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animation_add_corrective_shape_key.py 14.4 KiB
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  • # ##### BEGIN GPL LICENSE BLOCK #####
    #
    #  This program is free software; you can redistribute it and/or
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    #  as published by the Free Software Foundation; either version 2
    #  of the License, or (at your option) any later version.
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    bl_addon_info = {
        'name': 'Corrective shape keys',
        'author': 'Ivo Grigull (loolarge), Tal Trachtman',
        'version': (1, 0),
        'blender': (2, 5, 5),
        '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?"\
    
            "func=detail&aid=22129&group_id=153&atid=469",
    
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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.create_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.
        try:
            num_keys = len( mesh_1.shape_keys.keys )
        except:
            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
            new_shapekey_name = new_shapekey.name
            
            key_index = len(mesh_1.shape_keys.keys)-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.keys[ 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])]
        
            for j in range(0, 6):
                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)
        
                    x[i] += (targetx[i] - mapx[i]) * 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):
        
            if len(context.selected_objects) > 2:
                print("Select source and target objects please")
                return {'FINISHED'}
    
            selection = context.selected_objects
            target = context.active_object
            if context.active_object == selection[0]:
                source = selection[1]
            else:
                source = selection[0]
    
            #~ print(source)
            #~ print(target)
            func_add_corrective_pose_shape( source, target)
    
            return {'FINISHED'}
    
    def func_object_duplicate_flatten_modifiers(ob, scene):
        mesh = ob.create_mesh( bpy.context.scene, True, 'PREVIEW' )
        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.
        try:
            num_keys = len( target.data.shape_keys.keys )
        except:
            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
            new_shapekey_name = new_shapekey.name
            
            key_index = len(target.data.shape_keys.keys)-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.keys[ 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.keys[ 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):
        
            if len(context.selected_objects) > 2:
                print("Select source and target objects please")
                return {'FINISHED'}
    
            selection = context.selected_objects
            target = context.active_object
            if context.active_object == selection[0]:
                source = selection[1]
            else:
                source = selection[0]
    
            print(source)
            print(target)
            func_add_corrective_pose_shape_fast( source, target)
    
            return {'FINISHED'}
    
    
    
    
    ## GUI
    def vgroups_draw(self, context):
        layout = self.layout
    
        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):
        layout = self.layout
    
        layout.operator("object.object_duplicate_flatten_modifiers" )
    
    
    def register():
        bpy.types.MESH_MT_shape_key_specials.append( vgroups_draw )
        bpy.types.DATA_PT_modifiers.append( modifiers_draw )
    
    def unregister():
        pass