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object_convert_to_armature.py
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object_convert_to_armature.py
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# coding: utf-8
# This script is Free software. Please share and reuse.
# ♡2010-2019 Adam Dominec <[email protected]>
bl_info = {
"name": "Convert Mesh to Armature",
"author": "Addam Dominec",
"version": (1, 0),
"blender": (2, 80, 0),
"location": "Object > Convert to Armature",
"warning": "",
"description": "Generate an armature with a single bone controlling each face",
"category": "Object",
"wiki_url": "http://wiki.blender.org/index.php/Extensions:2.6/Py/Scripts/Object/Convert_to_Armature",
}
import bpy
import bmesh
from itertools import repeat
from math import asin, pi
def add_armature(mesh_object):
armature = bpy.data.armatures.new(f"{mesh_object.name} Armature")
armature_object = bpy.data.objects.new(armature.name, object_data=armature)
armature_object.matrix_local = mesh_object.matrix_local
bpy.context.scene.collection.objects.link(armature_object)
modifier = mesh_object.modifiers.new("Folding Armature", 'ARMATURE')
modifier.use_bone_envelopes = False
modifier.use_vertex_groups = True
modifier.object = armature_object
return armature_object, armature
def add_bone(name, armature, head, tail):
bo = armature.edit_bones.new(name)
bo.head = head
bo.tail = tail
return bo
def prepare_bones(init_face):
bones = list()
loops = 0
visited_faces = set()
queue = [(None, init_face, None)] # Edge, face, parent_face
while queue:
edge, face, parent_face = queue.pop()
if face in visited_faces:
loops += 1 # we arrived at the same face from two different directions
continue
visited_faces.add(face)
tail = face.calc_center_median_weighted()
if edge:
a, b = [v.co for v in edge.verts]
head = (a + b) / 2
tail -= (tail - head).project(b - a)
else: # root bone
head = tail.copy()
head.z -= 1
bones.append((face, parent_face, head, tail))
for loop in face.loops:
if loop.edge is not edge:
queue.extend((loop.edge, l.face, face) for l in loop.link_loops)
return bones, loops
def lock_pose_rotation(pose_bone):
pose_bone.lock_rotation[0:3] = False, True, True
pose_bone.lock_location[0:3] = True, True, True
pose_bone.lock_scale[0:3] = True, True, True
pose_bone.lock_ik_x, pose_bone.lock_ik_y, pose_bone.lock_ik_z = False, True, True
pose_bone.rotation_mode = 'XYZ'
def main(context):
mesh_object = context.object
recall_mode = {'EDIT_MESH': 'EDIT'}.get(context.mode, context.mode)
if context.mode == 'EDIT_MESH':
# Vertex groups cannot be added in Mesh Edit mode
bpy.ops.object.mode_set(mode='OBJECT')
bm = bmesh.new()
bm.from_mesh(mesh_object.data)
bm.verts.ensure_lookup_table()
armature_object, armature = add_armature(mesh_object)
bones, loops = prepare_bones(bm.faces.active or next(iter(bm.faces)))
context.view_layer.objects.active = armature_object
# Create bones (requires Armature in Edit mode)
bpy.ops.object.mode_set(mode='EDIT')
face_bone = dict()
for face, parent_face, head, tail in bones:
group = mesh_object.vertex_groups.new(name=f"Face {face.index}") # Create a vertex group for this face
group.add([v.index for v in face.verts], 1, 'ADD')
bone = add_bone(group.name, armature, head, tail)
bone.align_roll(face.normal)
bone.parent = face_bone.get(parent_face)
face_bone[face] = bone
bone_face = {eb.name: f for f, eb in face_bone.items()}
# Set transform locks (requires Armature in Object mode)
bpy.ops.object.mode_set(mode='OBJECT')
for pose_bone in armature_object.pose.bones:
bone = pose_bone.bone
parent = bone.parent
if parent is None:
pose_bone.lock_scale[0:3] = True, True, True
else:
lock_pose_rotation(pose_bone)
face = bone_face[bone.name]
parent_face = bone_face[parent.name]
# note: this almost works (and it does not need the bone_face dict)
# face_normal = bone.matrix_local.col[2].to_3d()
# parent_normal = parent.matrix_local.col[2].to_3d()
# angle = face_normal.angle(parent_normal)
angle = face.normal.angle(parent_face.normal)
pose_bone.rotation_euler.x = angle
context.view_layer.objects.active = mesh_object
bpy.ops.object.mode_set(mode=recall_mode)
if loops:
raise ValueError(loops)
class OBJECT_OT_convert_to_armature(bpy.types.Operator):
'''Generate an armature with a single bone controlling each face. The mesh must be a tree-like structure for this to make sense. Active face is used for main bone.'''
bl_idname = "object.convert_to_armature"
bl_label = "Convert to Armature"
bl_description = "Generate an armature from the active mesh"
@classmethod
def poll(cls, context):
return context.active_object.type == 'MESH'
def execute(self, context):
try:
main(context)
except ValueError as E:
if isinstance(E.args[0], int):
self.report({'ERROR', 'ERROR_INVALID_INPUT'}, "There is a loop of connected faces. Use Export Paper Model add-on and Split Seams operator to eliminate them.\n" "Otherwise, the armature may be unusable.")
else:
raise
return {'FINISHED'}
def split_seams(bm):
verts = [v for v in bm.verts if sum(e.seam for e in v.link_edges) > 1]
for vert in verts:
bmesh.utils.vert_separate(vert, [e for e in vert.link_edges if e.seam])
class MESH_OT_split_seams(bpy.types.Operator):
'''Split along edges marked as Seam.'''
bl_idname = "object.split_seams"
bl_label = "Split Seams"
bl_description = "Split along edges marked as Seam"
@classmethod
def poll(cls, context):
return context.active_object.type == 'MESH'
def execute(self, context):
mesh = context.object.data
if context.mode == 'EDIT_MESH':
bm = bmesh.from_edit_mesh(mesh)
else:
bm = bmesh.new()
bm.from_mesh(mesh)
split_seams(bm)
if context.mode == 'EDIT_MESH':
bmesh.update_edit_mesh(mesh)
else:
bm.to_mesh(mesh)
return {'FINISHED'}
def menu_func(self, context):
self.layout.operator(OBJECT_OT_convert_to_armature.bl_idname, text="Convert to Armature")
classes = [
OBJECT_OT_convert_to_armature,
MESH_OT_split_seams
]
def register():
for cls in classes:
bpy.utils.register_class(cls)
bpy.types.VIEW3D_MT_object.append(menu_func)
def unregister():
bpy.types.VIEW3D_MT_object.remove(menu_func)
for cls in classes:
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()