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animation_add_corrective_shape_key.py
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# ##### BEGIN GPL LICENSE BLOCK #####
#
# 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 2
# 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
# MERCHANTABILITY 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, write to the Free Software Foundation,
# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
#
# ##### END GPL LICENSE BLOCK #####
# <pep8-80 compliant>
bl_info = {
"name": "Corrective shape keys",
"author": "Ivo Grigull (loolarge), Tal Trachtman",
"version": (1, 0),
"blender": (2, 57, 0),
"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:2.6/Py/"
"Scripts/Animation/Corrective_Shape_Key",
"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
from mathutils import Vector, Matrix
iterations = 20
threshold = 1e-16
def reset_transform(ob):
ob.matrix_local.identity()
# this version is for shape_key data
def extract_vert_coords(ob, verts):
return [v.co.copy() for v in verts]
def extract_mapped_coords(ob, shape_verts):
totvert = len(shape_verts)
mesh = ob.to_mesh(bpy.context.scene, True, 'PREVIEW')
# cheating, the original mapped verts happen
# to be at the end of the vertex array
verts = mesh.vertices
arr = [verts[i].co.copy() for i in range(len(verts) - totvert, len(verts))]
mesh.user_clear()
bpy.data.meshes.remove(mesh)
return arr
def apply_vert_coords(ob, mesh, x):
for i, v in enumerate(mesh):
v.co = x[i]
ob.data.update()
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.
if not mesh_1.shape_keys:
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 = extract_vert_coords(ob_1, mesh_1_key_verts)
targetx = extract_vert_coords(ob_2, mesh_2.vertices)
for iteration in range(0, iterations):
dx = [[], [], [], [], [], []]
mapx = extract_mapped_coords(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 * Vector((1, 0, 0))]
dx[1] += [x[i] + 0.5 * epsilon * Vector((-1, 0, 0))]
dx[2] += [x[i] + 0.5 * epsilon * Vector((0, 1, 0))]
dx[3] += [x[i] + 0.5 * epsilon * Vector((0, -1, 0))]
dx[4] += [x[i] + 0.5 * epsilon * Vector((0, 0, 1))]
dx[5] += [x[i] + 0.5 * epsilon * Vector((0, 0, -1))]
for j in range(0, 6):
apply_vert_coords(ob_1, mesh_1_key_verts, dx[j])
dx[j] = extract_mapped_coords(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 = Matrix((Gx, Gy, Gz))
x[i] += G * (targetx[i] - mapx[i])
apply_vert_coords(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(scene, obj):
mesh = obj.to_mesh(scene, True, 'PREVIEW')
name = obj.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 is not None
def execute(self, context):
scene = context.scene
obj_act = context.active_object
new_object = func_object_duplicate_flatten_modifiers(scene, obj_act)
# setup the context
bpy.ops.object.select_all(action='DESELECT')
scene.objects.active = new_object
new_object.select = True
return {'FINISHED'}
def unposeMesh(meshObToUnpose, meshObToUnposeWeightSrc, armatureOb):
psdMeshData = meshObToUnpose
psdMesh = psdMeshData
I = 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
# Matrix filled with zeros
sigma = Matrix()
sigma.zero()
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.transpose()
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.
if not target.data.shape_keys:
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:
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.active_shape_key.value = 1.0
try:
target.active_shape_key.vertex_group = vgroup
except:
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
layout.operator("object.object_duplicate_flatten_modifiers",
text='Create duplicate for editing')
layout.operator("object.add_corrective_pose_shape_fast",
text='Add as corrective pose-shape (fast, armatures only)',
icon='COPY_ID') # icon is not ideal
layout.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):
pass
def register():
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():
bpy.utils.unregister_module(__name__)
if __name__ == "__main__":
register()