forked from bartvdbraak/blender
175 lines
5.4 KiB
Python
175 lines
5.4 KiB
Python
#!BPY
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"""
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Name: 'Envelope Symmetry'
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Blender: 234
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Group: 'Animation'
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Tooltip: 'Make envelope symetrical'
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"""
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__author__ = "Jonas Petersen"
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__url__ = ("blender", "elysiun", "Script's homepage, http://www.mindfloaters.de/blender/", "thread at blender.org, http://www.blender.org/modules.php?op=modload&name=phpBB2&file=viewtopic&t=4858 ")
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__version__ = "0.9 2004-11-10"
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__doc__ = """\
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This script creates perfectly symmetrical envelope sets. It is part of the
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envelop assignment tools.
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"Envelopes" are Mesh objects with names following this naming convention:
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<bone name>:<float value>
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Please check the script's homepage and the thread at blender.org (last link button above) for more info.
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For this version users need to edit the script code to change default options.
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"""
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# --------------------------------------------------------------------------
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# "Envelope Symmetry" by Jonas Petersen
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# Version 0.9 - 10th November 2004 - first public release
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# --------------------------------------------------------------------------
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#
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# A script for creating perfectly symmetrical envelope sets. It is
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# part of the envelope assignment tool.
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#
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# It is available in Object Mode via the menu item:
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#
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# Object -> Scripts -> Envelope Symmetry
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#
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# With default settings it will:
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#
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# - Look for bones
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#
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# Find the latest version at: http://www.mindfloaters.de/blender/
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#
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# --------------------------------------------------------------------------
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# $Id$
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2004: Jonas Petersen, jonas at mindfloaters dot de
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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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# --------------------------------------------------------------------------
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# CONFIGURATION
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# --------------------------------------------------------------------------
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# Note: Theses values will later be editable via a gui interface
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# within Blender.
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# The suffix for the reference and opposite envelope.
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# The configuration of of the opposite envelope will be overwritten by
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# the configuration of the reference envelope (shape, position, bone, weight).
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# The default is REF_SUFFIX = '.L' and OPP_SUFFIX = '.R'.
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REF_SUFFIX = '.R'
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OPP_SUFFIX = '.L'
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# MIRROR_AXIS defines the axis in which bones are mirrored/aligned.
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# Values:
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# 0 for X (default)
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# 1 for Y
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# 2 for Z
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MIRROR_AXIS = 0
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# SEPARATOR is the character used to delimit the bone name and the weight
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# in the envelope name.
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SEPARATOR = ":"
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# --------------------------------------------------------------------------
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# END OF CONFIGURATION
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# --------------------------------------------------------------------------
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import Blender, math, sys
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from Blender import Mathutils
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from BPyNMesh import *
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def flipFace(v):
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if len(v) == 3: v[0], v[1], v[2] = v[2], v[1], v[0]
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elif len(v) == 4: v[0], v[1], v[2], v[3] = v[3], v[2], v[1], v[0]
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# return object with given object name (with variable parts) and mesh name
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def getObjectByName(obj_name, mesh_name):
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for obj in Blender.Scene.GetCurrent().objects:
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if obj.type == "Mesh":
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# if obj.getName()[0:len(obj_name)] == obj_name and obj.getData().name == mesh_name:
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# use only mesh_name so bone name and weight (in the envelope name)
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# can be changed by the user and mirrored by the script.
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if obj.getData(name_only=1) == mesh_name:
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return obj
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return False
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SUFFIX_LEN = len(REF_SUFFIX);
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Blender.Window.EditMode(0)
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count = 0
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for obj in Blender.Scene.GetCurrent().objects:
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if obj.type != 'Mesh':
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continue
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count += 1
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name = obj.name
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pos = name.find(SEPARATOR)
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if (pos > -1):
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ApplySizeAndRotation(obj)
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base_name = name[0:pos-SUFFIX_LEN]
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suffix = name[pos-SUFFIX_LEN:pos]
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weight = name[pos:len(name)] # the SEPARATOR following a float value
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if suffix == REF_SUFFIX:
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mesh = obj.getData()
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mirror_name = base_name + OPP_SUFFIX + weight
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mirror_mesh_name = mesh.name + ".mirror"
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mirror_obj = getObjectByName(base_name + OPP_SUFFIX, mirror_mesh_name)
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if mirror_obj:
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# update vertices
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mirror_mesh = mirror_obj.getData()
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for i in xrange(len(mesh.verts)):
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org = mesh.verts[i]
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mir = mirror_mesh.verts[i]
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mir.co[0], mir.co[1], mir.co[2] = org.co[0], org.co[1], org.co[2]
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mir.co[MIRROR_AXIS] *= -1
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mirror_mesh.update()
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else:
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# create mirror object
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mirror_mesh = obj.data
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for face in mirror_mesh.faces:
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flipFace(face.v)
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for vert in mirror_mesh.verts:
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vert.co[MIRROR_AXIS] *= -1
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mirror_obj = Blender.NMesh.PutRaw(mirror_mesh, mirror_mesh_name)
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# update name, drawType and location
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mirror_obj.setName(mirror_name)
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mirror_obj.drawType = obj.drawType
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loc = [obj.LocX, obj.LocY, obj.LocZ]
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loc[MIRROR_AXIS] *= -1
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mirror_obj.setLocation(loc)
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Blender.Window.EditMode(0)
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