merged the functionality of both these scripts into 1 new script,

Both had small problems,

This script works with soft bodies (as fixfromarmature does) and works on multiple objects at once as Apply_def does.
Made them use Mesh over NMesh unless soft bodies are involved- in that case is uses NMesh because Mesh cant get soft body info at the moment.
This script also works with non mesh objects - mballs, text, nurbs etc.
This commit is contained in:
2006-07-06 11:09:44 +00:00
parent d82ec08331
commit 02bb354cbe
3 changed files with 176 additions and 219 deletions

View File

@@ -1,108 +0,0 @@
#!BPY
"""
Name: 'Apply Deformation'
Blender: 234
Group: 'Mesh'
Tooltip: 'Create fixed copies of deformed meshes'
"""
__author__ = "Martin 'theeth' Poirier"
__url__ = ("http://www.blender.org", "http://www.elysiun.com")
__version__ = "1.5 09/21/04"
__bpydoc__ = """\
This script creates "raw" copies of deformed meshes.
Usage:
Select the mesh(es) and run this script. A fixed copy of each selected mesh
will be created, with the word "_deformed" appended to its name. If an object with
the same name already exists, it appends a number at the end as Blender itself does.
Meshes in Blender can be deformed by armatures, lattices, curve objects and subdivision, but this will only change its appearance on screen and rendered
images -- the actual mesh data is still simpler, with vertices in an original
"rest" position and less vertices than the subdivided version.
Use this script if you want a "real" version of the deformed mesh, so you can
directly manipulate or export its data.
"""
# $Id$
#
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2003: Martin Poirier, theeth@yahoo.com
#
# Thanks to Jonathan Hudson for help with the vertex groups part
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
import Blender
Blender.Window.EditMode(0)
NAME_LENGTH = 19
PREFIX = "_def"
PREFIX_LENGTH = len(PREFIX)
ob_list = Blender.Object.GetSelected()
for ob in ob_list:
ob.sel = 0
used_names = [ob.name for ob in Blender.Object.Get()]
used_names.extend(Blender.NMesh.GetNames())
deformedList = []
for ob in ob_list:
if ob.getType() == "Mesh":
name = ob.getName()
new_name = "%s_def" % name[:NAME_LENGTH-PREFIX_LENGTH]
num = 0
new_mesh = Blender.NMesh.GetRawFromObject(name)
while new_name in used_names:
new_name = "%s_def.%.3i" % (name[:NAME_LENGTH-(PREFIX_LENGTH+PREFIX_LENGTH)], num)
num += 1
used_names.append(new_name)
new_ob = Blender.NMesh.PutRaw(new_mesh, new_name)
new_ob.setMatrix(ob.getMatrix())
new_ob.setName(new_name)
deformedList.append(new_ob)
# Vert groups.
ob_mesh = ob.getData()
new_ob_mesh = new_ob.getData()
for vgroupname in ob_mesh.getVertGroupNames():
new_ob_mesh.addVertGroup(vgroupname)
if len(ob_mesh.verts) == len(new_ob_mesh.verts):
vlist = ob_mesh.getVertsFromGroup(vgroupname, True)
try:
for vpair in vlist:
new_ob_mesh.assignVertsToGroup(vgroupname, [vpair[0]], vpair[1], 'add')
except:
pass
for ob in deformedList:
ob.sel = 1
deformedList[0].sel = 1 # Keep the same object active.

View File

@@ -1,111 +0,0 @@
#!BPY
""" Registration info for Blender menus: <- these words are ignored
Name: 'Fix From Armature'
Blender: 240
Group: 'Mesh'
Tip: 'Fix armature/lattice/RVK/curve deform and taper/softBodies deformation (without bake)'
"""
__author__ = "Jean-Michel Soler (jms)"
__url__ = ("blender", "elysiun",
"Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_rawfromobject_en.htm#softbodiesveretxgroups",
"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
__version__ = "04/2006"
__bpydoc__ = """\
This script creates a copy of the active mesh
with armature, lattice, shape key or curve deformation
fixed in the modified state . It can also create a mesh
copy of any other object, curve, surface nurbs, text,
deformed, or not, by a shape key or an absolute key .
Usage:
Select the mesh, or anything else (take care of selecting
the main metaball if you try the script on blobby object),
and run this script.
"""
# $Id$
#
#----------------------------------------------
# jm soler 05/2004-->04/2006 : 'FixfromArmature'
#----------------------------------------------
# Official Page :
# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_rawfromobject_en.htm#softbodiesveretxgroups
# Communicate problems and errors on:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------
# Page officielle :
# http://jmsoler.free.fr/util/blenderfile/py/fixfromarmature.py
# Communiquer les problemes et erreurs sur:
# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
#---------------------------------------------
# ce script est propos<6F> sous licence GPL pour etre associe
# a la distribution de Blender 2.33 et suivant
# --------------------------------------------------------------------------
# this script is released under GPL licence
# for the Blender 2.33 scripts package
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Script copyright (C) 2003, 2004: Jean-Michel Soler
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
# --------------------------------------------------------------------------
import Blender
try:
softbodies=0
softbodies=Blender.Draw.PupMenu("Is this mesh a soft bodies ?%t|Not %x1|Yes %x2")
if softbodies==2:
softbodies=Blender.Draw.PupMenu("Softbodies can be fixed but we need to play anim upto the current frame ?%t|Not %x1 |Yes %x2")
if softbodies==2:
curframe=Blender.Get('curframe')
for f in range(curframe):
Blender.Set('curframe',f+1)
Blender.Window.RedrawAll()
Ozero=Blender.Object.GetSelected()[0]
nomdelobjet=Ozero.getName()
Mesh=Blender.NMesh.GetRawFromObject(nomdelobjet)
Obis = Blender.Object.New ('Mesh')
Obis.link(Mesh)
Obis.setMatrix(Ozero.getMatrix())
scene = Blender.Scene.getCurrent()
scene.link (Obis)
Mesh2=Obis.getData()
Mesh1=Ozero.getData()
if Ozero.getType()=='Mesh' :
if len(Mesh2.verts)==len(Mesh1.verts):
for VertGroupName in Mesh1.getVertGroupNames():
VertexList = Mesh1.getVertsFromGroup(VertGroupName, True)
Mesh2.addVertGroup(VertGroupName)
for Vertex in VertexList:
Mesh2.assignVertsToGroup(VertGroupName, [Vertex[0]], Vertex[1], 'add')
else:
for vgroupname in Mesh1.getVertGroupNames():
Mesh2.addVertGroup(vgroupname)
Mesh2.update()
except:
Blender.Draw.PupMenu("Error%t|Not the main metaball or no object selected ")

View File

@@ -0,0 +1,176 @@
#!BPY
"""
Name: 'Apply Deformation'
Blender: 241
Group: 'Object'
Tooltip: 'Make copys of all the selected objects with modifiers, softbodies and fluid baked into a mesh'
"""
__author__ = "Martin 'theeth' Poirier, Campbell 'ideasman' Barton"
__url__ = ("http://www.blender.org", "http://www.elysiun.com")
__version__ = "1.5 09/21/04"
__bpydoc__ = """\
This script creates "raw" copies of deformed meshes.
Usage:
Select the mesh(es) and run this script. A fixed copy of each selected mesh
will be created, with the word "_def" appended to its name. If an object with
the same name already exists, it appends a number at the end as Blender itself does.
Meshes in Blender can be deformed by armatures, lattices, curve objects and subdivision, but this will only change its appearance on screen and rendered
images -- the actual mesh data is still simpler, with vertices in an original
"rest" position and less vertices than the subdivided version.
Use this script if you want a "real" version of the deformed mesh, so you can
directly manipulate or export its data.
"""
# $Id$
#
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2003: Martin Poirier, theeth@yahoo.com
#
# Thanks to Jonathan Hudson for help with the vertex groups part
#
# This program is free software; you can redistribute it and/or
# modify it under the terms of the GNU General Public License
# as published by the Free Software Foundation; either version 2
# of the License, or (at your option) any later version.
#
# This program is distributed in the hope that it will be useful,
# but WITHOUT ANY WARRANTY; without even the implied warranty of
# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
# GNU General Public License for more details.
#
# You should have received a copy of the GNU General Public License
# along with this program; if not, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
import Blender
import BPyMesh
def mesh_from_ob(ob):
'''
This wraps
BPyMesh.getMeshFromObject
and NMesh.GetRawFromObject()
Because BPyMesh.getMeshFromObject dosent do softbody meshes at the moment - a problem with Mesh
WARNING Returns a Mesh or NMesh, should be ok- but take care
'''
if ob.isSB():
# NMesh for softbody
try:
return Blender.NMesh.GetRawFromObject(ob.name)
except:
return None
else:
# Mesh for no softbody
return BPyMesh.getMeshFromObject(ob, vgroups=False)
def apply_deform():
scn= Blender.Scene.GetCurrent()
ADD= Blender.Mesh.AssignModes.ADD
#Blender.Window.EditMode(0)
NAME_LENGTH = 19
PREFIX = "_def"
PREFIX_LENGTH = len(PREFIX)
# Get all object and mesh names
ob_list = Blender.Object.GetSelected()
if not ob_list:
Blender.Draw.PupMenu('No objects selected, nothing to do.')
return
# Deselect and test for softbody
has_sb= False
for ob in ob_list:
ob.sel = 0
# Test for a softbody
if not has_sb and ob.isSB():
has_sb= True
if has_sb:
curframe=Blender.Get('curframe')
for f in xrange(curframe):
Blender.Set('curframe',f+1)
Blender.Window.RedrawAll()
used_names = [ob.name for ob in Blender.Object.Get()]
used_names.extend(Blender.NMesh.GetNames())
deformedList = []
for ob in ob_list:
# Get the mesh data
new_me= mesh_from_ob(ob)
if not new_me:
continue # Object has no display list
name = ob.name
new_name = "%s_def" % name[:NAME_LENGTH-PREFIX_LENGTH]
num = 0
while new_name in used_names:
new_name = "%s_def.%.3i" % (name[:NAME_LENGTH-(PREFIX_LENGTH+PREFIX_LENGTH)], num)
num += 1
used_names.append(new_name)
new_me.name= new_name
new_ob= Blender.Object.New('Mesh', new_name)
new_ob.link(new_me)
scn.link(new_ob)
new_ob.setMatrix(ob.matrixWorld)
new_ob.Layers= ob.Layers
deformedList.append(new_ob)
# Original object was a mesh? see if we can copy any vert groups.
if ob.getType()=='Mesh':
orig_me= ob.getData(mesh=1)
vgroups= orig_me.getVertGroupNames()
if vgroups:
new_me= new_ob.getData(mesh=1) # Do this so we can de vgroup stuff
for vgroupname in vgroups:
new_me.addVertGroup(vgroupname)
if len(new_me.verts) == len(orig_me.verts):
vlist = orig_me.getVertsFromGroup(vgroupname, True)
try:
for vpair in vlist:
new_me.assignVertsToGroup(vgroupname, [vpair[0]], vpair[1], ADD)
except:
pass
for ob in deformedList:
ob.sel = 1
if deformedList:
deformedList[0].sel = 1 # Keep the same object active.
Blender.Window.RedrawAll()
if __name__=='__main__':
apply_deform()