EasyWeight: Major update #317

Merged
Demeter Dzadik merged 9 commits from easyweight-updates into main 2024-06-25 21:09:03 +02:00
32 changed files with 1362 additions and 1755 deletions

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@ -135,7 +135,7 @@ export default defineConfig({
], ],
}, },
{ text: 'Contact Sheet', link: '/addons/contactsheet'}, { text: 'Contact Sheet', link: '/addons/contactsheet'},
{ text: 'Easy Weights', link: '/addons/easy_weights'}, { text: 'Easy Weight', link: '/addons/easy_weight'},
{ text: 'Geonode Shapekeys', link: '/addons/geonode_shapekeys'}, { text: 'Geonode Shapekeys', link: '/addons/geonode_shapekeys'},
{ text: 'Grease Converter', link: '/addons/grease_converter'}, { text: 'Grease Converter', link: '/addons/grease_converter'},
{ text: 'Lattice Magic', link: '/addons/lattice_magic'}, { text: 'Lattice Magic', link: '/addons/lattice_magic'},

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# Easy Weight
Easy Weight is an addon focused on quality of life improvements for weight painting in Blender.
---
### Installation
In Blender 4.2, Easy Weight can be added through the official extensions repository, so you can simply search for it in Blender.
For older versions, find installation instructions [here](https://studio.blender.org/pipeline/addons/overview).
## Features
Easy Weight allows you to control some scene-level tool settings at the user preference level. You can find these in the add-on's preferences.
![EasyWeight Hotkeys](../media/addons/easy_weight/prefs.png)
- **Always Auto-Clean**: A new feature in the add-on which cleans zero-weights after each brush stroke.
- **Always Show Zero Weights**: Forces [Blender's Show Zero Weights](https://docs.blender.org/manual/en/latest/editors/3dview/display/overlays.html#bpy-types-toolsettings-vertex-group-user) overlay option to "Active".
- **Always Auto Normalize**: Forces [Blender's Auto-Normalize](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/tool_settings/options.html#bpy-types-toolsettings-use-auto-normalize) setting to be always on.
- **Always Multi-Paint**: Forces [Blender's Multi-Paint](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/tool_settings/options.html#bpy-types-toolsettings-use-multipaint) setting to be always on.
## Hotkeys
You can also find some hotkeys in the preferences. You can customize or disable these as you wish.
### Weight Paint Pie (W)
On the **W** key is this pie menu:
![EasyWeight Pie](../media/addons/easy_weight/pie.png)
- Operators:
- **Focus Deforming Bones**: Reveal and isolate all deforming bones contributing to the active mesh.
- **Clear Empty Deform Groups**: Remove vertex groups associated with deforming bones, which don't have any weights at all.
- **Clear Unused Groups**: Remove vertex groups which are not associated with a deforming bone, and not used by any shape key, modifier, or constraint.
- [Assign Automatic From Bones](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/editing.html#bpy-ops-paint-weight-from-bones)
- [Normalize Deform Groups](https://docs.blender.org/manual/en/latest/sculpt_paint/weight_paint/editing.html#bpy-ops-object-vertex-group-normalize-all)
- Global Brush Settings:
- These three options will affect all weight paint brushes in the scene.
- [Accumulate](https://docs.blender.org/manual/en/latest/sculpt_paint/brush/brush_settings.html#advanced)
- [Falloff Shape](https://docs.blender.org/manual/en/latest/sculpt_paint/brush/falloff.html)
- [Paint Through Mesh](https://docs.blender.org/manual/en/latest/sculpt_paint/brush/brush_settings.html#advanced)
- Overlay Settings:
- [Weight Contours](https://docs.blender.org/manual/en/latest/editors/3dview/display/overlays.html#weight-paint-overlays)
- Wireframe
- Bones
- [Armature Display Type](https://docs.blender.org/manual/en/latest/animation/armatures/properties/display.html#bpy-types-armature-display-type)
- In Front (X-Ray)
## Hunting Rogue Weights
![Weight Islands](../media/addons/easy_weight/weight_islands.png)
The Weight Islands panel lets you hunt down unintended rogue weights on a mesh. The workflow goes something like this:
- After pressing Calculate Weight Islands and waiting a few seconds, you will see a list of all vertex groups which consist of more than a single island.
- Clicking the magnifying glass icon will focus the smallest island in the group, so you can decide what to do with it.
- If the island is rogue weights, you can subtract them and go back to the previous step. If not, you can press the checkmark icon next to the magnifying glass, and the vertex group will be hidden from the list.
- Continue with this process until all entries are gone from the list.
- In the end, you can be 100% sure that you have no rogue weights anywhere on your mesh.
## Vertex Group Operators
![Vertex Group Menu](../media/addons/easy_weight/vg_context_menu.png)
The Vertex Groups context menu is re-organized with more icons and better labels, as well as some additional operators:
- **Delete Empty Deform Groups**: Delete deforming groups that don't have any weights.
- **Delete Unused Non-Deform Groups**: Delete non-deforming groups that aren't used anywhere, even if they do have weights.
- **Delete Unselected Deform Groups**: Delete all deforming groups that don't correspond to a selected pose bone. Only in Weight Paint mode.
- **Focus Deforming Bones**: Reveal and select all bones deforming this mesh. Only in Weight Paint mode.
- **Symmetrize Vertex Groups**: Symmetrizes vertex groups from left to right side, creating missing groups as needed.
If you have any more suggestions, feel free to open an Issue with a feature request.
## Force Apply Mirror Modifier
In Blender, you cannot apply a mirror modifier to meshes that have shape keys.
This operator tries to anyways, by duplicating your mesh, flipping it on the X axis and merging into the original. It will also flip vertex groups, shape keys, shape key masks, and even (attempt) shape key drivers, assuming everything is named with .L/.R suffixes.

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@ -22,7 +22,7 @@ The facial rigging is usually done with Rigify's [Action set-up system](https://
## Weight Painting ## Weight Painting
Weight painting character meshes to the generated rig has so far happened simply manually, as there hasn't been a need to mass-produce characters with high quality deformation. Still, the **Easy Weight** add-on helps to make this manual weight painting workflow efficient with some custom UI, and less error-prone with a rogue weight checking system. There is also a short tutorial series about my weight painting workflow, which also includes a section about this add-on specifically. Weight painting character meshes to the generated rig has so far happened simply manually, as there hasn't been a need to mass-produce characters with high quality deformation. Still, the **Easy Weight** add-on helps to make this manual weight painting workflow efficient with some custom UI, and less error-prone with a rogue weight checking system. There is also a short tutorial series about my weight painting workflow, which also includes a section about this add-on specifically.
* [Download Easy Weights](https://studio.blender.org/pipeline/addons/easy_weights) * [Download Easy Weights](https://studio.blender.org/pipeline/addons/easy_weight)
* [Weight Painting Course](https://studio.blender.org/training/weight-painting/) * [Weight Painting Course](https://studio.blender.org/training/weight-painting/)
## Corrective Shape Keys ## Corrective Shape Keys

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Nothing in this License shall be construed as excluding or limiting
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14. Revised Versions of this License.
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Each version is given a distinguishing version number. If the
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If the Program specifies that a proxy can decide which future
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END OF TERMS AND CONDITIONS
How to Apply These Terms to Your New Programs
If you develop a new program, and you want it to be of the greatest
possible use to the public, the best way to achieve this is to make it
free software which everyone can redistribute and change under these terms.
To do so, attach the following notices to the program. It is safest
to attach them to the start of each source file to most effectively
state the exclusion of warranty; and each file should have at least
the "copyright" line and a pointer to where the full notice is found.
<one line to give the program's name and a brief idea of what it does.>
Copyright (C) <year> <name of author>
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 3 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, see <https://www.gnu.org/licenses/>.
Also add information on how to contact you by electronic and paper mail.
If the program does terminal interaction, make it output a short
notice like this when it starts in an interactive mode:
<program> Copyright (C) <year> <name of author>
This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
This is free software, and you are welcome to redistribute it
under certain conditions; type `show c' for details.
The hypothetical commands `show w' and `show c' should show the appropriate
parts of the General Public License. Of course, your program's commands
might be different; for a GUI interface, you would use an "about box".
You should also get your employer (if you work as a programmer) or school,
if any, to sign a "copyright disclaimer" for the program, if necessary.
For more information on this, and how to apply and follow the GNU GPL, see
<https://www.gnu.org/licenses/>.
The GNU General Public License does not permit incorporating your program
into proprietary programs. If your program is a subroutine library, you
may consider it more useful to permit linking proprietary applications with
the library. If this is what you want to do, use the GNU Lesser General
Public License instead of this License. But first, please read
<https://www.gnu.org/licenses/why-not-lgpl.html>.

View File

@ -0,0 +1,5 @@
# Easy Weight
Easy Weight is an addon focused on quality of life improvements for weight painting in Blender.
You can find the documentation [here](https://studio.blender.org/pipeline/addons/easy_weight).

View File

@ -1,50 +1,35 @@
# 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 3 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, see <http://www.gnu.org/licenses/>.
from .utils import hotkeys
from . import ( from . import (
rogue_weights,
vertex_group_menu,
vertex_group_operators,
weight_paint_context_menu,
toggle_weight_paint,
force_apply_mirror, force_apply_mirror,
smart_weight_transfer, toggle_weight_paint,
vertex_group_operators,
weight_cleaner,
weight_pie,
vertex_group_menu,
rogue_weights,
prefs, prefs,
) )
import bpy import bpy
import importlib import importlib
bl_info = { bl_info = {
"name": "Easy Weights", "name": "Easy Weight",
"author": "Demeter Dzadik", "author": "Demeter Dzadik",
"version": (0, 1, 3), "version": (1, 0, 0),
"blender": (2, 90, 0), "blender": (4, 2, 0),
"location": "Weight Paint > Weights > Easy Weights", "location": "3D View -> Sidebar -> Easy Weight",
"description": "Operators to make weight painting easier.", "description": "Operators to make weight painting easier.",
"category": "Rigging", "category": "Rigging",
"doc_url": "https://studio.blender.org/pipeline/addons/easy_weights", "doc_url": "https://studio.blender.org/pipeline/addons/easy_weight",
"tracker_url": "https://projects.blender.org/studio/blender-studio-pipeline", "tracker_url": "https://projects.blender.org/studio/blender-studio-pipeline",
} }
modules = [ modules = [
smart_weight_transfer,
force_apply_mirror, force_apply_mirror,
toggle_weight_paint, toggle_weight_paint,
weight_paint_context_menu,
vertex_group_operators, vertex_group_operators,
weight_cleaner,
weight_pie,
vertex_group_menu, vertex_group_menu,
rogue_weights, rogue_weights,
prefs, prefs,
@ -82,26 +67,6 @@ def register_unregister_modules(modules, register: bool):
def register(): def register():
register_unregister_modules(modules, True) register_unregister_modules(modules, True)
prefs_class = bpy.types.AddonPreferences.bl_rna_get_subclass_py(
'EASYWEIGHT_addon_preferences'
)
prefs_class.hotkeys.append(
hotkeys.addon_hotkey_register(
op_idname='object.custom_weight_paint_context_menu',
keymap_name='Weight Paint',
key_id='W',
add_on_conflict=False,
warn_on_conflict=True,
error_on_conflict=False,
)
)
def unregister(): def unregister():
prefs_class = bpy.types.AddonPreferences.bl_rna_get_subclass_py(
'EASYWEIGHT_addon_preferences'
)
for py_kmi in prefs_class.hotkeys:
py_kmi.unregister()
register_unregister_modules(modules, False) register_unregister_modules(modules, False)

View File

@ -0,0 +1,20 @@
schema_version = "1.0.0"
id = "easyweight"
version = "1.0.0"
name = "EasyWeight"
tagline = "Weight Painting Workflow Boosters"
maintainer = "Demeter Dzadik <demeter@blender.org>"
type = "add-on"
website = "https://studio.blender.org/pipeline/addons/easy_weight"
tags = ["Rigging"]
blender_version_min = "4.2.0"
license = [
"SPDX:GPL-3.0-or-later",
]
copyright = [
"2019-2024 Demeter Dzadik & Blender Studio",
]
[permissions]

View File

@ -0,0 +1,306 @@
import bpy, json
from bpy.props import BoolProperty
from . import __package__ as base_package
def get_addon_prefs(context=None):
if not context:
context = bpy.context
if base_package.startswith('bl_ext'):
# 4.2
return context.preferences.addons[base_package].preferences
else:
return context.preferences.addons[base_package.split(".")[0]].preferences
class EASYWEIGHT_addon_preferences(bpy.types.AddonPreferences):
bl_idname = __package__
easyweight_keymap_items = {}
always_show_zero_weights: BoolProperty(
name="Always Show Zero Weights",
description="A lack of weights will always be indicated with black color to differentiate it from a weight of 0.0 being assigned",
default=True,
)
always_auto_normalize: BoolProperty(
name="Always Auto Normalize",
description="Weight auto-normalization will always be turned on, so the sum of all deforming weights on a vertex always add up to 1",
default=True,
)
always_multipaint: BoolProperty(
name="Always Multi-Paint",
description="Multi-paint will always be turned on, allowing you to select more than one deforming bone while weight painting",
default=True,
)
auto_clean_weights: BoolProperty(
name="Always Auto Clean",
description="While this is enabled, zero-weights will be removed automatically after every brush stroke",
default=True,
)
def update_front_faces(self, context):
for brush in bpy.data.brushes:
if not brush.use_paint_weight:
continue
brush.use_frontface = self.global_front_faces_only
def update_accumulate(self, context):
for brush in bpy.data.brushes:
if not brush.use_paint_weight:
continue
brush.use_accumulate = self.global_accumulate
def update_falloff_shape(self, context):
for brush in bpy.data.brushes:
if not brush.use_paint_weight:
continue
brush.falloff_shape = 'SPHERE' if self.global_falloff_shape_sphere else 'PROJECTED'
for i, val in enumerate(brush.cursor_color_add):
if val > 0:
brush.cursor_color_add[i] = (
0.5 if self.global_falloff_shape_sphere else 2.0)
global_front_faces_only: BoolProperty(
name="Front Faces Only",
description="All weight brushes are able to paint on geometry that is facing away from the viewport",
update=update_front_faces
)
global_accumulate: BoolProperty(
name="Accumulate",
description="All weight paint brushes will accumulate their effect within a single stroke as you move the mouse",
update=update_accumulate
)
global_falloff_shape_sphere: BoolProperty(
name="Falloff Shape",
description="All weight paint brushes switch between a 3D spherical or a 2D projected circular falloff shape",
update=update_falloff_shape,
)
show_hotkeys: BoolProperty(
name="Show Hotkeys",
description="Reveal the hotkey list. You may customize or disable these hotkeys",
default=False,
)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
col.prop(self, 'auto_clean_weights')
col.prop(self, 'always_show_zero_weights')
col.prop(self, 'always_auto_normalize')
col.prop(self, 'always_multipaint')
main_col = layout.column(align=True)
hotkey_col = self.draw_fake_dropdown(main_col, self, 'show_hotkeys', "Hotkeys")
if self.show_hotkeys:
type(self).draw_hotkey_list(hotkey_col, context)
# NOTE: This function is copied from CloudRig's prefs.py.
def draw_fake_dropdown(self, layout, prop_owner, prop_name, dropdown_text):
row = layout.row()
split = row.split(factor=0.20)
split.use_property_split = False
prop_value = prop_owner.path_resolve(prop_name)
icon = 'TRIA_DOWN' if prop_value else 'TRIA_RIGHT'
split.prop(prop_owner, prop_name, icon=icon, emboss=False, text=dropdown_text)
split.prop(prop_owner, prop_name, icon='BLANK1', emboss=False, text="")
split = layout.split(factor=0.012)
split.row()
dropdown_row = split.row()
dropdown_col = dropdown_row.column()
row = dropdown_col.row()
row.use_property_split = False
return dropdown_col
# NOTE: This function is copied from CloudRig's prefs.py.
@classmethod
def draw_hotkey_list(cls, layout, context):
hotkey_class = cls
user_kc = context.window_manager.keyconfigs.user
keymap_data = list(hotkey_class.easyweight_keymap_items.items())
keymap_data = sorted(keymap_data, key=lambda tup: tup[1][2].name)
prev_kmi = None
for kmi_hash, kmi_tup in keymap_data:
addon_kc, addon_km, addon_kmi = kmi_tup
user_km = user_kc.keymaps.get(addon_km.name)
if not user_km:
# This really shouldn't happen.
continue
user_kmi = hotkey_class.find_kmi_in_km_by_hash(user_km, kmi_hash)
col = layout.column()
col.context_pointer_set("keymap", user_km)
if user_kmi and prev_kmi and prev_kmi.name != user_kmi.name:
col.separator()
user_row = col.row()
if False:
# Debug code: Draw add-on and user KeyMapItems side-by-side.
split = user_row.split(factor=0.5)
addon_row = split.row()
user_row = split.row()
hotkey_class.draw_kmi(addon_km, addon_kmi, addon_row)
if not user_kmi:
# This should only happen for one frame during Reload Scripts.
print(
"EasyWeight: Can't find this hotkey to draw: ",
addon_kmi.name,
addon_kmi.to_string(),
kmi_hash,
)
continue
hotkey_class.draw_kmi(user_km, user_kmi, user_row)
prev_kmi = user_kmi
# NOTE: This function is copied from CloudRig's cloudrig.py.
@staticmethod
def draw_kmi(km, kmi, layout):
"""A simplified version of draw_kmi from rna_keymap_ui.py."""
map_type = kmi.map_type
col = layout.column()
split = col.split(factor=0.7)
# header bar
row = split.row(align=True)
row.prop(kmi, "active", text="", emboss=False)
row.label(text=f'{kmi.name} ({km.name})')
row = split.row(align=True)
sub = row.row(align=True)
sub.enabled = kmi.active
sub.prop(kmi, "type", text="", full_event=True)
if kmi.is_user_modified:
row.operator("preferences.keyitem_restore", text="", icon='BACK').item_id = kmi.id
# NOTE: This function is copied from CloudRig's cloudrig.py.
@staticmethod
def find_kmi_in_km_by_hash(keymap, kmi_hash):
"""There's no solid way to match modified user keymap items to their
add-on equivalent, which is necessary to draw them in the UI reliably.
To remedy this, we store a hash in the KeyMapItem's properties.
This function lets us find a KeyMapItem with a stored hash in a KeyMap.
Eg., we can pass a User KeyMap and an Addon KeyMapItem's hash, to find the
corresponding user keymap, even if it was modified.
The hash value is unfortunately exposed to the users, so we just hope they don't touch that.
"""
for kmi in keymap.keymap_items:
if not kmi.properties:
continue
if 'hash' not in kmi.properties:
continue
if kmi.properties['hash'] == kmi_hash:
return kmi
def set_brush_prefs_on_file_load(scene):
prefs = get_addon_prefs()
prefs.global_front_faces_only = prefs.global_front_faces_only
prefs.global_accumulate = prefs.global_accumulate
prefs.global_falloff_shape_sphere = prefs.global_falloff_shape_sphere
# NOTE: This function is copied from CloudRig's cloudrig.py.
def register_hotkey(
bl_idname, hotkey_kwargs, *, key_cat='Window', space_type='EMPTY', op_kwargs={}
):
"""This function inserts a 'hash' into the created KeyMapItems' properties,
so they can be compared to each other, and duplicates can be avoided."""
wm = bpy.context.window_manager
prefs_class = bpy.types.AddonPreferences.bl_rna_get_subclass_py('EASYWEIGHT_addon_preferences')
addon_keyconfig = wm.keyconfigs.addon
if not addon_keyconfig:
# This happens when running Blender in background mode.
return
# We limit the hash to a few digits, otherwise it errors when trying to store it.
kmi_hash = (
hash(json.dumps([bl_idname, hotkey_kwargs, key_cat, space_type, op_kwargs])) % 1000000
)
# If it already exists, don't create it again.
for (
existing_kmi_hash,
existing_kmi_tup,
) in prefs_class.easyweight_keymap_items.items():
existing_addon_kc, existing_addon_km, existing_kmi = existing_kmi_tup
if kmi_hash == existing_kmi_hash:
# The hash we just calculated matches one that is in storage.
user_kc = wm.keyconfigs.user
user_km = user_kc.keymaps.get(existing_addon_km.name)
# NOTE: It's possible on Reload Scripts that some KeyMapItems remain in storage,
# but are unregistered by Blender for no reason.
# I noticed this particularly in the Weight Paint keymap.
# So it's not enough to check if a KMI with a hash is in storage, we also need to check if a corresponding user KMI exists.
user_kmi = prefs_class.find_kmi_in_km_by_hash(user_km, kmi_hash)
if user_kmi:
# print("Hotkey already exists, skipping: ", existing_kmi.name, existing_kmi.to_string(), kmi_hash)
return
addon_keymaps = addon_keyconfig.keymaps
addon_km = addon_keymaps.get(key_cat)
if not addon_km:
addon_km = addon_keymaps.new(name=key_cat, space_type=space_type)
addon_kmi = addon_km.keymap_items.new(bl_idname, **hotkey_kwargs)
for key in op_kwargs:
value = op_kwargs[key]
setattr(addon_kmi.properties, key, value)
addon_kmi.properties['hash'] = kmi_hash
prefs_class.easyweight_keymap_items[kmi_hash] = (
addon_keyconfig,
addon_km,
addon_kmi,
)
registry = [EASYWEIGHT_addon_preferences]
def register():
register_hotkey(
'wm.call_menu_pie',
hotkey_kwargs={'type': "W", 'value': "PRESS"},
key_cat='Weight Paint',
op_kwargs={'name': 'EASYWEIGHT_MT_PIE_easy_weight'},
)
register_hotkey(
bl_idname='object.weight_paint_toggle',
hotkey_kwargs={'type': 'TAB', 'value': 'PRESS', 'ctrl': True},
key_cat='3D View',
)
bpy.app.handlers.load_post.append(set_brush_prefs_on_file_load)
def unregister_hotkeys():
prefs_class = bpy.types.AddonPreferences.bl_rna_get_subclass_py('EASYWEIGHT_addon_preferences')
if not prefs_class:
return
for kmi_hash, kmi_tup in prefs_class.easyweight_keymap_items.items():
kc, km, kmi = kmi_tup
km.keymap_items.remove(kmi)
prefs_class.easyweight_keymap_items = {}
def unregister():
unregister_hotkeys()
bpy.app.handlers.load_post.remove(set_brush_prefs_on_file_load)

View File

@ -1,5 +1,6 @@
import bpy import bpy
from bpy.types import Object, Operator, VIEW3D_MT_paint_weight, VIEW3D_MT_object from bpy.types import Object, Operator, VIEW3D_MT_paint_weight, VIEW3D_MT_object
from .prefs import get_addon_prefs
# This operator is added to the Object menu. # This operator is added to the Object menu.
@ -27,22 +28,31 @@ def enter_wp(context) -> bool:
obj = context.object obj = context.object
wm = context.window_manager wm = context.window_manager
# Store old shading settings in a Custom Property dictionary in the Scene. prefs = get_addon_prefs(context)
if 'wpt' not in wm: tool_settings = context.scene.tool_settings
wm['wpt'] = {} if prefs.always_show_zero_weights:
tool_settings.vertex_group_user = 'ACTIVE'
if prefs.always_auto_normalize:
tool_settings.use_auto_normalize = True
if prefs.always_multipaint:
tool_settings.use_multipaint = True
wpt = wm['wpt'] # Store old shading settings in a Custom Property dictionary in the WindowManager.
wpt_as_dict = wpt.to_dict() if 'weight_paint_toggle' not in wm:
wm['weight_paint_toggle'] = {}
wp_toggle = wm['weight_paint_toggle']
wp_toggle_as_dict = wp_toggle.to_dict()
# If we are entering WP mode for the first time or if the last time # If we are entering WP mode for the first time or if the last time
# the operator was exiting WP mode, then save current state. # the operator was exiting WP mode, then save current state.
if 'last_switch_in' not in wpt_as_dict or wpt_as_dict['last_switch_in'] == False: if 'last_switch_in' not in wp_toggle_as_dict or wp_toggle_as_dict['last_switch_in'] == False:
wpt['active_object'] = obj wp_toggle['active_object'] = obj
# This flag indicates that the last time this operator ran, we were # This flag indicates that the last time this operator ran, we were
# switching INTO wp mode. # switching INTO wp mode.
wpt['last_switch_in'] = True wp_toggle['last_switch_in'] = True
wpt['mode'] = obj.mode wp_toggle['mode'] = obj.mode
# Enter WP mode. # Enter WP mode.
bpy.ops.object.mode_set(mode='WEIGHT_PAINT') bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
@ -52,21 +62,21 @@ def enter_wp(context) -> bool:
if not armature: if not armature:
return return
# Save all object visibility related info so it can be restored later. # Save all object visibility related info so it can be restored later.
wpt['arm_enabled'] = armature.hide_viewport wp_toggle['arm_enabled'] = armature.hide_viewport
wpt['arm_hide'] = armature.hide_get() wp_toggle['arm_hide'] = armature.hide_get()
wpt['arm_in_front'] = armature.show_in_front wp_toggle['arm_in_front'] = armature.show_in_front
wpt['arm_coll_assigned'] = False wp_toggle['arm_coll_assigned'] = False
armature.hide_viewport = False armature.hide_viewport = False
armature.hide_set(False) armature.hide_set(False)
armature.show_in_front = True armature.show_in_front = True
if context.space_data.local_view: if context.space_data.local_view:
wpt['arm_local_view'] = armature.local_view_get(context.space_data) wp_toggle['arm_local_view'] = armature.local_view_get(context.space_data)
armature.local_view_set(context.space_data, True) armature.local_view_set(context.space_data, True)
# If the armature is still not visible, add it to the scene root collection. # If the armature is still not visible, add it to the scene root collection.
if not armature.visible_get() and not armature.name in context.scene.collection.objects: if not armature.visible_get() and not armature.name in context.scene.collection.objects:
context.scene.collection.objects.link(armature) context.scene.collection.objects.link(armature)
wpt['arm_coll_assigned'] = True wp_toggle['arm_coll_assigned'] = True
if armature.visible_get(): if armature.visible_get():
context.view_layer.objects.active = armature context.view_layer.objects.active = armature
@ -83,37 +93,37 @@ def leave_wp(context):
obj = context.object obj = context.object
wm = context.window_manager wm = context.window_manager
if 'wpt' not in wm or 'mode' not in wm['wpt'].to_dict(): if 'weight_paint_toggle' not in wm or 'mode' not in wm['weight_paint_toggle'].to_dict():
# There is no saved data to restore from, nothing else to do. # There is no saved data to restore from, nothing else to do.
bpy.ops.object.mode_set(mode='OBJECT') bpy.ops.object.mode_set(mode='OBJECT')
return {'FINISHED'} return {'FINISHED'}
wpt = wm['wpt'] wp_toggle = wm['weight_paint_toggle']
wpt_as_dict = wpt.to_dict() wp_toggle_as_dict = wp_toggle.to_dict()
# Restore mode. # Restore mode.
bpy.ops.object.mode_set(mode=wpt_as_dict['mode']) bpy.ops.object.mode_set(mode=wp_toggle_as_dict['mode'])
# Reset the stored data # Reset the stored data
wm['wpt'] = {} wm['weight_paint_toggle'] = {}
# Flag to save that the last time the operator ran we were EXITING wp mode. # Flag to save that the last time the operator ran we were EXITING wp mode.
wm['wpt']['last_switch_in'] = False wm['weight_paint_toggle']['last_switch_in'] = False
armature = get_armature_of_meshob(obj) armature = get_armature_of_meshob(obj)
if not armature: if not armature:
return return
# If an armature was un-hidden, hide it again. # If an armature was un-hidden, hide it again.
armature.hide_viewport = wpt_as_dict['arm_enabled'] armature.hide_viewport = wp_toggle_as_dict['arm_enabled']
armature.hide_set(wpt_as_dict['arm_hide']) armature.hide_set(wp_toggle_as_dict['arm_hide'])
armature.show_in_front = wpt_as_dict['arm_in_front'] armature.show_in_front = wp_toggle_as_dict['arm_in_front']
# Restore whether the armature is in local view or not. # Restore whether the armature is in local view or not.
if 'arm_local_view' in wpt_as_dict and context.space_data.local_view: if 'arm_local_view' in wp_toggle_as_dict and context.space_data.local_view:
armature.local_view_set( armature.local_view_set(
context.space_data, wpt_as_dict['arm_local_view']) context.space_data, wp_toggle_as_dict['arm_local_view'])
# Remove armature from scene root collection if it was moved there. # Remove armature from scene root collection if it was moved there.
if wpt_as_dict['arm_coll_assigned']: if wp_toggle_as_dict['arm_coll_assigned']:
context.scene.collection.objects.unlink(armature) context.scene.collection.objects.unlink(armature)
return return
@ -141,6 +151,9 @@ class EASYWEIGHT_OT_toggle_weight_paint(Operator):
return {'FINISHED'} return {'FINISHED'}
else: else:
leave_wp(context) leave_wp(context)
wm = context.window_manager
if 'weight_paint_toggle' in wm:
del wm['weight_paint_toggle']
return {'FINISHED'} return {'FINISHED'}

View File

@ -1,36 +1,28 @@
import bpy import bpy
from bpy.types import Menu from bpy.types import Menu
from .vertex_group_operators import (
EASYWEIGHTS_OT_delete_empty_deform_groups,
EASYWEIGHTS_OT_focus_deform_bones,
EASYWEIGHTS_OT_delete_unselected_deform_groups,
EASYWEIGHTS_OT_delete_unused_vertex_groups,
)
class MESH_MT_vertex_group_batch_delete(Menu): class MESH_MT_vertex_group_batch_delete(Menu):
bl_label = "Batch Delete" bl_label = "Batch Delete"
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
layout.operator("object.vertex_group_remove", text="All Groups", icon='TRASH').all = True
layout.operator( layout.operator(
"object.vertex_group_remove", "object.vertex_group_remove", text="All Unlocked Groups", icon='UNLOCKED'
text="All Groups",
icon='TRASH'
).all = True
layout.operator(
"object.vertex_group_remove",
text="All Unlocked Groups",
icon='UNLOCKED'
).all_unlocked = True ).all_unlocked = True
layout.separator() layout.separator()
layout.operator(EASYWEIGHTS_OT_delete_empty_deform_groups.bl_idname, layout.operator(
text="Empty Deform Groups", icon='GROUP_BONE') 'object.delete_empty_deform_vgroups', text="Empty Deform Groups", icon='GROUP_BONE'
layout.operator(EASYWEIGHTS_OT_delete_unused_vertex_groups.bl_idname, )
text="Unused Non-Deform Groups", icon='BRUSH_DATA') layout.operator(
layout.operator(EASYWEIGHTS_OT_delete_unselected_deform_groups.bl_idname, 'object.delete_unused_vgroups', text="Unused Non-Deform Groups", icon='BRUSH_DATA'
text="Unselected Deform Groups", icon='RESTRICT_SELECT_ON') )
layout.operator(
'object.delete_unselected_deform_vgroups',
text="Unselected Deform Groups",
icon='RESTRICT_SELECT_ON',
)
class MESH_MT_vertex_group_symmetry(Menu): class MESH_MT_vertex_group_symmetry(Menu):
@ -41,37 +33,29 @@ class MESH_MT_vertex_group_symmetry(Menu):
layout.operator( layout.operator(
"object.vertex_group_mirror", "object.vertex_group_mirror",
text="Mirror Active Group (Proximity)", text="Mirror Active Group (Proximity)",
icon='AUTOMERGE_OFF' icon='AUTOMERGE_OFF',
).use_topology = False ).use_topology = False
layout.operator( layout.operator(
"object.vertex_group_mirror", "object.vertex_group_mirror", text="Mirror Active Group (Topology)", icon='AUTOMERGE_ON'
text="Mirror Active Group (Topology)",
icon='AUTOMERGE_ON'
).use_topology = True ).use_topology = True
layout.separator() layout.separator()
layout.operator( layout.operator(
"object.symmetrize_vertex_weights", "object.symmetrize_vertex_weights", text="Symmetrize Active Group", icon='MOD_MIRROR'
text="Symmetrize Active Group",
icon='MOD_MIRROR'
).groups = 'ACTIVE' ).groups = 'ACTIVE'
layout.operator( layout.operator(
"object.symmetrize_vertex_weights", "object.symmetrize_vertex_weights",
text="Symmetrize Selected Bones' Groups", text="Symmetrize Selected Bones' Groups",
icon='MOD_MIRROR' icon='MOD_MIRROR',
).groups = 'BONES' ).groups = 'BONES'
op = layout.operator( op = layout.operator(
"object.symmetrize_vertex_weights", "object.symmetrize_vertex_weights", text="Symmetrize All Left->Right", icon='MOD_MIRROR'
text="Symmetrize All Left->Right",
icon='MOD_MIRROR'
) )
op.groups = 'ALL' op.groups = 'ALL'
op.direction = 'LEFT_TO_RIGHT' op.direction = 'LEFT_TO_RIGHT'
op = layout.operator( op = layout.operator(
"object.symmetrize_vertex_weights", "object.symmetrize_vertex_weights", text="Symmetrize All Right->Left", icon='MOD_MIRROR'
text="Symmetrize All Right->Left",
icon='MOD_MIRROR'
) )
op.groups = 'ALL' op.groups = 'ALL'
op.direction = 'RIGHT_TO_LEFT' op.direction = 'RIGHT_TO_LEFT'
@ -100,15 +84,19 @@ class MESH_MT_vertex_group_copy(Menu):
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
# TODO: This isn't grayed out when there's no active group. obj = context.object
# TODO: Maybe for things that use the active group, we should put the name of the group in the button text? Makes it harder to search tho perhaps. Not even sure if menu search supports dynamic menu text? if obj and obj.vertex_groups and obj.vertex_groups.active:
layout.operator("object.vertex_group_copy", layout.operator(
icon='DUPLICATE', text="Duplicate Group") "object.vertex_group_copy",
icon='DUPLICATE',
text=f'Duplicate "{obj.vertex_groups.active.name}"',
)
layout.separator() layout.separator()
layout.operator("object.vertex_group_copy_to_linked", layout.operator(
text="Synchronize Groups on All Instances", icon='LINKED') "object.vertex_group_copy_to_selected",
layout.operator("object.vertex_group_copy_to_selected", text="Synchronize Groups on Selected",
text="Synchronize Groups on Selected", icon='RESTRICT_SELECT_OFF') icon='RESTRICT_SELECT_OFF',
)
class MESH_MT_vertex_group_lock(Menu): class MESH_MT_vertex_group_lock(Menu):
@ -117,14 +105,13 @@ class MESH_MT_vertex_group_lock(Menu):
def draw(self, context): def draw(self, context):
layout = self.layout layout = self.layout
props = layout.operator( props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
"object.vertex_group_lock", icon='LOCKED', text="Lock All")
props.action, props.mask = 'LOCK', 'ALL' props.action, props.mask = 'LOCK', 'ALL'
props = layout.operator( props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
"object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
props.action, props.mask = 'UNLOCK', 'ALL' props.action, props.mask = 'UNLOCK', 'ALL'
props = layout.operator( props = layout.operator(
"object.vertex_group_lock", icon='UV_SYNC_SELECT', text="Invert All Locks") "object.vertex_group_lock", icon='UV_SYNC_SELECT', text="Invert All Locks"
)
props.action, props.mask = 'INVERT', 'ALL' props.action, props.mask = 'INVERT', 'ALL'
@ -140,9 +127,7 @@ class MESH_MT_vertex_group_weight(Menu):
text="Remove Selected Verts from All Groups", text="Remove Selected Verts from All Groups",
).use_all_groups = True ).use_all_groups = True
layout.operator( layout.operator(
"object.vertex_group_clean", "object.vertex_group_clean", icon='BRUSH_DATA', text="Clean 0 Weights from All Groups"
icon='BRUSH_DATA',
text="Clean 0 Weights from All Groups"
).group_select_mode = 'ALL' ).group_select_mode = 'ALL'
layout.separator() layout.separator()
@ -150,20 +135,16 @@ class MESH_MT_vertex_group_weight(Menu):
layout.operator( layout.operator(
"object.vertex_group_remove_from", "object.vertex_group_remove_from",
icon='TRASH', icon='TRASH',
text="Remove All Verts from Selected Group" text="Remove All Verts from Selected Group",
).use_all_verts = True ).use_all_verts = True
layout.separator() layout.separator()
layout.operator( layout.operator(
'paint.weight_from_bones', 'paint.weight_from_bones', text="Assign Automatic from Bones", icon='BONE_DATA'
text="Assign Automatic from Bones",
icon='BONE_DATA'
).type = 'AUTOMATIC' ).type = 'AUTOMATIC'
op = layout.operator( op = layout.operator(
'object.vertex_group_normalize_all', 'object.vertex_group_normalize_all', text="Normalize Deform", icon='IPO_SINE'
text="Normalize Deform",
icon='IPO_SINE'
) )
op.group_select_mode = 'BONE_DEFORM' op.group_select_mode = 'BONE_DEFORM'
op.lock_active = False op.lock_active = False
@ -171,12 +152,7 @@ class MESH_MT_vertex_group_weight(Menu):
def draw_misc(self, context): def draw_misc(self, context):
layout = self.layout layout = self.layout
layout.operator(EASYWEIGHTS_OT_focus_deform_bones.bl_idname, icon='ZOOM_IN') layout.operator('object.focus_deform_vgroups', icon='ZOOM_IN')
# TODO: Add an operator called "Smart Cleanup" that creates missing mirror groups,
# Cleans 0 weights,
# Deletes unused deforming groups,
# and deletes unused non-deforming groups.
def draw_vertex_group_menu(self, context): def draw_vertex_group_menu(self, context):
@ -195,23 +171,27 @@ registry = [
MESH_MT_vertex_group_sort, MESH_MT_vertex_group_sort,
MESH_MT_vertex_group_copy, MESH_MT_vertex_group_copy,
MESH_MT_vertex_group_lock, MESH_MT_vertex_group_lock,
MESH_MT_vertex_group_weight MESH_MT_vertex_group_weight,
] ]
def register(): def register():
bpy.types.MESH_MT_vertex_group_context_menu.old_draw = bpy.types.MESH_MT_vertex_group_context_menu.draw bpy.types.MESH_MT_vertex_group_context_menu.old_draw = (
bpy.types.MESH_MT_vertex_group_context_menu.draw
)
bpy.types.MESH_MT_vertex_group_context_menu.remove( bpy.types.MESH_MT_vertex_group_context_menu.remove(
bpy.types.MESH_MT_vertex_group_context_menu.draw) bpy.types.MESH_MT_vertex_group_context_menu.draw
)
bpy.types.MESH_MT_vertex_group_context_menu.append(draw_vertex_group_menu) bpy.types.MESH_MT_vertex_group_context_menu.append(draw_vertex_group_menu)
bpy.types.MESH_MT_vertex_group_context_menu.append(draw_misc) bpy.types.MESH_MT_vertex_group_context_menu.append(draw_misc)
def unregister(): def unregister():
bpy.types.MESH_MT_vertex_group_context_menu.draw = bpy.types.MESH_MT_vertex_group_context_menu.old_draw bpy.types.MESH_MT_vertex_group_context_menu.draw = (
bpy.types.MESH_MT_vertex_group_context_menu.old_draw
)
del bpy.types.MESH_MT_vertex_group_context_menu.old_draw del bpy.types.MESH_MT_vertex_group_context_menu.old_draw
bpy.types.MESH_MT_vertex_group_context_menu.remove(draw_vertex_group_menu) bpy.types.MESH_MT_vertex_group_context_menu.remove(draw_vertex_group_menu)
bpy.types.MESH_MT_vertex_group_context_menu.remove(draw_misc) bpy.types.MESH_MT_vertex_group_context_menu.remove(draw_misc)

View File

@ -0,0 +1,55 @@
import bpy
from bpy.app.handlers import persistent
from .prefs import get_addon_prefs
@persistent
def start_cleaner(scene, depsgraph):
bpy.app.handlers.depsgraph_update_pre.append(WeightCleaner.clean_weights)
bpy.app.handlers.depsgraph_update_post.append(WeightCleaner.reset_flag)
class WeightCleaner:
"""Run bpy.ops.object.vertex_group_clean on every depsgraph update while in weight paint mode (ie. every brush stroke)."""
# Flag set in post_depsgraph_update, to indicate to pre_depsgraph_update that the depsgraph update has indeed completed.
can_clean = True
# Flag set by pre_depsgraph_update to indicate to post_depsgraph_update that the cleanup operator is still running (in a different thread).
cleaning_in_progress = False
@classmethod
def clean_weights(cls, scene, depsgraph):
context = bpy.context
prefs = get_addon_prefs(context)
if context.mode != 'PAINT_WEIGHT':
return
if not context or not hasattr(context, 'object') or not context.object:
return
if not prefs.auto_clean_weights:
return
if cls.can_clean:
cls.can_clean = False
cls.cleaning_in_progress = True
# This will trigger a depsgraph update, and therefore clean_weights, again.
bpy.ops.object.vertex_group_clean(group_select_mode='ALL', limit=0.001)
cls.cleaning_in_progress = False
@classmethod
def reset_flag(cls, scene, depsgraph):
context = bpy.context
if context.mode != 'PAINT_WEIGHT':
return
if not context or not hasattr(context, 'object') or not context.object:
return
if cls.cleaning_in_progress:
return
cls.can_clean = True
def register():
start_cleaner(None, None)
bpy.app.handlers.load_post.append(start_cleaner)
def unregister():
bpy.app.handlers.load_post.remove(start_cleaner)

View File

@ -0,0 +1,118 @@
from bpy.types import Menu
from .prefs import get_addon_prefs
from .vertex_group_operators import get_deforming_armature
class EASYWEIGHT_MT_PIE_easy_weight(Menu):
bl_label = "Easy Weight"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
prefs = get_addon_prefs(context)
# 1) < Operators
self.draw_operators(pie.column().box(), context)
# 2) > Front Faces Only
pie.prop(
prefs,
'global_front_faces_only',
icon='OVERLAY',
text="Paint Through Mesh",
invert_checkbox=True,
)
# 3) V Overlay & Armature Display settings
self.draw_overlay_settings(pie.column().box(), context)
# 4) ^ Accumulate
pie.prop(prefs, 'global_accumulate', icon='GP_SELECT_STROKES')
# 5) <^ Empty
pie.separator()
# 6) ^> Toggle Falloff Shape
icon = 'SPHERE' if prefs.global_falloff_shape_sphere else 'MESH_CIRCLE'
text = "Spherical" if prefs.global_falloff_shape_sphere else "Projected Circle"
pie.prop(
prefs,
'global_falloff_shape_sphere',
text="Falloff Shape: " + text,
icon=icon,
invert_checkbox=prefs.global_falloff_shape_sphere,
)
# 7) <v Empty
pie.separator()
# 8) v>Empty
pie.separator()
def draw_operators(self, layout, context):
layout.label(text="Operators")
prefs = get_addon_prefs(context)
deform_rig = get_deforming_armature(context.active_object)
if deform_rig:
layout.operator('object.focus_deform_vgroups', icon='ZOOM_IN')
layout.operator(
'object.delete_empty_deform_vgroups',
text="Clear Empty Deform Groups",
icon='GROUP_BONE',
)
if not prefs.auto_clean_weights:
layout.operator(
"object.vertex_group_clean", icon='BRUSH_DATA', text="Clean Zero-Weights"
).group_select_mode = 'ALL'
layout.operator(
'object.delete_unused_vgroups', text="Clear Unused Groups", icon='BRUSH_DATA'
)
layout.operator(
'paint.weight_from_bones', text="Assign Automatic from Bones", icon='BONE_DATA'
).type = 'AUTOMATIC'
op = layout.operator(
'object.vertex_group_normalize_all', text="Normalize Deform Groups", icon='IPO_SINE'
)
op.group_select_mode = 'BONE_DEFORM'
op.lock_active = False
def draw_overlay_settings(self, layout, context):
overlay = context.space_data.overlay
tool_settings = context.tool_settings
prefs = get_addon_prefs(context)
layout.label(text="Overlay")
if not prefs.always_show_zero_weights:
row = layout.row()
row.prop(tool_settings, "vertex_group_user", text="Zero Weights Display", expand=True)
if hasattr(context.space_data, "overlay"):
row = layout.row()
row.prop(
overlay,
"show_wpaint_contours",
text="Weight Contours",
toggle=True,
icon='MOD_INSTANCE',
)
row.prop(overlay, "show_paint_wire", text="Wireframe", toggle=True, icon='SHADING_WIRE')
icon = 'HIDE_OFF' if overlay.show_bones else 'HIDE_ON'
row.prop(overlay, "show_bones", text="Bones", toggle=True, icon=icon)
if context.pose_object:
col = layout.column()
col.label(text="Armature Display")
row = col.row(align=True)
row.prop(context.pose_object.data, "display_type", expand=True)
x_row = col.row()
x_row.prop(context.pose_object, "show_in_front", toggle=True, icon='XRAY')
if overlay.show_xray_bone:
x_row.prop(overlay, 'show_xray_bone', text="X-Ray Overlay")
registry = [
EASYWEIGHT_MT_PIE_easy_weight,
]

View File

@ -1,23 +0,0 @@
## 0.1.4 - 2023-10-31
### FIXED
- Fix a crash in hotkeys.py
- Upgrade to Blender 4.0
- EasyWeight console warnings & more
- Catch an error (not sure of cause yet)
- Update hotkey registration code
- Use consistent registration pattern
### REMOVED
- Remove hotkeys for painting.
## 0.1.2 - 2023-08-02
### FIXED
- Fix Changelog Rendering (#125)
- Fix Addon Install Instructions
## 0.1.1 - 2023-06-02
## DOCUMENTED
- Initial release

View File

@ -1,66 +0,0 @@
# Easy Weights
Easy Weights is an addon focused on quality of life improvements for weight painting in Blender.
## Table of Contents
- [Installation](#installation)
- [How to Use](#how-to-use)
- [Entering Weight Paint Mode](#entering-weight-paint-mode)
- [Weight Paint Context Menu](#weight-paint-context-menu)
- [Hunting Rogue Weights](#hunting-rogue-weights)
- [Vertex Group Operators](#vertex-group-operators)
- [Force Apply Mirror Modifier](#force-apply-mirror-modifier)
- [Previous Features](#previous-features)
## Installation
Find installation instructions [here](https://studio.blender.org/pipeline/addons/overview).
## How to Use
Read the paragraphs below to find out how to boost your weight painting workflow and comfort.
### Entering Weight Paint Mode
An operator called "Toggle Weight Paint" is added under the "Object" and "Weight" menus in the 3D View. You can right-click the operator in either of these locations to assign a shortcut. I use pie menu object modes on Tab, so my Ctrl+Tab shortcut is available for this.
The operator will switch into weight paint mode without having to select both the armature and the mesh. Just select a mesh and press the shortcut you assigned. The armature will be un-hidden and put into pose mode if necessary.
Press the shortcut again to reset the armature object's visibility state to what it was before, and go back to Object Mode.
### Weight Paint Context Menu
The add-on will override Blender's built-in "W" shortcut for the Context Menu in weight paint mode.
Simply enter Weight Paint mode and press W after installing the add-on.
This pop-up panel provides quick access to commonly needed tools, whether they are part of core Blender or the addon:
- Toggles for the Accumulate, Front Faces Only and Falloff Shape brush options. These are normally per-brush, but these buttons will affect ALL Weight Paint brushes.
- Weight Paint settings: Auto-Normalize, Multi-Paint, X-Mirror.
- A new "Clean Weights" option. When enabled, this will remove 0-weights after every brush stroke.
- Commonly used Overlay and Armature display settings.
- Commonly used or [new](#vertex-group-operators) operators.
### Hunting Rogue Weights
The addon provides a workflow for hunting down rogue weights efficiently but safely, with just the right amount of automation. This functionality can be found in the Sidebar->EasyWeight->Weight Islands panel.
- After pressing Calculate Weight Islands and waiting a few seconds, you will see a list of all vertex groups which consist of more than a single island.
- Clicking the magnifying glass icon will focus the smallest island in the group, so you can decide what to do with it.
- If the island is rogue weights, you can subtract them and go back to the previous step. If not, you can press the checkmark icon next to the magnifying glass, and the vertex group will be hidden from the list.
- Continue with this process until all entries are gone from the list.
- In the end, you can be 100% sure that you have no rogue weights anywhere on your mesh.
### Vertex Group Operators
The Vertex Groups context menu is re-organized with more icons and better labels, as well as some additional operators:
- **Delete Empty Deform Groups**: Delete deforming groups that don't have any weights.
- **Delete Unused Non-Deform Groups**: Delete non-deforming groups that aren't used anywhere, even if they do have weights.
- **Delete Unselected Deform Groups**: Delete all deforming groups that don't correspond to a selected pose bone. Only in Weight Paint mode.
- **Focus Deforming Bones**: Reveal and select all bones deforming this mesh. Only in Weight Paint mode.
- **Symmetrize Vertex Groups**: Symmetrizes vertex groups from left to right side, creating missing groups as needed.
If you have any more suggestions, feel free to open an Issue with a feature request.
### Force Apply Mirror Modifier
In Blender, you cannot apply a mirror modifier to meshes that have shape keys.
This operator tries to anyways, by duplicating your mesh, flipping it on the X axis and merging into the original. It will also flip vertex groups, shape keys, shape key masks, and even (attempt) shape key drivers, assuming everything is named with .L/.R suffixes.
## Previous Features
Over time as more things have been fixed on Blender's side, some features have been removed. To avoid confusion, these are listed here:
- As of [Blender 3.1](https://projects.blender.org/blender/blender/commit/a215d7e230d3286abbed0108a46359ce57104bc1), holding the Ctrl and Shift buttons in weight painting will use the Subtract and Blur brushes respectively, removing the need for the shortcuts on the 1, 2, 3 keys this addon used to add to provide quick brush switching.
- As of [Blender 3.0](https://projects.blender.org/blender/blender/issues/61486), the weight paint overlay is no longer multiplied on top of the underlying colors, removing the need for this addon to change shading or object display settings when using the Toggle Weight Paint mode operator.

View File

@ -1,8 +0,0 @@
import bpy
class EASYWEIGHT_addon_preferences(bpy.types.AddonPreferences):
hotkeys = []
registry = [EASYWEIGHT_addon_preferences]

View File

@ -1,282 +0,0 @@
import bmesh
from bpy.props import EnumProperty, BoolProperty, IntProperty, StringProperty
import mathutils
import bpy
bl_info = {
"name": "Distance Weighted Weight Transfer",
"description": "Smart Transfer Weights operator",
"author": "Mets 3D",
"version": (2, 0),
"blender": (2, 80, 0),
"location": "Search -> Smart Weight Transfer",
"category": "Object"
}
# This is probably fairly useless and will give roughly the same results as transferring weights with
# the Transfer Mesh Data operator set to Nearest Face Interpolated, and then running a Smooth Vertex Weights operator.
def build_weight_dict(obj, vgroups=None, mask_vgroup=None, bone_combine_dict=None):
""" Builds and returns a dictionary that matches the vertex indicies of the object to a list of tuples containing the vertex group names that the vertex belongs to, and the weight of the vertex in that group.
vgroups: If passed, skip groups that aren't in vgroups.
bone_combine_dict: Can be specified if we want some bones to be merged into others, eg. passing in {'Toe_Main' : ['Toe1', 'Toe2', 'Toe3']} will combine the weights in the listed toe bones into Toe_Main. You would do this when transferring weights from a model of actual feet onto shoes.
"""
if (bone_combine_dict == ""):
bone_combine_dict = None
# {vert index : [('vgroup_name', vgroup_value), ...], ...}
weight_dict = {}
if (vgroups == None):
vgroups = obj.vertex_groups
for v in obj.data.vertices:
# TODO: instead of looking through all vgroups we should be able to get only the groups that this vert is assigned to via v.groups[0].group which gives the group id which we can use to get the group via Object.vertex_groups[id]
# With this maybe it's useless altogether to save the weights into a dict? idk.
# Although the reason we are doing it this way is because we wanted some bones to be considered the same as others. (eg. toe bones should be considered a single combined bone)
for vg in vgroups:
w = 0
try:
w = vg.weight(v.index)
except:
pass
if (bone_combine_dict):
# Adding the weights from any sub-vertexgroups defined in bone_combine_dict
if (vg.name in bone_combine_dict.keys()):
for sub_vg_name in bone_combine_dict[vg.name]:
sub_vg = obj.vertex_groups.get(sub_vg_name)
if (sub_vg == None):
continue
try:
w = w + sub_vg.weight(v.index)
except RuntimeError:
pass
if (w == 0):
continue
# Masking transfer influence
if (mask_vgroup):
try:
multiplier = mask_vgroup.weight(v.index)
w = w * multiplier
except:
pass
# Create or append entry in the dict.
if (v.index not in weight_dict):
weight_dict[v.index] = [(vg.name, w)]
else:
weight_dict[v.index].append((vg.name, w))
return weight_dict
def build_kdtree(obj):
kd = mathutils.kdtree.KDTree(len(obj.data.vertices))
for i, v in enumerate(obj.data.vertices):
kd.insert(v.co, i)
kd.balance()
return kd
def smart_transfer_weights(obj_from, obj_to, weights, expand=2):
""" Smart Vertex Weight Transfer.
The number of nearby verts which it searches for depends on how far the nearest vert is. (This is controlled by max_verts, max_dist and dist_multiplier)
This means if a very close vert is found, it won't look for any more verts.
If the nearest vert is quite far away(or dist_multiplier is set high), it will average the influences of a larger number few verts.
The averaging of the influences is also weighted by their distance, so that a vertex which is twice as far away will contribute half as much influence to the final result.
weights: a dictionary of vertex weights that needs to be built with build_weight_dict().
expand: How many times the "selection" should be expanded around the nearest vert, to collect more verts whose weights will be averaged. 0 is like default weight transfer.
"""
# TODO: because we normalize at the end, it also means we are expecting the input weighs to be normalized. So we should call a normalize all automatically.
# Assuming obj_from is at least selected, but probably active. (Shouldn't matter thanks to multi-edit mode?)
bpy.ops.object.mode_set(mode='EDIT')
bm = bmesh.from_edit_mesh(obj_from.data)
kd = build_kdtree(obj_from)
for v in obj_to.data.vertices:
# Finding the nearest vertex on source object
nearest_co, nearest_idx, nearest_dist = kd.find(v.co)
# Find neighbouring verts to the nearest vert. Save their index to this list. Will later turn it into a list of (index, distance) tuples.
source_vert_indices = [nearest_idx]
bm.verts.ensure_lookup_table()
bmv = bm.verts[nearest_idx]
for i in range(0, expand):
new_indices = []
for v_idx in source_vert_indices:
cur_bmv = bm.verts[v_idx]
for e in cur_bmv.link_edges:
v_other = e.other_vert(cur_bmv)
if (v_other.index not in source_vert_indices):
new_indices.append(v_other.index)
source_vert_indices.extend(new_indices)
source_verts = []
for vi in source_vert_indices:
distance = (v.co - bm.verts[vi].co).length
source_verts.append((vi, distance))
# Sort valid verts by distance (least to most distance)
source_verts.sort(key=lambda tup: tup[1])
# Iterating through the source verts, from closest to furthest, and accumulating our target weight for each vertex group.
vgroup_weights = {} # Dictionary of Vertex Group Name : Weight
for i in range(0, len(source_verts)):
vert = source_verts[i]
# The closest vert's weights are multiplied by the farthest vert's distance, and vice versa. The 2nd closest will use the 2nd farthest, etc.
# Note: The magnitude of the distance vectors doesn't matter because at the end they will be normalized anyways.
pair_distance = source_verts[-i-1][1]
if (vert[0] not in weights):
continue
for vg_name, vg_weight in weights[vert[0]]:
new_weight = vg_weight * pair_distance
if (vg_name not in vgroup_weights):
vgroup_weights[vg_name] = new_weight
else:
vgroup_weights[vg_name] = vgroup_weights[vg_name] + new_weight
# The sum is used to normalize the weights. This is important because otherwise the values would depend on object scale, and in the case of very small or very large objects, stuff could get culled.
weights_sum = sum(vgroup_weights.values())
# Assigning the final, normalized weights of this vertex to the vertex groups.
for vg_avg in vgroup_weights.keys():
target_vg = obj_to.vertex_groups.get(vg_avg)
if (target_vg == None):
target_vg = obj_to.vertex_groups.new(name=vg_avg)
target_vg.add([v.index], vgroup_weights[vg_avg] /
weights_sum, 'REPLACE')
# bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
w3_bone_dict_str = """{
'Toe_Def.L' : ['Toe_Thumb1.L', 'Toe_Thumb2.L', 'Toe_Index1.L', 'Toe_Index2.L', 'Toe_Middle1.L', 'Toe_Middle2.L', 'Toe_Ring1.L', 'Toe_Ring2.L', 'Toe_Pinky1.L', 'Toe_Pinky2.L'],
'Toe_Def.R' : ['Toe_Thumb1.R', 'Toe_Thumb2.R', 'Toe_Index1.R', 'Toe_Index2.R', 'Toe_Middle1.R', 'Toe_Middle2.R', 'Toe_Ring1.R', 'Toe_Ring2.R', 'Toe_Pinky1.R', 'Toe_Pinky2.R'],
'Hand_Def.L' : ['l_thumb_roll', 'l_pinky0', 'l_index_knuckleRoll', 'l_middle_knuckleRoll', 'l_ring_knuckleRoll'],
'Hand_Def.R' : ['r_thumb_roll', 'r_pinky0', 'r_index_knuckleRoll', 'r_middle_knuckleRoll', 'r_ring_knuckleRoll'],
}"""
class EASYWEIGHT_OT_smart_weight_transfer(bpy.types.Operator):
""" Transfer weights from active to selected objects based on weighted vert distances """
bl_idname = "object.smart_weight_transfer"
bl_label = "Smart Transfer Weights"
bl_options = {'REGISTER', 'UNDO'}
opt_source_vgroups: EnumProperty(name="Source Groups",
items=[("ALL", "All", "All"),
("SELECTED", "Selected Bones",
"Selected Bones"),
("DEFORM", "Deform Bones",
"Deform Bones"),
],
description="Which vertex groups to transfer from the source object",
default="ALL")
opt_wipe_originals: BoolProperty(name="Wipe originals",
default=True,
description="Wipe original vertex groups before transferring. Recommended. Does not wipe vertex groups that aren't being transferred in the first place")
opt_expand: IntProperty(name="Expand",
default=2,
min=0,
max=5,
description="Expand source vertex pool - Higher values give smoother weights but calculations can take extremely long")
def get_vgroups(self, context):
items = [('None', 'None', 'None')]
for vg in context.object.vertex_groups:
items.append((vg.name, vg.name, vg.name))
return items
opt_mask_vgroup: EnumProperty(name="Operator Mask",
items=get_vgroups,
description="The operator's effect will be masked by this vertex group, unless 'None'")
opt_bone_combine_dict: StringProperty(name='Combine Dict',
description="If you want some groups to be considered part of others(eg. to avoid transferring individual toe weights onto shoes), you can enter them here in the form of a valid Python dictionary, where the keys are the parent group name, and values are lists of child group names, eg: {'Toe_Main.L' : ['Toe1.L', 'Toe2.L'], 'Toe_Main.R' : ['Toe1.R', 'Toe2.R']}",
default=w3_bone_dict_str
)
@classmethod
def poll(cls, context):
return context.object # and (context.object.mode=='WEIGHT_PAINT')
def draw_smart_weight_transfer(self, context):
operator = self.layout.operator(
EASYWEIGHT_OT_smart_weight_transfer.bl_idname, text=EASYWEIGHT_OT_smart_weight_transfer.bl_label)
def execute(self, context):
assert len(context.selected_objects) > 1, "At least two objects must be selected. Select the source object last, and enter weight paint mode."
bone_dict = ""
if (self.opt_bone_combine_dict != ""):
bone_dict = eval(self.opt_bone_combine_dict)
source_obj = context.object
for o in context.selected_objects:
if (o == source_obj or o.type != 'MESH'):
continue
# bpy.ops.object.mode_set(mode='OBJECT')
# bpy.ops.object.select_all(action='DESELECT')
vgroups = []
error = ""
if (self.opt_source_vgroups == "ALL"):
vgroups = source_obj.vertex_groups
error = "the source has no vertex groups."
elif (self.opt_source_vgroups == "SELECTED"):
assert context.selected_pose_bones, "No selected pose bones to transfer from."
vgroups = [source_obj.vertex_groups.get(
b.name) for b in context.selected_pose_bones]
error = "no bones were selected."
elif (self.opt_source_vgroups == "DEFORM"):
vgroups = [source_obj.vertex_groups.get(
b.name) for b in context.pose_object.data.bones if b.use_deform]
error = "there are no deform bones"
# Clean up
vgroups = [vg for vg in vgroups if vg != None]
assert len(
vgroups) > 0, "No transferable Vertex Groups were found, " + error
# Delete the vertex groups from the destination mesh first...
if (self.opt_wipe_originals):
for vg in vgroups:
if (vg.name in o.vertex_groups):
o.vertex_groups.remove(o.vertex_groups.get(vg.name))
mask_vgroup = o.vertex_groups.get(self.opt_mask_vgroup)
weights = build_weight_dict(
source_obj, vgroups, mask_vgroup, bone_dict)
smart_transfer_weights(source_obj, o, weights, self.opt_expand)
bpy.context.view_layer.objects.active = o
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
return {'FINISHED'}
registry = [
EASYWEIGHT_OT_smart_weight_transfer
]
def register():
bpy.types.VIEW3D_MT_paint_weight.append(
EASYWEIGHT_OT_smart_weight_transfer.draw_smart_weight_transfer)
def unregister():
bpy.types.VIEW3D_MT_paint_weight.remove(
EASYWEIGHT_OT_smart_weight_transfer.draw_smart_weight_transfer)

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@ -1,218 +0,0 @@
from typing import Dict, Tuple, List
import bpy
from bpy.props import IntProperty
from mathutils import Vector, kdtree
class EASYWEIGHT_OT_transfer_vertex_groups(bpy.types.Operator):
"""Transfer vertex groups from active to selected meshes"""
bl_idname = "object.transfer_vertex_groups"
bl_label = "Transfer Vertex Groups"
bl_options = {'REGISTER', 'UNDO'}
expand: IntProperty(
name="Expand",
default=2,
min=0,
max=5,
description="Expand selection of source vertices from the nearest one. Higher values give smoother weights but pre-calculation takes longer",
)
def draw_transfer_vertex_groups_op(self, context):
self.layout.operator(
EASYWEIGHT_OT_transfer_vertex_groups.bl_idname,
text=EASYWEIGHT_OT_transfer_vertex_groups.bl_label,
)
@classmethod
def poll(cls, context):
if not context.active_object or context.active_object.type != 'MESH':
cls.poll_message_set("Active object must be a mesh.")
return False
selected_meshes = [ob for ob in context.selected_objects if ob.type == 'MESH']
if len(selected_meshes) < 2:
cls.poll_message_set("At least two meshes must be selected.")
return False
return True
def execute(self, context):
source_obj = context.object
vgroups = source_obj.vertex_groups
kd_tree = build_kdtree(source_obj.data)
for target_obj in context.selected_objects:
if target_obj == source_obj or target_obj.type != 'MESH':
continue
# Remove groups from the target obj that we will be transferring.
for src_vg in vgroups:
tgt_vg = target_obj.vertex_groups.get(src_vg.name)
if tgt_vg:
target_obj.vertex_groups.remove(tgt_vg)
vert_influence_map = build_vert_influence_map(
source_obj, target_obj, kd_tree, self.expand
)
transfer_vertex_groups(source_obj, target_obj, vert_influence_map, vgroups)
return {'FINISHED'}
def precalc_and_transfer_single_group(source_obj, target_obj, vgroup_name, expand=2):
"""Convenience function to transfer a single group. For transferring multiple groups,
this is very inefficient and shouldn't be used.
Instead, you should:
- build_kd_tree ONCE per source mesh.
- build_vert_influence_map and transfer_vertex_groups ONCE per object pair.
"""
# Remove group from the target obj if it already exists.
tgt_vg = target_obj.vertex_groups.get(vgroup_name)
if tgt_vg:
target_obj.vertex_groups.remove(tgt_vg)
kd_tree = build_kdtree(source_obj.data)
vert_influence_map = build_vert_influence_map(
source_obj, target_obj, kd_tree, expand
)
transfer_vertex_groups(
source_obj,
target_obj,
vert_influence_map,
vgroups=[source_obj.vertex_groups[vgroup_name]],
)
def build_kdtree(mesh):
kd = kdtree.KDTree(len(mesh.vertices))
for i, v in enumerate(mesh.vertices):
kd.insert(v.co, i)
kd.balance()
return kd
def build_vert_influence_map(obj_from, obj_to, kd_tree, expand=2):
verts_of_edge = {
i: (e.vertices[0], e.vertices[1]) for i, e in enumerate(obj_from.data.edges)
}
edges_of_vert: Dict[int, List[int]] = {}
for edge_idx, edge in enumerate(obj_from.data.edges):
for vert_idx in edge.vertices:
if vert_idx not in edges_of_vert:
edges_of_vert[vert_idx] = []
edges_of_vert[vert_idx].append(edge_idx)
# A mapping from target vertex index to a list of source vertex indicies and
# their influence.
# This can be pre-calculated once per object pair, to minimize re-calculations
# of subsequent transferring of individual vertex groups.
vert_influence_map: List[int, List[Tuple[int, float]]] = {}
for i, dest_vert in enumerate(obj_to.data.vertices):
vert_influence_map[i] = get_source_vert_influences(
dest_vert, obj_from, kd_tree, expand, edges_of_vert, verts_of_edge
)
return vert_influence_map
def get_source_vert_influences(
target_vert, obj_from, kd_tree, expand=2, edges_of_vert={}, verts_of_edge={}
) -> List[Tuple[int, float]]:
_coord, idx, dist = get_nearest_vert(target_vert.co, kd_tree)
source_vert_indices = [idx]
if dist == 0:
# If the vertex position is a perfect match, just use that one vertex with max influence.
return [(idx, 1)]
for i in range(0, expand):
new_indices = []
for vert_idx in source_vert_indices:
for edge in edges_of_vert[vert_idx]:
vert_other = other_vert_of_edge(edge, vert_idx, verts_of_edge)
if vert_other not in source_vert_indices:
new_indices.append(vert_other)
source_vert_indices.extend(new_indices)
distances: List[Tuple[int, float]] = []
distance_total = 0
for src_vert_idx in source_vert_indices:
distance = (target_vert.co - obj_from.data.vertices[src_vert_idx].co).length
distance_total += distance
distances.append((src_vert_idx, distance))
# Calculate influences such that the total of all influences adds up to 1.0,
# and the influence is inversely correlated with the distance.
parts = [1 / (dist / distance_total) for idx, dist in distances]
parts_sum = sum(parts)
influences = [
(idx, 1 if dist == 0 else part / parts_sum)
for part, dist in zip(parts, distances)
]
return influences
def get_nearest_vert(
coords: Vector, kd_tree: kdtree.KDTree
) -> Tuple[Vector, int, float]:
"""Return coordinate, index, and distance of nearest vert to coords in kd_tree."""
return kd_tree.find(coords)
def other_vert_of_edge(
edge: int, vert: int, verts_of_edge: Dict[int, Tuple[int, int]]
) -> int:
verts = verts_of_edge[edge]
assert vert in verts, f"Vert {vert} not part of edge {edge}."
return verts[0] if vert == verts[1] else verts[1]
def transfer_vertex_groups(obj_from, obj_to, vert_influence_map, src_vgroups):
"""Transfer src_vgroups in obj_from to obj_to using a pre-calculated vert_influence_map."""
for src_vg in src_vgroups:
target_vg = obj_to.vertex_groups.get(src_vg.name)
if target_vg == None:
target_vg = obj_to.vertex_groups.new(name=src_vg.name)
for i, dest_vert in enumerate(obj_to.data.vertices):
source_verts = vert_influence_map[i]
# Vertex Group Name : Weight
vgroup_weights = {}
for src_vert_idx, influence in source_verts:
for group in obj_from.data.vertices[src_vert_idx].groups:
group_idx = group.group
vg = obj_from.vertex_groups[group_idx]
if vg not in src_vgroups:
continue
if vg.name not in vgroup_weights:
vgroup_weights[vg.name] = 0
vgroup_weights[vg.name] += vg.weight(src_vert_idx) * influence
# Assign final weights of this vertex in the vertex groups.
for vg_name in vgroup_weights.keys():
target_vg = obj_to.vertex_groups.get(vg_name)
target_vg.add([dest_vert.index], vgroup_weights[vg_name], 'REPLACE')
registry = [EASYWEIGHT_OT_transfer_vertex_groups]
def register():
bpy.types.VIEW3D_MT_object.append(
EASYWEIGHT_OT_transfer_vertex_groups.draw_transfer_vertex_groups_op
)
def unregister():
bpy.types.VIEW3D_MT_object.remove(
EASYWEIGHT_OT_transfer_vertex_groups.draw_transfer_vertex_groups_op
)

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@ -1,618 +0,0 @@
from typing import List, Dict, Tuple, Optional
import bpy
from bpy.types import KeyConfig, KeyMap, KeyMapItem, Operator
def addon_hotkey_register(
keymap_name='Window',
op_idname='',
key_id='A',
event_type='PRESS',
any=False,
ctrl=False,
alt=False,
shift=False,
oskey=False,
key_modifier='NONE',
direction='ANY',
repeat=False,
op_kwargs={},
add_on_conflict=True,
warn_on_conflict=True,
error_on_conflict=False,
):
"""Top-level function for registering a hotkey as conveniently as possible.
If you want to better manage the registered hotkey (for example, to be able
to un-register it), it's advised to instantiate PyKeyMapItems yourself instead.
:param str keymap_name: Name of the KeyMap that this hotkey will be created in. Used to define what contexts the hotkey is available in
:param str op_idname: bl_idname of the operator this hotkey should execute
:param str key_id: Name of the key that must be interacted with to trigger this hotkey
:param str event_type: Type of interaction to trigger this hotkey
:param bool any: If True, all modifier keys will be valid to trigger this hotkey
:param bool ctrl: Whether the Ctrl key needs to be pressed in addition to the primary key
:param bool alt: Whether the Alt key needs to be pressed in addition to the primary key
:param bool shift: Whether the Shift key needs to be pressed in addition to the primary key
:param bool oskey: Whether the OS key needs to be pressed in addition to the primary key
:param str key_modifier: Another non-modifier key that should be used as a modifier key
:param str direction: For interaction methods with a direction, this defines the direction
:param bool repeat: Whether the hotkey should repeat its action as long as the keys remain held
:param op_kwargs: A dictionary of parameters that should be passed as operator parameters
:return: The PyKeyMapItem that manages this hotkey
"""
py_kmi = PyKeyMapItem(
op_idname=op_idname,
key_id=key_id,
event_type=event_type,
any=any,
ctrl=ctrl,
alt=alt,
shift=shift,
oskey=oskey,
key_modifier=key_modifier,
direction=direction,
repeat=repeat,
op_kwargs=op_kwargs,
)
py_kmi.register(
keymap_name=keymap_name,
add_on_conflict=add_on_conflict,
warn_on_conflict=warn_on_conflict,
error_on_conflict=error_on_conflict,
)
return py_kmi
class PyKeyMapItem:
"""Class to help conveniently manage a single KeyMapItem, independently of
any particular KeyMap or any other container or built-in bpy_type."""
def __init__(
self,
op_idname='',
key_id='A',
event_type='PRESS',
any=False,
ctrl=False,
alt=False,
shift=False,
oskey=False,
key_modifier='NONE',
direction='ANY',
repeat=False,
op_kwargs={},
):
self.op_idname = op_idname
self.key_id = self.type = key_id
self.check_key_id()
self.event_type = self.value = event_type
self.check_event_type()
self.any = any
self.ctrl = ctrl
self.alt = alt
self.shift = shift
self.oskey = oskey
self.key_modifier = key_modifier
self.direction = direction
self.repeat = repeat
self.op_kwargs = op_kwargs
@staticmethod
def new_from_keymap_item(kmi: KeyMapItem, context=None) -> "PyKeyMapItem":
op_kwargs = {}
if kmi.properties:
op_kwargs = {key: value for key, value in kmi.properties.items()}
return PyKeyMapItem(
op_idname=kmi.idname,
key_id=kmi.type,
event_type=kmi.value,
any=kmi.any,
ctrl=kmi.ctrl,
alt=kmi.alt,
shift=kmi.shift,
oskey=kmi.oskey,
key_modifier=kmi.key_modifier,
direction=kmi.direction,
repeat=kmi.repeat,
op_kwargs=op_kwargs,
)
def check_key_id(self):
"""Raise a KeyMapException if the keymap_name isn't a valid KeyMap name that
actually exists in Blender's keymap system.
"""
return check_key_id(self.key_id)
def check_event_type(self):
"""Raise a KeyMapException if the event_type isn't one that actually exists
in Blender's keymap system."""
return check_event_type(self.event_type)
@property
def key_string(self) -> str:
return get_kmi_key_string(self)
def register(
self,
context=None,
keymap_name='Window',
*,
add_on_conflict=True,
warn_on_conflict=True,
error_on_conflict=False,
) -> Optional[Tuple[KeyMap, KeyMapItem]]:
"""Higher-level function for addon dev convenience.
The caller doesn't have to worry about the KeyConfig or the KeyMap.
The `addon` KeyConfig will be used.
"""
if not context:
context = bpy.context
wm = context.window_manager
kconf_addon = wm.keyconfigs.addon
if not kconf_addon:
# This happens when running Blender in background mode.
return
check_keymap_name(keymap_name)
# Find conflicts.
user_km = get_keymap_of_config(wm.keyconfigs.user, keymap_name)
if not user_km:
conflicts = []
else:
conflicts = self.find_in_keymap_conflicts(user_km)
kmi = None
keymap = None
if not conflicts or add_on_conflict:
# Add the keymap if there is no conflict, or if we are allowed
# to add it in spite of a conflict.
# If this KeyMap already exists, new() will return the existing one,
# which is confusing, but ideal.
space_type, region_type = get_ui_types_of_keymap(keymap_name)
keymap = kconf_addon.keymaps.new(
name=keymap_name, space_type=space_type, region_type=region_type
)
kmi = self.register_in_keymap(keymap)
# Warn or raise error about conflicts.
if conflicts and (warn_on_conflict or error_on_conflict):
conflict_info = "\n".join(
["Conflict: " + kmi_to_str(kmi) for kmi in conflicts]
)
if error_on_conflict:
raise KeyMapException(
"Failed to register KeyMapItem due to conflicting items:"
+ conflict_info
)
if warn_on_conflict:
print(
"Warning: Conflicting KeyMapItems: "
+ str(self)
+ "\n"
+ conflict_info
)
return keymap, kmi
def register_in_keymap(self, keymap: KeyMap) -> Optional[KeyMapItem]:
"""Lower-level function, for registering in a specific KeyMap."""
kmi = keymap.keymap_items.new(
self.op_idname,
type=self.key_id,
value=self.event_type,
any=self.any,
ctrl=self.ctrl,
alt=self.alt,
shift=self.shift,
oskey=self.oskey,
key_modifier=self.key_modifier,
direction=self.direction,
repeat=self.repeat,
)
for key in self.op_kwargs:
value = self.op_kwargs[key]
setattr(kmi.properties, key, value)
return kmi
def unregister(self, context=None) -> bool:
"""Higher-level function for addon dev convenience.
The caller doesn't have to worry about the KeyConfig or the KeyMap.
The hotkey will be removed from all KeyMaps of both `addon` and 'user' KeyConfigs.
"""
if not context:
context = bpy.context
wm = context.window_manager
kconfs = wm.keyconfigs
success = False
for kconf in (kconfs.user, kconfs.addon):
if not kconf:
# This happens when running Blender in background mode.
continue
for km in self.find_containing_keymaps(kconf):
self.unregister_from_keymap(km)
success = True
return success
def unregister_from_keymap(self, keymap: KeyMap):
"""Lower-level function, for unregistering from a specific KeyMap."""
kmi = self.find_in_keymap_exact(keymap)
if not kmi:
return False
keymap.keymap_items.remove(kmi)
return True
def find_containing_keymaps(self, key_config: KeyConfig) -> List[KeyMap]:
"""Return list of KeyMaps in a KeyConfig that contain a matching KeyMapItem."""
matches: List[KeyMap] = []
for km in key_config.keymaps:
match = self.find_in_keymap_exact(km)
if match:
matches.append(km)
return matches
def find_in_keymap_exact(self, keymap: KeyMap) -> Optional[KeyMapItem]:
"""Find zero or one KeyMapItem in the given KeyMap that is an exact match
with this in its operator, parameters, and key binding.
More than one will result in an error.
"""
matches = self.find_in_keymap_exact_multi(keymap)
if len(matches) > 1:
# This should happen only if an addon dev or a user creates two keymaps
# that are identical in everything except their ``repeat`` flag.
raise KeyMapException(
"More than one KeyMapItems match this PyKeyMapItem: \n"
+ str(self)
+ "\n".join([str(match) for match in matches])
)
if matches:
return matches[0]
def find_in_keymap_exact_multi(self, keymap: KeyMap) -> List[KeyMapItem]:
"""Return KeyMapItems in the given KeyMap that are an exact match with
this PyKeyMapItem in its operator, parameters, and key binding.
"""
return [kmi for kmi in keymap.keymap_items if self.compare_to_kmi_exact(kmi)]
def compare_to_kmi_exact(self, kmi: KeyMapItem) -> bool:
"""Return whether we have the same operator, params, and trigger
as the passed KeyMapItem.
"""
return self.compare_to_kmi_by_operator(
kmi, match_kwargs=True
) and self.compare_to_kmi_by_trigger(kmi)
def find_in_keymap_by_operator(
self, keymap: KeyMap, *, match_kwargs=True
) -> List[KeyMapItem]:
"""Return all KeyMapItems in the given KeyMap, which triggers the given
operator with the given parameters.
"""
return [
kmi
for kmi in keymap.keymap_items
if self.compare_to_kmi_by_operator(kmi, match_kwargs=match_kwargs)
]
def compare_to_kmi_by_operator(self, kmi: KeyMapItem, *, match_kwargs=True) -> bool:
"""Return whether we have the same operator
(and optionally operator params) as the passed KMI.
"""
if kmi.idname != self.op_idname:
return False
if not match_kwargs:
return True
# Check for mismatching default-ness of operator parameters.
if set(kmi.properties.keys()) != set(self.op_kwargs.keys()):
# This happens when the parameter overrides specified in the KMI
# aren't the same as what we're searching for.
return False
# Check for mismatching values of operator parameters.
for prop_name in kmi.properties.keys():
# It's important to use getattr() instead of dictionary syntax here,
# otherwise enum values will be integers instead of identifier strings.
value = getattr(kmi.properties, prop_name)
if value != self.op_kwargs[prop_name]:
return False
return True
def find_in_keymap_conflicts(self, keymap: KeyMap) -> List[KeyMapItem]:
"""Return any KeyMapItems in the given KeyMap which are bound to the
same key combination.
"""
return [
kmi for kmi in keymap.keymap_items if self.compare_to_kmi_by_trigger(kmi)
]
def compare_to_kmi_by_trigger(self, kmi: KeyMapItem) -> bool:
"""Return whether we have the same trigger settings as the passed KMI."""
return (
kmi.type == self.key_id
and kmi.value == self.event_type
and kmi.any == self.any
and kmi.ctrl == self.ctrl
and kmi.alt == self.alt
and kmi.shift == self.shift
and kmi.oskey == self.oskey
and kmi.key_modifier == self.key_modifier
and kmi.direction == self.direction
)
def get_user_kmis(self, context=None) -> List[KeyMapItem]:
"""Return all matching KeyMapItems in the user keyconfig."""
if not context:
context = bpy.context
user_kconf = context.window_manager.keyconfigs.user
matches = []
for km in user_kconf.keymaps:
for kmi in km.keymap_items:
if self.compare_to_kmi_exact(kmi):
matches.append(kmi)
return matches
def update(self, **kwargs):
"""Update all KeyMapItems with the passed keyword arguments."""
for key, value in kwargs.items():
for kmi in self.get_user_kmis():
setattr(kmi, key, value)
setattr(self, key, value)
def __str__(self) -> str:
"""Return an informative but compact string representation."""
ret = f"PyKeyMapItem: < {self.key_string}"
if self.op_idname:
op = find_operator_class_by_bl_idname(self.op_idname)
if not op:
ret += " | " + self.op_idname + " (Unregistered)"
else:
op_ui_name = op.name if hasattr(op, 'name') else op.bl_label
op_class_name = op.bl_rna.identifier
ret += " | " + op_ui_name + f" | {self.op_idname} | {op_class_name}"
if self.op_kwargs:
ret += " | " + str(self.op_kwargs)
else:
ret += " | (No operator assigned.)"
return ret + " >"
def __repr__(self):
"""Return a string representation that evaluates back to this object."""
pretty_kwargs = str(self.op_kwargs).replace(", ", ",\n")
return (
"PyKeyMapItem(\n"
f" op_idname='{self.op_idname}',\n"
f" key_id='{self.key_id}',\n"
f" event_type='{self.event_type}',\n"
"\n"
f" any={self.any},\n"
f" ctrl={self.ctrl},\n"
f" alt={self.alt},\n"
f" shift={self.shift},\n"
f" oskey={self.oskey},\n"
f" key_modifier='{self.key_modifier}',\n"
f" direction='{self.direction}',\n"
f" repeat='{self.repeat}',\n"
"\n"
f" op_kwargs={pretty_kwargs}\n"
")"
)
def kmi_to_str(kmi: KeyMapItem) -> str:
"""Similar to PyKeyMapItem.__str__: Return a compact string representation of this KeyMapItem."""
ret = f"KeyMapItem: < {get_kmi_key_string(kmi)}"
if kmi.idname:
op = find_operator_class_by_bl_idname(kmi.idname)
if not op:
ret += " | " + kmi.idname + " (Unregistered)"
else:
op_ui_name = op.name if hasattr(op, 'name') else op.bl_label
op_class_name = op.bl_rna.identifier
ret += " | " + op_ui_name + f" | {kmi.idname} | {op_class_name}"
# if kmi.properties: # TODO: This currently causes a crash: https://projects.blender.org/blender/blender/issues/111702
# ret += " | " + str({key:value for key, value in kmi.properties.items()})
else:
ret += " | (No operator assigned.)"
return ret + " >"
def get_kmi_key_string(kmi) -> str:
"""A user-friendly description string of the keys needed to activate this hotkey.
Should be identical to what's displayed in Blender's Keymap preferences.
"""
key_data = get_enum_values(bpy.types.KeyMapItem, 'type')
keys = []
if kmi.shift:
keys.append("Shift")
if kmi.ctrl:
keys.append("Ctrl")
if kmi.alt:
keys.append("Alt")
if kmi.oskey:
keys.append("OS")
if kmi.key_modifier != 'NONE':
keys.append(key_data[kmi.key_modifier][0])
keys.append(key_data[kmi.type][0])
final_string = " ".join(keys)
if not final_string:
return "Unassigned"
return final_string
def get_keymap_of_config(keyconfig: KeyConfig, keymap_name: str) -> Optional[KeyMap]:
space_type, region_type = get_ui_types_of_keymap(keymap_name)
keymap = keyconfig.keymaps.find(
keymap_name, space_type=space_type, region_type=region_type
)
return keymap
def ensure_keymap_in_config(keyconfig, keymap_name: str) -> KeyMap:
space_type, region_type = get_ui_types_of_keymap(keymap_name)
keymap = keyconfig.keymaps.new(
keymap_name, space_type=space_type, region_type=region_type
)
return keymap
def get_enum_values(bpy_type, enum_prop_name: str) -> Dict[str, Tuple[str, str]]:
"""Given a registered EnumProperty's owner and name, return the enum's
possible states as a dictionary, mapping the enum identifiers to a tuple
of its name and description.
:param bpy_type: The RNA type that owns the Enum property
:param str enum_prop_name: The name of the Enum property
:return: A dictionary mapping the enum's identifiers to its name and description
:rtype: dict{str: (str, str)}
"""
# If it's a Python Operator.
if isinstance(bpy_type, Operator):
try:
enum_items = bpy_type.__annotations__[enum_prop_name].keywords['items']
return {e[0]: (e[1], e[2]) for e in enum_items}
except:
return
# If it's a built-in operator.
enum_items = bpy_type.bl_rna.properties[enum_prop_name].enum_items
return {e.identifier: (e.name, e.description) for e in enum_items}
def get_all_keymap_names() -> List[str]:
"""Returns a list of all keymap names in Blender.
:return: A list of all valid keymap names
:rtype: list[str]
"""
return bpy.context.window_manager.keyconfigs.default.keymaps.keys()
def get_ui_types_of_keymap(keymap_name: str) -> Tuple[str, str]:
# The default KeyConfig contains all the possible valid KeyMap names,
# with the correct space_type and region_type already assigned.
kc_default = bpy.context.window_manager.keyconfigs.default
# This is useful to acquire the correct parameters for new KeyMapItems,
# since having the wrong params causes the KeyMapItem to fail silently.
check_keymap_name(keymap_name)
km = kc_default.keymaps.get(keymap_name)
assert km, f"Error: KeyMap not found: '{keymap_name}'"
return km.space_type, km.region_type
def find_operator_class_by_bl_idname(bl_idname: str):
"""
Returns the class of the operator registered with the given bl_idname.
:param str bl_idname: Identifier of the operator to find
:return: Class of the operator registered with the given bl_idname
:rtype: bpy.types.Operator (for Python ops) or bpy_struct (for built-ins)
"""
# Try Python operators first.
for cl in Operator.__subclasses__():
if not hasattr(cl, 'bl_idname'):
# This can happen with mix-in classes.
continue
if cl.bl_idname == bl_idname:
return cl
# Then built-ins.
module_name, op_name = bl_idname.split(".")
module = getattr(bpy.ops, module_name)
if not module:
return
op = getattr(module, op_name)
if not op:
return
return op.get_rna_type()
class KeyMapException(Exception):
"""Raised when a KeyMapItem cannot (un)register."""
pass
def check_keymap_name(keymap_name: str):
"""Raise a KeyMapException if the keymap_name isn't a valid KeyMap name that
actually exists in Blender's keymap system.
"""
all_km_names = get_all_keymap_names()
is_valid = keymap_name in all_km_names
if not is_valid:
print("All valid keymap names:")
print("\n".join(all_km_names))
raise KeyMapException(
f'"{keymap_name}" is not a valid keymap name. Must be one of the above.'
)
def check_key_id(key_id: str):
"""Raise a KeyMapException if the key_id isn't one that actually exists
in Blender's keymap system.
"""
all_valid_key_identifiers = get_enum_values(KeyMapItem, 'type')
is_valid = key_id in all_valid_key_identifiers
if not is_valid:
print("All valid key identifiers and names:")
print("\n".join(list(all_valid_key_identifiers.items())))
raise KeyMapException(
f'"{key_id}" is not a valid key identifier. Must be one of the above.'
)
def check_event_type(event_type: str):
"""Raise a KeyMapException if the event_type isn't one that actually exists
in Blender's keymap system.
"""
all_valid_event_types = get_enum_values(KeyMapItem, 'value')
is_valid = event_type in all_valid_event_types
if not is_valid:
print("All valid event names:")
print("\n".join(list(all_valid_event_types.keys())))
raise KeyMapException(
f'"{event_type}" is not a valid event type. Must be one of the above.'
)
return is_valid
def find_broken_items_of_keymap(keymap: bpy.types.KeyMap):
"""I encountered one case where kmi.properties.keys() resulted in an error.
If that happens again, use this func to troubleshoot.
"""
broken = []
for kmi in keymap.keymap_items:
try:
kmi.properties.keys()
except:
broken.append(kmi)
return broken

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@ -1,129 +0,0 @@
from typing import Tuple, List, Optional
import re
from bpy.utils import flip_name
separators = "-_."
def get_name(thing) -> str:
if hasattr(thing, 'name'):
return thing.name
else:
return str(thing)
def make_name(prefixes=[], base="", suffixes=[],
prefix_separator="-", suffix_separator=".") -> str:
"""Make a name from a list of prefixes, a base, and a list of suffixes."""
name = ""
for pre in prefixes:
if pre == "":
continue
name += pre + prefix_separator
name += base
for suf in suffixes:
if suf == "":
continue
name += suffix_separator + suf
return name
def slice_name(name, prefix_separator="-", suffix_separator="."):
"""Break up a name into its prefix, base, suffix components."""
prefixes = name.split(prefix_separator)[:-1]
suffixes = name.split(suffix_separator)[1:]
base = name.split(prefix_separator)[-1].split(suffix_separator)[0]
return [prefixes, base, suffixes]
def has_trailing_zeroes(thing):
name = get_name(thing)
regex = "\.[0-9][0-9][0-9]$"
search = re.search(regex, name)
return search != None
def strip_trailing_numbers(name) -> Tuple[str, str]:
if "." in name:
# Check if there are only digits after the last period
slices = name.split(".")
after_last_period = slices[-1]
before_last_period = ".".join(slices[:-1])
# If there are only digits after the last period, discard them
if all([c in "0123456789" for c in after_last_period]):
return before_last_period, "."+after_last_period
return name, ""
def get_side_lists(with_separators=False) -> Tuple[List[str], List[str], List[str]]:
left = ['left', 'Left', 'LEFT', 'l', 'L',]
right_placehold = ['*rgt*', '*Rgt*', '*RGT*', '*r*', '*R*']
right = ['right', 'Right', 'RIGHT', 'r', 'R']
# If the name is longer than 2 characters, only swap side identifiers if they
# are next to a separator.
if with_separators:
for l in [left, right_placehold, right]:
l_copy = l[:]
for side in l_copy:
if len(side) < 4:
l.remove(side)
for sep in separators:
l.append(side+sep)
l.append(sep+side)
return left, right_placehold, right
def side_is_left(name) -> Optional[bool]:
"""Identify whether a name belongs to the left or right side or neither."""
flipped_name = flip_name(name)
if flipped_name == name:
return None # Return None to indicate neither side.
stripped_name, number_suffix = strip_trailing_numbers(name)
def check_start_side(side_list, name):
for side in side_list:
if name.startswith(side):
return True
return False
def check_end_side(side_list, name):
for side in side_list:
if name.endswith(side):
return True
return False
left, right_placehold, right = get_side_lists(with_separators=True)
is_left_prefix = check_start_side(left, stripped_name)
is_left_suffix = check_end_side(left, stripped_name)
is_right_prefix = check_start_side(right, stripped_name)
is_right_suffix = check_end_side(right, stripped_name)
# Prioritize suffix for determining the name's side.
if is_left_suffix or is_right_suffix:
return is_left_suffix
# If no relevant suffix found, try prefix.
if is_left_prefix or is_right_prefix:
return is_left_prefix
# If no relevant suffix or prefix found, try anywhere.
any_left = any([side in name for side in left])
any_right = any([side in name for side in right])
if not any_left and not any_right:
# If neither side found, return None.
return None
if any_left and not any_right:
return True
if any_right and not any_left:
return False
# If left and right were both found somewhere, I give up.
return None

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@ -1,255 +0,0 @@
import bpy
from bpy.props import BoolProperty, EnumProperty
from bpy.app.handlers import persistent
from .vertex_group_operators import EASYWEIGHTS_OT_delete_empty_deform_groups, EASYWEIGHTS_OT_delete_unused_vertex_groups
class EASYWEIGHT_OT_wp_context_menu(bpy.types.Operator):
""" Custom Weight Paint context menu """
bl_idname = "object.custom_weight_paint_context_menu"
bl_label = "Custom Weight Paint Context Menu"
bl_options = {'REGISTER'}
def update_clean_weights(self, context):
context.scene['clean_weights'] = self.clean_weights
WeightCleaner.cleaner_active = context.scene['clean_weights']
def update_front_faces(self, context):
for b in bpy.data.brushes:
if not b.use_paint_weight:
continue
b.use_frontface = self.front_faces
def update_accumulate(self, context):
for b in bpy.data.brushes:
if not b.use_paint_weight:
continue
b.use_accumulate = self.accumulate
def update_falloff_shape(self, context):
for b in bpy.data.brushes:
if not b.use_paint_weight:
continue
b.falloff_shape = self.falloff_shape
for i, val in enumerate(b.cursor_color_add):
if val > 0:
b.cursor_color_add[i] = (
0.5 if self.falloff_shape == 'SPHERE' else 2.0)
clean_weights: BoolProperty(
name="Clean Weights", description="Run the Clean Vertex Groups operator after every weight brush stroke", update=update_clean_weights)
front_faces: BoolProperty(
name="Front Faces Only", description="Toggle the Front Faces Only setting for all weight brushes", update=update_front_faces)
accumulate: BoolProperty(
name="Accumulate", description="Toggle the Accumulate setting for all weight brushes", update=update_accumulate)
falloff_shape: EnumProperty(name="Falloff Type", description="Select the Falloff Shape setting for all weight brushes", update=update_falloff_shape,
items=[
('SPHERE', 'Sphere', "The brush influence falls off along a sphere whose center is the mesh under the cursor's pointer"),
('PROJECTED', 'Projected', "The brush influence falls off in a tube around the cursor. This is useful for painting backfaces, as long as Front Faces Only is off.")
]
)
# @classmethod
# def poll(cls, context):
# return context.mode == 'PAINT_WEIGHT'
def draw_operators(self, layout, context):
layout.label(text="Operators")
op = layout.operator(
'object.vertex_group_normalize_all',
text="Normalize Deform",
icon='IPO_SINE'
)
op.group_select_mode = 'BONE_DEFORM'
op.lock_active = False
row = layout.row()
row.operator("object.vertex_group_clean", icon='BRUSH_DATA',
text="Clean 0").group_select_mode = 'ALL'
row.operator(EASYWEIGHTS_OT_delete_empty_deform_groups.bl_idname,
text="Wipe Empty", icon='GROUP_BONE')
row.operator(EASYWEIGHTS_OT_delete_unused_vertex_groups.bl_idname,
text="Wipe Unused", icon='BRUSH_DATA')
def draw_minimal(self, layout, context):
overlay = context.space_data.overlay
row = layout.row(heading="Symmetry: ")
# Compatibility for versions between rB5502517c3c12086c111a and rBfa9b05149c2ca3915a4fb26.
if hasattr(context.weight_paint_object.data, "use_mirror_vertex_group_x"):
row.prop(context.weight_paint_object.data,
"use_mirror_vertex_group_x", text="X-Mirror", toggle=True)
else:
row.prop(context.weight_paint_object.data,
"use_mirror_x", text="X-Mirror", toggle=True)
if hasattr(context.weight_paint_object.data, 'use_mirror_vertex_groups'):
row.prop(context.weight_paint_object.data,
'use_mirror_vertex_groups', text="Flip Groups", toggle=True)
row = layout.row(heading="Mesh Display: ")
row.prop(overlay, "show_wpaint_contours",
text="Weight Contours", toggle=True)
row.prop(overlay, "show_paint_wire", text="Wireframe", toggle=True)
row = layout.row(heading="Bone Display: ")
row.prop(overlay, "show_bones", text="Bones", toggle=True)
if context.pose_object:
row.prop(context.pose_object, "show_in_front", toggle=True)
self.draw_operators(layout, context)
def draw_overlay_settings(self, layout, context):
overlay = context.space_data.overlay
tool_settings = context.tool_settings
layout.label(text="Overlay")
row = layout.row()
row.use_property_split = True
row.prop(tool_settings, "vertex_group_user",
text="Zero Weights Display", expand=True)
if hasattr(context.space_data, "overlay"):
row = layout.row()
row.prop(overlay, "show_wpaint_contours",
text="Weight Contours", toggle=True)
row.prop(overlay, "show_paint_wire", text="Wireframe", toggle=True)
row.prop(overlay, "show_bones", text="Bones", toggle=True)
if context.pose_object:
layout.label(text="Armature Display")
layout.prop(context.pose_object.data, "display_type", expand=True)
layout.prop(context.pose_object, "show_in_front", toggle=True)
def draw_weight_paint_settings(self, layout, context):
tool_settings = context.tool_settings
layout.label(text="Weight Paint settings")
row = layout.row()
row.prop(tool_settings, "use_auto_normalize",
text="Auto Normalize", toggle=True)
row.prop(self, "clean_weights", toggle=True)
row.prop(tool_settings, "use_multipaint",
text="Multi-Paint", toggle=True)
row = layout.row()
# Compatibility for versions between rB5502517c3c12086c111a and rBfa9b05149c2ca3915a4fb26.
if hasattr(context.weight_paint_object.data, "use_mirror_vertex_group_x"):
row.prop(context.weight_paint_object.data,
"use_mirror_vertex_group_x", text="X-Mirror", toggle=True)
else:
row.prop(context.weight_paint_object.data,
"use_mirror_x", text="X-Mirror", toggle=True)
if hasattr(context.weight_paint_object.data, 'use_mirror_vertex_groups'):
row.prop(context.weight_paint_object.data,
'use_mirror_vertex_groups', text="Flip Groups", toggle=True)
def draw_brush_settings(self, layout, context):
row = layout.row()
row.label(text="Brush Settings (Global)")
icon = 'HIDE_ON' if context.scene.easyweight_minimal else 'HIDE_OFF'
row.prop(context.scene, "easyweight_minimal",
icon=icon, toggle=False, text="", emboss=False)
layout.prop(self, "accumulate", toggle=True)
layout.prop(self, "front_faces", toggle=True)
row = layout.row(heading="Falloff Shape: ")
row.prop(self, "falloff_shape", expand=True)
layout.separator()
def draw(self, context):
layout = self.layout
self.draw_brush_settings(layout, context)
layout.separator()
if context.scene.easyweight_minimal:
self.draw_minimal(layout, context)
return
self.draw_weight_paint_settings(layout, context)
layout.separator()
self.draw_overlay_settings(layout, context)
layout.separator()
self.draw_operators(layout, context)
def invoke(self, context, event):
active_brush = context.tool_settings.weight_paint.brush
self.front_faces = active_brush.use_frontface
self.falloff_shape = active_brush.falloff_shape
if 'clean_weights' not in context.scene:
context.scene['clean_weights'] = False
self.clean_weights = context.scene['clean_weights']
wm = context.window_manager
return wm.invoke_props_dialog(self)
def execute(self, context):
context.scene.tool_settings.vertex_group_user = 'ACTIVE'
return {'FINISHED'}
class WeightCleaner:
"""Run bpy.ops.object.vertex_group_clean on every depsgraph update while in weight paint mode (ie. every brush stroke)."""
# Most of the code is simply responsible for avoiding infinite looping depsgraph updates.
# Flag set by the user via the custom WP context menu.
cleaner_active = False
# Flag set in post_depsgraph_update, to indicate to pre_depsgraph_update that the depsgraph update has indeed completed.
can_clean = True
# Flag set by pre_depsgraph_update to indicate to post_depsgraph_update that the cleanup operator is still running (in a different thread).
cleaning_in_progress = False
@classmethod
def clean_weights(cls, scene, depsgraph):
if bpy.context.mode != 'PAINT_WEIGHT':
return
if not bpy.context or not hasattr(bpy.context, 'object') or not bpy.context.object:
return
if not cls.cleaner_active:
return
if cls.can_clean:
cls.can_clean = False
cls.cleaning_in_progress = True
# This will trigger a depsgraph update, and therefore clean_weights, again.
bpy.ops.object.vertex_group_clean(
group_select_mode='ALL', limit=0.001)
cls.cleaning_in_progress = False
@classmethod
def reset_flag(cls, scene, depsgraph):
if bpy.context.mode != 'PAINT_WEIGHT':
return
if not bpy.context or not hasattr(bpy.context, 'object') or not bpy.context.object:
return
if cls.cleaning_in_progress:
return
if not cls.cleaner_active:
return
cls.can_clean = True
def draw_menu_entry(self, context):
self.layout.operator(EASYWEIGHT_OT_wp_context_menu.bl_idname)
@persistent
def start_cleaner(scene, depsgraph):
bpy.app.handlers.depsgraph_update_pre.append(WeightCleaner.clean_weights)
bpy.app.handlers.depsgraph_update_post.append(WeightCleaner.reset_flag)
registry = [
EASYWEIGHT_OT_wp_context_menu
]
def register():
bpy.types.Scene.easyweight_minimal = BoolProperty(
name="Minimal",
description="Hide options that are less frequently used",
default=False
)
start_cleaner(None, None)
bpy.app.handlers.load_post.append(start_cleaner)
bpy.types.VIEW3D_MT_paint_weight.append(draw_menu_entry)
def unregister():
del bpy.types.Scene.easyweight_minimal
bpy.app.handlers.load_post.remove(start_cleaner)
bpy.types.VIEW3D_MT_paint_weight.remove(draw_menu_entry)