forked from bartvdbraak/blender
103 lines
3.5 KiB
Python
103 lines
3.5 KiB
Python
#!BPY
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"""
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Name: 'Apply Deformation'
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Blender: 234
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Group: 'Mesh'
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Tooltip: 'Create fixed copies of deformed meshes'
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"""
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__author__ = "Martin 'theeth' Poirier"
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__url__ = ("http://www.blender.org", "http://www.elysiun.com")
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__version__ = "1.5 09/21/04"
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__bpydoc__ = """\
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This script creates "raw" copies of deformed meshes.
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Usage:
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Select the mesh(es) and run this script. A fixed copy of each selected mesh
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will be created, with the word "_deformed" appended to its name. If an object with
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the same name already exists, it appends a number at the end as Blender itself does.
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Meshes in Blender can be deformed by armatures, lattices, curve objects and subdivision, but this will only change its appearance on screen and rendered
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images -- the actual mesh data is still simpler, with vertices in an original
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"rest" position and less vertices than the subdivided version.
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Use this script if you want a "real" version of the deformed mesh, so you can
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directly manipulate or export its data.
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"""
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# $Id$
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#
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# --------------------------------------------------------------------------
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# ***** BEGIN GPL LICENSE BLOCK *****
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#
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# Copyright (C) 2003: Martin Poirier, theeth@yahoo.com
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#
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# Thanks to Jonathan Hudson for help with the vertex groups part
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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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import Blender
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Blender.Window.EditMode(0)
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ob_list = Blender.Object.GetSelected()
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for ob in ob_list:
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if ob.getType() == "Mesh":
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name = ob.getName()
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new_name = name + "_deformed"
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num = 0
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new_mesh = Blender.NMesh.GetRawFromObject(name)
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mesh = Blender.NMesh.GetRaw(new_name)
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while mesh:
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num += 1
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new_name = name + "_deformed." + "%03i" % num
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mesh = Blender.NMesh.GetRaw(new_name)
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new_ob = Blender.NMesh.PutRaw(new_mesh, new_name)
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new_ob.setMatrix(ob.getMatrix())
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try:
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new_ob = Blender.Object.Get(new_name)
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while 1:
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num += 1
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new_name = name + "_deformed." + "%03i" % num
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new_ob = Blender.Object.Get(new_name)
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except:
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pass
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new_ob.setName(new_name)
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ob_mesh = ob.getData()
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new_ob_mesh = new_ob.getData()
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# If SubSurf is off on the original, copy the vertex weight
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if not ob_mesh.getMode() & Blender.NMesh.Modes['SUBSURF']:
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for vgroupname in ob_mesh.getVertGroupNames():
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vlist = ob_mesh.getVertsFromGroup(vgroupname, True)
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new_ob_mesh.addVertGroup(vgroupname)
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for vpair in vlist:
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new_ob_mesh.assignVertsToGroup(vgroupname, [vpair[0]], vpair[1], 'add')
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# If it's on, just add the vertex groups
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else:
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for vgroupname in ob_mesh.getVertGroupNames():
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new_ob_mesh.addVertGroup(vgroupname)
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new_ob_mesh.update()
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Blender.Window.EditMode(1)
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