# ##### 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 ##### 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", '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