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MIT License | ||
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Copyright (c) 2023 Gustavo Jaruga Cruz | ||
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Permission is hereby granted, free of charge, to any person obtaining a copy | ||
of this software and associated documentation files (the "Software"), to deal | ||
in the Software without restriction, including without limitation the rights | ||
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell | ||
copies of the Software, and to permit persons to whom the Software is | ||
furnished to do so, subject to the following conditions: | ||
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The above copyright notice and this permission notice shall be included in all | ||
copies or substantial portions of the Software. | ||
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR | ||
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, | ||
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE | ||
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER | ||
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, | ||
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE | ||
SOFTWARE. |
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# Bones To Mesh Addon | ||
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Blender addon to help bake physics simulations to bones inside armatures. | ||
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## Description | ||
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Select both a mesh object and armature and use the side panel 'BonesToMesh'. | ||
Select 'Create constrained bones' will create vertex groups for the mesh and assign IK constraints for the bones. | ||
Putting the closest vertex to the bone tail with weight of 1 in its vertex group. | ||
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Select the armature and press 'Bake bones' to bake all bone constraints. | ||
Note that you need to bake your physics baked. | ||
This is only a shortcut to Pose->Animation->Bake with all bones selected. Using visual keying. |
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# 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 3 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 | ||
# MERCHANTIBILITY 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, see <http://www.gnu.org/licenses/>. | ||
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bl_info = { | ||
"name" : "BonesToMesh", | ||
"author" : "Gustjc", | ||
"description" : "", | ||
"blender" : (2, 80, 0), | ||
"version" : (0, 0, 1), | ||
"location" : "View3D", | ||
"warning" : "", | ||
"category" : "Object" | ||
} | ||
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import bpy | ||
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from . btm_op import GDEV_OT_RemoveConstraintsOperator, GDEV_OT_CreateVertexGroupsOperator, GDEV_OT_RemoveVertexOperator, GDEV_OT_BakeConstraintsOperator | ||
from . btm_panel import GDEV_PT_Panel | ||
classes = (GDEV_OT_RemoveConstraintsOperator, GDEV_PT_Panel, GDEV_OT_CreateVertexGroupsOperator, GDEV_OT_RemoveVertexOperator, GDEV_OT_BakeConstraintsOperator) | ||
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def register(): | ||
for c in classes: | ||
bpy.utils.register_class(c) | ||
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def unregister(): | ||
for c in classes: | ||
bpy.utils.unregister_class(c) |
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import bpy | ||
import numpy as np | ||
from bpy.types import Operator | ||
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class GDEV_OT_CreateVertexGroupsOperator(bpy.types.Operator): | ||
"""Create a vertex group for each bone in the selected armature""" | ||
bl_idname = "object.create_bones_vertex_groups" | ||
bl_label = "Create Vertex Groups" | ||
bl_options = {'REGISTER', 'UNDO'} | ||
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@classmethod | ||
def poll(cls, context): | ||
obj = context.object | ||
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if obj.mode == "OBJECT" and len(context.selected_objects) == 2: | ||
if context.selected_objects[0].type == 'MESH' and \ | ||
context.selected_objects[1].type == 'ARMATURE': | ||
return True | ||
if context.selected_objects[1].type == 'MESH' and \ | ||
context.selected_objects[0].type == 'ARMATURE': | ||
return True | ||
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return False | ||
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def execute(self, context): | ||
# Assuming the mesh is active object | ||
if context.selected_objects[0].type == 'MESH': | ||
mesh_obj = context.selected_objects[0] | ||
armature_obj = context.selected_objects[1] | ||
else: | ||
mesh_obj = context.selected_objects[1] | ||
armature_obj = context.selected_objects[0] | ||
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bone_names = [bone.name for bone in armature_obj.data.bones] | ||
vertices = np.array(mesh_obj.data.vertices) | ||
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for bone_name in bone_names: | ||
bone_tail = armature_obj.pose.bones[bone_name].tail | ||
vertex_group = mesh_obj.vertex_groups.new(name=bone_name) | ||
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closest_vertex_idx = np.argmin([np.linalg.norm(v.co - bone_tail) for v in vertices]) | ||
vertex_group.add([int(closest_vertex_idx)], 1.0, 'REPLACE') | ||
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# Add IK constraint | ||
bone_constraint = armature_obj.pose.bones[bone_name].constraints.new(type='IK') | ||
bone_constraint.target = mesh_obj | ||
bone_constraint.subtarget = bone_name | ||
bone_constraint.chain_count = 1 | ||
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return {'FINISHED'} | ||
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class GDEV_OT_BakeConstraintsOperator(Operator): | ||
bl_idname = "object.bake_all_pose" | ||
bl_label = "Bake pose constrains" | ||
bl_description = "Bake all pose constrains" | ||
bl_options = {'REGISTER', 'UNDO'} | ||
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frame_start: bpy.props.IntProperty( | ||
name="Start Frame", | ||
description="Start frame for baking", | ||
min=0, max=300000, | ||
default=1, | ||
) | ||
frame_end: bpy.props.IntProperty( | ||
name="End Frame", | ||
description="End frame for baking", | ||
min=1, max=300000, | ||
default=250, | ||
) | ||
step: bpy.props.IntProperty( | ||
name="Frame Step", | ||
description="Frame Step", | ||
min=1, max=120, | ||
default=1, | ||
) | ||
use_current_action: bpy.props.BoolProperty( | ||
name="Overwrite Current Action", | ||
description="Bake animation into current action, instead of creating a new one " | ||
"(useful for baking only part of bones in an armature)", | ||
default=False, | ||
) | ||
clean_curves: bpy.props.BoolProperty( | ||
name="Clean Curves", | ||
description="After baking curves, remove redundant keys", | ||
default=False, | ||
) | ||
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@classmethod | ||
def poll(cls, context): | ||
obj = context.object | ||
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if obj.mode == "OBJECT" and obj.type == "ARMATURE": | ||
return True | ||
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return False | ||
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def execute(self, context): | ||
# Active object is ARMATURE | ||
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bpy.ops.nla.bake(only_selected=False, visual_keying=True, clear_constraints=True,bake_types={'POSE'}, | ||
clean_curves=self.clean_curves, | ||
frame_start=self.frame_start, | ||
frame_end=self.frame_end, | ||
step=self.step, | ||
use_current_action=self.use_current_action) | ||
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return {'FINISHED'} | ||
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def invoke(self, context, _event): | ||
scene = context.scene | ||
if scene.use_preview_range: | ||
self.frame_start = scene.frame_preview_start | ||
self.frame_end = scene.frame_preview_end | ||
else: | ||
self.frame_start = scene.frame_start | ||
self.frame_end = scene.frame_end | ||
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wm = context.window_manager | ||
return wm.invoke_props_dialog(self) | ||
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class GDEV_OT_RemoveConstraintsOperator(Operator): | ||
bl_idname = "object.remove_all_bone_constrains" | ||
bl_label = "Remove pose constrains" | ||
bl_description = "Remove all pose constrains" | ||
bl_options = {'REGISTER', 'UNDO'} | ||
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@classmethod | ||
def poll(cls, context): | ||
obj = context.object | ||
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if obj.mode == "OBJECT" and obj.type == "ARMATURE": | ||
return True | ||
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return False | ||
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def execute(self, context): | ||
# Active object is ARMATURE | ||
armature_obj = context.active_object | ||
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bone_names = [bone.name for bone in armature_obj.data.bones] | ||
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for bone_name in bone_names: | ||
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# Add IK constraint | ||
constraint = armature_obj.pose.bones[bone_name].constraints.get("IK") | ||
if constraint: | ||
armature_obj.pose.bones[bone_name].constraints.remove(constraint) | ||
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return {'FINISHED'} | ||
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class GDEV_OT_RemoveVertexOperator(Operator): | ||
bl_idname = "object.remove_all_vertexgroups" | ||
bl_label = "Remove vertexgroups" | ||
bl_description = "Remove all vertexgroups" | ||
bl_options = {'REGISTER', 'UNDO'} | ||
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@classmethod | ||
def poll(cls, context): | ||
obj = context.object | ||
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if obj.mode == "OBJECT" and obj.type == "MESH": | ||
return True | ||
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return False | ||
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def execute(self, context): | ||
# Active object is ARMATURE | ||
mesh_obj = context.active_object | ||
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mesh_obj.vertex_groups.clear() | ||
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return {'FINISHED'} | ||
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from bpy.types import Panel | ||
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class GDEV_PT_Panel(Panel): | ||
bl_space_type = "VIEW_3D" | ||
bl_region_type = "UI" | ||
bl_label = "Bones to mesh" | ||
bl_category = "BonesToMesh" | ||
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@classmethod | ||
def poll(cls, context): | ||
obj = context.object | ||
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if obj.mode == "OBJECT": | ||
return True | ||
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return False | ||
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def draw(self, context): | ||
layout = self.layout | ||
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# 2 Column buttons | ||
row = layout.row() | ||
row.operator("object.create_bones_vertex_groups", text="Create constrained bones") | ||
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row = layout.row() | ||
row.operator("object.bake_all_pose", text="Bake bones") | ||
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#col = row.column() | ||
row = layout.row() | ||
row.operator("object.remove_all_bone_constrains", text="Remove IK constraints") | ||
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row = layout.row() | ||
row.operator("object.remove_all_vertexgroups", text="Remove vertex groups") |