blender/release/scripts/object_apply_def.py

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#!BPY
"""
Name: 'Apply Deformation'
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Blender: 242
Group: 'Object'
Tooltip: 'Make copys of all the selected objects with modifiers, softbodies and fluid baked into a mesh'
"""
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__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://jmsoler.free.fr")
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__version__ = "1.6 07/07/2006"
__bpydoc__ = """\
This script creates "raw" copies of deformed meshes.
Usage:
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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.
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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.
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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 bpy
import BPyMesh
def copy_vgroups(source_ob, target_ob):
source_me = source_ob.getData(mesh=1)
vgroups= source_me.getVertGroupNames()
if vgroups:
ADD= Blender.Mesh.AssignModes.ADD
target_me = target_ob.getData(mesh=1)
for vgroupname in vgroups:
target_me.addVertGroup(vgroupname)
if len(target_me.verts) == len(source_me.verts):
try: # in rare cases this can raise an 'no deform groups assigned to mesh' error
vlist = source_me.getVertsFromGroup(vgroupname, True)
except:
vlist = []
try:
for vpair in vlist:
target_me.assignVertsToGroup(vgroupname, [vpair[0]], vpair[1], ADD)
except:
pass
def apply_deform():
scn= bpy.data.scenes.active
#Blender.Window.EditMode(0)
NAME_LENGTH = 19
SUFFIX = "_def"
SUFFIX_LENGTH = len(SUFFIX)
# Get all object and mesh names
ob_list = list(scn.objects.context)
ob_act = scn.objects.active
# 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.type == '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-SUFFIX_LENGTH]
num = 0
while new_name in used_names:
new_name = "%s_def.%.3i" % (name[:NAME_LENGTH-(SUFFIX_LENGTH+SUFFIX_LENGTH)], num)
num += 1
used_names.append(new_name)
new_me.name= new_name
new_ob= scn.objects.new(new_me)
new_ob.setMatrix(ob.matrixWorld)
# Make the active duplicate also active
if ob == ob_act:
scn.objects.active = new_ob
# Original object was a mesh? see if we can copy any vert groups.
if ob.type =='Mesh':
copy_vgroups(ob, new_ob)
Blender.Window.RedrawAll()
if __name__=='__main__':
apply_deform()