually delete")
return False
rename_collection(facs_coll, facs_rig_collName)
rename_facs_objs(facs_coll, obj.name)
# load face rig json file
json_file = os.path.join(data_path, "face_rig", "facs_au.json")
if not os.path.exists(json_file):
logger.critical("%s not found. Might need to reinstall ManuelBastioniLab", json_file)
return False
with open(json_file, 'r') as f:
shape_keys = json.load(f)
try:
add_facs_drivers(shape_keys, obj)
except Exception as e:
traceback.print_stack()
logger.critical("%s".str(e))
return False
root_x, root_y, root_z, rc = get_root_bone_xyz_loc(obj)
if not rc:
return True
facs_frame = \
file_ops.get_object_by_name('facs_rig_frame.'+obj.name)
if not facs_frame:
logger.critical("FACS frame %s not found",
'facs_rig_frame.'+obj.name)
return True
facs_frame.location[0] = root_x + 0.5
facs_frame.location[1] = -root_y
facs_frame.location[2] = -root_z + facs_frame.location[2]
return True
def recursive_collection_delete(head):
for c in head.children:
recursive_collection_delete(c)
head.hide_select = False #TODO Replace head.hide_select = False with head.hide_set(False)
head.hide_render = False #TODO check this
head.hide_viewport = False #TODO also check this
for obj in head.all_objects:
obj.select_set(True)
bpy.ops.object.delete()
bpy.data.collections.remove(head)
def delete_face_rig(obj):
if not 'MBLab_skeleton_face_rig.' in obj.name and not 'MBLab_skeleton_phoneme_rig.' in obj.name:
return False
character_name = ''
if 'MBLab_skeleton_face_rig.' in obj.name:
character_name = obj.name.replace('MBLab_skeleton_face_rig.', '')
elif 'MBLab_skeleton_phoneme_rig.' in obj.name:
character_name = obj.name.replace('MBLab_skeleton_phoneme_rig.', '')
fr_name = 'MBLab_skeleton_face_rig.'+character_name
pr_name = 'MBLab_skeleton_phoneme_rig.'+character_name
# check if the face rig is already imported
facerig = bpy.data.objects.get(fr_name)
if not facerig:
logger.critical("face rig is not added")
return False
# check if the face rig is already imported
phoneme = bpy.data.objects.get(pr_name)
if not phoneme:
logger.critical("phoneme rig is not added")
return False
rm_drivers(character_name)
# store the original selection
orig_selection = {}
for ob in bpy.context.scene.objects:
orig_selection[ob.name] = ob.select_get()
ob.select_set(False)
# delete all the rigs
facerig.select_set(True)
phoneme.select_set(True)
bpy.ops.object.mode_set(mode="OBJECT")
bpy.ops.object.delete()
# delete all the collections
c = bpy.data.collections.get('Face_Rig.'+character_name)
if c:
recursive_collection_delete(c)
c = bpy.data.collections.get('Facs_Rig.'+character_name)
if c:
recursive_collection_delete(c)
c = bpy.data.collections.get('Phoneme_Rig.'+character_name)
if c:
recursive_collection_delete(c)
# restore the original selection
for ob in bpy.context.scene.objects:
ob.select_set(orig_selection[ob.name])
return True