Difference between revisions of "Pyhton Scripts"
Frankiezafe (Talk | contribs) (→BoneMatrixCopy) |
Frankiezafe (Talk | contribs) (→BonesAndVertexgroupsBulkRenaming) |
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[https://github.com/Blender-Brussels/bpy-bge-library/blob/master/users/frankiezafe/bone_renaming.py script on github] | [https://github.com/Blender-Brussels/bpy-bge-library/blob/master/users/frankiezafe/bone_renaming.py script on github] | ||
| + | |||
| + | == BonesVertexgroupsSync == | ||
| + | |||
| + | import bpy | ||
| + | |||
| + | # name of the armature and the related mesh | ||
| + | ARMATURE_NAME = 'armature_skeleton' | ||
| + | MESH_NAME = 'skeleton' | ||
| + | REMOVE_VERTEXGROUPS = True | ||
| + | |||
| + | scn = bpy.context.scene | ||
| + | armature = scn.objects[ ARMATURE_NAME ].data | ||
| + | mesh = scn.objects[ MESH_NAME ] | ||
| + | |||
| + | print( mesh.vertex_groups ) | ||
| + | |||
| + | # creation of missing vertex groups | ||
| + | for b in armature.bones: | ||
| + | found = False | ||
| + | for vg in mesh.vertex_groups: | ||
| + | if vg.name == b.name: | ||
| + | found = True | ||
| + | if found == False: | ||
| + | mesh.vertex_groups.new( b.name ) | ||
| + | print( b.name, "vertex group created" ) | ||
| + | |||
| + | # deletion of vertex groups | ||
| + | if REMOVE_VERTEXGROUPS == True: | ||
| + | for vg in mesh.vertex_groups: | ||
| + | found = False | ||
| + | for b in armature.bones: | ||
| + | if vg.name == b.name: | ||
| + | found = True | ||
| + | if found == False: | ||
| + | print( vg.name, "vertex group removed" ) | ||
| + | mesh.vertex_groups.remove( vg ) | ||
| + | |||
| + | [https://github.com/Blender-Brussels/bpy-bge-library/blob/master/users/frankiezafe/tanukis/BonesVertexgroupsSync.py script on github] | ||
Revision as of 12:08, 8 April 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 )
BonesVertexgroupsSync
import bpy
# name of the armature and the related mesh
ARMATURE_NAME = 'armature_skeleton'
MESH_NAME = 'skeleton'
REMOVE_VERTEXGROUPS = True
scn = bpy.context.scene
armature = scn.objects[ ARMATURE_NAME ].data
mesh = scn.objects[ MESH_NAME ]
print( mesh.vertex_groups )
# creation of missing vertex groups
for b in armature.bones:
found = False
for vg in mesh.vertex_groups:
if vg.name == b.name:
found = True
if found == False:
mesh.vertex_groups.new( b.name )
print( b.name, "vertex group created" )
# deletion of vertex groups
if REMOVE_VERTEXGROUPS == True:
for vg in mesh.vertex_groups:
found = False
for b in armature.bones:
if vg.name == b.name:
found = True
if found == False:
print( vg.name, "vertex group removed" )
mesh.vertex_groups.remove( vg )