Merge pull request #2206 from QuantumCoderQC/IKfix29_FK
Improve bone IK. Add new nodes for better animation control
This commit is contained in:
commit
9330090179
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@ -1,5 +1,7 @@
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package armory.logicnode;
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import iron.math.Quat;
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import iron.math.Vec4;
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import iron.object.Object;
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import iron.object.BoneAnimation;
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import iron.math.Mat4;
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@ -26,19 +28,28 @@ class BoneFKNode extends LogicNode {
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var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
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if (anim == null) anim = object.getParentArmature(object.name);
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// Manipulating bone in world space
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// Get bone in armature
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var bone = anim.getBone(boneName);
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m = anim.getBoneMat(bone);
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w = anim.getAbsMat(bone);
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function moveBone() {
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m.setFrom(w);
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m.multmat(transform);
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iw.getInverse(w);
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m.multmat(iw);
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var t2 = Mat4.identity();
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var loc= new Vec4();
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var rot = new Quat();
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var scl = new Vec4();
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// anim.removeUpdate(moveBone);
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// notified = false;
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//Set scale to Armature scale. Bone scaling not yet implemented
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t2.setFrom(transform);
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t2.decompose(loc, rot, scl);
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scl = object.transform.world.getScale();
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t2.compose(loc, rot, scl);
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//Set the bone local transform from world transform
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anim.setBoneMatFromWorldMat(t2, bone);
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//Remove this method from animation loop after FK
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anim.removeUpdate(moveBone);
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notified = false;
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}
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if (!notified) {
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@ -7,6 +7,13 @@ import iron.math.Vec4;
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class BoneIKNode extends LogicNode {
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var goal: Vec4;
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var pole: Vec4;
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var poleEnabled: Bool;
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var chainLength: Int;
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var maxIterartions: Int;
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var precision: Float;
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var rollAngle: Float;
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var notified = false;
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public function new(tree: LogicTree) {
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@ -19,6 +26,12 @@ class BoneIKNode extends LogicNode {
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var object: Object = inputs[1].get();
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var boneName: String = inputs[2].get();
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goal = inputs[3].get();
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poleEnabled = inputs[4].get();
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pole = inputs[5].get();
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chainLength = inputs[6].get();
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maxIterartions = inputs[7].get();
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precision = inputs[8].get();
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rollAngle = inputs[9].get();
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if (object == null || goal == null) return;
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var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
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@ -26,11 +39,15 @@ class BoneIKNode extends LogicNode {
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var bone = anim.getBone(boneName);
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function solveBone() {
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anim.solveIK(bone, goal);
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if(! poleEnabled) pole = null;
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// anim.removeUpdate(solveBone);
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// notified = false;
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function solveBone() {
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//Solve IK
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anim.solveIK(bone, goal, precision, maxIterartions, chainLength, pole, rollAngle);
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//Remove this method from animation loop after IK
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anim.removeUpdate(solveBone);
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notified = false;
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}
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if (!notified) {
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31
Sources/armory/logicnode/GetBoneFkIkOnlyNode.hx
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31
Sources/armory/logicnode/GetBoneFkIkOnlyNode.hx
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package armory.logicnode;
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import iron.object.Object;
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import iron.object.BoneAnimation;
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class GetBoneFkIkOnlyNode extends LogicNode {
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public function new(tree: LogicTree) {
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super(tree);
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}
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override function get(from: Int): Bool {
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#if arm_skin
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var object: Object = inputs[0].get();
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var boneName: String = inputs[1].get();
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if (object == null) return null;
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var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
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if (anim == null) anim = object.getParentArmature(object.name);
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// Get bone in armature
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var bone = anim.getBone(boneName);
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//Get bone transform in world coordinates
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return bone.is_IK_FK_only;
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#end
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}
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}
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30
Sources/armory/logicnode/GetBoneTransformNode.hx
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30
Sources/armory/logicnode/GetBoneTransformNode.hx
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package armory.logicnode;
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import iron.object.Object;
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import iron.object.BoneAnimation;
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import iron.math.Mat4;
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class GetBoneTransformNode extends LogicNode {
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public function new(tree: LogicTree) {
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super(tree);
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}
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override function get(from: Int): Mat4 {
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#if arm_skin
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var object: Object = inputs[0].get();
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var boneName: String = inputs[1].get();
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if (object == null) return null;
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var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
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if (anim == null) anim = object.getParentArmature(object.name);
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// Get bone in armature
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var bone = anim.getBone(boneName);
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return anim.getAbsWorldMat(bone);
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#end
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}
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}
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35
Sources/armory/logicnode/SetBoneFkIkOnlyNode.hx
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35
Sources/armory/logicnode/SetBoneFkIkOnlyNode.hx
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package armory.logicnode;
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import iron.math.Quat;
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import iron.math.Vec4;
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import iron.object.Object;
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import iron.object.BoneAnimation;
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class SetBoneFkIkOnlyNode extends LogicNode {
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public function new(tree: LogicTree) {
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super(tree);
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}
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override function run(from: Int) {
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#if arm_skin
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var object: Object = inputs[1].get();
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var boneName: String = inputs[2].get();
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var fk_ik_only: Bool = inputs[3].get();
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if (object == null) return;
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var anim = object.animation != null ? cast(object.animation, BoneAnimation) : null;
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if (anim == null) anim = object.getParentArmature(object.name);
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// Get bone in armature
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var bone = anim.getBone(boneName);
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//Set bone animated by FK or IK only
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bone.is_IK_FK_only = fk_ik_only;
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runOutput(0);
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#end
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}
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}
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@ -1,10 +1,29 @@
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from arm.logicnode.arm_nodes import *
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class BoneIKNode(ArmLogicTreeNode):
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"""Applies inverse kinematics in the given object bone."""
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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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arm_version = 1
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arm_version = 2
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arm_section = 'armature'
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def init(self, context):
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@ -12,6 +31,22 @@ class BoneIKNode(ArmLogicTreeNode):
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self.add_input('ArmNodeSocketAction', 'In')
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self.add_input('ArmNodeSocketObject', 'Object')
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self.add_input('NodeSocketString', 'Bone')
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self.add_input('NodeSocketVector', 'Goal')
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self.add_input('NodeSocketVector', 'Goal Position')
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self.add_input('NodeSocketBool', 'Enable Pole')
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self.add_input('NodeSocketVector', 'Pole Position')
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self.add_input('NodeSocketInt', 'Chain Length')
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self.add_input('NodeSocketInt', 'Max Iterations', 10)
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self.add_input('NodeSocketFloat', 'Precision', 0.01)
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self.add_input('NodeSocketFloat', 'Roll Angle')
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self.add_output('ArmNodeSocketAction', 'Out')
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def get_replacement_node(self, node_tree: bpy.types.NodeTree):
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if self.arm_version not in (0, 1):
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raise LookupError()
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return NodeReplacement(
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'LNBoneIKNode', self.arm_version, 'LNBoneIKNode', 2,
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in_socket_mapping={0:0, 1:1, 2:2, 3:3}, out_socket_mapping={0:0}
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)
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14
blender/arm/logicnode/animation/LN_get_bone_fk_ik_only.py
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14
blender/arm/logicnode/animation/LN_get_bone_fk_ik_only.py
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from arm.logicnode.arm_nodes import *
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class GetBoneFkIkOnlyNode(ArmLogicTreeNode):
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"""Get if a particular bone is animated by Forward kinematics or Inverse kinematics only."""
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bl_idname = 'LNGetBoneFkIkOnlyNode'
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bl_label = 'Get Bone FK IK Only'
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arm_version = 1
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arm_section = 'armature'
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def init(self, context):
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super(GetBoneFkIkOnlyNode, self).init(context)
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self.add_input('ArmNodeSocketObject', 'Object')
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self.add_input('NodeSocketString', 'Bone')
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self.add_output('NodeSocketBool', 'FK or IK only')
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blender/arm/logicnode/animation/LN_get_bone_transform.py
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blender/arm/logicnode/animation/LN_get_bone_transform.py
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from arm.logicnode.arm_nodes import *
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class GetBoneTransformNode(ArmLogicTreeNode):
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"""Returns bone transform in world space."""
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bl_idname = 'LNGetBoneTransformNode'
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bl_label = 'Get Bone Transform'
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arm_version = 1
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arm_section = 'armature'
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def init(self, context):
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super(GetBoneTransformNode, self).init(context)
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self.add_input('ArmNodeSocketObject', 'Object')
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self.add_input('NodeSocketString', 'Bone')
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self.add_output('NodeSocketShader', 'Transform')
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17
blender/arm/logicnode/animation/LN_set_bone_fk_ik_only.py
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blender/arm/logicnode/animation/LN_set_bone_fk_ik_only.py
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from arm.logicnode.arm_nodes import *
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class SetBoneFkIkOnlyNode(ArmLogicTreeNode):
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"""Set particular bone to be animated by Forward kinematics or Inverse kinematics only. All other animations will be ignored"""
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bl_idname = 'LNSetBoneFkIkOnlyNode'
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bl_label = 'Set Bone FK IK Only'
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arm_version = 1
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arm_section = 'armature'
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def init(self, context):
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super(SetBoneFkIkOnlyNode, self).init(context)
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self.add_input('ArmNodeSocketAction', 'In')
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self.add_input('ArmNodeSocketObject', 'Object')
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self.add_input('NodeSocketString', 'Bone')
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self.add_input('NodeSocketBool', 'FK or IK only')
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self.add_output('ArmNodeSocketAction', 'Out')
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