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77
leenkx/blender/lnx/logicnode/animation/LN_bone_ik.py
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77
leenkx/blender/lnx/logicnode/animation/LN_bone_ik.py
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from lnx.logicnode.lnx_nodes import *
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class BoneIKNode(LnxLogicTreeNode):
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"""Performs inverse kinematics on the selected armature with specified bone.
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@input Object: Armature on which IK should be performed.
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@input Bone: Effector or tip bone for the inverse kinematics
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@input Goal Position: Position in world coordinates the effector bone will track to
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@input Enable Pole: Bend IK solution towards pole location
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@input Pole Position: Location of the pole in world coordinates
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@input Chain Length: Number of bones to include in the IK solver including the effector. If set to 0, all bones from effector to the root bone of the armature will be considered.
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@input Max Iterations: Maximum allowed FABRIK iterations to solve for IK. For longer chains, more iterations are needed.
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@input Precision: Presition of IK to stop at. It is described as a tolerence in length. Typically 0.01 is a good value.
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@input Roll Angle: Roll the bones along their local axis with specified radians. set 0 for no extra roll.
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"""
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bl_idname = 'LNBoneIKNode'
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bl_label = 'Bone IK'
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lnx_version = 3
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lnx_section = 'armature'
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NUM_STATIC_INS = 9
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def update_advanced(self, context):
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self.update_sockets(context)
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property0: HaxeEnumProperty(
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'property0',
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items = [('2 Bone', '2 Bone', '2 Bone'),
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('FABRIK', 'FABRIK', 'FABRIK')],
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name='', default='2 Bone', update=update_advanced)
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def lnx_init(self, context):
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self.add_input('LnxNodeSocketObject', 'Object')
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self.add_input('LnxNodeSocketAnimTree', 'Action')
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self.add_input('LnxStringSocket', 'Bone')
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self.add_input('LnxVectorSocket', 'Goal Position')
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self.add_input('LnxBoolSocket', 'Enable Pole')
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self.add_input('LnxVectorSocket', 'Pole Position')
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self.add_input('LnxFloatSocket', 'Roll Angle')
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self.add_input('ArmFactorSocket', 'Influence', default_value = 1.0)
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self.add_input('LnxIntSocket', 'Bone Group', default_value = 0)
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self.add_output('LnxNodeSocketAnimTree', 'Result')
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self.update_sockets(context)
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def update_sockets(self, context):
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remove_list = []
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for i in range(BoneIKNode.NUM_STATIC_INS, len(self.inputs)):
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remove_list.append(self.inputs[i])
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for i in remove_list:
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self.inputs.remove(i)
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if self.property0 == 'FABRIK':
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self.add_input('LnxIntSocket', 'Chain Length')
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self.add_input('LnxIntSocket', 'Max Iterations', 10)
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self.add_input('LnxFloatSocket', 'Precision', 0.01)
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def draw_buttons(self, context, layout):
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layout.prop(self, 'property0')
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def get_replacement_node(self, node_tree: bpy.types.NodeTree):
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if self.lnx_version not in (0, 1, 2):
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raise LookupError()
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return NodeReplacement(
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'LNBoneIKNode', self.lnx_version, 'LNBoneIKNode', 3,
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in_socket_mapping={}, out_socket_mapping={}
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)
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