Difference between revisions of "Pyhton Scripts"
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target.rotation_mode = 'XYZ' | target.rotation_mode = 'XYZ' | ||
print( 'done, matrix of bone', armature.name, ':', bone.name, 'copied on', target.name ) | print( 'done, matrix of bone', armature.name, ':', bone.name, 'copied on', target.name ) | ||
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| + | [https://github.com/Blender-Brussels/bpy-bge-library/blob/master/scripts/bpy/BoneMatrixCopy.py script on github] | ||
== BonesAndVertexgroupsBulkRenaming == | == BonesAndVertexgroupsBulkRenaming == | ||
Revision as of 17:41, 28 March 2016
Python scripts vault used during the project.
BoneMatrixCopy
import bpy, math from mathutils import Vector, Matrix # configuration ############ ARMATURE_NAME = 'makehuman' BONE_NAME = 'RightArm' # getting the right bone, no safety net... scn = bpy.context.scene armature = scn.objects[ ARMATURE_NAME ].data bone = armature.bones[ BONE_NAME ] # orientation of the bone is represented as a 4x4 matrix # see https://www.blender.org/api/blender_python_api_2_59_0/bpy.types.Bone.html#bpy.types.Bone.matrix_local bone_mat = bone.matrix_local # getting the active object target = scn.objects.active # copy of the matrix ############ target.matrix_local = bone_mat target.rotation_mode = 'QUATERNION' target.rotation_mode = 'XYZ' print( 'done, matrix of bone', armature.name, ':', bone.name, 'copied on', target.name )
BonesAndVertexgroupsBulkRenaming
import bpy # right and left markers NEEDLE = "R_" REPLACE = "L_" # name of the armature and the related mesh ARMATURE_NAME = 'armature_skeleton' MESH_NAME = 'skeleton' scn = bpy.context.scene armature = scn.objects[ ARMATURE_NAME ].data mesh = scn.objects[ MESH_NAME ] # renaming all bones print( "armature:", ARMATURE_NAME, armature ) for b in armature.bones: b.name = b.name.replace( NEEDLE, REPLACE ) print( b.name ) # renaming all vertex groups print( "mesh:", MESH_NAME, mesh ) for vg in mesh.vertex_groups: vg.name = vg.name.replace( NEEDLE, REPLACE ) print( vg.name )