blender/release/scripts/object_apply_def.py

176 lines
5.0 KiB
Python
Raw Normal View History

#!BPY
"""
Name: 'Apply Deformation'
2006-07-06 19:14:56 +00:00
Blender: 242
Group: 'Object'
Tooltip: 'Make copys of all the selected objects with modifiers, softbodies and fluid baked into a mesh'
"""
2006-07-06 19:14:56 +00:00
__author__ = "Martin Poirier (theeth), Jean-Michel Soler (jms), Campbell Barton (ideasman)"
# This script is the result of merging the functionalities of two other:
# Martin Poirier's Apply_Def.py and
# Jean-Michel Soler's Fix From Everything
__url__ = ("http://www.blender.org", "http://blenderartists.org", "http://members.iinet.net.au/~cpbarton/ideasman/", "http://jmsoler.free.fr")
__version__ = "1.6 07/07/2006"
__bpydoc__ = """\
This script creates "raw" copies of deformed meshes.
Usage:
2006-07-06 19:14:56 +00:00
Select any number of Objects and run this script. A fixed copy of each selected object
will be created, with the word "_def" appended to its name. If an object with
the same name already exists, it appends a number at the end as Blender itself does.
2006-07-06 19:14:56 +00:00
Objects in Blender can be deformed by armatures, lattices, curve objects and subdivision,
but this will only change its appearance on screen and rendered
images -- the actual mesh data is still simpler, with vertices in an original
"rest" position and less vertices than the subdivided version.
Use this script if you want a "real" version of the deformed mesh, so you can
directly manipulate or export its data.
2006-07-06 19:14:56 +00:00
This script will work with object types: Mesh, Metaballs, Text3d, Curves and Nurbs Surface.
"""
# $Id$
#
# --------------------------------------------------------------------------
# ***** BEGIN GPL LICENSE BLOCK *****
#
# Copyright (C) 2003: Martin Poirier, theeth@yahoo.com
#
# Thanks to Jonathan Hudson for help with the vertex groups part
#
# 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 2
# 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, write to the Free Software Foundation,
# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#
# ***** END GPL LICENCE BLOCK *****
import Blender
import BPyMesh
def apply_deform():
scn= Blender.Scene.GetCurrent()
ADD= Blender.Mesh.AssignModes.ADD
#Blender.Window.EditMode(0)
NAME_LENGTH = 19
PREFIX = "_def"
PREFIX_LENGTH = len(PREFIX)
# Get all object and mesh names
ob_list = Blender.Object.GetSelected()
# Assume no soft body
has_sb= False
# reverse loop so we can remove objects (metaballs in this case)
for ob_idx in xrange(len(ob_list)-1, -1, -1):
ob= ob_list[ob_idx]
ob.sel = 0 # deselect while where checking the metaballs
# Test for a softbody
if not has_sb and ob.isSB():
has_sb= True
# Remove all numbered metaballs because their disp list is only on the main metaball (un numbered)
if ob.getType()=='MBall':
name= ob.name
# is this metaball numbered?
dot_idx= name.rfind('.') + 1
if name[dot_idx:].isdigit():
# Not the motherball, ignore it.
del ob_list[ob_idx]
if not ob_list:
Blender.Draw.PupMenu('No objects selected, nothing to do.')
return
if has_sb:
curframe=Blender.Get('curframe')
for f in xrange(curframe):
Blender.Set('curframe',f+1)
Blender.Window.RedrawAll()
used_names = [ob.name for ob in Blender.Object.Get()]
used_names.extend(Blender.NMesh.GetNames())
deformedList = []
for ob in ob_list:
# Get the mesh data
new_me= BPyMesh.getMeshFromObject(ob, vgroups=False)
if not new_me:
continue # Object has no display list
name = ob.name
new_name = "%s_def" % name[:NAME_LENGTH-PREFIX_LENGTH]
num = 0
while new_name in used_names:
new_name = "%s_def.%.3i" % (name[:NAME_LENGTH-(PREFIX_LENGTH+PREFIX_LENGTH)], num)
num += 1
used_names.append(new_name)
new_me.name= new_name
new_ob= Blender.Object.New('Mesh', new_name)
new_ob.link(new_me)
scn.link(new_ob)
new_ob.setMatrix(ob.matrixWorld)
new_ob.Layers= ob.Layers
deformedList.append(new_ob)
# Original object was a mesh? see if we can copy any vert groups.
if ob.getType()=='Mesh':
orig_me= ob.getData(mesh=1)
vgroups= orig_me.getVertGroupNames()
if vgroups:
new_me= new_ob.getData(mesh=1) # Do this so we can de vgroup stuff
for vgroupname in vgroups:
new_me.addVertGroup(vgroupname)
if len(new_me.verts) == len(orig_me.verts):
vlist = orig_me.getVertsFromGroup(vgroupname, True)
try:
for vpair in vlist:
new_me.assignVertsToGroup(vgroupname, [vpair[0]], vpair[1], ADD)
except:
pass
for ob in deformedList:
ob.sel = 1
if deformedList:
deformedList[0].sel = 1 # Keep the same object active.
Blender.Window.RedrawAll()
if __name__=='__main__':
apply_deform()