Pose Shape Keys: Major Update #321

Merged
Demeter Dzadik merged 10 commits from pose-shape-keys-extension into main 2024-07-03 14:50:58 +02:00
15 changed files with 1546 additions and 1219 deletions

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@ -1 +1,41 @@
<!--@include: ../../scripts-blender/addons/pose_shape_keys/README.md-->
# Pose Shape Keys
This add-on enables a workflow where you can continue iterating on your vertex weights and bone constraints after you've already created your shape keys, without having to re-sculpt those shape keys. To put another way, you can think of shape keys as a final shape rather than as deltas on some deformation.
The only limitation is that there is some precision loss when using bendy bone deformations.
It also lets you manage multiple copies of a shape key together. Each copy can have a different vertex group mask, or be applied mirrored around the X axis.
You can find a video tutorial and more detailed explanation of how it works [here](https://studio.blender.org/blog/rig-with-shape-keys-like-never-before/).
## Basic Workflow:
- Create a pose whose deformation you want to correct. A pose is defined as an Action and a frame number.
- Create a Pose Key on the deformed mesh. Assign the action and the frame number.
- Press "Store Evaluated Mesh". This will create a copy of your mesh with all deformations applied.
- Sculpt this mesh into the desired shape.
- Go back to the deformed mesh, and assign one or more Shape Keys to the Pose Key.
- Press "Set Pose" to ensure that the rig is in the pose you created and specified earlier.
- Press "Overwrite Shape Keys".
- When you activate your shape key, your deformed mesh should now look identical to your sculpted shape.
- If you have more than one shape key, the same data will be pushed into each.
The purpose of this is that each copy of the shape key can have a different mask assigned to it.
This can streamline symmetrical workflows, since you can push to a left and a right-side shape key in a single click.
# Example use cases:
### 1. Sculpted facial expressions applied directly on top of a bone deformation based rig:
- A character artist can sculpt facial expressions to great quality and detail
- You pose the rig to be as close to this sculpted shape as possible, and create a rig control that blends into this pose using Action Constraints.
- Using the add-on, create corrective shape keys that blend your posed mesh into the shape of the sculpt.
- Hook up those corrective shape keys to the rig via drivers
- You now have the precise result of the sculpted facial expression, while retaining the freedom of bone-based controls that can move, scale and rotate!
### 2. Author finger correctives 24-at-a-time:
- Create a fist pose where all finger bones (4x2x3=24) are bent by around 90 degrees.
- Create a Pose Key and a storage object, and sculpt the desired deformation result.
- On the rigged mesh, create the 24 shape keys within the PoseKey; One for each section of each finger.
- Assign vertex groups to them that mask the affected areas.
- Normalize the vertex masks.
- Now you can push the sculpted fist shape into all 24 shape keys at the same time.
- Create drivers so each shape key is driven by the corresponding finger bone.
- You can now tweak and iterate on the sculpted shape, and update all 24 shape keys with the click of a single button.

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@ -46,13 +46,13 @@ class EASYWEIGHT_OT_force_apply_mirror(bpy.types.Operator):
def poll(cls, context):
obj = context.active_object
if not obj or obj.type != 'MESH':
cls.set_poll_message("There must be an active mesh object deformed by an Armature.")
cls.poll_message_set("There must be an active mesh object deformed by an Armature.")
return False
for mod in obj.modifiers:
if mod.type == 'MIRROR':
return True
cls.set_poll_message("This mesh is not deformed by an Armature modifier.")
cls.poll_message_set("This mesh is not deformed by an Armature modifier.")
return False
def execute(self, context):

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@ -139,7 +139,7 @@ class EASYWEIGHT_OT_toggle_weight_paint(Operator):
def poll(cls, context):
obj = context.active_object
if not obj and obj.type == 'MESH':
cls.set_poll_message("Active object must be a mesh.")
cls.poll_message_set("Active object must be a mesh.")
return False
return True

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@ -1,19 +0,0 @@
## 0.0.4 - 2024-02-23
### CHANGED
- Change name separator from . to -
- Format w/ Black + an icon API breakage
- Use consistent registration pattern
## 0.0.3 - 2023-08-02
### FIXED
- Fix Changelog Rendering (#125)
- Fix Typo in README
- Fix line ends from DOS to UNIX (#68)
## 0.0.2 - 2023-06-02
## DOCUMENTED
- Initial release

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# Pose Shape Keys
## Table of Contents
- [Installation](#installation)
- [Basic Workflow](#basic-workflow)
- [Example Use Cases](#example-use-cases)
This addon lets you create shape keys that blend already deformed meshes into a previously stored shape.
It also lets you manage multiple copies of a shape key together. Each copy can have a different vertex group mask, or be applied mirrored around the X axis.
You can find a detailed video tutorial on how to download, install and use the addon [here](https://studio.blender.org/training/blender-studio-rigging-tools/pose-shape-keys/).
## Installation
Find installation instructions [here](https://studio.blender.org/pipeline/addons/overview).
## Basic Workflow:
- Create a pose whose deformation you want to correct. A pose is defined as an Action and a frame number.
- Create a Pose Key on the deformed mesh. Assign the action and the frame number.
- Press "Store Evaluated Mesh". This will create a copy of your mesh with all deformations applied.
- Sculpt this mesh into the desired shape.
- Go back to the deformed mesh, and assign one or more Shape Keys to the Pose Key.
- Press "Set Pose" to ensure that the rig is in the pose you created and specified earlier.
- Press "Overwrite Shape Keys".
- When you activate your shape key, your deformed mesh should now look identical to your sculpted shape.
- If you have more than one shape key, the same data will be pushed into each.
The purpose of this is that each copy of the shape key have a different mask assigned to it.
This can streamline symmetrical workflows, since you can push to a left and a right-side shape key in a single click.
# Example use cases:
### 1. Sculpted facial expressions applied directly on top of a bone deformation based rig:
- A character artist can sculpt facial expressions to great quality and detail
- You pose the rig to be as close to this sculpted shape as possible, and create
a rig control that blends into this pose using Action Constraints.
- Using the addon, create corrective shape keys that blend your posed mesh into
the shape of the sculpt.
- Hook up those corrective shape keys to the rig via drivers
- You now have the precise result of the sculpted facial expression, while retaining
the freedom of bone-based controls that can move, scale and rotate!
### 2. Author finger correctives 24 at a time:
- Create a pose where all fingers are bent by 90 degrees at the first joint.
- Create a Pose Key and a storage object, and sculpt the desired deformation result.
- On the rigged mesh, create 24 shape keys within the PoseKey; One for each section of each finger.
- Assign vertex groups to them that mask each finger.
- Normalize the vertex masks.
- Now you can push the sculpted hand shape into all 24 shape keys at the same time.
- Create drivers so each shape key is driven by the corresponding finger bone.
- You can now tweak and iterate on the sculpted shape, and update all 24 shape keys
with the click of a single button.
This add-on enables a workflow where you can think of shape keys as a final shape rather than as deltas on some deformation. This means you can continue iterating on your vertex weights and bone constraints after you've already created your shape keys, without having to re-sculpt those shape keys.
You can find the documentation [here](https://studio.blender.org/pipeline/addons/pose_shape_keys).

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# Pose Shape Keys addon for Blender
# Copyright (C) 2022 Demeter Dzadik
#
# 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/>.
bl_info = {
"name": "Pose Shape Keys",
"author": "Demeter Dzadik",
"version": (0, 0, 4),
"version": (1, 0, 0),
"blender": (3, 1, 0),
"location": "Properties -> Mesh Data -> Shape Keys -> Pose Keys",
"description": "Create shape keys that blend deformed meshes into a desired shape",
"category": "Rigging",
"doc_url": "",
"tracker_url": "",
"doc_url": "https://studio.blender.org/pipeline/addons/pose_shape_keys",
"tracker_url": "https://projects.blender.org/studio/blender-studio-pipeline/src/branch/main/scripts-blender/addons/pose_shape_keys",
}
import importlib
import bpy
from . import ui
from . import pose_key
from . import ui_list
from . import reset_rig
from . import symmetrize_shape_key
from . import prefs
from . import (
props,
ui,
ops,
ui_list,
symmetrize_shape_key,
prefs,
)
# Each module can have register() and unregister() functions and a list of classes to register called "registry".
modules = [prefs, ui, pose_key, ui_list, reset_rig, symmetrize_shape_key]
modules = [props, prefs, ui, ops, ui_list, symmetrize_shape_key]
def register_unregister_modules(modules, register: bool):

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@ -0,0 +1,19 @@
schema_version = "1.0.0"
id = "pose_shape_keys"
version = "0.0.2"
name = "Pose Shape Keys"
tagline = "Preserve your shape keys through weight changes, and much more"
maintainer = "Demeter Dzadik <demeter@blender.org>"
type = "add-on"
website = "https://studio.blender.org/pipeline/addons/pose_shape_keys"
tags = ["Rigging"]
blender_version_min = "4.2.0"
license = [
"SPDX:GPL-3.0-or-later",
]
copyright = [
"2019-2024 Demeter Dzadik & Blender Studio",
]

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import bpy
from typing import List
from bpy.types import PropertyGroup, Object, Operator, Action, ShapeKey, VertexGroup, MeshVertex
from bpy.props import PointerProperty, IntProperty, CollectionProperty, StringProperty, BoolProperty
from mathutils import Vector
from math import sqrt
from .symmetrize_shape_key import mirror_mesh
# When saving or pushing shapes, disable any modifier NOT in this list.
DEFORM_MODIFIERS = [
'ARMATURE',
'CAST',
'CURVE',
'DISPLACE',
'HOOK',
'LAPLACIANDEFORM',
'LATTICE',
'MESH_DEFORM',
'SHRINKWRAP',
'SIMPLE_DEFORM',
'SMOOTH',
'CORRECTIVE_SMOOTH',
'LAPLACIANSMOOTH',
'SURFACE_DEFORM',
'WARP',
'WAVE',
]
GOOD_MODIFIERS = ['ARMATURE']
def get_addon_prefs(context):
return context.preferences.addons[__package__].preferences
class PoseShapeKeyTarget(PropertyGroup):
def update_name(self, context):
if self.block_name_update:
return
ob = context.object
if not ob.data.shape_keys:
return
sk = ob.data.shape_keys.key_blocks.get(self.shape_key_name)
if sk:
sk.name = self.name
self.shape_key_name = self.name
def update_shape_key_name(self, context):
self.block_name_update = True
self.name = self.shape_key_name
self.block_name_update = False
name: StringProperty(
name="Shape Key Target",
description="Name of this shape key target. Should stay in sync with the displayed name and the shape key name, unless the shape key is renamed outside of our UI",
update=update_name,
)
mirror_x: BoolProperty(
name="Mirror X",
description="Mirror the shape key on the X axis when applying the stored shape to this shape key",
default=False,
)
block_name_update: BoolProperty(
description="Flag to help keep shape key names in sync", default=False
)
shape_key_name: StringProperty(
name="Shape Key",
description="Name of the shape key to push data to",
update=update_shape_key_name,
)
@property
def key_block(self) -> List[ShapeKey]:
mesh = self.id_data
if not mesh.shape_keys:
return
return mesh.shape_keys.key_blocks.get(self.name)
class PoseShapeKey(PropertyGroup):
target_shapes: CollectionProperty(type=PoseShapeKeyTarget)
def update_active_sk_index(self, context):
ob = context.object
if not ob.data.shape_keys:
return
try:
sk_name = self.target_shapes[self.active_target_shape_index].shape_key_name
except IndexError:
ob.active_shape_key_index = len(ob.data.shape_keys.key_blocks) - 1
return
key_block_idx = ob.data.shape_keys.key_blocks.find(sk_name)
if key_block_idx > -1:
ob.active_shape_key_index = key_block_idx
# If in weight paint mode and there is a mask vertex group,
# also set that vertex group as active.
if context.mode == 'PAINT_WEIGHT':
key_block = ob.data.shape_keys.key_blocks[key_block_idx]
vg_idx = ob.vertex_groups.find(key_block.vertex_group)
if vg_idx > -1:
ob.vertex_groups.active_index = vg_idx
active_target_shape_index: IntProperty(update=update_active_sk_index)
action: PointerProperty(
name="Action",
type=Action,
description="Action that contains the frame that should be used when applying the stored shape as a shape key",
)
frame: IntProperty(
name="Frame",
description="Frame that should be used within the selected action when applying the stored shape as a shape key",
default=0,
)
storage_object: PointerProperty(
type=Object,
name="Storage Object",
description="Specify an object that stores the vertex position data",
)
def get_deforming_armature(mesh_ob: Object) -> Object:
for m in mesh_ob.modifiers:
if m.type == 'ARMATURE':
return m.object
class OBJECT_OT_Create_ShapeKey_For_Pose(Operator):
"""Create and assign a Shape Key"""
bl_idname = "object.create_shape_key_for_pose"
bl_label = "Create Shape Key"
bl_options = {'UNDO', 'REGISTER', 'INTERNAL'}
bl_property = "sk_name"
def update_sk_name(self, context):
def set_vg(vg_name):
ob = context.object
vg = ob.vertex_groups.get(vg_name)
if vg:
self.vg_name = vg.name
return vg
ob = context.object
vg = set_vg(self.sk_name)
if not vg and self.sk_name.endswith(".L"):
vg = set_vg("Side.L")
if not vg and self.sk_name.endswith(".R"):
vg = set_vg("Side.R")
sk_name: StringProperty(
name="Name",
description="Name to set for the new shape key",
default="Key",
update=update_sk_name,
)
vg_name: StringProperty(
name="Vertex Group",
description="Vertex Group to assign as the masking group of this shape key",
default="",
)
def invoke(self, context, event):
ob = context.object
if ob.data.shape_keys:
self.sk_name = f"Key {len(ob.data.shape_keys.key_blocks)}"
else:
self.sk_name = "Key"
pose_key = ob.data.pose_keys[ob.data.active_pose_key_index]
if pose_key.name:
self.sk_name = pose_key.name
return context.window_manager.invoke_props_dialog(self)
def draw(self, context):
layout = self.layout
layout.prop(self, 'sk_name')
ob = context.object
layout.prop_search(self, 'vg_name', ob, "vertex_groups")
def execute(self, context):
ob = context.object
# Ensure Basis shape key
if not ob.data.shape_keys:
basis = ob.shape_key_add()
basis.name = "Basis"
ob.data.update()
# Add new shape key
new_sk = ob.shape_key_add()
new_sk.name = self.sk_name
new_sk.value = 1
if self.vg_name:
new_sk.vertex_group = self.vg_name
pose_key = ob.data.pose_keys[ob.data.active_pose_key_index]
target = pose_key.target_shapes[pose_key.active_target_shape_index]
target.name = new_sk.name
self.report({'INFO'}, f"Added shape key {new_sk.name}.")
return {'FINISHED'}
class SaveAndRestoreState:
def disable_non_deform_modifiers(self, storage_ob: Object, rigged_ob: Object):
# Disable non-deforming modifiers
self.disabled_mods_storage = []
self.disabled_mods_rigged = []
self.disabled_fcurves = []
for ob, lst in zip(
[storage_ob, rigged_ob], [self.disabled_mods_storage, self.disabled_mods_rigged]
):
if not ob:
continue
for m in ob.modifiers:
if m.type not in GOOD_MODIFIERS and m.show_viewport:
lst.append(m.name)
m.show_viewport = False
if m.show_viewport:
data_path = f'modifiers["{m.name}"].show_viewport'
fc = ob.animation_data.drivers.find(data_path)
if fc:
fc.mute = True
self.disabled_fcurves.append(data_path)
m.show_viewport = False
def restore_non_deform_modifiers(self, storage_ob: Object, rigged_ob: Object):
# Re-enable non-deforming modifiers
for ob, m_list in zip(
[storage_ob, rigged_ob], [self.disabled_mods_storage, self.disabled_mods_rigged]
):
if not ob:
continue
for m_name in m_list:
ob.modifiers[m_name].show_viewport = True
for data_path in self.disabled_fcurves:
fc = ob.animation_data.drivers.find(data_path)
if fc:
fc.mute = False
def save_state(self, context):
rigged_ob = context.object
pose_key = rigged_ob.data.pose_keys[rigged_ob.data.active_pose_key_index]
storage_ob = pose_key.storage_object
# Non-Deforming modifiers
self.disable_non_deform_modifiers(storage_ob, rigged_ob)
# Active Shape Key Index
self.orig_sk_index = rigged_ob.active_shape_key_index
rigged_ob.active_shape_key_index = 0
# Shape Keys
self.org_sk_toggles = {}
for target_shape in pose_key.target_shapes:
key_block = target_shape.key_block
if not key_block:
self.report({'ERROR'}, f"Shape key not found: {key_block.name}")
return {'CANCELLED'}
self.org_sk_toggles[key_block.name] = key_block.mute
key_block.mute = True
def restore_state(self, context):
rigged_ob = context.object
pose_key = rigged_ob.data.pose_keys[rigged_ob.data.active_pose_key_index]
storage_ob = pose_key.storage_object
self.restore_non_deform_modifiers(storage_ob, rigged_ob)
rigged_ob.active_shape_key_index = self.orig_sk_index
for kb_name, kb_value in self.org_sk_toggles.items():
rigged_ob.data.shape_keys.key_blocks[kb_name].mute = kb_value
class OperatorWithWarning:
def invoke(self, context, event):
addon_prefs = get_addon_prefs(context)
if addon_prefs.no_warning:
return self.execute(context)
return context.window_manager.invoke_props_dialog(self, width=400)
def draw(self, context):
layout = self.layout.column(align=True)
warning = self.get_warning_text(context)
for line in warning.split("\n"):
row = layout.row()
row.alert = True
row.label(text=line)
addon_prefs = get_addon_prefs(context)
col = layout.column(align=True)
col.prop(addon_prefs, 'no_warning', text="Disable Warnings (Can be reset in Preferences)")
def get_warning_text(self, context):
raise NotImplemented
def set_pose_of_active_pose_key(context):
bpy.ops.object.posekey_reset_rig()
rigged_ob = context.object
pose_key = rigged_ob.data.pose_keys[rigged_ob.data.active_pose_key_index]
arm_ob = get_deforming_armature(rigged_ob)
if pose_key.action:
# Set Action and Frame to get the right pose
arm_ob.animation_data.action = pose_key.action
context.scene.frame_current = pose_key.frame
class OBJECT_OT_PoseKey_Set_Pose(Operator):
"""Set the rig pose to the specified action and frame (Reset any other posing)"""
bl_idname = "object.posekey_set_pose"
bl_label = "Set Pose"
bl_options = {'UNDO', 'REGISTER', 'INTERNAL'}
@classmethod
def poll(cls, context):
rigged_ob = context.object
arm_ob = get_deforming_armature(rigged_ob)
if not arm_ob:
return False
if rigged_ob.type != 'MESH' or not rigged_ob.data.shape_keys:
return False
if len(rigged_ob.data.pose_keys) == 0:
return True
pose_key = rigged_ob.data.pose_keys[rigged_ob.data.active_pose_key_index]
if not pose_key.action:
return False
return True
def execute(self, context):
set_pose_of_active_pose_key(context)
return {'FINISHED'}
def get_active_pose_key(ob):
if ob.type != 'MESH':
return
if len(ob.data.pose_keys) == 0:
return
return ob.data.pose_keys[ob.data.active_pose_key_index]
def verify_pose(context):
"""To make these operators foolproof, there are a lot of checks to make sure
that the user gets to see the effect of the operator. The "Set Pose" operator
can be used first to set the correct state and pass all the checks here.
"""
ob = context.object
pose_key = get_active_pose_key(ob)
if not pose_key:
return False
arm_ob = get_deforming_armature(ob)
# Action must exist and match.
if not pose_key.action:
return False
if not arm_ob.animation_data or arm_ob.animation_data.action != pose_key.action:
return False
if pose_key.frame != context.scene.frame_current:
return False
return True
class OBJECT_OT_PoseKey_Save(Operator, OperatorWithWarning, SaveAndRestoreState):
"""Save the current evaluated mesh vertex positions into the Storage Object"""
bl_idname = "object.posekey_save"
bl_label = "Overwrite Storage Object"
bl_options = {'UNDO', 'REGISTER', 'INTERNAL'}
@classmethod
def poll(cls, context):
ob = context.object
# We can guess the action and frame number
arm_ob = get_deforming_armature(ob)
pose_key = get_active_pose_key(ob)
if (
pose_key
and not pose_key.storage_object
and not pose_key.action
and arm_ob.animation_data
and arm_ob.animation_data.action
):
return True
return verify_pose(context)
def invoke(self, context, event):
ob = context.object
pose_key = ob.data.pose_keys[ob.data.active_pose_key_index]
if pose_key.storage_object:
return super().invoke(context, event)
return self.execute(context)
def get_warning_text(self, context):
ob = context.object
pose_key = ob.data.pose_keys[ob.data.active_pose_key_index]
return f'This will overwrite "{pose_key.storage_object.name}".\n Are you sure?'
def execute(self, context):
rigged_ob = context.object
pose_key = rigged_ob.data.pose_keys[rigged_ob.data.active_pose_key_index]
storage_ob = pose_key.storage_object
already_existed = storage_ob != None
self.disable_non_deform_modifiers(storage_ob, rigged_ob)
depsgraph = context.evaluated_depsgraph_get()
rigged_ob_eval = rigged_ob.evaluated_get(depsgraph)
rigged_ob_eval_mesh = rigged_ob_eval.data
storage_ob_name = rigged_ob.name + "-" + pose_key.name
storage_ob_mesh = bpy.data.meshes.new_from_object(rigged_ob)
storage_ob_mesh.name = storage_ob_name
if not already_existed:
storage_ob = bpy.data.objects.new(storage_ob_name, storage_ob_mesh)
context.scene.collection.objects.link(storage_ob)
pose_key.storage_object = storage_ob
storage_ob.location = rigged_ob.location
storage_ob.location.x -= rigged_ob.dimensions.x * 1.1
# Set action and frame number to the current ones, in case the user
# is already in the desired pose for this pose key.
arm_ob = get_deforming_armature(rigged_ob)
if arm_ob and arm_ob.animation_data and arm_ob.animation_data.action:
pose_key.action = arm_ob.animation_data.action
pose_key.frame = context.scene.frame_current
else:
old_mesh = storage_ob.data
storage_ob.data = storage_ob_mesh
bpy.data.meshes.remove(old_mesh)
if len(storage_ob.data.vertices) != len(rigged_ob.data.vertices):
self.report(
{'WARNING'},
f'Vertex Count did not match between storage object {storage_ob.name}({len(storage_ob.data.vertices)}) and current ({len(rigged_ob.data.vertices)})!',
)
storage_ob_mesh = bpy.data.meshes.new_from_object(rigged_ob_eval)
storage_ob.data = storage_ob_mesh
storage_ob.data.name = storage_ob_name
storage_ob.use_shape_key_edit_mode = True
storage_ob.shape_key_add(name="Basis")
target = storage_ob.shape_key_add(name="Morph Target")
adjust = storage_ob.shape_key_add(name="New Changes", from_mix=True)
target.value = 1
adjust.value = 1
storage_ob.active_shape_key_index = 2
# Fix material assignments in case any material slots are linked to the
# object instead of the mesh.
for i, ms in enumerate(rigged_ob.material_slots):
if ms.link == 'OBJECT':
storage_ob.material_slots[i].link = 'OBJECT'
storage_ob.material_slots[i].material = ms.material
# Set the target shape to be the evaluated mesh.
for target_v, eval_v in zip(target.data, rigged_ob_eval_mesh.vertices):
target_v.co = eval_v.co
# Copy some symmetry settings from the original
storage_ob.data.use_mirror_x = rigged_ob.data.use_mirror_x
# Nuke vertex groups, since we don't need them.
storage_ob.vertex_groups.clear()
self.restore_non_deform_modifiers(storage_ob, rigged_ob)
# If new shape is visible and it already existed, set it as active.
if already_existed and storage_ob.visible_get():
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
context.view_layer.objects.active = storage_ob
storage_ob.select_set(True)
self.report({'INFO'}, f'The deformed mesh has been stored in "{storage_ob.name}".')
return {'FINISHED'}
class OBJECT_OT_PoseKey_Push(Operator, OperatorWithWarning, SaveAndRestoreState):
"""Let the below shape keys blend the current deformed shape into the shape of the Storage Object"""
bl_idname = "object.posekey_push"
bl_label = "Load Vertex Position Data into Shape Keys"
bl_options = {'UNDO', 'REGISTER', 'INTERNAL'}
@classmethod
def poll(cls, context):
pose_matches = verify_pose(context)
if not pose_matches:
return False
# No shape keys to push into
ob = context.object
pose_key = get_active_pose_key(ob)
for target_shape in pose_key.target_shapes:
if target_shape.key_block:
return True
return False
def get_warning_text(self, context):
ob = context.object
pose_key = ob.data.pose_keys[ob.data.active_pose_key_index]
target_shape_names = [target.name for target in pose_key.target_shapes if target]
return (
"This will overwrite the following Shape Keys: \n "
+ "\n ".join(target_shape_names)
+ "\n Are you sure?"
)
def execute(self, context):
"""
Load the active PoseShapeKey's mesh data into its corresponding shape key,
such that the shape key will blend from whatever state the mesh is currently in,
into the shape stored in the PoseShapeKey.
"""
self.save_state(context)
try:
self.push_active_pose_key(context, set_pose=False)
except:
return {'CANCELLED'}
self.restore_state(context)
return {'FINISHED'}
def push_active_pose_key(self, context, set_pose=False):
depsgraph = context.evaluated_depsgraph_get()
scene = context.scene
rigged_ob = context.object
pose_key = rigged_ob.data.pose_keys[rigged_ob.data.active_pose_key_index]
storage_object = pose_key.storage_object
if storage_object.name not in context.view_layer.objects:
self.report({'ERROR'}, f'Storage object "{storage_object.name}" must be in view layer!')
raise Exception
if set_pose:
set_pose_of_active_pose_key(context)
# The Pose Key stores the vertex positions of a previous evaluated mesh.
# This, and the current vertex positions of the mesh are subtracted
# from each other to get the difference in their shape.
storage_eval_verts = pose_key.storage_object.evaluated_get(depsgraph).data.vertices
rigged_eval_verts = rigged_ob.evaluated_get(depsgraph).data.vertices
# Shape keys are relative to the base shape of the mesh, so that delta
# will be added to the base mesh to get the final shape key vertex positions.
rigged_base_verts = rigged_ob.data.vertices
# The CrazySpace provides us the matrix by which each vertex has been
# deformed by modifiers and shape keys. This matrix is necessary to
# calculate the correct delta.
rigged_ob.crazyspace_eval(depsgraph, scene)
for i, v in enumerate(storage_eval_verts):
if i > len(rigged_base_verts) - 1:
break
storage_eval_co = Vector(v.co)
rigged_eval_co = rigged_eval_verts[i].co
delta = storage_eval_co - rigged_eval_co
delta = rigged_ob.crazyspace_displacement_to_original(
vertex_index=i, displacement=delta
)
base_v = rigged_base_verts[i].co
for target_shape in pose_key.target_shapes:
key_block = target_shape.key_block
if not key_block:
continue
key_block.data[i].co = base_v + delta
# Mirror shapes if needed
for target_shape in pose_key.target_shapes:
if target_shape.mirror_x:
key_block = target_shape.key_block
if not key_block:
continue
mirror_mesh(
reference_verts=rigged_ob.data.vertices,
vertices=key_block.data,
axis='X',
symmetrize=False,
)
rigged_ob.crazyspace_eval_clear()
if len(storage_eval_verts) != len(rigged_eval_verts):
self.report(
{'WARNING'},
f'Mismatching topology: Stored shape "{pose_key.storage_object.name}" had {len(storage_eval_verts)} vertices instead of {len(rigged_eval_verts)}',
)
class OBJECT_OT_PoseKey_Push_All(Operator, OperatorWithWarning, SaveAndRestoreState):
"""Go through all Pose Keys, set their pose and overwrite the shape keys to match the storage object shapes"""
bl_idname = "object.posekey_push_all"
bl_label = "Push ALL Pose Keys into Shape Keys"
bl_options = {'UNDO', 'REGISTER'}
@classmethod
def poll(cls, context):
ob = context.object
if not ob or ob.type != 'MESH':
return False
return len(ob.data.pose_keys) > 0
def get_warning_text(self, context):
ob = context.object
target_shape_names = []
for pk in ob.data.pose_keys:
target_shape_names.extend([t.name for t in pk.target_shapes if t])
return (
"This will overwrite the following Shape Keys: \n "
+ "\n ".join(target_shape_names)
+ "\n Are you sure?"
)
def execute(self, context):
rigged_ob = context.object
for i, pk in enumerate(rigged_ob.data.pose_keys):
rigged_ob.data.active_pose_key_index = i
bpy.ops.object.posekey_set_pose()
bpy.ops.object.posekey_push()
return {'FINISHED'}
class OBJECT_OT_PoseKey_Clamp_Influence(Operator):
"""Clamp the influence of this pose key's shape keys to 1.0 for each vertex, by normalizing the vertex weight mask values of vertices where the total influence is greater than 1"""
bl_idname = "object.posekey_clamp_influence"
bl_label = "Clamp Vertex Influences"
bl_options = {'UNDO', 'REGISTER', 'INTERNAL'}
@staticmethod
def get_affected_vertex_group_names(object: Object) -> List[str]:
pose_key = object.data.pose_keys[object.data.active_pose_key_index]
vg_names = []
for target_shape in pose_key.target_shapes:
kb = target_shape.key_block
if not kb:
continue
if kb.vertex_group and kb.vertex_group in object.vertex_groups:
vg_names.append(kb.vertex_group)
return vg_names
@classmethod
def poll(cls, context):
return cls.get_affected_vertex_group_names(context.object)
def normalize_vgroups(self, o, vgroups):
"""Normalize a set of vertex groups in isolation"""
""" Used for creating mask vertex groups for splitting shape keys """
for v in o.data.vertices:
# Find sum of weights in specified vgroups
# set weight to original/sum
sum_weights = 0
for vg in vgroups:
w = 0
try:
sum_weights += vg.weight(v.index)
except:
pass
for vg in vgroups:
if sum_weights > 1.0:
try:
vg.add([v.index], vg.weight(v.index) / sum_weights, 'REPLACE')
except:
pass
def execute(self, context):
ob = context.object
vg_names = self.get_affected_vertex_group_names(ob)
self.normalize_vgroups(ob, [ob.vertex_groups[vg_name] for vg_name in vg_names])
return {'FINISHED'}
class OBJECT_OT_PoseKey_Place_Objects_In_Grid(Operator):
"""Place the storage objects in a grid above this object"""
bl_idname = "object.posekey_object_grid"
bl_label = "Place ALL Storage Objects in a Grid"
bl_options = {'UNDO', 'REGISTER', 'INTERNAL'}
@staticmethod
def get_storage_objects(context) -> List[Object]:
ob = context.object
pose_keys = ob.data.pose_keys
return [pk.storage_object for pk in pose_keys if pk.storage_object]
@classmethod
def poll(cls, context):
"""Only available if there are any storage objects in any of the pose keys."""
return cls.get_storage_objects(context)
@staticmethod
def place_objects_in_grid(context, objs: List[Object]):
x = max([o.dimensions.x for o in objs])
y = max([o.dimensions.y for o in objs])
z = max([o.dimensions.z for o in objs])
scalar = 1.2
dimensions = Vector((x * scalar, y * scalar, z * scalar))
grid_rows = round(sqrt(len(objs)))
for i, ob in enumerate(objs):
col_i = (i % grid_rows) - int(grid_rows / 2)
row_i = int(i / grid_rows) + scalar
offset = Vector((col_i * dimensions.x, 0, row_i * dimensions.z))
ob.location = context.object.location + offset
def execute(self, context):
storage_objects = self.get_storage_objects(context)
self.place_objects_in_grid(context, storage_objects)
return {'FINISHED'}
class OBJECT_OT_PoseKey_Jump_To_Shape(Operator):
"""Place the storage object next to this object and select it"""
bl_idname = "object.posekey_jump_to_storage"
bl_label = "Jump To Storage Object"
bl_options = {'UNDO', 'REGISTER', 'INTERNAL'}
@staticmethod
def get_storage_object(context):
ob = context.object
pose_key = ob.data.pose_keys[ob.data.active_pose_key_index]
return pose_key.storage_object
@classmethod
def poll(cls, context):
"""Only available if there is a storage object in the pose key."""
return cls.get_storage_object(context)
def execute(self, context):
storage_object = self.get_storage_object(context)
storage_object.location = context.object.location
storage_object.location.x -= context.object.dimensions.x * 1.1
if storage_object.name not in context.view_layer.objects:
self.report({'ERROR'}, "Storage object must be in view layer.")
return {'CANCELLED'}
bpy.ops.object.select_all(action='DESELECT')
storage_object.select_set(True)
storage_object.hide_set(False)
context.view_layer.objects.active = storage_object
# Put the other storage objects in a grid
prefs = get_addon_prefs(context)
if prefs.grid_objects_on_jump:
storage_objects = OBJECT_OT_PoseKey_Place_Objects_In_Grid.get_storage_objects(context)
storage_objects.remove(storage_object)
OBJECT_OT_PoseKey_Place_Objects_In_Grid.place_objects_in_grid(context, storage_objects)
return {'FINISHED'}
class OBJECT_OT_PoseKey_Copy_Data(Operator):
"""Copy Pose Key data from active object to selected ones"""
bl_idname = "object.posekey_copy_data"
bl_label = "Copy Pose Key Data"
bl_options = {'UNDO', 'REGISTER', 'INTERNAL'}
@classmethod
def poll(cls, context):
"""Only available if there is a selected mesh and the active mesh has pose key data."""
selected_meshes = [ob for ob in context.selected_objects if ob.type == 'MESH']
if len(selected_meshes) < 2:
return False
if context.object.type != 'MESH' or not context.object.data.pose_keys:
return False
return True
def execute(self, context):
source_ob = context.object
targets = [ob for ob in context.selected_objects if ob.type == 'MESH' and ob != source_ob]
for target_ob in targets:
target_ob.data.pose_keys.clear()
for src_pk in source_ob.data.pose_keys:
new_pk = target_ob.data.pose_keys.add()
new_pk.name = src_pk.name
new_pk.action = src_pk.action
new_pk.frame = src_pk.frame
new_pk.storage_object = src_pk.storage_object
for src_sk_slot in src_pk.target_shapes:
new_sk_slot = new_pk.target_shapes.add()
new_sk_slot.name = src_sk_slot.name
new_sk_slot.mirror_x = src_sk_slot.mirror_x
return {'FINISHED'}
registry = [
PoseShapeKeyTarget,
PoseShapeKey,
OBJECT_OT_PoseKey_Save,
OBJECT_OT_PoseKey_Set_Pose,
OBJECT_OT_PoseKey_Push,
OBJECT_OT_PoseKey_Push_All,
OBJECT_OT_Create_ShapeKey_For_Pose,
OBJECT_OT_PoseKey_Clamp_Influence,
OBJECT_OT_PoseKey_Place_Objects_In_Grid,
OBJECT_OT_PoseKey_Jump_To_Shape,
OBJECT_OT_PoseKey_Copy_Data,
]
def update_posekey_index(self, context):
# Want to piggyback on update_active_sk_index() to also update the active
# shape key index when switching pose keys.
mesh = context.object.data
if mesh.pose_keys:
pk = mesh.pose_keys[mesh.active_pose_key_index]
# We just want to fire the update func.
pk.active_target_shape_index = pk.active_target_shape_index
def register():
bpy.types.Mesh.pose_keys = CollectionProperty(type=PoseShapeKey)
bpy.types.Mesh.active_pose_key_index = IntProperty(update=update_posekey_index)
def unregister():
del bpy.types.Mesh.pose_keys
del bpy.types.Mesh.active_pose_key_index

View File

@ -1,5 +1,16 @@
from bpy.types import AddonPreferences
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 PoseShapeKeysPrefs(AddonPreferences):
@ -11,7 +22,7 @@ class PoseShapeKeysPrefs(AddonPreferences):
default=True,
)
no_warning: BoolProperty(
name="No Warning",
name="No Danger Warning",
description="Do not show a pop-up warning for dangerous operations",
)
grid_objects_on_jump: BoolProperty(

View File

@ -0,0 +1,127 @@
import bpy
from bpy.types import PropertyGroup, Object, Action, ShapeKey
from bpy.props import PointerProperty, IntProperty, CollectionProperty, StringProperty, BoolProperty
class PoseShapeKeyTarget(PropertyGroup):
def update_name(self, context):
if self.block_name_update:
return
obj = context.object
if not obj.data.shape_keys:
return
sk = obj.data.shape_keys.key_blocks.get(self.shape_key_name)
if sk:
sk.name = self.name
self.shape_key_name = self.name
def update_shape_key_name(self, context):
self.block_name_update = True
self.name = self.shape_key_name
self.block_name_update = False
name: StringProperty(
name="Shape Key Target",
description="Name of this shape key target. Should stay in sync with the displayed name and the shape key name, unless the shape key is renamed outside of our UI",
update=update_name,
)
mirror_x: BoolProperty(
name="Mirror X",
description="Mirror the shape key on the X axis when applying the stored shape to this shape key",
default=False,
)
block_name_update: BoolProperty(
description="Flag to help keep shape key names in sync", default=False
)
shape_key_name: StringProperty(
name="Shape Key",
description="Name of the shape key to push data to",
update=update_shape_key_name,
)
@property
def key_block(self) -> list[ShapeKey]:
mesh = self.id_data
if not mesh.shape_keys:
return
return mesh.shape_keys.key_blocks.get(self.name)
class PoseShapeKey(PropertyGroup):
target_shapes: CollectionProperty(type=PoseShapeKeyTarget)
def update_active_sk_index(self, context):
obj = context.object
if not obj.data.shape_keys:
return
try:
sk_name = self.target_shapes[self.active_target_shape_index].shape_key_name
except IndexError:
obj.active_shape_key_index = len(obj.data.shape_keys.key_blocks) - 1
return
key_block_idx = obj.data.shape_keys.key_blocks.find(sk_name)
if key_block_idx > -1:
obj.active_shape_key_index = key_block_idx
# If in weight paint mode and there is a mask vertex group,
# also set that vertex group as active.
if context.mode == 'PAINT_WEIGHT':
key_block = obj.data.shape_keys.key_blocks[key_block_idx]
vg_idx = obj.vertex_groups.find(key_block.vertex_group)
if vg_idx > -1:
obj.vertex_groups.active_index = vg_idx
active_target_shape_index: IntProperty(update=update_active_sk_index)
@property
def active_target(self):
return self.target_shapes[self.active_target_shape_index]
def update_name(self, context):
if self.name == "":
self.name = "Pose Key"
name: StringProperty(name="Name", update=update_name)
action: PointerProperty(
name="Action",
type=Action,
description="Action that contains the frame that should be used when applying the stored shape as a shape key",
)
frame: IntProperty(
name="Frame",
description="Frame that should be used within the selected action when applying the stored shape as a shape key",
default=0,
)
storage_object: PointerProperty(
type=Object,
name="Storage Object",
description="Specify an object that stores the vertex position data",
)
registry = [
PoseShapeKeyTarget,
PoseShapeKey,
]
def update_posekey_index(self, context):
# Want to piggyback on update_active_sk_index() to also update the active
# shape key index when switching pose keys.
mesh = context.object.data
if mesh.pose_keys:
pk = mesh.pose_keys[mesh.active_pose_key_index]
# We just want to fire the update func.
pk.active_target_shape_index = pk.active_target_shape_index
def register():
bpy.types.Mesh.pose_keys = CollectionProperty(type=PoseShapeKey)
bpy.types.Mesh.active_pose_key_index = IntProperty(update=update_posekey_index)
def unregister():
del bpy.types.Mesh.pose_keys
del bpy.types.Mesh.active_pose_key_index

View File

@ -1,76 +0,0 @@
import bpy
from bpy.props import BoolProperty
from .pose_key import get_deforming_armature
class CK_OT_reset_rig(bpy.types.Operator):
"""Reset all bone transforms and custom properties to their default values"""
bl_idname = "object.posekey_reset_rig"
bl_label = "Reset Rig"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
reset_transforms: BoolProperty(
name="Transforms", default=True, description="Reset bone transforms"
)
reset_props: BoolProperty(
name="Properties", default=True, description="Reset custom properties"
)
selection_only: BoolProperty(
name="Selected Only",
default=False,
description="Affect selected bones rather than all bones",
)
def invoke(self, context, event):
wm = context.window_manager
return wm.invoke_props_dialog(self)
def execute(self, context):
rigged_ob = context.object
rig = get_deforming_armature(rigged_ob)
bones = rig.pose.bones
if self.selection_only:
bones = context.selected_pose_bones
for pb in bones:
if self.reset_transforms:
pb.location = (0, 0, 0)
pb.rotation_euler = (0, 0, 0)
pb.rotation_quaternion = (1, 0, 0, 0)
pb.scale = (1, 1, 1)
if self.reset_props and len(pb.keys()) > 0:
rna_properties = [
prop.identifier for prop in pb.bl_rna.properties if prop.is_runtime
]
# Reset custom property values to their default value
for key in pb.keys():
if key.startswith("$"):
continue
if key in rna_properties:
continue # Addon defined property.
ui_data = None
try:
ui_data = pb.id_properties_ui(key)
if not ui_data:
continue
ui_data = ui_data.as_dict()
if not 'default' in ui_data:
continue
except TypeError:
# Some properties don't support UI data, and so don't have a default value. (like addon PropertyGroups)
pass
if not ui_data:
continue
if type(pb[key]) not in (float, int):
continue
pb[key] = ui_data['default']
return {'FINISHED'}
registry = [CK_OT_reset_rig]

View File

@ -1,7 +1,4 @@
# This script expects a mesh whose base shape is symmetrical, and symmetrize the
# active shape key based on the symmetry of the base mesh.
from typing import List, Tuple
from bpy.types import Operator
import bpy
from bpy.props import BoolProperty, EnumProperty, FloatProperty
from mathutils.kdtree import KDTree
@ -9,12 +6,12 @@ from mathutils.kdtree import KDTree
def mirror_mesh(
*,
reference_verts: List,
vertices: List,
reference_verts: list,
vertices: list,
axis: str,
symmetrize=False,
symmetrize_pos_to_neg=True,
) -> Tuple[int, int]:
) -> tuple[int, int]:
"""
Symmetrize vertices around any axis in any direction based on a set of
reference vertices which share the same vertex order and are known to be
@ -95,8 +92,10 @@ def mirror_mesh(
return good_counter, bad_counter
class OBJECT_OT_Symmetrize_Shape_Key(bpy.types.Operator):
class OBJECT_OT_symmetrize_shape_key(Operator):
"""Symmetrize shape key by matching vertex pairs by proximity in the original mesh"""
# NOTE: This script expects a mesh whose base shape is symmetrical, and symmetrize the
# active shape key based on the symmetry of the base mesh.
bl_idname = "object.symmetrize_shape_key"
bl_label = "Symmetrize Shape Key"
@ -133,8 +132,8 @@ class OBJECT_OT_Symmetrize_Shape_Key(bpy.types.Operator):
layout.prop(self, 'threshold', slider=True)
def execute(self, context):
ob = context.object
mesh = ob.data
obj = context.object
mesh = obj.data
if 'X' in self.direction:
axis = 'X'
@ -145,10 +144,10 @@ class OBJECT_OT_Symmetrize_Shape_Key(bpy.types.Operator):
pos_to_neg = not self.direction.startswith('NEG')
key_blocks = [ob.active_shape_key]
key_blocks = [obj.active_shape_key]
if self.all_keys:
# TODO: This could be more optimized, right now we re-build the kdtree for each key block unneccessarily.
key_blocks = ob.data.shape_keys.key_blocks[:]
key_blocks = obj.data.shape_keys.key_blocks[:]
for kb in key_blocks:
good_counter, bad_counter = mirror_mesh(
@ -175,12 +174,12 @@ class OBJECT_OT_Symmetrize_Shape_Key(bpy.types.Operator):
def draw_symmetrize_buttons(self, context):
layout = self.layout
layout.separator()
op = layout.operator(OBJECT_OT_Symmetrize_Shape_Key.bl_idname, text="Symmetrize Active")
op = layout.operator(OBJECT_OT_Symmetrize_Shape_Key.bl_idname, text="Symmetrize All")
op = layout.operator(OBJECT_OT_symmetrize_shape_key.bl_idname, text="Symmetrize Active")
op = layout.operator(OBJECT_OT_symmetrize_shape_key.bl_idname, text="Symmetrize All")
op.all_keys = True
registry = [OBJECT_OT_Symmetrize_Shape_Key]
registry = [OBJECT_OT_symmetrize_shape_key]
def register():

View File

@ -1,15 +1,94 @@
import bpy
from bpy.types import Object, Panel, UIList, Menu
from .ui_list import draw_ui_list
from bpy.props import EnumProperty
from bpy.types import Panel, UIList, Menu
from bl_ui.properties_data_mesh import DATA_PT_shape_keys
from bpy.props import EnumProperty
from .ui_list import draw_ui_list
from .ops import get_deforming_armature, poll_correct_pose_key_pose
from .prefs import get_addon_prefs
def get_addon_prefs(context):
return context.preferences.addons[__package__].preferences
class MESH_PT_pose_keys(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'data'
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Pose Shape Keys"
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'MESH'
def draw(self, context):
obj = context.object
mesh = obj.data
layout = self.layout.column()
layout.row().prop(mesh, 'shape_key_ui_type', expand=True)
if mesh.shape_key_ui_type == 'DEFAULT':
return DATA_PT_shape_keys.draw(self, context)
arm_ob = get_deforming_armature(obj)
if not arm_ob:
layout.alert = True
layout.label(text="Object must be deformed by an Armature to use Pose Keys.")
return
if mesh.shape_keys and not mesh.shape_keys.use_relative:
layout.alert = True
layout.label("Relative Shape Keys must be enabled!")
return
list_row = layout.row()
groups_col = list_row.column()
draw_ui_list(
groups_col,
context,
class_name='POSEKEYS_UL_pose_keys',
list_context_path='object.data.pose_keys',
active_idx_context_path='object.data.active_pose_key_index',
menu_class_name='MESH_MT_pose_key_utils',
add_op_name='object.posekey_add',
)
layout.use_property_split = True
layout.use_property_decorate = False
if len(mesh.pose_keys) == 0:
return
idx = context.object.data.active_pose_key_index
active_posekey = context.object.data.pose_keys[idx]
action_split = layout.row().split(factor=0.4, align=True)
action_split.alignment = 'RIGHT'
action_split.label(text="Action")
row = action_split.row(align=True)
icon = 'FORWARD'
if active_posekey.action:
icon = 'FILE_REFRESH'
row.operator('object.posekey_auto_init', text="", icon=icon)
row.prop(active_posekey, 'action', text="")
layout.prop(active_posekey, 'frame')
layout.separator()
layout.operator('object.posekey_set_pose', text="Set Pose", icon="ARMATURE_DATA")
layout.separator()
row = layout.row(align=True)
text = "Save Posed Mesh"
if active_posekey.storage_object:
text = "Overwrite Posed Mesh"
row.operator('object.posekey_save', text=text, icon="FILE_TICK")
row.prop(active_posekey, 'storage_object', text="")
row.operator('object.posekey_jump_to_storage', text="", icon='RESTRICT_SELECT_OFF')
class CK_UL_pose_keys(UIList):
class POSEKEYS_UL_pose_keys(UIList):
def draw_item(self, context, layout, data, item, _icon, _active_data, _active_propname):
pose_key = item
@ -21,13 +100,101 @@ class CK_UL_pose_keys(UIList):
icon = 'SURFACE_NCIRCLE' if pose_key.storage_object else 'CURVE_NCIRCLE'
name_row = split.row()
if not pose_key.name:
name_row.alert = True
split = name_row.split()
name_row = split.row()
split.label(text="Unnamed!", icon='ERROR')
name_row.prop(pose_key, 'name', text="", emboss=False, icon=icon)
class CK_UL_target_keys(UIList):
class MESH_MT_pose_key_utils(Menu):
bl_label = "Pose Key Utilities"
def draw(self, context):
layout = self.layout
layout.operator('object.posekey_object_grid', icon='LIGHTPROBE_VOLUME')
layout.operator('object.posekey_push_all', icon='WORLD')
layout.operator('object.posekey_clamp_influence', icon='NORMALIZE_FCURVES')
layout.operator('object.posekey_copy_data', icon='PASTEDOWN')
class MESH_PT_shape_key_subpanel(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'data'
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Shape Key Slots"
bl_parent_id = "MESH_PT_pose_keys"
@classmethod
def poll(cls, context):
obj = context.object
if not (obj and obj.data and obj.data.shape_key_ui_type=='POSE_KEYS'):
return False
try:
return poll_correct_pose_key_pose(cls, context, demand_pose=False)
except AttributeError:
# Happens any time that function tries to set a poll message,
# since panels don't have poll messages, lol.
return False
def draw(self, context):
obj = context.object
mesh = obj.data
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
idx = context.object.data.active_pose_key_index
active_posekey = context.object.data.pose_keys[idx]
layout.operator('object.posekey_push', text="Overwrite Shape Keys", icon="IMPORT")
draw_ui_list(
layout,
context,
class_name='POSEKEYS_UL_target_shape_keys',
list_context_path=f'object.data.pose_keys[{idx}].target_shapes',
active_idx_context_path=f'object.data.pose_keys[{idx}].active_target_shape_index',
add_op_name='object.posekey_shape_add',
remove_op_name='object.posekey_shape_remove',
)
if len(active_posekey.target_shapes) == 0:
return
active_target = active_posekey.active_target
row = layout.row()
if not mesh.shape_keys:
return
row.prop_search(active_target, 'shape_key_name', mesh.shape_keys, 'key_blocks')
if not active_target.key_block:
add_shape_op = row.operator('object.posekey_shape_add', icon='ADD', text="")
add_shape_op.create_slot=False
sk = active_target.key_block
if not sk:
return
addon_prefs = get_addon_prefs(context)
icon = 'HIDE_OFF' if addon_prefs.show_shape_key_info else 'HIDE_ON'
row.prop(addon_prefs, 'show_shape_key_info', text="", icon=icon)
if addon_prefs.show_shape_key_info:
layout.prop(active_target, 'mirror_x')
split = layout.split(factor=0.1)
split.row()
col = split.column()
col.row().prop(sk, 'value')
row = col.row(align=True)
row.prop(sk, 'slider_min', text="Range")
row.prop(sk, 'slider_max', text="")
col.prop_search(sk, "vertex_group", obj, "vertex_groups", text="Vertex Mask")
col.row().prop(sk, 'relative_key')
class POSEKEYS_UL_target_shape_keys(UIList):
def draw_item(self, context, layout, data, item, _icon, _active_data, _active_propname):
obj = context.object
pose_key = data # I think?
pose_key_target = item
key_block = pose_key_target.key_block
@ -51,6 +218,7 @@ class CK_UL_target_keys(UIList):
):
name_row.active = value_row.active = False
value_row.operator('object.posekey_magic_driver', text="", icon='DECORATE_DRIVER').key_name = key_block.name
value_row.prop(key_block, "value", text="")
mute_row = split.row()
@ -58,169 +226,6 @@ class CK_UL_target_keys(UIList):
mute_row.prop(key_block, 'mute', emboss=False, text="")
def ob_has_armature_mod(ob: Object) -> bool:
for m in ob.modifiers:
if m.type == 'ARMATURE':
return True
return False
class MESH_PT_pose_keys(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'data'
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Shape/Pose Keys"
@classmethod
def poll(cls, context):
return context.object and context.object.type == 'MESH'
def draw(self, context):
ob = context.object
mesh = ob.data
layout = self.layout
layout.prop(mesh, 'shape_key_ui_type', text="List Type: ", expand=True)
if mesh.shape_key_ui_type == 'DEFAULT':
return DATA_PT_shape_keys.draw(self, context)
if not ob_has_armature_mod(ob):
layout.alert = True
layout.label(text="Object must have an Armature modifier to use Pose Keys.")
return
if mesh.shape_keys and not mesh.shape_keys.use_relative:
layout.alert = True
layout.label("Relative Shape Keys must be enabled!")
return
list_row = layout.row()
groups_col = list_row.column()
draw_ui_list(
groups_col,
context,
class_name='CK_UL_pose_keys',
list_context_path='object.data.pose_keys',
active_idx_context_path='object.data.active_pose_key_index',
menu_class_name='MESH_MT_pose_key_utils',
)
layout.use_property_split = True
layout.use_property_decorate = False
if len(mesh.pose_keys) == 0:
return
idx = context.object.data.active_pose_key_index
active_posekey = context.object.data.pose_keys[idx]
col = layout.column(align=True)
col.prop(active_posekey, 'action')
if active_posekey.action:
col.prop(active_posekey, 'frame')
if active_posekey.storage_object:
row = layout.row()
row.prop(active_posekey, 'storage_object')
row.operator('object.posekey_jump_to_storage', text="", icon='RESTRICT_SELECT_OFF')
else:
layout.operator('object.posekey_set_pose', text="Set Pose", icon="ARMATURE_DATA")
row = layout.row()
row.operator('object.posekey_save', text="Store Evaluated Mesh", icon="FILE_TICK")
row.prop(active_posekey, 'storage_object', text="")
return
layout.separator()
col = layout.column(align=True)
col.operator('object.posekey_set_pose', text="Set Pose", icon="ARMATURE_DATA")
col.separator()
row = col.row()
row.operator('object.posekey_save', text="Overwrite Storage Object", icon="FILE_TICK")
row.operator('object.posekey_push', text="Overwrite Shape Keys", icon="IMPORT")
class MESH_PT_shape_key_subpanel(Panel):
bl_space_type = 'PROPERTIES'
bl_region_type = 'WINDOW'
bl_context = 'data'
bl_options = {'DEFAULT_CLOSED'}
bl_label = "Shape Key Slots"
bl_parent_id = "MESH_PT_pose_keys"
@classmethod
def poll(cls, context):
ob = context.object
return (
ob.data.shape_key_ui_type == 'POSE_KEYS'
and len(ob.data.pose_keys) > 0
and ob.data.pose_keys[ob.data.active_pose_key_index].storage_object
and ob_has_armature_mod(ob)
)
def draw(self, context):
ob = context.object
mesh = ob.data
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
idx = context.object.data.active_pose_key_index
active_posekey = context.object.data.pose_keys[idx]
draw_ui_list(
layout,
context,
class_name='CK_UL_target_keys',
list_context_path=f'object.data.pose_keys[{idx}].target_shapes',
active_idx_context_path=f'object.data.pose_keys[{idx}].active_target_shape_index',
)
if len(active_posekey.target_shapes) == 0:
return
active_target = active_posekey.target_shapes[active_posekey.active_target_shape_index]
row = layout.row()
if not mesh.shape_keys:
row.operator('object.create_shape_key_for_pose', icon='ADD')
return
row.prop_search(active_target, 'shape_key_name', mesh.shape_keys, 'key_blocks')
if not active_target.name:
row.operator('object.create_shape_key_for_pose', icon='ADD', text="")
sk = active_target.key_block
if not sk:
return
addon_prefs = get_addon_prefs(context)
icon = 'HIDE_OFF' if addon_prefs.show_shape_key_info else 'HIDE_ON'
row.prop(addon_prefs, 'show_shape_key_info', text="", icon=icon)
if addon_prefs.show_shape_key_info:
layout.prop(active_target, 'mirror_x')
split = layout.split(factor=0.1)
split.row()
col = split.column()
col.row().prop(sk, 'value')
row = col.row(align=True)
row.prop(sk, 'slider_min', text="Range")
row.prop(sk, 'slider_max', text="")
col.prop_search(sk, "vertex_group", ob, "vertex_groups", text="Vertex Mask")
col.row().prop(sk, 'relative_key')
class MESH_MT_pose_key_utils(Menu):
bl_label = "Pose Key Utilities"
def draw(self, context):
layout = self.layout
layout.operator('object.posekey_object_grid', icon='LIGHTPROBE_VOLUME')
layout.operator('object.posekey_push_all', icon='WORLD')
layout.operator('object.posekey_clamp_influence', icon='NORMALIZE_FCURVES')
layout.operator('object.posekey_copy_data', icon='PASTEDOWN')
@classmethod
def shape_key_panel_new_poll(cls, context):
engine = context.engine
@ -229,8 +234,8 @@ def shape_key_panel_new_poll(cls, context):
registry = [
CK_UL_pose_keys,
CK_UL_target_keys,
POSEKEYS_UL_pose_keys,
POSEKEYS_UL_target_shape_keys,
MESH_PT_pose_keys,
MESH_PT_shape_key_subpanel,
MESH_MT_pose_key_utils,
@ -244,7 +249,7 @@ def register():
('DEFAULT', 'Shape Keys', "Show a flat list of shape keys"),
(
'POSE_KEYS',
'Pose Keys',
'Pose Shape Keys',
"Organize shape keys into a higher-level concept called Pose Keys. These can store vertex positions and push one shape to multiple shape keys at once, relative to existing deformation",
),
],

View File

@ -118,6 +118,10 @@ def draw_ui_list(
list_context_path='object.data.vertex_groups',
active_idx_context_path='object.data.vertex_groups.active_index',
insertion_operators=True,
add_op_name=None,
add_kwargs={},
remove_op_name=None,
remove_kwargs={},
move_operators=True,
menu_class_name='',
**kwargs,
@ -148,13 +152,19 @@ def draw_ui_list(
col = row.column()
if insertion_operators:
add_op = col.operator('ui.list_entry_add', text="", icon='ADD')
op_name = add_op_name or 'ui.list_entry_add'
add_op = col.operator(op_name, text="", icon='ADD')
for key, value in add_kwargs.items():
setattr(add_op, key, value)
add_op.list_context_path = list_context_path
add_op.active_idx_context_path = active_idx_context_path
row = col.row()
row.enabled = len(my_list) > 0
remove_op = row.operator('ui.list_entry_remove', text="", icon='REMOVE')
op_name = remove_op_name or 'ui.list_entry_remove'
remove_op = row.operator(op_name, text="", icon='REMOVE')
for key, value in remove_kwargs.items():
setattr(remove_op, key, value)
remove_op.list_context_path = list_context_path
remove_op.active_idx_context_path = active_idx_context_path