forked from bartvdbraak/blender
461e4786c8
script update from jms
250 lines
9.9 KiB
Python
250 lines
9.9 KiB
Python
#!BPY
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""" Registration info for Blender menus: <- these words are ignored
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Name: 'Rvk1 to Rvk2'
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Blender: 234
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Group: 'Mesh'
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Tip: 'Copy deform data (not surf. subdiv) of active obj to rvk of the 2nd selected obj'
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"""
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__author__ = "Jean-Michel Soler (jms)"
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__url__ = ("blender", "elysiun",
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"Script's homepage, http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_rvk1versrvk2.htm",
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"Communicate problems and errors, http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender")
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__version__ = "2007/02"
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__bpydoc__ = """\
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"RVK1 to RVK2" copies deform data (except EDGESPLIT,DECIMATE,SUBSURF,BOOLEAN,
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BUILD,MIRROR,ARRAY) of the active object to the RVK (relative vertex key) of
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the other selected object.
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It is presupposed that the second mesh object is built exactly like the first
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one. In fact, it is better to use a true copy with at least one basic shape
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key.
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The new version of this scrit (Blender 2.43) manages the modifier changes.
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There are a lot of modifiers but only the ones which just deforms the shape
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can be used : LATTICE, CURVE, WAVE, ARMATURE. You can unset these modifiers
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from the script.
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Usage:
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Select the object that will receive the rvk info, then select the deformed
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object, enter Edit Mode and run this script from the "Mesh->Scripts" menu of
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the 3d View. If the active object has subsurf turned on and nonzero subdiv
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level, the script will ask if it should change that. Before copying data to
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the rvk it will also ask whether it should replace or add a new vertex group.
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"""
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#----------------------------------------------
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# jm soler (c) 04/02/2007 : 'Rvk1toRvk2' release under blender artistic licence
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#----------------------------------------------
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# Blender Artistic License
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# http://download.blender.org/documentation/html/x21254.html
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#----------------------------------------------------
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# Copy the rvk (1, or armature, lattice, or
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# any mesh deformation except surface
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# sbdivision) of the active object to rvk (2) of
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# the second selected object. Create rvk or modify
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# absolute key if needed.
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#----------------------------------------------
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# official Page :
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# http://jmsoler.free.fr/didacticiel/blender/tutor/cpl_rvk1versrvk2.htm
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# download the script :
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# http://jmsoler.free.fr/util/blenderfile/py/rvk1_torvk2.py
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# Communicate upon problems or errors:
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# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
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#----------------------------------------------
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# Page officielle :
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# http://jmsoler.free.fr/util/blenderfile/py/rvk1_torvk2.py
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# Communiquer les problemes et erreurs sur:
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# http://www.zoo-logique.org/3D.Blender/newsportal/thread.php?group=3D.Blender
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#---------------------------------------------
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#---------------------------------------------
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import Blender
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from Blender import NMesh,Draw,Object,Modifier
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def Value(t):
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exec "t=Modifier.Types.%s"%t
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return t
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def rvk2rvk():
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POSSMOD_list=['EDGESPLIT',
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'DECIMATE',
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'SUBSURF',
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'BOOLEAN',
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'BUILD',
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'MIRROR',
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'ARRAY']
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AUTHMOD_list=['LATTICE',
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'CURVE',
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'WAVE',
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'ARMATURE']
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MODIFIERS=0
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BMOD=[['Possible Modifiers'],
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['Allowed Modifiers']]
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# =================================================================
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# at leat 2 objects ===============================================
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# =================================================================
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if len(Object.GetSelected())>1 :
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RVK1=Object.GetSelected()[0]
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RVK2=Object.GetSelected()[1]
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# =============================================================
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# must be 2 meshes ============================================
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# =============================================================
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if RVK1.getType()=='Mesh' and RVK2.getType()=='Mesh':
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FRAME=Blender.Get('curframe')
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DATA2=RVK2.getData()
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print DATA2.getKey()
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# ============================================================
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# at least the second must have a shape key ==================
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# ============================================================
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if DATA2.getKey():
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# ======================================================
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# in case of modifiers use =============================
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# ======================================================
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if RVK1.modifiers:
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MODIFIERS=1
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POSSMOD=[Value(t) for t in POSSMOD_list]
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AUTHMOD=[Value(t) for t in AUTHMOD_list]
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print 'POSSMOD:',POSSMOD,'\nAUTHMOD:', AUTHMOD
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MODRVK1=RVK1.modifiers
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block = []
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# ===================================================
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# === Bloc Menu Modifiers ===1 doc =================
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# ===================================================
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m=0
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for mod in MODRVK1:
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print mod.type
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if mod.type in POSSMOD:
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BMOD[0].append([Draw.Create(0),mod.type,
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m,
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POSSMOD_list[POSSMOD.index(mod.type)],
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mod[Modifier.Settings.RENDER]==1,
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mod[Modifier.Settings.EDITMODE]==1
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])
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elif mod.type in AUTHMOD:
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BMOD[1].append([Draw.Create(1),
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mod.type,
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m,
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AUTHMOD_list[AUTHMOD.index(mod.type)],
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mod[Modifier.Settings.RENDER]==1,
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mod[Modifier.Settings.EDITMODE]==1
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])
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m+=1
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# ===================================================
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# === Bloc Menu Modifiers ===2 display =============
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# ===================================================
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block.append(BMOD[1][0])
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for B in BMOD[1][1:]:
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block.append((B[3],B[0],""))
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block.append(BMOD[0][0])
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block.append("not alredy implemented")
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block.append("in this script.")
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for B in BMOD[0][1:]:
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block.append((B[3],B[0],""))
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retval = Blender.Draw.PupBlock("MESH 2 RVK", block)
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# ===================================================
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# === unset Modifiers =============================
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# ===================================================
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for B in BMOD[0][1:]:
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print B[2]
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MODRVK1[B[2]][Modifier.Settings.RENDER]=0
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for B in BMOD[1]:
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if not B[1]:
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MODRVK1[B[2]][Modifier.Settings.RENDER]=0
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# ===================================================
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# === update Modifiers =============================
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# ===================================================
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RVK1.makeDisplayList()
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# =======================================================
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# === get deformed mesh ================================
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# =======================================================
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RVK1NAME=Object.GetSelected()[0].getName()
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meshrvk1=NMesh.GetRawFromObject(RVK1NAME)
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print len(meshrvk1.verts)
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# =======================================================
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# === get normal mesh for vertex group =================
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# =======================================================
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DATA1=RVK1.getData()
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# =======================================================
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# === get destination mesh ============================
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# =======================================================
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DATA2=RVK2.getData()
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print len(meshrvk1.verts)
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print len(DATA2.verts)
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# ========================================================
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# ===== is there the same number of vertices =============
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# ========================================================
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if len(meshrvk1.verts)==len(DATA2.verts):
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name = "Do you want to replace or add vertex groups ? %t| YES %x1| NO ? %x2 "
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result = Draw.PupMenu(name)
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if result==1:
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# =====================================================
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# ===== Do we save vertex groups ? ===================
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# =====================================================
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GROUPNAME2=DATA2.getVertGroupNames()
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if len(GROUPNAME2)!=0:
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for GROUP2 in GROUPNAME2:
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DATA2.removeVertGroup(GROUP2)
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GROUPNAME1=DATA1.getVertGroupNames()
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if len(GROUPNAME1)!=0:
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for GROUP1 in GROUPNAME1:
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DATA2.addVertGroup(GROUP1)
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DATA2.assignVertsToGroup(GROUP1,DATA1.getVertsFromGroup(GROUP1),1.0,'replace')
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# ========================================================
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# ===== now copy the vertices coords =====================
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# ========================================================
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for v in meshrvk1.verts:
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i= meshrvk1.verts.index(v)
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v1=DATA2.verts[i]
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for n in [0,1,2]:
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v1.co[n]=v.co[n]
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DATA2.update()
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DATA2.insertKey(FRAME,'relative')
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DATA2.update()
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RVK2.makeDisplayList()
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if MODIFIERS:
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# ===================================================
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# === unset Modifiers =============================
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# ===================================================
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for B in BMOD[0][1:]:
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MODRVK1[B[2]][Modifier.Settings.RENDER]|=B[-2]
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for B in BMOD[1]:
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if not B[1]:
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MODRVK1[B[2]][Modifier.Settings.RENDER]|=B[-2]
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else:
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name = "Meshes Objects must the same number of vertices %t| Ok. %x1"
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result = Draw.PupMenu(name)
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return
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else:
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name = "Second Object must have at least a shape key %t| Ok. %x1"
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result = Draw.PupMenu(name)
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return
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else:
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name = "Object must be Meshes %t| Ok. %x1"
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result = Draw.PupMenu(name)
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return
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else :
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name = "At least 2 Meshes as to be selected %t| Ok. %x1"
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result = Draw.PupMenu(name)
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return
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Blender.Redraw()
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EDITMODE=Blender.Window.EditMode()
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Blender.Window.EditMode(0)
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rvk2rvk()
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Blender.Window.EditMode(EDITMODE) |