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advanced_usage.py
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from maya import cmds
cmds.loadPlugin("boneDynamicsNode.mll", qt=True)
def create_dynamics_node(
bone,
end,
scalable=False,
target_bone=None,
offset_node=None,
colliders=[],
visualize=True,
additional_force_node=None,
additional_force_init_vec=[0,0,-1]
):
if not bone in cmds.listRelatives(end, p=True):
print("Exit: {} is not {}'s parent.".format(bone, end))
return
boneDynamicsNode = cmds.createNode("boneDynamicsNode")
cmds.connectAttr('time1.outTime', boneDynamicsNode + '.time', force=True)
cmds.connectAttr(bone + '.translate', boneDynamicsNode + '.boneTranslate', f=True)
cmds.connectAttr(bone + '.parentMatrix[0]', boneDynamicsNode + '.boneParentMatrix', f=True)
cmds.connectAttr(bone + '.parentInverseMatrix[0]', boneDynamicsNode + '.boneParentInverseMatrix', f=True)
cmds.connectAttr(bone + '.jointOrient', boneDynamicsNode + '.boneJointOrient', f=True)
cmds.connectAttr(end + '.translate', boneDynamicsNode + '.endTranslate', f=True)
cmds.connectAttr(boneDynamicsNode + '.outputRotate', bone + '.rotate', f=True)
if scalable:
cmds.connectAttr(bone + '.scale', boneDynamicsNode + '.boneScale', f=True)
cmds.connectAttr(bone + '.inverseScale', boneDynamicsNode + '.boneInverseScale', f=True)
cmds.connectAttr(end + '.scale', boneDynamicsNode + '.endScale', f=True)
if target_bone:
if cmds.objExists(target_bone):
cmds.connectAttr(target_bone + '.rotate', boneDynamicsNode + '.rotationOffset', f=True)
if offset_node:
if cmds.objExists(offset_node):
cmds.connectAttr(offset_node + '.worldMatrix[0]', boneDynamicsNode + '.offsetMatrix', f=True)
if additional_force_node:
if cmds.objExists(additional_force_node):
vp = cmds.listConnections(additional_force_node + '.worldMatrix[0]', s=False, d=True, type='vectorProduct')
if vp:
vp = vp[0]
else:
vp = cmds.createNode('vectorProduct')
cmds.setAttr(vp + '.operation', 3)
cmds.setAttr(vp + '.input1', additional_force_init_vec[0], additional_force_init_vec[1], additional_force_init_vec[2], type='double3')
cmds.setAttr(vp + '.normalizeOutput', 1)
cmds.connectAttr(additional_force_node + '.worldMatrix[0]', vp + '.matrix', f=True)
cmds.connectAttr(vp + '.output', boneDynamicsNode + '.additionalForce', f=True)
if visualize:
# angle limit
angle_cone = cmds.createNode("implicitCone")
angle_cone_tm = cmds.listRelatives(angle_cone, p=True)[0]
angle_cone_ro = cmds.createNode("transform", n="{}_cone_ro".format(bone))
angle_cone_root = cmds.createNode("transform", n="{}_cone_root".format(bone))
cmds.setAttr(angle_cone_tm + '.ry', -90)
cmds.parent(angle_cone_tm, angle_cone_ro, r=True)
cmds.parent(angle_cone_ro, angle_cone_root, r=True)
bone_parent = cmds.listRelatives(bone, p=True)
if bone_parent:
cmds.parent(angle_cone_root, bone_parent[0], r=True)
cmds.connectAttr(boneDynamicsNode + '.boneTranslate', angle_cone_root + '.translate', f=True)
cmds.connectAttr(boneDynamicsNode + '.boneJointOrient', angle_cone_root + '.rotate', f=True)
cmds.connectAttr(boneDynamicsNode + '.rotationOffset', angle_cone_ro + '.rotate', f=True)
cmds.connectAttr(boneDynamicsNode + '.enableAngleLimit', angle_cone_root + '.v', f=True)
cmds.connectAttr(boneDynamicsNode + '.angleLimit', angle_cone + '.coneAngle', f=True)
cmds.setAttr(angle_cone + '.coneCap', 2)
cmds.setAttr(angle_cone_tm + '.overrideEnabled', 1)
cmds.setAttr(angle_cone_tm + '.overrideDisplayType', 2)
# collision radius
radius_sphere = cmds.createNode("implicitSphere")
cmds.connectAttr(boneDynamicsNode + '.radius', radius_sphere + '.radius', f=True)
radius_sphere_tm = cmds.listRelatives(radius_sphere, p=True)[0]
cmds.parent(radius_sphere_tm, end, r=True)
cmds.setAttr(radius_sphere_tm + '.overrideEnabled', 1)
cmds.setAttr(radius_sphere_tm + '.overrideDisplayType', 2)
cmds.connectAttr(boneDynamicsNode + '.iterations', radius_sphere_tm + '.v', f=True)
sphere_col_idx = 0
capsule_col_idx = 0
iplane_col_idx = 0
mesh_col_idx = 0
for col in colliders:
if not cmds.objExists(col):
print("Skip: {} is not found.".format(col))
continue
if not cmds.attributeQuery('colliderType', n=col, ex=True):
col_shape = cmds.listRelatives(col, s=True, f=True)
if col_shape:
if cmds.nodeType(col_shape[0]) == 'mesh':
cmds.connectAttr(col_shape[0] + '.worldMesh[0]', boneDynamicsNode + '.meshCollider[{}]'.format(mesh_col_idx), f=True)
mesh_col_idx += 1
continue
print("Skip: {} has no 'colliderType' attribute.".format(col))
continue
colliderType = cmds.getAttr(col + '.colliderType')
if colliderType == 'sphere':
cmds.connectAttr(col + ".worldMatrix[0]", boneDynamicsNode + ".sphereCollider[{}].sphereColMatrix".format(sphere_col_idx), f=True)
cmds.connectAttr(col + ".radius", boneDynamicsNode + ".sphereCollider[{}].sphereColRadius".format(sphere_col_idx), f=True)
sphere_col_idx += 1
elif colliderType in ['capsule', 'capsule2']:
radius_attr_a = ".radius" if colliderType == 'capsule' else ".radiusA"
radius_attr_b = ".radius" if colliderType == 'capsule' else ".radiusB"
a = cmds.listConnections(col + '.sphereA', d=0)[0]
b = cmds.listConnections(col + '.sphereB', d=0)[0]
cmds.connectAttr(a + ".worldMatrix[0]", boneDynamicsNode + ".capsuleCollider[{}].capsuleColMatrixA".format(capsule_col_idx), f=True)
cmds.connectAttr(b + ".worldMatrix[0]", boneDynamicsNode + ".capsuleCollider[{}].capsuleColMatrixB".format(capsule_col_idx), f=True)
cmds.connectAttr(col + radius_attr_a, boneDynamicsNode + ".capsuleCollider[{}].capsuleColRadiusA".format(capsule_col_idx), f=True)
cmds.connectAttr(col + radius_attr_b, boneDynamicsNode + ".capsuleCollider[{}].capsuleColRadiusB".format(capsule_col_idx), f=True)
capsule_col_idx += 1
elif colliderType == 'infinitePlane':
cmds.connectAttr(col + ".worldMatrix[0]", boneDynamicsNode + ".infinitePlaneCollider[{}].infinitePlaneColMatrix".format(iplane_col_idx), f=True)
iplane_col_idx += 1
return boneDynamicsNode
if __name__ == "__main__":
# Select in order from root to tip of the joint-chain.
joints = cmds.ls(sl=True)
# Enable per-section scaling.
scalable = True
# Place the collider created by expcol as a child of 'collider_grp'.
colliders = []
if cmds.objExists("collider_grp"):
colliders = cmds.ls(cmds.listRelatives("collider_grp", c=True), tr=True)
# Duplicate the joint-chain to be simulated and add '_target' to the postfix.
target_bone_postfix = "_target"
# Name of the node to offset the transform.
offset_node_name = "offset"
# Node name that controls the direction of additional force
additional_force_node_name = "wind"
# ---------------------------------------------------
set_name = "boneDynamicsNodeSet"
if not cmds.objExists(set_name):
cmds.select(cl=True)
cmds.sets(name=set_name)
for bone, end in zip(joints[:-1], joints[1:]):
boneDynamicsNode = create_dynamics_node(
bone,
end,
scalable=scalable,
target_bone=bone+target_bone_postfix,
offset_node=offset_node_name,
colliders=colliders,
visualize=True,
additional_force_node=additional_force_node_name,
additional_force_init_vec=[0, 0, -1]
)
if boneDynamicsNode:
cmds.sets(boneDynamicsNode, addElement=set_name)