blender/release/scripts/object_apply_def.py

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#!BPY
"""
Name: 'Apply Deformation'
Blender: 241
Group: 'Object'
Tooltip: 'Make copys of all the selected objects with modifiers, softbodies and fluid baked into a mesh'
"""
__author__ = "Martin 'theeth' Poirier, Campbell 'ideasman' Barton"
__url__ = ("http://www.blender.org", "http://www.elysiun.com")
__version__ = "1.5 09/21/04"
__bpydoc__ = """\
This script creates "raw" copies of deformed meshes.
Usage:
Select the mesh(es) and run this script. A fixed copy of each selected mesh
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.
Meshes 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.
"""
# $Id$
#
# --------------------------------------------------------------------------
# ***** 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 BPyMesh
def mesh_from_ob(ob):
'''
This wraps
BPyMesh.getMeshFromObject
and NMesh.GetRawFromObject()
Because BPyMesh.getMeshFromObject dosent do softbody meshes at the moment - a problem with Mesh
WARNING Returns a Mesh or NMesh, should be ok- but take care
'''
if ob.isSB():
# NMesh for softbody
try:
return Blender.NMesh.GetRawFromObject(ob.name)
except:
return None
else:
# Mesh for no softbody
return BPyMesh.getMeshFromObject(ob, vgroups=False)
def apply_deform():
scn= Blender.Scene.GetCurrent()
ADD= Blender.Mesh.AssignModes.ADD
#Blender.Window.EditMode(0)
NAME_LENGTH = 19
PREFIX = "_def"
PREFIX_LENGTH = len(PREFIX)
# Get all object and mesh names
ob_list = Blender.Object.GetSelected()
if not ob_list:
Blender.Draw.PupMenu('No objects selected, nothing to do.')
return
# Deselect and test for softbody
has_sb= False
for ob in ob_list:
ob.sel = 0
# Test for a softbody
if not has_sb and ob.isSB():
has_sb= True
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= mesh_from_ob(ob)
if not new_me:
continue # Object has no display list
name = ob.name
new_name = "%s_def" % name[:NAME_LENGTH-PREFIX_LENGTH]
num = 0
while new_name in used_names:
new_name = "%s_def.%.3i" % (name[:NAME_LENGTH-(PREFIX_LENGTH+PREFIX_LENGTH)], num)
num += 1
used_names.append(new_name)
new_me.name= new_name
new_ob= Blender.Object.New('Mesh', new_name)
new_ob.link(new_me)
scn.link(new_ob)
new_ob.setMatrix(ob.matrixWorld)
new_ob.Layers= ob.Layers
deformedList.append(new_ob)
# Original object was a mesh? see if we can copy any vert groups.
if ob.getType()=='Mesh':
orig_me= ob.getData(mesh=1)
vgroups= orig_me.getVertGroupNames()
if vgroups:
new_me= new_ob.getData(mesh=1) # Do this so we can de vgroup stuff
for vgroupname in vgroups:
new_me.addVertGroup(vgroupname)
if len(new_me.verts) == len(orig_me.verts):
vlist = orig_me.getVertsFromGroup(vgroupname, True)
try:
for vpair in vlist:
new_me.assignVertsToGroup(vgroupname, [vpair[0]], vpair[1], ADD)
except:
pass
for ob in deformedList:
ob.sel = 1
if deformedList:
deformedList[0].sel = 1 # Keep the same object active.
Blender.Window.RedrawAll()
if __name__=='__main__':
apply_deform()