forked from bartvdbraak/blender
53efbdd3a3
Metaballs that are numbered are not included - only the un-numbered motherball when getting the mesh data for objects.
198 lines
5.4 KiB
Python
198 lines
5.4 KiB
Python
#!BPY
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"""
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Name: 'Apply Deformation'
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Blender: 242
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Group: 'Object'
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Tooltip: 'Make copys of all the selected objects with modifiers, softbodies and fluid baked into a mesh'
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"""
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__author__ = "Martin Poirier (theeth), Jean-Michel Soler (jms), Campbell Barton (ideasman)"
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# This script is the result of merging the functionalities of two other:
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# Martin Poirier's Apply_Def.py and
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# Jean-Michel Soler's Fix From Everything
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__url__ = ("http://www.blender.org", "http://blenderartists.org", "http://members.iinet.net.au/~cpbarton/ideasman/", "http://jmsoler.free.fr")
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__version__ = "1.6 07/07/2006"
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__bpydoc__ = """\
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This script creates "raw" copies of deformed meshes.
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Usage:
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Select any number of Objects and run this script. A fixed copy of each selected object
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will be created, with the word "_def" appended to its name. If an object with
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the same name already exists, it appends a number at the end as Blender itself does.
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Objects in Blender can be deformed by armatures, lattices, curve objects and subdivision,
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but this will only change its appearance on screen and rendered
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images -- the actual mesh data is still simpler, with vertices in an original
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"rest" position and less vertices than the subdivided version.
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Use this script if you want a "real" version of the deformed mesh, so you can
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directly manipulate or export its data.
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This script will work with object types: Mesh, Metaballs, Text3d, Curves and Nurbs Surface.
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2003: Martin Poirier, theeth@yahoo.com
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#
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# Thanks to Jonathan Hudson for help with the vertex groups part
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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#
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# ***** END GPL LICENCE BLOCK *****
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import Blender
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import BPyMesh
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def mesh_from_ob(ob):
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'''
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This wraps
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BPyMesh.getMeshFromObject
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and NMesh.GetRawFromObject()
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Because BPyMesh.getMeshFromObject dosent do softbody meshes at the moment - a problem with Mesh
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WARNING Returns a Mesh or NMesh, should be ok- but take care
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'''
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if ob.isSB():
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# NMesh for softbody
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try:
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return Blender.NMesh.GetRawFromObject(ob.name)
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except:
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return None
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else:
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# Mesh for no softbody
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return BPyMesh.getMeshFromObject(ob, vgroups=False)
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def apply_deform():
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scn= Blender.Scene.GetCurrent()
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ADD= Blender.Mesh.AssignModes.ADD
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#Blender.Window.EditMode(0)
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NAME_LENGTH = 19
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PREFIX = "_def"
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PREFIX_LENGTH = len(PREFIX)
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# Get all object and mesh names
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ob_list = Blender.Object.GetSelected()
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# Assume no soft body
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has_sb= False
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# reverse loop so we can remove objects (metaballs in this case)
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for ob_idx in xrange(len(ob_list)-1, -1, -1):
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ob= ob_list[ob_idx]
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ob.sel = 0 # deselect while where checking the metaballs
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# Test for a softbody
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if not has_sb and ob.isSB():
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has_sb= True
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# Remove all numbered metaballs because their disp list is only on the main metaball (un numbered)
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if ob.getType()=='MBall':
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name= ob.name
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# is this metaball numbered?
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dot_idx= name.rfind('.') + 1
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if name[dot_idx:].isdigit():
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# Not the motherball, ignore it.
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del ob_list[ob_idx]
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if not ob_list:
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Blender.Draw.PupMenu('No objects selected, nothing to do.')
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return
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if has_sb:
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curframe=Blender.Get('curframe')
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for f in xrange(curframe):
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Blender.Set('curframe',f+1)
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Blender.Window.RedrawAll()
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used_names = [ob.name for ob in Blender.Object.Get()]
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used_names.extend(Blender.NMesh.GetNames())
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deformedList = []
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for ob in ob_list:
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# Get the mesh data
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new_me= mesh_from_ob(ob)
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if not new_me:
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continue # Object has no display list
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name = ob.name
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new_name = "%s_def" % name[:NAME_LENGTH-PREFIX_LENGTH]
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num = 0
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while new_name in used_names:
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new_name = "%s_def.%.3i" % (name[:NAME_LENGTH-(PREFIX_LENGTH+PREFIX_LENGTH)], num)
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num += 1
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used_names.append(new_name)
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new_me.name= new_name
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new_ob= Blender.Object.New('Mesh', new_name)
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new_ob.link(new_me)
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scn.link(new_ob)
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new_ob.setMatrix(ob.matrixWorld)
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new_ob.Layers= ob.Layers
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deformedList.append(new_ob)
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# Original object was a mesh? see if we can copy any vert groups.
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if ob.getType()=='Mesh':
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orig_me= ob.getData(mesh=1)
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vgroups= orig_me.getVertGroupNames()
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if vgroups:
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new_me= new_ob.getData(mesh=1) # Do this so we can de vgroup stuff
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for vgroupname in vgroups:
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new_me.addVertGroup(vgroupname)
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if len(new_me.verts) == len(orig_me.verts):
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vlist = orig_me.getVertsFromGroup(vgroupname, True)
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try:
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for vpair in vlist:
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new_me.assignVertsToGroup(vgroupname, [vpair[0]], vpair[1], ADD)
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except:
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pass
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for ob in deformedList:
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ob.sel = 1
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if deformedList:
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deformedList[0].sel = 1 # Keep the same object active.
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Blender.Window.RedrawAll()
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if __name__=='__main__':
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apply_deform() |