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Difference between revisions of "Pyhton Scripts"

(BatchBonesModification)
(GlueVertices)
Line 139: Line 139:
 
== GlueVertices ==
 
== GlueVertices ==
  
 +
# based on https://www.blender.org/api/blender_python_api_current/bpy.types.MeshVertex.html?highlight=meshvertex
 +
# and http://blender.stackexchange.com/questions/7144/how-to-get-the-distance-between-two-objects-in-the-game-engine
 +
import bpy
 +
from bpy import context
 +
from math import sqrt
 +
 +
TOLERANCE = 0.00001
 +
MERGED_COUNT = 0
 +
 +
def getDistance( v1, v2 ):
 +
    """
 +
    return: float. Distance of the two vertices
 +
    """
 +
    distance = sqrt( (v1.co[0] - v2.co[0])**2 + (v1.co[1] - v2.co[1])**2 + (v1.co[2] - v2.co[2])**2)
 +
    #print(distance)  # print distance to console, DEBUG
 +
    return distance
 +
 +
def doMerge( vs ):
 +
    global TOLERANCE
 +
    global MERGED_COUNT
 +
    vnum = len( vs )
 +
    for i in range( 0, vnum ):
 +
        v = vs[ i ]
 +
        for j in range( i + 1, vnum ):
 +
            vo = vs[ j ]
 +
            if v is not vo:
 +
                d = getDistance( v, vo )
 +
                if d  < TOLERANCE:
 +
                    v.select = True
 +
                    vo.select = True
 +
                    print( "merging vertices at", v.co, "and", vo.co )
 +
                    bpy.ops.object.mode_set(mode="EDIT")
 +
                    bpy.ops.mesh.merge(type='CENTER')
 +
                    bpy.ops.mesh.select_all(action="DESELECT")
 +
                    bpy.ops.object.mode_set(mode="OBJECT")
 +
                    MERGED_COUNT += 1
 +
                    return True
 +
    return False
 +
 +
obj = context.active_object
 +
print( "scanning", obj.data.vertices, "vertices" )
 +
 +
vpot = obj.data.vertices
 +
 +
bpy.ops.object.mode_set(mode="EDIT")
 +
bpy.ops.mesh.select_all(action="DESELECT")
 +
bpy.context.tool_settings.mesh_select_mode = (True , False , False)
 +
bpy.ops.object.mode_set(mode="OBJECT")
 +
 +
# seek vertices at the same position
 +
 +
while doMerge( vpot ):
 +
    print( MERGED_COUNT )
 +
 +
print( "total:",  MERGED_COUNT, "vertices have been merged" )
  
[https://github.com/Blender-Brussels/bpy-bge-library/blob/master/users/frankiezafe/tanukis/BatchBonesModification.py script on github]
+
[https://github.com/Blender-Brussels/bpy-bge-library/blob/master/users/frankiezafe/tanukis/GlueVertices.py script on github]

Revision as of 16:35, 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 )

script on github

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 )

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 )

script on github

BatchBonesModification

import bpy

# name of the armature
ARMATURE_NAME = 'armature_skeleton'
NAME_FILTER = 'spine'

def doContinue( name ):
   global NAME_FILTER
   if NAME_FILTER == :
       return True
   if name.find( NAME_FILTER ) != -1:
       return True
   return False

scn = bpy.context.scene
armature = scn.objects[ ARMATURE_NAME ]

# modification on bones
# modifiable params are listed in doc
# https://www.blender.org/api/blender_python_api_2_77_release/bpy.types.Bone.html#bpy.types.Bone
print( '**** bones:', len(armature.pose.bones) )
for b in armature.data.bones:
   if not doContinue( b.name ):
       continue
   print( b.name )
   b.use_inherit_rotation = True
   b.use_inherit_scale = False

# modification on pose bones
# modifiable params are listed in doc 
# https://www.blender.org/api/blender_python_api_2_77_release/bpy.types.PoseBone.html
print( '**** pose bones:', len(armature.pose.bones) )
for pb in armature.pose.bones:
   if not doContinue( pb.name ):
       continue
   print( pb.name )
   pb.lock_location = (False,False,False)
   pb.lock_rotation = (False,False,False)
   pb.lock_scale = (False,False,False)

script on github

GlueVertices

# based on https://www.blender.org/api/blender_python_api_current/bpy.types.MeshVertex.html?highlight=meshvertex
# and http://blender.stackexchange.com/questions/7144/how-to-get-the-distance-between-two-objects-in-the-game-engine
import bpy
from bpy import context
from math import sqrt

TOLERANCE = 0.00001
MERGED_COUNT = 0

def getDistance( v1, v2 ):
   """
   return: float. Distance of the two vertices
   """
   distance = sqrt( (v1.co[0] - v2.co[0])**2 + (v1.co[1] - v2.co[1])**2 + (v1.co[2] - v2.co[2])**2)
   #print(distance)  # print distance to console, DEBUG
   return distance

def doMerge( vs ):
   global TOLERANCE
   global MERGED_COUNT
   vnum = len( vs )
   for i in range( 0, vnum ):
       v = vs[ i ]
       for j in range( i + 1, vnum ):
           vo = vs[ j ]
           if v is not vo:
               d = getDistance( v, vo )
               if d  < TOLERANCE:
                   v.select = True
                   vo.select = True
                   print( "merging vertices at", v.co, "and", vo.co )
                   bpy.ops.object.mode_set(mode="EDIT")
                   bpy.ops.mesh.merge(type='CENTER')
                   bpy.ops.mesh.select_all(action="DESELECT")
                   bpy.ops.object.mode_set(mode="OBJECT")
                   MERGED_COUNT += 1
                   return True
   return False

obj = context.active_object
print( "scanning", obj.data.vertices, "vertices" )

vpot = obj.data.vertices

bpy.ops.object.mode_set(mode="EDIT")
bpy.ops.mesh.select_all(action="DESELECT")
bpy.context.tool_settings.mesh_select_mode = (True , False , False)
bpy.ops.object.mode_set(mode="OBJECT")

# seek vertices at the same position

while doMerge( vpot ):
   print( MERGED_COUNT )

print( "total:",  MERGED_COUNT, "vertices have been merged" )

script on github