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'name': 'Corrective shape keys',
'author': 'Ivo Grigull (loolarge), Tal Trachtman',
'version': (1, 0),
"api": 36157,
'location': 'Object Data > Shape Keys (Search: corrective) ',
'description': 'Creates a corrective shape key for the current pose',
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.5/Py/"\
"Scripts/Animation/Corrective_Shape_Key",
"tracker_url": "https://projects.blender.org/tracker/index.php?"\
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'category': 'Animation'}
"""
This script transfer the shape from an object (base mesh without
modifiers) to another object with modifiers (i.e. posed Armature).
Only two objects must be selected.
The first selected object will be added to the second selected
object as a new shape key.
- Original 2.4x script by ? (brecht?)
- Unpose-function reused from a script by Tal Trachtman in 2007
http://www.apexbow.com/randd.html
- Converted to Blender 2.5 by Ivo Grigull
Limitations:
- Target mesh may not have any transformation at object level,
it will be set to zero.
- Fast/Armature method does not work with Bone envelopes or dual quaternions,
both settings will be disabled in the modifier
"""
import bpy
import mathutils
iterations = 20
threshold = 1e-16
def reset_transform(ob):
m = mathutils.Matrix()
ob.matrix_local = m
# flips rotation matrix
def flip_matrix_direction(m):
mat = mathutils.Matrix()
mat[0][0] = m[0][0]
mat[0][1] = m[1][0]
mat[0][2] = m[2][0]
mat[1][0] = m[0][1]
mat[1][1] = m[1][1]
mat[1][2] = m[2][1]
mat[2][0] = m[0][2]
mat[2][1] = m[1][2]
mat[2][2] = m[2][2]
return mat
# this version is for shape_key data
def extractX(ob, mesh):
x = []
for i in range(0, len(mesh)):
v = mesh[i]
x += [mathutils.Vector(v.co)]
return x
# this version is for mesh data
def extractX_2(ob, mesh):
x = []
for i in range(0, len(mesh.vertices)):
v = mesh.vertices[i]
x += [mathutils.Vector(v.co)]
return x
def extractMappedX(ob, mesh):
totvert = len(mesh)
mesh = ob.to_mesh( bpy.context.scene, True, 'PREVIEW' )
x = []
# cheating, the original mapped verts happen
# to be at the end of the vertex array
for i in range(len(mesh.vertices)-totvert, len(mesh.vertices)):
v = mesh.vertices[i]
x += [mathutils.Vector(v.co)]
mesh.user_clear()
bpy.data.meshes.remove(mesh)
return x
def applyX(ob, mesh, x ):
for i in range(0, len(mesh)):
v = mesh[i]
v.co = x[i]
ob.data.update()
return x
def func_add_corrective_pose_shape( source, target):
ob_1 = target
mesh_1 = target.data
ob_2 = source
mesh_2 = source.data
reset_transform(target)
# If target object doesn't have Basis shape key, create it.
basis = ob_1.shape_key_add()
basis.name = "Basis"
ob_1.data.update()
key_index = ob_1.active_shape_key_index
# Insert new shape key
if key_index == 0:
new_shapekey = ob_1.shape_key_add()
new_shapekey.name = "Shape_" + ob_2.name
key_index = len(mesh_1.shape_keys.key_blocks)-1
ob_1.active_shape_key_index = key_index
# else, the active shape will be used (updated)
ob_1.show_only_shape_key = True
vgroup = ob_1.active_shape_key.vertex_group
ob_1.active_shape_key.vertex_group = ""
mesh_1_key_verts = mesh_1.shape_keys.key_blocks[ key_index ].data
x = extractX(ob_1, mesh_1_key_verts)
targetx = extractX_2(ob_2, mesh_2)
for iteration in range(0, iterations):
dx = [[], [], [], [], [], []]
mapx = extractMappedX(ob_1, mesh_1_key_verts)
# finite differencing in X/Y/Z to get approximate gradient
for i in range(0, len(mesh_1.vertices)):
epsilon = (targetx[i] - mapx[i]).length
if epsilon < threshold:
epsilon = 0.0
dx[0] += [x[i] + 0.5 * epsilon * mathutils.Vector((1, 0, 0))]
dx[1] += [x[i] + 0.5 * epsilon * mathutils.Vector((-1, 0, 0))]
dx[2] += [x[i] + 0.5 * epsilon * mathutils.Vector((0, 1, 0))]
dx[3] += [x[i] + 0.5 * epsilon * mathutils.Vector((0, -1, 0))]
dx[4] += [x[i] + 0.5 * epsilon * mathutils.Vector((0, 0, 1))]
dx[5] += [x[i] + 0.5 * epsilon * mathutils.Vector((0, 0, -1))]
applyX(ob_1, mesh_1_key_verts, dx[j])
dx[j] = extractMappedX(ob_1, mesh_1_key_verts)
# take a step in the direction of the gradient
for i in range(0, len(mesh_1.vertices)):
epsilon = (targetx[i] - mapx[i]).length
if epsilon >= threshold:
Gx = list((dx[0][i] - dx[1][i]) / epsilon)
Gy = list((dx[2][i] - dx[3][i]) / epsilon)
Gz = list((dx[4][i] - dx[5][i]) / epsilon)
G = mathutils.Matrix((Gx, Gy, Gz))
G = flip_matrix_direction(G)
applyX(ob_1, mesh_1_key_verts, x )
ob_1.active_shape_key.vertex_group = vgroup
# set the new shape key value to 1.0, so we see the result instantly
ob_1.active_shape_key.value = 1.0
#mesh_1.update()
ob_1.show_only_shape_key = False
class add_corrective_pose_shape(bpy.types.Operator):
'''Adds first object as shape to second object for the current pose while maintaining modifiers (i.e. anisculpt, avoiding crazy space) Beware of slowness!!!'''
bl_idname = "object.add_corrective_pose_shape"
bl_label = "Add object as corrective pose shape"
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
selection = context.selected_objects
if len(selection) != 2:
self.report({'ERROR'}, "Select source and target objects")
return {'CANCELLED'}
target = context.active_object
if context.active_object == selection[0]:
source = selection[1]
else:
source = selection[0]
func_add_corrective_pose_shape( source, target)
return {'FINISHED'}
def func_object_duplicate_flatten_modifiers(ob, scene):
mesh = ob.to_mesh( bpy.context.scene, True, 'PREVIEW' )
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name = ob.name + "_clean"
new_object = bpy.data.objects.new( name, mesh)
new_object.data = mesh
scene.objects.link(new_object)
return new_object
class object_duplicate_flatten_modifiers(bpy.types.Operator):
'''Duplicates the selected object with modifiers applied'''
bl_idname = "object.object_duplicate_flatten_modifiers"
bl_label = "Duplicate and apply all"
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
new_object = func_object_duplicate_flatten_modifiers( context.active_object, context.scene )
context.scene.objects.active = new_object
for n in bpy.data.objects:
if n != new_object:
n.select = False
else:
n.select = True
return {'FINISHED'}
def flip_matrix_direction_4x4(m):
mat = mathutils.Matrix()
mat[0][0] = m[0][0]
mat[0][1] = m[1][0]
mat[0][2] = m[2][0]
mat[0][3] = m[3][0]
mat[1][0] = m[0][1]
mat[1][1] = m[1][1]
mat[1][2] = m[2][1]
mat[1][3] = m[3][1]
mat[2][0] = m[0][2]
mat[2][1] = m[1][2]
mat[2][2] = m[2][2]
mat[2][3] = m[3][2]
mat[3][0] = m[0][3]
mat[3][1] = m[1][3]
mat[3][2] = m[2][3]
mat[3][3] = m[3][3]
return mat
def unposeMesh(meshObToUnpose, meshObToUnposeWeightSrc, armatureOb):
psdMeshData = meshObToUnpose
psdMesh = psdMeshData
I = mathutils.Matrix() #identity matrix
meshData = meshObToUnposeWeightSrc.data
mesh = meshData
armData = armatureOb.data
pose = armatureOb.pose
pbones = pose.bones
for index, v in enumerate(mesh.vertices):
# above is python shortcut for:index goes up from 0 to tot num of verts in mesh,
# with index incrementing by 1 each iteration
psdMeshVert = psdMesh[index]
listOfBoneNameWeightPairs = []
for n in mesh.vertices[index].groups:
try:
name = meshObToUnposeWeightSrc.vertex_groups[n.group].name
weight = n.weight
is_bone = False
for i in armData.bones:
if i.name == name:
is_bone = True
break
# ignore non-bone vertex groups
if is_bone:
listOfBoneNameWeightPairs.append( [name, weight] )
except:
print('error')
pass
weightedAverageDictionary = {}
totalWeight = 0
for pair in listOfBoneNameWeightPairs:
totalWeight += pair[1]
for pair in listOfBoneNameWeightPairs:
if (totalWeight>0): #avoid divide by zero!
weightedAverageDictionary[pair[0]] = pair[1]/totalWeight
else:
weightedAverageDictionary[pair[0]] = 0
sigma = mathutils.Matrix(I-I) #Matrix filled with zeros
list = []
for n in pbones:
list.append(n)
list.reverse()
for pbone in list:
if pbone.name in weightedAverageDictionary:
#~ print("found key %s", pbone.name)
vertexWeight = weightedAverageDictionary[pbone.name]
m = pbone.matrix_channel.copy()
#m = flip_matrix_direction_4x4(m)
sigma += (m - I) * vertexWeight
else:
pass
#~ print("no key for bone " + pbone.name)
sigma = I + sigma
sigma.invert()
psdMeshVert.co = psdMeshVert.co * sigma
def func_add_corrective_pose_shape_fast(source, target):
reset_transform(target)
# If target object doesn't have Basis shape key, create it.
basis = target.shape_key_add()
basis.name = "Basis"
target.data.update()
key_index = target.active_shape_key_index
if key_index == 0:
# Insert new shape key
new_shapekey = target.shape_key_add()
new_shapekey.name = "Shape_" + source.name
key_index = len(target.data.shape_keys.key_blocks)-1
target.active_shape_key_index = key_index
# else, the active shape will be used (updated)
target.show_only_shape_key = True
shape_key_verts = target.data.shape_keys.key_blocks[ key_index ].data
try:
vgroup = target.active_shape_key.vertex_group
target.active_shape_key.vertex_group = ''
except:
print("blub")
pass
# copy the local vertex positions to the new shape
verts = source.data.vertices
for n in range( len(verts)):
shape_key_verts[n].co = verts[n].co
# go to all armature modifies and unpose the shape
for n in target.modifiers:
if n.type == 'ARMATURE' and n.show_viewport:
#~ print("got one")
n.use_bone_envelopes = False
n.use_deform_preserve_volume = False
n.use_vertex_groups = True
armature = n.object
unposeMesh( shape_key_verts, target, armature)
break
# set the new shape key value to 1.0, so we see the result instantly
target.data.shape_keys.key_blocks[ target.active_shape_key_index].value = 1.0
try:
target.active_shape_key.vertex_group = vgroup
except:
#~ print("bluba")
pass
target.show_only_shape_key = False
target.data.update()
class add_corrective_pose_shape_fast(bpy.types.Operator):
'''Adds 1st object as shape to 2nd object as pose shape (only 1 armature)'''
bl_idname = "object.add_corrective_pose_shape_fast"
bl_label = "Add object as corrective shape faster"
@classmethod
def poll(cls, context):
return context.active_object != None
def execute(self, context):
selection = context.selected_objects
if len(selection) != 2:
self.report({'ERROR'}, "Select source and target objects")
return {'CANCELLED'}
target = context.active_object
if context.active_object == selection[0]:
source = selection[1]
else:
source = selection[0]
func_add_corrective_pose_shape_fast( source, target)
return {'FINISHED'}
## GUI
def vgroups_draw(self, context):
layout = self.layout
Ivo Grigull
committed
layout.row().operator("object.object_duplicate_flatten_modifiers", text='Create duplicate for editing' )
layout.row().operator("object.add_corrective_pose_shape_fast", text='Add as corrective pose-shape (fast, armatures only)', icon='COPY_ID') # icon is not ideal
layout.row().operator("object.add_corrective_pose_shape", text='Add as corrective pose-shape (slow, all modifiers)', icon='COPY_ID') # icon is not ideal
def modifiers_draw(self, context):
Campbell Barton
committed
bpy.utils.register_module(__name__)
bpy.types.MESH_MT_shape_key_specials.append( vgroups_draw )
bpy.types.DATA_PT_modifiers.append( modifiers_draw )
def unregister():
Campbell Barton
committed
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()