Merge branch 'master' of ssh://github.com/sjkillen/blenderings
This commit is contained in:
commit
23faf4f2a8
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# See notes for source repo
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# ##### BEGIN GPL LICENSE BLOCK #####
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#
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# This program is free software; you can redistribute it and/or
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# modify it under the terms of the GNU General Public License
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# as published by the Free Software Foundation; either version 2
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# of the License, or (at your option) any later version.
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#
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# This program is distributed in the hope that it will be useful,
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# but WITHOUT ANY WARRANTY; without even the implied warranty of
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# MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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# GNU General Public License for more details.
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#
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# You should have received a copy of the GNU General Public License
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# along with this program; if not, write to the Free Software Foundation,
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# Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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#
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# ##### END GPL LICENSE BLOCK #####
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# <pep8 compliant>
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bl_info = {
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"name": "Vertex Animation",
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"author": "Joshua Bogart",
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"version": (1, 0),
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"blender": (2, 83, 0),
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"location": "View3D > Sidebar > Vertex Animation",
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"description": "A tool for storing per frame vertex data for use in a vertex shader.",
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"warning": "",
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"doc_url": "",
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"category": "tool",
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}
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import bpy
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import bmesh
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import os
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def get_per_frame_mesh_data(context, data, objects):
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"""Return a list of combined mesh data per frame"""
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meshes = []
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for i in frame_range(context.scene):
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context.scene.frame_set(i)
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depsgraph = context.evaluated_depsgraph_get()
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bm = bmesh.new()
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for ob in objects:
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eval_object = ob.evaluated_get(depsgraph)
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me = data.meshes.new_from_object(eval_object)
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me.transform(ob.matrix_world)
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bm.from_mesh(me)
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data.meshes.remove(me)
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me = data.meshes.new("mesh")
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bm.to_mesh(me)
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bm.free()
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me.calc_normals()
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meshes.append(me)
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return meshes
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def create_export_mesh_object(context, data, me):
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"""Return a mesh object with correct UVs"""
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while len(me.uv_layers) < 2:
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me.uv_layers.new()
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uv_layer = me.uv_layers[1]
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uv_layer.name = "vertex_anim"
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for loop in me.loops:
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uv_layer.data[loop.index].uv = ((loop.vertex_index + 0.5)/len(me.vertices), 0.0)
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ob = data.objects.new("export_mesh", me)
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context.scene.collection.objects.link(ob)
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return ob
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def get_vertex_data(data, meshes):
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"""Return lists of vertex offsets and normals from a list of mesh data"""
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original = meshes[0].vertices
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offsets = []
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normals = []
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for me in meshes: #for me in reversed(meshes):
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for v in me.vertices:
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offset = v.co - original[v.index].co
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x, y, z = offset
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offsets.extend((x, -y, z, 1))
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x, y, z = v.normal
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normals.extend(((x + 1) * 0.5, (-y + 1) * 0.5, (z + 1) * 0.5, 1))
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#if not me.users:
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#data.meshes.remove(me)
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for me in meshes:
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if not me.users:
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data.meshes.remove(me)
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return offsets, normals
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def frame_range(scene):
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"""Return a range object with with scene's frame start, end, and step"""
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return range(scene.frame_start, scene.frame_end, scene.frame_step)
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def bake_vertex_data(context, data, offsets, normals, size):
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"""Stores vertex offsets and normals in separate image textures"""
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width, height = size
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blend_path = bpy.data.filepath
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blend_path = os.path.dirname(bpy.path.abspath(blend_path))
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subfolder_path = os.path.join(blend_path, "vaexport")
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if not os.path.exists(subfolder_path):
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os.makedirs(subfolder_path)
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openexr_filepath = os.path.join(subfolder_path, "offsets.exr")
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png_filepath = os.path.join(subfolder_path, "normals.png")
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openexr_export_scene = bpy.data.scenes.new('openexr export scene')
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openexr_export_scene.sequencer_colorspace_settings.name = 'Non-Color'
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openexr_export_scene.render.image_settings.color_depth = '16'
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openexr_export_scene.render.image_settings.color_mode = 'RGBA'
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openexr_export_scene.render.image_settings.file_format = 'OPEN_EXR'
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openexr_export_scene.render.image_settings.exr_codec = 'NONE'
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if 'offsets' in bpy.data.images:
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offset_tex = bpy.data.images['offsets']
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bpy.data.images.remove(offset_tex)
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offset_texture = data.images.new(
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name="offsets",
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width=width,
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height=height,
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alpha=True,
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float_buffer=True
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)
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offset_texture.file_format = 'OPEN_EXR'
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offset_texture.colorspace_settings.name = 'Non-Color'
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offset_texture.pixels = offsets
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offset_texture.save_render(openexr_filepath, scene=openexr_export_scene)
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bpy.data.scenes.remove(openexr_export_scene)
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png_export_scene = bpy.data.scenes.new('png export scene')
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png_export_scene.render.image_settings.color_depth = '8'
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png_export_scene.render.image_settings.color_mode = 'RGBA'
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png_export_scene.render.image_settings.file_format = 'PNG'
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png_export_scene.render.image_settings.compression = 15
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if 'normals' in bpy.data.images:
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normals_tex = bpy.data.images['normals']
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bpy.data.images.remove(normals_tex)
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normal_texture = data.images.new(
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name="normals",
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width=width,
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height=height,
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alpha=True
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)
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normal_texture.file_format = 'PNG'
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normal_texture.pixels = normals
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normal_texture.save_render(png_filepath, scene=png_export_scene)
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bpy.data.scenes.remove(png_export_scene)
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class OBJECT_OT_ProcessAnimMeshes(bpy.types.Operator):
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"""Store combined per frame vertex offsets and normals for all
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selected mesh objects into seperate image textures"""
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bl_idname = "object.process_anim_meshes"
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bl_label = "Process Anim Meshes"
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@property
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def allowed_modifiers(self):
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return [
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'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK',
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'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM',
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'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH',
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'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH',
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'SURFACE_DEFORM', 'WARP', 'WAVE', 'MESH_CACHE'
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]
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@classmethod
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def poll(cls, context):
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ob = context.active_object
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return ob and ob.type == 'MESH' and ob.mode == 'OBJECT'
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def execute(self, context):
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units = context.scene.unit_settings
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data = bpy.data
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objects = [ob for ob in context.selected_objects if ob.type == 'MESH']
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vertex_count = sum([len(ob.data.vertices) for ob in objects])
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frame_count = len(frame_range(context.scene))
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for ob in objects:
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for mod in ob.modifiers:
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if mod.type not in self.allowed_modifiers:
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self.report(
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{'ERROR'},
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f"Objects with {mod.type.title()} modifiers are not allowed!"
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)
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return {'CANCELLED'}
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#if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
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# self.report(
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# {'ERROR'},
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# "Scene Unit must be Metric with a Unit Scale of 0.01!"
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# )
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# return {'CANCELLED'}
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if vertex_count > 8192:
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self.report(
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{'ERROR'},
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f"Vertex count of {vertex_count :,}, execedes limit of 8,192!"
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)
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return {'CANCELLED'}
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if frame_count > 8192:
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self.report(
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{'ERROR'},
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f"Frame count of {frame_count :,}, execedes limit of 8,192!"
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)
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return {'CANCELLED'}
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meshes = get_per_frame_mesh_data(context, data, objects)
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export_mesh_data = meshes[0].copy()
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create_export_mesh_object(context, data, export_mesh_data)
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offsets, normals = get_vertex_data(data, meshes)
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texture_size = vertex_count, frame_count
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bake_vertex_data(context, data, offsets, normals, texture_size)
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return {'FINISHED'}
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class VIEW3D_PT_VertexAnimation(bpy.types.Panel):
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"""Creates a Panel in 3D Viewport"""
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bl_label = "Vertex Animation"
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bl_idname = "VIEW3D_PT_vertex_animation"
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bl_space_type = 'VIEW_3D'
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bl_region_type = 'UI'
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bl_category = "Vertex Animation"
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def draw(self, context):
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layout = self.layout
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layout.use_property_split = True
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layout.use_property_decorate = False
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scene = context.scene
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col = layout.column(align=True)
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col.prop(scene, "frame_start", text="Frame Start")
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col.prop(scene, "frame_end", text="End")
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col.prop(scene, "frame_step", text="Step")
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row = layout.row()
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row.operator("object.process_anim_meshes")
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def register():
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bpy.utils.register_class(OBJECT_OT_ProcessAnimMeshes)
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bpy.utils.register_class(VIEW3D_PT_VertexAnimation)
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def unregister():
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bpy.utils.unregister_class(OBJECT_OT_ProcessAnimMeshes)
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bpy.utils.unregister_class(VIEW3D_PT_VertexAnimation)
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if __name__ == "__main__":
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register()
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@ -0,0 +1,55 @@
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- The alembic format serves as a good way to bake mesh data with lots of modifiers
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- This script will convert mesh animations to shapekeys. Digusting, but it just might work
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- https://gist.github.com/fire/495fb6a35168500df53c002695a1f5fe
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Code reproduced below for archival purposes
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- Enable the .mdd addon in blender to export as a mesh cache
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- It might work as a direct export to .mdd, but I did alembic first, then rexported to mdd
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- Create new object with same mesh and empty modifier stack and add a mesh cache modifier to load exported file.
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- This method is better
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- https://github.com/yanorax/Godot-VertexAnimation-Demo
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- But it would need to be extended to support a mesh cache modifier. (Should be possible given following code
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```
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# MIT LICENSE
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# Authored by iFire#6518 and alexfreyre#1663
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# This code ONLY apply to a mesh and simulations with ONLY the same vertex number
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import bpy
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#Converts a MeshCache or Cloth modifiers to ShapeKeys
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frame = bpy.context.scene.frame_start
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for frame in range(bpy.context.scene.frame_end + 1):
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bpy.context.scene.frame_current = frame
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#for alembic files converted to MDD and loaded as MeshCache
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bpy.ops.object.modifier_apply_as_shapekey(keep_modifier=True, modifier="MeshCache")
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#for cloth simulations inside blender using a Cloth modifier
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#bpy.ops.object.modifier_apply_as_shapekey(keep_modifier=True, modifier="Cloth")
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# loop through shapekeys and add as keyframe per frame
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# https://blender.stackexchange.com/q/149045/87258
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frame = bpy.context.scene.frame_start
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for frame in range(bpy.context.scene.frame_end + 1):
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bpy.context.scene.frame_current = frame
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for shapekey in bpy.data.shape_keys:
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for i, keyblock in enumerate(shapekey.key_blocks):
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if keyblock.name != "Basis":
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curr = i - 1
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if curr != frame:
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keyblock.value = 0
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keyblock.keyframe_insert("value", frame=frame)
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else:
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keyblock.value = 1
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keyblock.keyframe_insert("value", frame=frame)
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# bpy.ops.object.modifier_remove(modifier="MeshCache")
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# bpy.ops.object.modifier_remove(modifier="Cloth")
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```
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Loading…
Reference in New Issue