Files
godot-flecs-character-module/assets/blender/scripts/drivers.py
2023-09-13 03:04:01 +03:00

62 lines
2.0 KiB
Python

import bpy
from math import radians, pi
def clamp_angle_deg(angle, min_angle_deg, max_angle_deg):
min_angle = radians(min_angle_deg)
max_angle = radians(max_angle_deg)
if angle < min_angle:
angle = min_angle
if angle > max_angle:
angle = max_angle
return angle
def angle_to_linear(angle, divider):
if angle < 0.0:
return angle / divider
else:
return 0.0
def angle_to_linear_x(bone, angle):
skel = bpy.data.objects["skeleton"]
left_base = "ctrl_base_upperleg.L.001"
right_base = "ctrl_base_upperleg.R.001"
base = ""
if base == "":
for e in ["_R", ".R"]:
if bone.name.endswith(e):
base = right_base
break
if base == "":
for e in ["_L", ".L"]:
if bone.name.endswith(e):
base = left_base
break
if base == "":
for e in ["_R.", ".R."]:
if bone.name.find(e) >= 0:
base = right_base
break
if base == "":
for e in ["_L.", ".L."]:
if bone.name.find(e) >= 0:
base = left_base
break
mul = skel.pose.bones[base]["to_linear_x_base"]
offset = skel.pose.bones[base]["angle_offset"]
# print("bone: ", bone.name, "base: ", base, "mul: ", mul)
# print("angle: ", angle, " angle_offset: ", offset, " angle_sum: ", angle + offset)
print("offset: ", mul * (angle + offset), "bone: ", base, "angle: ", angle)
return (angle + offset) * mul
def extra_linear(angle, offset):
ret = 0.0
offt = offset * angle * 2.0 / -radians(-90)
if angle * 2.0 < -radians(65):
if angle * 2.0 > -radians(65):
ret += offset
else:
ret += offt
return ret
bpy.app.driver_namespace["clamp_angle_deg"] = clamp_angle_deg
bpy.app.driver_namespace["angle_to_linear"] = angle_to_linear
bpy.app.driver_namespace["extra_linear"] = extra_linear
bpy.app.driver_namespace["angle_to_linear_x"] = angle_to_linear_x