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Bone Circle operator and support for 3.2+
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.vscode/settings.json

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{
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"python.autoComplete.extraPaths": [
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"blender_autocomplete/3.0"
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"blender_autocomplete/3.2"
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],
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"python.linting.pylintArgs": [
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"--init-hook",
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"import sys; sys.path.append('blender_autocomplete/3.0')"
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"import sys; sys.path.append('blender_autocomplete/3.2')"
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],
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"python.analysis.extraPaths": [
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"blender_autocomplete/3.0"

README.md

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# BoneJuice
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Armature utility plugin for Blender, for niche cases I encounter where it would be a lot nicer to have something do the work for me!
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Version 0.0.7 which supports Blender 3.0+
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Version 0.0.8 which supports Blender 3.2+
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Feature List (click on the links to see how-to/examples):
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- Object Mode
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- **[Clean and Combine](docs/examples/clean_and_combine.md)** - Combine multiple meshes, with modifiers, into one export-ready object. Armatures are preserved.
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- **[Merge Vertex Groups](docs/examples/merge_vertex_groups.md)** - Combine two vertex groups on selected meshes using a given operation. Also available in Weight Paint mode.
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- **[Merge/Operate Vertex Groups](docs/examples/merge_vertex_groups.md)** - Run a math operation on one or two vertex groups. Also available in Weight Paint mode.
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- Armature Edit Mode
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- **[Add Bone Circle](docs/examples/add_bone_circle.md)** - Creates a circle of bones around an active bone, with rolls adjusted to face it
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- **[Add Leaf Bones](docs/examples/add_leaf_bones.md)** - Add leaf bones to an armature for external purposes
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- **[Select End Bones](docs/examples/select_end_bones.md)** - Select bones at the bottom of the hiearchy
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- **[Surface Bone Placer](docs/examples/surface_bone_placer.md)** - Place bones on geometric surfaces with a single click
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- **[Mark Bone Side](docs/examples/mark_bone_side.md)** - Mark bones as left or right in an armature. Alternative to built-in method which relies on specific rules.
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- Armature Pose Mode
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- **[Set Rotation Mode](docs/examples/set_bone_rotation_mode.md)** - Select multiple pose bones and set their rotation mode (Quaternion, XYZ Euler, Axis Angle, etc) with just the click of a button. Alternative to built-in method which can be hit-or-miss (although this will not convert keyframed transforms).
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- **[Curl Bones](docs/examples/curl_bones.md)** - Offsets euler rotations of all selected pose bones by the given rotation. Only works in Euler rotation mode.
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- **[Curl Bones](docs/examples/curl_bones.md)** - Offsets euler rotations of all selected pose bones by the given rotation. Currently only works in Euler rotation mode.
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- Rendering
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- **(Work In Progress) Batch Render NLA Tracks** - Individually render out each animated NLA track inside of all selected objects. Renders from all selected cameras. Great for game animation previews, or spritesheets.
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- **(Work In Progress) Batch Render NLA Tracks** - Individually render out each animated NLA track inside of all selected objects. Renders from all selected cameras. Great for game animation previews or spritesheets.
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# Installation
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Download the zip file from the releases area on GitHub, and then go to `Edit > Preferences > Add-ons` and then click `Install` in the top right, and select the zip file. Make sure the plugin it points to is enabled.

docs/examples/add_bone_circle.md

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# Add Leaf Bones
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Creates a circle of bones around the active bone, with bone rolls adjusted to face said active bone.
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Useful for radial symmetry.
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Additional roll offset can be added with the built-in `Set Roll` command (which takes a roll in radians).
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## Accessing
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While editing an Armature, go to `Add > Add Bone Circle`.
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## Use
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Make the bone active you want to place a circle around, and run the operator.
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## Example - Jetpack Thruster
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Place and make active a bone for the center of your thruster.
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![](../images/exmp_bonecircle1.png)
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Then run `Add > Add Bone Circle`--this will create a circle around your active bone. Adjust settings as needed.
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![](../images/exmp_bonecircle2.png)
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You can see that the bone rolls were adjusted so each bone has the same axis facing the center of the circle.
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Also, my bones are spaced evenly, but my fins aren't lining up. That's an issue with how my geometry is placed, not the bones themselves.
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![](../images/exmp_bonecircle3.png)
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If necessary, you can use Blender's built-in `Set Roll` command to adjust the rolls. Note that this takes a value in radians.
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Use pi to offset rolls by 180 degrees.
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![](../images/exmp_bonecircle4.png)
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Now our Z axis is facing outward instead of inward!
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![](../images/exmp_bonecircle5.png)
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I also selected the ends of the bones, then scaled them in to create a funneling effect.
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![](../images/exmp_bonecircle6.png)

docs/examples/merge_vertex_groups.md

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# Merge Vertex Groups
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# Merge/Operate Vertex Groups
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Run a math operation on one or two vertex groups. Useful for things like merging two vertex groups.
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## Accessing
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From Object mode, select the objects you want to edit, and go to `Object > Apply > Merge Vertex Groups`.
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The operation should apply to all possible objects it can, which is useful for multi-mesh character rigs.
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The operation should apply to all selected objects it can, which is useful for multi-mesh character rigs.
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Or, if you're in Weight Paint Mode, simply go to `Weights > Merge Vertex Groups`.
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This will allow real-time view of the operation if you make changes after applying it.

docs/images/exmp_bonecircle1.png

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docs/images/exmp_bonecircle2.png

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docs/images/exmp_bonecircle3.png

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docs/images/exmp_bonecircle4.png

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docs/images/exmp_bonecircle5.png

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docs/images/exmp_bonecircle6.png

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