Branch's now have weights assigned to the mesh and an armature modifier applied so the bones effect the tree.

This commit is contained in:
2007-11-09 00:05:15 +00:00
parent 0da704af0d
commit 8e377cfe75

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@@ -540,9 +540,9 @@ class tree:
return self.mesh return self.mesh
def toArmature(self, armature): def toArmature(self, ob_arm, armature):
armature.drawType = Blender.Armature.STICK
armature.drawType = Blender.Armature.STICK
armature.makeEditable() # enter editmode armature.makeEditable() # enter editmode
# Assume toMesh has run # Assume toMesh has run
@@ -550,57 +550,99 @@ class tree:
for bonename in armature.bones.keys(): for bonename in armature.bones.keys():
del armature.bones[bonename] del armature.bones[bonename]
group_names = []
for i, brch in enumerate(self.branches_all): for i, brch in enumerate(self.branches_all):
# get a list of parent points to make into bones. use parents and endpoints # get a list of parent points to make into bones. use parents and endpoints
bpoints_parent = [pt for pt in brch.bpoints if pt.isParent or pt.prev == None or pt.next == None] bpoints_parent = [pt for pt in brch.bpoints if pt.isParent or pt.prev == None or pt.next == None]
bone_last = None bpbone_last = None
for j in xrange(len(bpoints_parent)-1): for j in xrange(len(bpoints_parent)-1):
bone = Blender.Armature.Editbone() # automatically added to the armature
self.armature.bones['%i_%i' % (i,j)] = bone # bone container class
bpoints_parent[j].blender_bone = bone bpoints_parent[j].bpbone = bpbone = bpoint_bone()
bone.head = bpoints_parent[j].co bpbone.name = '%i_%i' % (i,j) # must be unique
bone.head = bpoints_parent[j].co group_names.append(bpbone.name)
bone.tail = bpoints_parent[j+1].co
bpbone.editbone = Blender.Armature.Editbone() # automatically added to the armature
self.armature.bones[bpbone.name] = bpbone.editbone
bpbone.editbone.head = bpoints_parent[j].co
bpbone.editbone.head = bpoints_parent[j].co
bpbone.editbone.tail = bpoints_parent[j+1].co
# parent the chain. # parent the chain.
if bone_last: if bpbone_last:
bone.parent = bone_last bpbone.editbone.parent = bpbone_last.editbone
bone.options = [Blender.Armature.CONNECTED] bpbone.editbone.options = [Blender.Armature.CONNECTED]
bone_last = bone bpbone_last = bpbone
for brch in self.branches_all: for brch in self.branches_all:
if brch.parent_pt: # We must have a parent if brch.parent_pt: # We must have a parent
# find the bone in the parent chain to use for the parent of this # find the bone in the parent chain to use for the parent of this
parent_pt = brch.parent_pt parent_pt = brch.parent_pt
parent_bone = None bpbone_parent = None
while parent_pt: while parent_pt:
parent_bone = parent_pt.blender_bone bpbone_parent = parent_pt.bpbone
if parent_bone: if bpbone_parent:
break break
parent_pt = parent_pt.prev parent_pt = parent_pt.prev
# in rare cases this may not work. should be verry rare but check anyway.
if parent_bone:
brch.bpoints[0].blender_bone.parent = parent_bone
else:
print 'this is really odd... look into the bug.'
if bpbone_parent:
brch.bpoints[0].bpbone.editbone.parent = bpbone_parent.editbone
else: # in rare cases this may not work. should be verry rare but check anyway.
print 'this is really odd... look into the bug.'
self.armature.update() # exit editmode self.armature.update() # exit editmode
# Skin the mesh
if self.mesh:
for group in group_names:
self.mesh.addVertGroup(group)
for brch in self.branches_all:
vertList = []
group = '' # dummy
for pt in brch.bpoints:
if pt.bpbone:
if vertList:
self.mesh.assignVertsToGroup(group, vertList, 1.0, Blender.Mesh.AssignModes.ADD)
vertList = []
group = pt.bpbone.name
vertList.extend( [v.index for v in pt.verts] )
if vertList:
self.mesh.assignVertsToGroup(group, vertList, 1.0, Blender.Mesh.AssignModes.ADD)
return self.armature return self.armature
zup = Vector(0,0,1) zup = Vector(0,0,1)
class bpoint: class bpoint_bone:
def __init__(self):
self.name = None
self.editbone = None
self.blenbone = None
self.posebone = None
class bpoint(object):
''' The point in the middle of the branch, not the mesh points ''' The point in the middle of the branch, not the mesh points
''' '''
__slots__ = 'branch', 'co', 'no', 'radius', 'vecs', 'verts', 'children', 'faces', 'next', 'prev', 'isParent', 'bpbone', 'roll_angle', 'nextMidCo', 'childrenMidCo', 'childrenMidRadius', 'targetCos'
def __init__(self, brch, co, no, radius): def __init__(self, brch, co, no, radius):
self.branch = brch self.branch = brch
self.co = co self.co = co
@@ -613,7 +655,7 @@ class bpoint:
self.next = None self.next = None
self.prev = None self.prev = None
self.isParent = False self.isParent = False
self.blender_bone = None self.bpbone = None # bpoint_bone instance
# when set, This is the angle we need to roll to best face our branches # when set, This is the angle we need to roll to best face our branches
# the roll that is set may be interpolated if we are between 2 branches that need to roll. # the roll that is set may be interpolated if we are between 2 branches that need to roll.
@@ -1252,9 +1294,7 @@ def buildTree(ob):
# New object # New object
mesh = bpy.data.meshes.new('tree_' + ob.name) mesh = bpy.data.meshes.new('tree_' + ob.name)
ob_mesh = newCurveChild(mesh) ob_mesh = newCurveChild(mesh)
# Do subsurf? # do subsurf later
if PREFS['seg_density'].val:
mod = ob_mesh.modifiers.append(Blender.Modifier.Types.SUBSURF)
else: else:
# Existing object # Existing object
@@ -1281,9 +1321,23 @@ def buildTree(ob):
armature = bpy.data.armatures.new() armature = bpy.data.armatures.new()
ob_arm = newCurveChild(armature) ob_arm = newCurveChild(armature)
t.toArmature(armature) t.toArmature(ob_arm, armature)
# Add the modifier.
mod = ob_mesh.modifiers.append(Blender.Modifier.Types.ARMATURE)
mod[Blender.Modifier.Settings.OBJECT] = ob_arm
# Add subsurf last it needed. so armature skinning is done first.
# Do subsurf?
if PREFS['seg_density'].val:
if not [mod for mod in ob_mesh.modifiers if mod.type == Blender.Modifier.Types.SUBSURF]:
mod = ob_mesh.modifiers.append(Blender.Modifier.Types.SUBSURF)
#ob_mesh.makeDisplayList()
#mesh.update()
bpy.data.scenes.active.update()
def Prefs2IDProp(idprop, prefs): def Prefs2IDProp(idprop, prefs):
pass pass
@@ -1403,7 +1457,7 @@ def gui():
# ---------- ---------- ---------- ---------- # ---------- ---------- ---------- ----------
PREFS['do_armature'] = Draw.Toggle('Generate Armature', EVENT_NONE, xtmp, y, but_width*2, but_height, PREFS['do_armature'].val, 'Generate Armatuer'); xtmp += but_width*2; PREFS['do_armature'] = Draw.Toggle('Generate Armature & Skin Mesh', EVENT_NONE, xtmp, y, but_width*4, but_height, PREFS['do_armature'].val, 'Generate Armatuer'); xtmp += but_width*4;
y-=but_height+MARGIN y-=but_height+MARGIN
xtmp = x xtmp = x