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Commit db0e8f44 authored by John Phan's avatar John Phan
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Added rebuild armature button bones from scrape selected armature.

parent 9c208086
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......@@ -1923,6 +1923,7 @@ class VIEW3D_PT_unrealtools_objectmode(bpy.types.Panel):
layout.label(text="Match Found: " + str(actionsetmatchcount))
layout.operator(OBJECT_OT_UTSelectedFaceSmooth.bl_idname)
layout.operator(OBJECT_OT_UTRebuildArmature.bl_idname)
#row = layout.row()
#row.label(text="Action Set(s)(not build)")
#for action in bpy.data.actions:
......@@ -1999,7 +2000,97 @@ class OBJECT_OT_UTSelectedFaceSmooth(bpy.types.Operator):
#objects = bpy.data.objects
return{'FINISHED'}
class OBJECT_OT_UTRebuildArmature(bpy.types.Operator):
bl_idname = "object.utrebuildarmature" # XXX, name???
bl_label = "Rebuild Armature"
__doc__ = "Roll bone rotation not working yet. It rebuild the select armature object scrape to raw setup build."
def invoke(self, context, event):
#print("Init Export Script:")
for obj in bpy.data.objects:
#print(dir(obj))
if obj.type == 'ARMATURE' and obj.select == True:
print("Armature Name:",obj.name)
#print(dir(obj.data))
objectname = "armaturedata"
meshname ="ArmatureObject"
armdata = bpy.data.armatures.new(objectname)
ob_new = bpy.data.objects.new(meshname, armdata)
bpy.context.scene.objects.link(ob_new)
for i in bpy.context.scene.objects: i.select = False #deselect all objects
ob_new.select = True
bpy.context.scene.objects.active = ob_new
bpy.ops.object.mode_set(mode='OBJECT')
#bpy.ops.object.mode_set(mode='EDIT')
print("number of bones:",len(obj.data.edit_bones))
#for ib in range(len( obj.data.bones)):
#print("bone name:",obj.data.edit_bones[ib].name)
#print("bone name:",dir(bone))
#editbone = obj.data.edit_bones[ib]
#print("bone dir",dir(editbone))
#bpy.ops.object.mode_set(mode='EDIT')
print("=====================")
#for bone in obj.data.edit_bones:
#print("bone name:",bone.name)
#print("edit bone name:",dir(bone))
print("=====================")
print("data object:",dir(obj.data))
bpy.ops.object.mode_set(mode='EDIT')
for bone in obj.data.bones:
print("bone name:",bone.name)
bpy.ops.object.mode_set(mode='EDIT')
newbone = ob_new.data.edit_bones.new(bone.name)
#print("parent:",bone.parent.name)
newbone.head = bone.head
newbone.tail = bone.tail
#newbone.roll = bone.roll
print(dir(bone))
#print((bone.bbone_z))
#newbone.matrix = bone.matrix
newbone.roll = bone.bbone_z
if bone.parent != None:
print("Found!",bone.parent.name)
parentbone = ob_new.data.edit_bones[bone.parent.name]
newbone.parent = parentbone
else:
print("Not found!")
newbone.head = bone.head_local
newbone.tail = bone.tail_local
#newbone.matrix = bone.matrix_local
#print(dir(newbone))
#if bone.name != bone.parent:
#print("parent:",bone.parent.name)
#parentbone = ob_new.data.edit_bones[bone.parent]
#newbone.parent = parentbone
'''
bpy.ops.object.mode_set(mode='OBJECT')#it need to go into object mode to able to select the faces
#print("Mesh found!",obj.name)
#print(len(obj.data.faces))
for face in obj.data.faces:
#print(dir(face))
if face.use_smooth == True:
face.select = True
#print("selected:",face.select)
else:
face.select = False
#print("selected:",face.select)
#print(("smooth:",face.use_smooth))
#bpy.context.scene.update()
bpy.ops.object.mode_set(mode='EDIT')
'''
#bpy.context.scene.objects.link(ob_new)
bpy.context.scene.update()
break
#objects = bpy.data.objects
return{'FINISHED'}
def menu_func(self, context):
#bpy.context.scene.unrealexportpsk = True
#bpy.context.scene.unrealexportpsa = True
......
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