forked from bartvdbraak/blender
287 lines
8.9 KiB
Python
287 lines
8.9 KiB
Python
#!BPY
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"""
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Name: 'Bone Weight Copy'
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Blender: 245
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Group: 'Object'
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Tooltip: 'Copy Bone Weights from 1 mesh, to all other selected meshes.'
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"""
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__author__ = "Campbell Barton aka ideasman42"
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__url__ = ["www.blender.org", "blenderartists.org", "www.python.org"]
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__version__ = "0.1"
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__bpydoc__ = """\
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Bone Weight Copy
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This script is used to copy bone weights from 1 mesh with weights (the source mesh) to many (the target meshes).
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Weights are copied from 1 mesh to another based on how close they are together.
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For normal operation, select 1 source mesh with vertex weights and any number of unweighted meshes that overlap the source mesh.
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Then run this script using default options and check the new weigh.
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A differnt way to use this script is to update the weights an an alredy weighted mesh.
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this is done using the "Copy to Selected" option enabled and works a bit differently,
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With the target mesh, select the verts you want to update.
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since all meshes have weights we cant just use the weighted mesh as the source,
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so the Active Object is used for the source mesh.
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Run the script and the selected verts on all non active meshes will be updated.
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"""
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Script copyright (C) Campbell J Barton
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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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import Blender
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from Blender import Armature, Object, Mathutils, Window, Mesh
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Vector= Mathutils.Vector
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SMALL_NUM= 0.000001
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def copy_bone_influences(_from, _to, PREF_SEL_ONLY, PREF_NO_XCROSS):
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ob_from, me_from, world_verts_from, from_groups= _from
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ob_to, me_to, world_verts_to, dummy= _to
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del dummy
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def getSnapIdx(seek_vec, vecs):
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'''
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Returns the closest vec to snap_points
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'''
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# First seek the closest Z axis vert idx/v
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seek_vec_x,seek_vec_y,seek_vec_z= seek_vec
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from_vec_idx= 0
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len_vecs= len(vecs)
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upidx= len_vecs-1
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loidx= 0
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while from_vec_idx < len_vecs and vecs[from_vec_idx][1].z < seek_vec_z:
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from_vec_idx+=1
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# Clamp if we overstepped.
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if from_vec_idx >= len_vecs:
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from_vec_idx-=1
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close_dist= (vecs[from_vec_idx][1]-seek_vec).length
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close_idx= vecs[from_vec_idx][0]
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upidx= from_vec_idx+1
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loidx= from_vec_idx-1
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# Set uselo/useup. This means we can keep seeking up/down.
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if upidx >= len_vecs: useup= False
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else: useup= True
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if loidx < 0: uselo= False
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else: uselo= True
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# Seek up/down to find the closest v to seek vec.
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while uselo or useup:
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if useup:
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if upidx >= len_vecs:
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useup= False
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else:
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i,v= vecs[upidx]
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if (not PREF_NO_XCROSS) or ((v.x >= -SMALL_NUM and seek_vec_x >= -SMALL_NUM) or (v.x <= SMALL_NUM and seek_vec_x <= SMALL_NUM)): # enfoce xcrossing
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if v.z-seek_vec_z > close_dist:
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# the verticle distance is greater then the best distance sofar. we can stop looking up.
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useup= False
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elif abs(seek_vec_y-v.y) < close_dist and abs(seek_vec_x-v.x) < close_dist:
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# This is in the limit measure it.
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l= (seek_vec-v).length
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if l<close_dist:
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close_dist= l
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close_idx= i
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upidx+=1
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if uselo:
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if loidx == 0:
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uselo= False
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else:
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i,v= vecs[loidx]
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if (not PREF_NO_XCROSS) or ((v.x >= -SMALL_NUM and seek_vec_x >= -SMALL_NUM) or (v.x <= SMALL_NUM and seek_vec_x <= SMALL_NUM)): # enfoce xcrossing
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if seek_vec_z-v.z > close_dist:
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# the verticle distance is greater then the best distance sofar. we can stop looking up.
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uselo= False
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elif abs(seek_vec_y-v.y) < close_dist and abs(seek_vec_x-v.x) < close_dist:
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# This is in the limit measure it.
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l= (seek_vec-v).length
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if l<close_dist:
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close_dist= l
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close_idx= i
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loidx-=1
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return close_idx
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to_groups= me_to.getVertGroupNames() # if not PREF_SEL_ONLY will always be []
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from_groups= me_from.getVertGroupNames()
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if PREF_SEL_ONLY: # remove selected verts from all groups.
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vsel= [v.index for v in me_to.verts if v.sel]
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for group in to_groups:
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me_to.removeVertsFromGroup(group, vsel)
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else: # Add all groups.
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for group in from_groups:
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me_to.addVertGroup(group)
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add_ = Mesh.AssignModes.ADD
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for i, co in enumerate(world_verts_to):
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if (not PREF_SEL_ONLY) or (PREF_SEL_ONLY and me_to.verts[i].sel):
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Window.DrawProgressBar(0.99 * (i/float(len(world_verts_to))), 'Copy "%s" -> "%s" ' % (ob_from.name, ob_to.name))
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from_idx= getSnapIdx(co, world_verts_from)
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from_infs= me_from.getVertexInfluences(from_idx)
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for group, weight in from_infs:
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# Add where needed.
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if PREF_SEL_ONLY and group not in to_groups:
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me_to.addVertGroup(group)
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to_groups.append(group)
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me_to.assignVertsToGroup(group, [i], weight, add_)
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me_to.update()
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# ZSORT return (i/co) tuples, used for fast seeking of the snapvert.
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def worldspace_verts_idx(me, ob):
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mat= ob.matrixWorld
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verts_zsort= [ (i, v.co*mat) for i, v in enumerate(me.verts) ]
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# Sorts along the Z Axis so we can optimize the getsnap.
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try: verts_zsort.sort(key = lambda a: a[1].z)
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except: verts_zsort.sort(lambda a,b: cmp(a[1].z, b[1].z,))
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return verts_zsort
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def worldspace_verts(me, ob):
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mat= ob.matrixWorld
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return [ v.co*mat for v in me.verts ]
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def subdivMesh(me, subdivs):
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oldmode = Mesh.Mode()
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Mesh.Mode(Mesh.SelectModes['FACE'])
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me.sel= 1
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for i in xrange(subdivs):
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me.subdivide(0)
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Mesh.Mode(oldmode)
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def main():
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print '\nStarting BoneWeight Copy...'
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scn= Blender.Scene.GetCurrent()
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contextSel= Object.GetSelected()
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if not contextSel:
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Blender.Draw.PupMenu('Error%t|2 or more mesh objects need to be selected.|aborting.')
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return
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PREF_QUALITY= Blender.Draw.Create(0)
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PREF_NO_XCROSS= Blender.Draw.Create(0)
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PREF_SEL_ONLY= Blender.Draw.Create(0)
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pup_block = [\
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('Quality:', PREF_QUALITY, 0, 4, 'Generate interpolated verts for a higher quality result.'),\
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('No X Crossing', PREF_NO_XCROSS, 'Do not snap across the zero X axis'),\
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'',\
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'"Update Selected" copies',\
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'active object weights to',\
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'selected verts on the other',\
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'selected mesh objects.',\
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('Update Selected', PREF_SEL_ONLY, 'Only copy new weights to selected verts on the target mesh. (use active object as source)'),\
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]
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if not Blender.Draw.PupBlock("Copy Weights for %i Meshs" % len(contextSel), pup_block):
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return
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PREF_SEL_ONLY= PREF_SEL_ONLY.val
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PREF_NO_XCROSS= PREF_NO_XCROSS.val
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quality= PREF_QUALITY.val
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act_ob= scn.objects.active
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if PREF_SEL_ONLY and act_ob==None:
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Blender.Draw.PupMenu('Error%t|When dealing with 2 or more meshes with vgroups|There must be an active object|to be used as a source|aborting.')
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return
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sel=[]
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from_data= None
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for ob in contextSel:
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if ob.type=='Mesh':
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me= ob.getData(mesh=1)
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groups= me.getVertGroupNames()
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# If this is the only mesh with a group OR if its one of many, but its active.
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if groups and ((ob==act_ob and PREF_SEL_ONLY) or (not PREF_SEL_ONLY)):
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if from_data:
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Blender.Draw.PupMenu('More then 1 mesh has vertex weights, only select 1 mesh with weights. aborting.')
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return
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else:
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# This uses worldspace_verts_idx which gets (idx,co) pairs, then zsorts.
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if quality:
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for _ob in contextSel:
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_ob.sel=0
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ob.sel=1
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Object.Duplicate(mesh=1)
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ob= scn.objects.active
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me= ob.getData(mesh=1)
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# groups will be the same
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print '\tGenerating higher %ix quality weights.' % quality
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subdivMesh(me, quality)
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scn.unlink(ob)
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from_data= (ob, me, worldspace_verts_idx(me, ob), groups)
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else:
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data= (ob, me, worldspace_verts(me, ob), groups)
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sel.append(data)
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if not from_data:
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Blender.Draw.PupMenu('Error%t|No mesh with vertex groups found.')
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return
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if not sel:
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Blender.Draw.PupMenu('Error%t|Select 2 or more mesh objects, aborting.')
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if quality: from_data[1].verts= None
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return
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t= Blender.sys.time()
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Window.WaitCursor(1)
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# Now do the copy.
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print '\tCopying from "%s" to %i other mesh(es).' % (from_data[0].name, len(sel))
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for data in sel:
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copy_bone_influences(from_data, data, PREF_SEL_ONLY, PREF_NO_XCROSS)
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# We cant unlink the mesh, but at least remove its data.
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if quality:
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from_data[1].verts= None
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print 'Copy Complete in %.6f sec' % (Blender.sys.time()-t)
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Window.DrawProgressBar(1.0, '')
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Window.WaitCursor(0)
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if __name__ == '__main__':
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main() |