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JiggleArmature.py
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JiggleArmature.py
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#Copyright (c) 2019 Simón Flores (https://github.com/cheece)
#Permission is hereby granted, free of charge,
#to any person obtaining a copy of this software
#and associated documentation files (the "Software"),
#to deal in the Software without restriction,
#including without limitation the rights to use,
#copy, modify, merge, publish, distribute, sublicense,
#and/or sell copies of the Software, and to permit
#persons to whom the Software is furnished to do so,
#subject to the following conditions:The above copyright to_quaternion
#notice and this permission notice shall be included
#in all copies or substantial portions of the Software.
#THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY
#OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT
#LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS
#FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO
#EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE
#FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN
#AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
#OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
#OTHER DEALINGS IN THE SOFTWARE.
#this a jiggle bone animation tool
#to enable jiggle physics first enable "jiggle scene" in the scene properties and then enable jiggle bone on the bones
#based on the Position Based Dynamics paper by Müller et al. http://matthias-mueller-fischer.ch/publications/posBasedDyn.pdf
bl_info = {
"name": "Jiggle Armature",
"author": "Simón Flores",
"version": (2, 2, 1),
"blender": (2, 80, 0),
"description": "Jiggle bone animation tool",
"warning": "",
"wiki_url": "",
"category": "Animation",
}
import bpy
from bpy.types import Menu, Panel, UIList
from rna_prop_ui import PropertyPanel
import os
import bmesh
from bpy_extras.io_utils import ExportHelper
from bpy_extras.io_utils import ImportHelper
import mathutils
import math
import os
from mathutils import *
from bpy.app.handlers import persistent
from bpy_extras.io_utils import ExportHelper
from bpy.props import StringProperty, BoolProperty, EnumProperty
from bpy.types import Operator
class JiggleArmature(bpy.types.PropertyGroup):
enabled : bpy.props.BoolProperty(default=True)
fps: bpy.props.FloatProperty(name = "simulation fps",default = 24)
time_acc: bpy.props.FloatProperty(default= 0.0)
class JiggleScene(bpy.types.PropertyGroup):
test_mode: bpy.props.BoolProperty(default=False)
sub_steps :bpy.props.IntProperty(min=1, default = 2)
iterations : bpy.props.IntProperty(min=1, default = 4)
last_frame : bpy.props.IntProperty()
class JARM_PT_armature(bpy.types.Panel):
bl_idname = "ARMATURE_PT_jiggle"
bl_label = "Jiggle Armature"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "data"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return (context.object is not None and context.object.type == 'ARMATURE')
def draw(self, context):
layout = self.layout
col = layout.column()
col.prop(context.object.data.jiggle,"enabled")
col.prop(context.object.data.jiggle,"fps")
class JARM_PT_scene(bpy.types.Panel):
bl_idname = "SCENE_PT_jiggle"
bl_label = "Jiggle Scene"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "scene"
bl_options = {'DEFAULT_CLOSED'}
def draw_header(self, context):
layout = self.layout
bon = context.bone
layout.prop(context.scene.jiggle,"test_mode", text="")
def draw(self, context):
layout = self.layout
col = layout.column()
col.prop(context.scene.jiggle,"iterations")
col.operator("jiggle.bake", text="Bake Selected").a = False
col.operator("jiggle.bake", text="Bake All").a = True
inop = False
def funp(prop):
def f(self,context):
global inop
if(inop):
return
inop = True
b = context.bone
o = context.object
arm = o.data
for b2 in arm.bones:
if(b2.select):
setattr(b2, prop, getattr(b,prop))
inop = False
return f
def setq(om, m):
for i in range(4):
om[i]= m[i]
class JARM_OT_reset(bpy.types.Operator):
bl_idname = "jiggle.reset"
bl_label = "Reset State"
def execute(self, context):
scene = context.scene
for o in scene.objects:
if(o.select_get() and o.type == 'ARMATURE' ):
arm = o.data
ow = o.matrix_world
scale = maxis(ow,0).length
iow = ow.inverted()
i=0
for b in o.pose.bones:
if(b.bone.select):
Jb = b.bone
setq(Jb.jiggle_R, M.to_quaternion().normalized())
Jb.jiggle_V = Vector((0,0,0))
Jb.jiggle_P = mpos(M)+maxis(M,1)*b.bone.length*0.5
Jb.jiggle_W = Vector((0,0,0))
return {'FINISHED'}
class JARM_OT_set_rest(bpy.types.Operator):
bl_idname = "jiggle.set_rest"
bl_label = "Set Rest"
def execute(self, context):
scene = context.scene
for o in scene.objects:
if(o.select_get() and o.type == 'ARMATURE' ):
arm = o.data
ow = o.matrix_world
scale = maxis(ow,0).length
iow = ow.inverted()
i=0
for b in o.pose.bones:
if(b.bone.select):
M = b.parent.matrix.inverted()@b.matrix #ow*Sbp.wmat* Sb.rmat #im
Jb = b.bone
setq(Jb.jiggle_rest, M.to_quaternion().normalized())
Jb.jiggle_use_custom_rest = True
return {'FINISHED'}
class JARM_PT_bone(bpy.types.Panel):
bl_idname = "BONE_PT_jiggle_bone"
bl_label = "Jiggle Bone"
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = "bone"
bl_options = {'DEFAULT_CLOSED'}
@classmethod
def poll(cls, context):
return ( context.bone is not None and context.object is not None and context.object.type == 'ARMATURE')
def draw_header(self, context):
layout = self.layout
bon = context.bone
layout.prop(bon , "jiggle_enabled", text="")
def draw(self, context):
layout = self.layout
armature = context.object.data
bon = context.bone
col = layout.column()
layout.enabled = context.scene.jiggle.test_mode and armature.jiggle.enabled
if(not context.scene.jiggle.test_mode):
col.label(text= "JiggleArmature is disabled for the scene, see scene properties")
if(not armature.jiggle.enabled):
col.label(text= "JiggleArmature is disabled for the armature, see the armature properties")
if(bon.jiggle_enabled):
col.prop(context.bone,"jiggle_Ks")
col.prop(bon,"jiggle_Kd")
col.prop(bon,"jiggle_Kld")
col.prop(bon,"jiggle_mass")
col.prop_search(bon,"jiggle_control_object",bpy.data,"objects")
if(bon.jiggle_control_object in bpy.data.objects):
o = bpy.data.objects[bon.jiggle_control_object]
if(o.type == 'ARMATURE'):
col.prop_search(bon,"jiggle_control_bone",o.data,"bones")
col.prop(bon,"jiggle_control")
col.operator("jiggle.reset")
col.prop(bon,"jiggle_use_custom_rest")
if(bon.jiggle_use_custom_rest):
col.prop(bon,"jiggle_rest")
col.operator("jiggle.set_rest")
if(bon.parent==None):
col.label(text= "warning: jibblebones without parent will fall",icon='COLOR_RED')
def centerM(wb,l):
ax = maxis(wb,1).normalized()
wb[0][3] += ax[0]*l*0.5
wb[1][3] += ax[1]*l*0.5
wb[2][3] += ax[2]*l*0.5
#adapted from https://github.com/InteractiveComputerGraphics/PositionBasedDynamics/blob/master/PositionBasedDynamics/PositionBasedRigidBodyDynamics.cpp
def computeMatrixK(connector,invMass,x,inertiaInverseW,K):
if (invMass != 0.0):
v = connector - x
a = v[0]
b = v[1]
c = v[2]
if(True):
j11 = inertiaInverseW[0][0]
j12 = inertiaInverseW[1][0]
j13 = inertiaInverseW[2][0]
j22 = inertiaInverseW[1][1]
j23 = inertiaInverseW[2][1]
j33 = inertiaInverseW[2][2]
K[0][0] = c*c*j22 - b*c*(j23 + j23) + b*b*j33 + invMass
K[1][0] = -(c*c*j12) + a*c*j23 + b*c*j13 - a*b*j33
K[2][0] = b*c*j12 - a*c*j22 - b*b*j13 + a*b*j23
K[0][1] = K[1][0]
K[1][1] = c*c*j11 - a*c*(j13 + j13) + a*a*j33 + invMass
K[2][1] = -(b*c*j11) + a*c*j12 + a*b*j13 - a*a*j23
K[0][2] = K[2][0]
K[1][2] = K[2][1]
K[2][2] = b*b*j11 - a*b*(j12 + j12) + a*a*j22 + invMass
else:
j11 = inertiaInverseW[0][0]
j12 = inertiaInverseW[0][1]
j13 = inertiaInverseW[0][2]
j22 = inertiaInverseW[1][1]
j23 = inertiaInverseW[1][2]
j33 = inertiaInverseW[2][2]
K[0][0] = c*c*j22 - b*c*(j23 + j23) + b*b*j33 + invMass
K[0][1] = -(c*c*j12) + a*c*j23 + b*c*j13 - a*b*j33
K[0][2] = b*c*j12 - a*c*j22 - b*b*j13 + a*b*j23
K[1][0] = K[0][1]
K[1][1] = c*c*j11 - a*c*(j13 + j13) + a*a*j33 + invMass
K[1][2] = -(b*c*j11) + a*c*j12 + a*b*j13 - a*a*j23
K[2][0] = K[0][2]
K[2][1] = K[1][2]
K[2][2] = b*b*j11 - a*b*(j12 + j12) + a*a*j22 + invMass
else:
K.zero()
class JB:
def __init__(self, b,M,p):
self.M = M.copy()
self.length = b.bone.length*maxis(M,0).length
self.b = b
self.parent = p
self.rest = None
self.rest_w = None
self.w = 0
self.Kc = 0
self.cQ = None
self.X = None
self.P = None
self.R = None
self.Q = None
self.iI = Matrix.Identity(3) #first naive approach
self.iIw = self.iI
def computeI(self):
self.iI = Matrix.Identity(3)*(self.w/(self.l*self.l)*5.0/2.0)
def updateIW(self):
rot = self.Q.to_matrix()
self.iIw = [email protected]@rot.transposed()
def propB(ow,b, l, p):
j = JB(b, [email protected], p)
l.append(j)
for c in b.children:
propB(ow,c,l,j)
def maxis(M,i):
return Vector((M[0][i],M[1][i],M[2][i]))
def saxis(M,i,v):
M[0][i] = v[0]
M[1][i] = v[1]
M[2][i] = v[2]
def mpos(M):
return Vector((M[0][3],M[1][3],M[2][3]))
def ort(M):
a = M[0]
b = M[1]
c = M[2]
a = a.normalized()
b = (b- a*a.dot(b)).normalized()
c = (c - a*a.dot(c) - b*b.dot(c)).normalized()
M = Matrix.Identity(3)
M[0] = a
M[1] = b
M[2] = c
return M
def qadd(a,b):
return Quaternion((a[0]+b[0],a[1]+b[1],a[2]+b[2],a[3]+b[3]))
def qadd2(a,b):
a.x+=b.x
a.y+=b.y
a.z+=b.z
a.w+=b.w
def normR(m):
for i in range(3):
saxis(m,i, maxis(m,i).normalized())
K1 = Matrix().to_3x3()
K2 = Matrix().to_3x3()
def locSpring(Jb):
global K1
global K2
Q0 = Jb.parent.Q
Q1 = Jb.Q
w0 = Jb.parent.w
w1 = Jb.w
v0 = Jb.rest_p
P0 = Jb.parent.P
P1 = Jb.P
lf = Jb.l*0.5
Jb.updateIW()
Jb.parent.updateIW()
connector0 = Jb.parent.P+Jb.parent.Q@v0
connector1 = Jb.P+Jb.Q@Vector((0,-lf,0))
computeMatrixK(connector0, w0, P0, Jb.parent.iIw, K1)
computeMatrixK(connector1, w1, P1, Jb.iIw, K2)
Kinv = (K1 + K2).inverted()
pt = Kinv @ (connector1 - connector0)
if (w0 != 0.0):
r0 = connector0 - P0
Jb.parent.P += w0*pt
ot = (Jb.parent.iIw @ (r0.cross(pt)))
otQ = Quaternion()
otQ.x =ot[0]
otQ.y = ot[1]
otQ.z = ot[2]
otQ.w = 0
Jb.parent.Q = qadd(Jb.parent.Q, [email protected]*0.5).normalized()
if (w1 != 0.0):
r1 = connector1 - P1
Jb.P += -w1*pt
ot = (Jb.iIw @ (r1.cross(-pt)))
otQ = Quaternion()
otQ.x =ot[0]
otQ.y = ot[1]
otQ.z = ot[2]
otQ.w = 0
Jb.Q = qadd(Jb.Q, [email protected]*0.5).normalized()
sqrt = math.sqrt
#NOTE: the following gradient computation implementation was automatically generated, if possible, it should be change for a clearer implementation
def quatSpringGradient2(Q0,Q1,r):
"""
returns the gradient of C = |Q0*r - Q1|^2 wrt Q0 and Q1
"""
Q0x = Q0.x
Q0y = Q0.y
Q0z = Q0.z
Q0w = Q0.w
Q1x = Q1.x
Q1y = Q1.y
Q1z = Q1.z
Q1w = Q1.w
rx = r.x
ry = r.y
rz = r.z
rw = r.w
tmp0 = math.sqrt(((((((((-(Q0x*Q1w)-(Q0y*Q1z))+(Q0w*Q1x))+(Q0z*Q1y))-rx)*((((-(Q0x*Q1w)-(Q0y*Q1z))+(Q0w*Q1x))+(Q0z*Q1y))-rx))+(((((-(Q0x*Q1y)-(Q0z*Q1w))+(Q0w*Q1z))+(Q0y*Q1x))-rz)*((((-(Q0x*Q1y)-(Q0z*Q1w))+(Q0w*Q1z))+(Q0y*Q1x))-rz)))+(((((-(Q0y*Q1w)-(Q0z*Q1x))+(Q0w*Q1y))+(Q0x*Q1z))-ry)*((((-(Q0y*Q1w)-(Q0z*Q1x))+(Q0w*Q1y))+(Q0x*Q1z))-ry)))+((((((Q0w*Q1w)+(Q0x*Q1x))+(Q0y*Q1y))+(Q0z*Q1z))-rw)*(((((Q0w*Q1w)+(Q0x*Q1x))+(Q0y*Q1y))+(Q0z*Q1z))-rw))))
tmp1 = 1.0/tmp0*Q0w*Q0y
tmp2 = 1.0/tmp0*Q0w*Q1x
tmp3 = 1.0/tmp0*Q0w*Q0x
tmp4 = 1.0/tmp0*Q0x*Q1w
tmp5 = 1.0/tmp0*Q0w*Q1w
tmp6 = 1.0/tmp0*Q0y*Q1w
tmp7 = 1.0/tmp0*Q0w*Q0z
tmp8 = 1.0/tmp0*Q0x*Q1x
tmp9 = 1.0/tmp0*Q0y*Q1x
tmp10 = 1.0/tmp0*Q0x*Q0y
tmp11 = 1.0/tmp0*Q0x*Q0z
tmp12 = 1.0/tmp0*Q0z*Q1w
tmp13 = 1.0/tmp0*Q0z*Q1x
tmp14 = 1.0/tmp0*Q0y*Q0z
tmp15 = 1.0/tmp0*Q0w*Q0w
tmp16 = Q1w*Q1w
tmp17 = 1.0/tmp0*Q0x*Q0x
tmp18 = Q1x*Q1x
tmp19 = 1.0/tmp0*Q0y*Q0y
tmp20 = 1.0/tmp0
tmp21 = Q1y*Q1y
tmp22 = tmp20*Q0z*Q0z
tmp23 = Q1z*Q1z
tmp24 = tmp20*Q0x
tmp25 = tmp20*Q0y
tmp26 = tmp4*Q1x
tmp27 = tmp24*Q1y*Q1z
tmp28 = tmp3*Q1y
tmp29 = tmp20*Q0z
tmp30 = tmp3*Q1z
tmp31 = tmp3*Q1w
tmp32 = tmp5*Q1y
tmp33 = tmp5*Q1z
tmp34 = tmp1*Q1z
tmp35 = tmp5*Q1x
tmp36 = tmp1*Q1x
tmp37 = tmp1*Q1w
tmp38 = tmp6*Q1y
tmp39 = tmp7*Q1y
tmp40 = tmp2*Q1z
tmp41 = tmp7*Q1x
tmp42 = tmp9*Q1z
tmp43 = tmp2*Q1y
tmp44 = tmp3*Q1x
tmp45 = tmp7*Q1w
tmp46 = tmp20*Q0w*Q1y*Q1z
tmp47 = tmp10*Q1x
tmp48 = tmp4*Q1z
tmp49 = tmp10*Q1y
tmp50 = tmp10*Q1w
tmp51 = tmp6*Q1z
tmp52 = tmp4*Q1y
tmp53 = tmp1*Q1y
tmp54 = tmp12*Q1z
tmp55 = -Q0x*Q1w-Q0y*Q1z+Q0w*Q1x+Q0z*Q1y-rx
tmp56 = tmp20*Q1w
tmp57 = tmp11*Q1z
tmp58 = tmp9*Q1y
tmp59 = tmp7*Q1z
tmp60 = tmp11*Q1x
tmp61 = tmp8*Q1y
tmp62 = tmp13*Q1y
tmp63 = tmp11*Q1w
tmp64 = tmp8*Q1z
tmp65 = -Q0x*Q1y-Q0z*Q1w+Q0w*Q1z+Q0y*Q1x-rz
tmp66 = tmp14*Q1y
tmp67 = tmp14*Q1w
tmp68 = tmp12*Q1y
tmp69 = tmp14*Q1z
tmp70 = tmp20*Q1x
tmp71 = -Q0y*Q1w-Q0z*Q1x+Q0w*Q1y+Q0x*Q1z-ry
tmp72 = tmp6*Q1x
tmp73 = tmp10*Q1z
tmp74 = tmp12*Q1x
tmp75 = tmp20*Q1y
tmp76 = Q0w*Q1w+Q0x*Q1x+Q0y*Q1y+Q0z*Q1z-rw
tmp77 = tmp29*Q1y*Q1z
tmp78 = tmp25*Q1y*Q1z
tmp79 = tmp13*Q1z
tmp80 = tmp11*Q1y
tmp81 = tmp20*Q0w
tmp82 = tmp20*Q1z
tmp83 = tmp14*Q1x
c = tmp0
dQ0x = tmp35+tmp46+tmp51+tmp58+tmp68+tmp79+tmp24*tmp16+tmp24*tmp18+tmp24*tmp21+tmp24*tmp23+tmp56*rx+tmp75*rz-tmp35-tmp46-tmp51-tmp58-tmp68-tmp79-tmp70*rw-tmp82*ry
dQ0y = tmp32+tmp40+tmp48+tmp61+tmp74+tmp77+tmp25*tmp16+tmp25*tmp18+tmp25*tmp21+tmp25*tmp23+tmp56*ry+tmp82*rx-tmp32-tmp40-tmp48-tmp61-tmp74-tmp77-tmp70*rz-tmp75*rw
dQ0z = tmp33+tmp43+tmp52+tmp64+tmp72+tmp78+tmp29*tmp16+tmp29*tmp18+tmp29*tmp21+tmp29*tmp23+tmp56*rz+tmp70*ry-tmp33-tmp43-tmp52-tmp64-tmp72-tmp78-tmp75*rx-tmp82*rw
dQ0w = tmp26+tmp27+tmp38+tmp42+tmp54+tmp62+tmp81*tmp16+tmp81*tmp18+tmp81*tmp21+tmp81*tmp23-tmp26-tmp27-tmp38-tmp42-tmp54-tmp62-tmp56*rw-tmp70*rx-tmp75*ry-tmp82*rz
dQ1x = tmp31+tmp34+tmp39+tmp49+tmp57+tmp67+tmp15*Q1x+tmp17*Q1x+tmp19*Q1x+tmp22*Q1x+tmp29*ry-tmp31-tmp34-tmp39-tmp49-tmp57-tmp67-tmp81*rx-tmp24*rw-tmp25*rz
dQ1y = tmp30+tmp37+tmp41+tmp47+tmp63+tmp69+tmp15*Q1y+tmp17*Q1y+tmp19*Q1y+tmp22*Q1y+tmp24*rz-tmp30-tmp37-tmp41-tmp47-tmp63-tmp69-tmp81*ry-tmp25*rw-tmp29*rx
dQ1z = tmp28+tmp36+tmp45+tmp50+tmp60+tmp66+tmp15*Q1z+tmp17*Q1z+tmp19*Q1z+tmp22*Q1z+tmp25*rx-tmp28-tmp36-tmp45-tmp50-tmp60-tmp66-tmp81*rz-tmp24*ry-tmp29*rw
dQ1w = tmp44+tmp53+tmp59+tmp73+tmp80+tmp83+tmp15*Q1w+tmp17*Q1w+tmp19*Q1w+tmp22*Q1w+tmp24*rx+tmp25*ry+tmp29*rz-tmp44-tmp53-tmp59-tmp73-tmp80-tmp83-tmp81*rw
return c, dQ0x,dQ0y,dQ0z,dQ0w,dQ1x,dQ1y,dQ1z,dQ1w
def quatSpring(Jb,r=None,k=None):
Q0 = Jb.parent.Q
Q1 = Jb.Q
w0 = Jb.parent.w
w1 = Jb.w
if(r==None):
r = Jb.rest.to_quaternion()
if(k==None):
k = Jb.k
ra = Q0.inverted()@Q1
if ra.dot(r) < 0:
r = -r
c, dQ0x,dQ0y,dQ0z,dQ0w,dQ1x,dQ1y,dQ1z,dQ1w = quatSpringGradient2(Q0,Q1,r)
div = dQ0x*dQ0x*w0 + \
dQ0y*dQ0y*w0 + \
dQ0z*dQ0z*w0 + \
dQ0w*dQ0w*w0 + \
dQ1x*dQ1x*w1 + \
dQ1y*dQ1y*w1 + \
dQ1z*dQ1z*w1 + \
dQ1w*dQ1w*w1
if(div> 1e-8):
s = -c/div
if(w0>0.0):
Q0.x+=dQ0x*s*w0*k
Q0.y+=dQ0y*s*w0*k
Q0.z+=dQ0z*s*w0*k
Q0.w+=dQ0w*s*w0*k
Jb.parent.Q = Q0.normalized()
Q1.x+=dQ1x*s*w1*k
Q1.y+=dQ1y*s*w1*k
Q1.z+=dQ1z*s*w1*k
Q1.w+=dQ1w*s*w1*k
Jb.Q = Q1.normalized()
def step(scene):
global iters
global dt
global ctx
global cc
dt = 1.0/(scene.render.fps)
for o in scene.objects:
if(o.type == 'ARMATURE' and o.data.jiggle.enabled):
arm = o.data
ow = o.matrix_world.copy()
scale =maxis(ow,0).length
iow = ow.inverted()
iow3 = ow.to_3x3().inverted()
i=0
arm.jiggle.time_acc+= dt* arm.jiggle.fps
while arm.jiggle.time_acc > 1:
arm.jiggle.time_acc-=1
bl = []
wt = []
for b in o.pose.bones:
if(b.parent==None):
propB(ow,b,bl,None)
hooks= []
bl2 = []
for wb in bl:
b = wb.b
wb.rest_w = b.bone.matrix_local.copy()
saxis(wb.rest_w,3, maxis(wb.rest_w,3)*scale)
saxis(wb.rest_w,3, maxis(wb.rest_w,3)+maxis(wb.rest_w,1)*b.bone.length*0.5*scale)
for wb in bl:
b = wb.b
crest = b
wb.restW = b.bone.matrix_local.copy() * scale
saxis(wb.restW,3, maxis(wb.restW,3)*scale)
M = wb.M
if(b.bone.jiggle_enabled):
Jb = b.bone
wb.X = wb.P = Jb.jiggle_P
wb.R = wb.Q = Jb.jiggle_R
wb.rest = wb.rest_w
if(b.parent!=None):
wb.rest = wb.parent.rest_w.inverted()@wb.rest_w
wb.rest_base = b.bone.matrix_local
if(b.parent!=None):
wb.rest_base = b.parent.bone.matrix_local.inverted()@wb.rest_base
wb.rest_p = wb.parent.rest_w.inverted()@ (maxis(wb.rest_w,3)- maxis(wb.rest_w,1)*b.bone.length*0.5*scale)# mpos(wb.rest)
wb.l = b.bone.length*scale
wb.w = 1.0/Jb.jiggle_mass
wb.k = 1- pow(1-Jb.jiggle_Ks, 1/scene.jiggle.iterations)
Jb.jiggle_V*= 1.0-Jb.jiggle_Kld
Jb.jiggle_V+= scene.gravity*dt
Jb.jiggle_W*= 1.0-Jb.jiggle_Kd
qv = Quaternion()
qv.x =Jb.jiggle_W[0]
qv.y = Jb.jiggle_W[1]
qv.z = Jb.jiggle_W[2]
qv.w = 0
wb.Q = qadd(wb.Q, [email protected]*dt*0.5).normalized()
wb.P = wb.X + Jb.jiggle_V*dt
wb.computeI()
#control object/bone constraint
if(Jb.jiggle_control_object in bpy.data.objects):
target_object = bpy.data.objects[Jb.jiggle_control_object]
target_matrix = target_object.matrix_local
if(target_object.type =='ARMATURE' and Jb.jiggle_control_bone in target_object.pose.bones):
cb = target_object.pose.bones[Jb.jiggle_control_bone]
target_matrix = cb.matrix
if(cb.parent!=None):
target_matrix = cb.parent.matrix.inverted()@target_matrix
wb.cQ = target_matrix.to_quaternion().normalized()
wb.Kc = 1- pow(1-Jb.jiggle_control, 1.0/scene.jiggle.iterations)
bl2.append(wb)
else:
wb.w = 0
wb.X = wb.P = mpos(M)+maxis(M,1)*b.bone.length*0.5
wb.R = wb.Q = M.to_quaternion().normalized()
Jb = b.bone
setq(Jb.jiggle_R, M.to_quaternion().normalized())
Jb.jiggle_V = Vector((0,0,0))
Jb.jiggle_P = mpos(M)+maxis(M,1)*b.bone.length*0.5
Jb.jiggle_W = Vector((0,0,0))
for i in range(scene.jiggle.iterations):
#parent constraint
for wb in bl2:
b = wb.b
if(b.parent==None):
continue
Jb = b.bone
locSpring(wb)
#spring constraint
for wb in bl2:
b = wb.b
if(b.parent==None):
continue
Jb = b.bone
quatSpring(wb, Jb.jiggle_rest if Jb.jiggle_use_custom_rest else wb.rest.to_quaternion().normalized())
if(wb.cQ!=None):
quatSpring(wb, wb.cQ, wb.Kc)
for wb in bl2:
b = wb.b
Jb = b.bone
wb.Q = wb.Q.normalized()
m = wb.Q.to_matrix()
for i in range(3):
for j in range(3):
wb.M[i][j] = m[i][j]*scale
wb.M[3][3]=1
Jb.jiggle_V = (wb.P - wb.X)/dt
Jb.jiggle_P = wb.P.copy()
qv = [email protected]_R.conjugated()
Jb.jiggle_W = Vector((qv.x,qv.y,qv.z))*(2/dt)
Jb.jiggle_R = wb.Q
cp = Jb.jiggle_P - maxis(wb.M,1)*b.bone.length*0.5
wb.M[0][3]= cp[0]
wb.M[1][3]= cp[1]
wb.M[2][3]= cp[2]
for wb in bl2:
b = wb.b
pM = ow
if(b.parent!=None):
pM = wb.parent.M
mb = ([email protected]_base).inverted()@wb.M
b.matrix_basis = mb
scene.jiggle.last_frame+= 1
@persistent
def update_post(scene, tm = False):
global iters
global dt
global ctx
global cc
#backing = False
@persistent
def update(scene, tm = False):
global iters
global dt
global ctx
global cc
dt = 1.0/(scene.render.fps*scene.jiggle.sub_steps)
if(not (scene.jiggle.test_mode or tm)):# or (backing and not tm)):
return
step(scene)
def bake(bake_all):
print("baking " + ("all" if(bake_all) else "selected") + "...")
global ctx
# global backing
scene = bpy.context.scene
scene.frame_set(scene.frame_start)
for o in scene.objects:
if(o.type == 'ARMATURE' and (o.select_get() or bake_all)):
arm = o.data
ow = o.matrix_world
scale = maxis(ow,0).length
iow = ow.inverted()
i=0
for b in o.pose.bones:
b.bone.select = (b.bone.select or bake_all) and b.bone.jiggle_enabled
if(b.bone.select or bake_all and b.bone.jiggle_enabled):
Jb = b.bone
setq(Jb.jiggle_R, M.to_quaternion().normalized())
Jb.jiggle_V = Vector((0,0,0))
Jb.jiggle_P = mpos(M)
Jb.jiggle_W = Vector((0,0,0))
ltm = scene.jiggle.test_mode
scene.jiggle.test_mode = False
for i in range(scene.frame_start, scene.frame_end):
scene.frame_set(i)
update(scene,tm=True)
print("frame: ",i)
for o in scene.objects:
if( (o.select_get() or bake_all) and o.type == 'ARMATURE' ):
bpy.context.view_layer.objects.active = o
m = o.mode == 'POSE'
if(not m):
bpy.ops.object.posemode_toggle()
bpy.ops.anim.keyframe_insert_menu(type='LocRotScale')
if(not m):
bpy.ops.object.posemode_toggle()
scene.jiggle.test_mode = ltm
class JARM_OT_bake(bpy.types.Operator):
a: bpy.props.BoolProperty()
bl_idname = "jiggle.bake"
bl_label = "Bake Animation"
def execute(self, context):
bake(self.a)
return {'FINISHED'}
classes = (
JARM_PT_armature,
JiggleScene,
JARM_PT_scene,
JiggleArmature,
JARM_OT_bake,
JARM_OT_set_rest,
JARM_OT_reset,
JARM_PT_bone
)
def register():
from bpy.utils import register_class
for cls in classes:
register_class(cls)
bpy.app.handlers.frame_change_post.append(update)
bpy.types.Scene.jiggle = bpy.props.PointerProperty(type = JiggleScene)
bpy.types.Armature.jiggle = bpy.props.PointerProperty(type = JiggleArmature,options={'ANIMATABLE'})
bpy.types.Bone.jiggle_enabled = bpy.props.BoolProperty(default=False, update = funp("jiggle_enabled"))
bpy.types.Bone.jiggle_Kld=bpy.props.FloatProperty(name = "linear damping",min=0.0, max=1.0,default = 0.01, update = funp("jiggle_Kld"))
bpy.types.Bone.jiggle_Kd =bpy.props.FloatProperty(name = "angular damping",min=0.0, max=1.0,default = 0.01, update = funp("jiggle_Kd"))
bpy.types.Bone.jiggle_Ks =bpy.props.FloatProperty(name = "stiffness",min=0.0 , max = 1.0, default = 0.8, update = funp("jiggle_Ks"))
bpy.types.Bone.jiggle_mass =bpy.props.FloatProperty(name = "mass",min=0.0001, default = 1.0, update = funp("jiggle_mass"))
bpy.types.Bone.jiggle_R = bpy.props.FloatVectorProperty(name="rotation", size=4,subtype='QUATERNION')
bpy.types.Bone.jiggle_W = bpy.props.FloatVectorProperty(size=3,subtype='XYZ') #angular velocity
bpy.types.Bone.jiggle_P = bpy.props.FloatVectorProperty(size=3,subtype='XYZ')
bpy.types.Bone.jiggle_V = bpy.props.FloatVectorProperty(size=3,subtype='XYZ') #linear velocity, ok?
bpy.types.Bone.jiggle_use_custom_rest =bpy.props.BoolProperty(default=False, name="Use Custom Rest Pose", update = funp("jiggle_use_custom_rest"))
bpy.types.Bone.jiggle_rest =bpy.props.FloatVectorProperty(name="rotation", size=4,subtype='QUATERNION')
bpy.types.Bone.jiggle_control =bpy.props.FloatProperty(name = "control",min=0.0, max=1.0,default = 1, update = funp("jiggle_control"))
bpy.types.Bone.jiggle_control_object =bpy.props.StringProperty(name = "control object")
bpy.types.Bone.jiggle_control_bone =bpy.props.StringProperty(name = "control bone")
def unregister():
from bpy.utils import unregister_class
for cls in reversed(classes):
unregister_class(cls)
bpy.app.handlers.frame_change_post.remove(update)
if __name__ == '__main__':
register()