Armature Merging
This commit is contained in:
@@ -0,0 +1,487 @@
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import bpy
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import numpy as np
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from typing import List, Optional, Dict, Set
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from mathutils import Vector
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from bpy.types import Context, Object, Operator
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from ...core.logging_setup import logger
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from ...core.translations import t
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from ...core.common import (
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get_active_armature,
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get_all_meshes,
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fix_zero_length_bones,
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clear_unused_data_blocks,
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validate_armature,
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join_mesh_objects,
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fix_uv_coordinates,
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remove_unused_shapekeys
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)
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class AvatarToolkit_OT_MergeArmature(Operator):
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bl_idname = 'avatar_toolkit.merge_armatures'
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bl_label = t('MergeArmature.label')
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bl_description = t('MergeArmature.desc')
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bl_options = {'REGISTER', 'UNDO'}
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@classmethod
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def poll(cls, context):
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return len(get_all_meshes(context)) > 1
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def execute(self, context):
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try:
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wm = context.window_manager
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wm.progress_begin(0, 100)
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# Get both armatures
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base_armature_name = context.scene.merge_armature_into
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merge_armature_name = context.scene.merge_armature
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base_armature = bpy.data.objects.get(base_armature_name)
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merge_armature = bpy.data.objects.get(merge_armature_name)
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if not base_armature or not merge_armature:
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logger.error(f"Armature not found: {merge_armature_name}")
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self.report({'ERROR'}, t('MergeArmature.error.notFound', name=merge_armature_name))
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return {'CANCELLED'}
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# Remove Rigid Bodies and Joints
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delete_rigidbodies_and_joints(base_armature)
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delete_rigidbodies_and_joints(merge_armature)
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wm.progress_update(40)
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# Check parents and transformations
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if not validate_parents_and_transforms(merge_armature, base_armature, context):
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wm.progress_end()
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return {'CANCELLED'}
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wm.progress_update(80)
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# Get settings from scene properties
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merge_all_bones = context.scene.avatar_toolkit.merge_all_bones
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join_meshes = context.scene.avatar_toolkit.join_meshes
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# Merge armatures
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merge_armatures(
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base_armature_name,
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merge_armature_name,
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mesh_only=False,
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merge_all_bones=context.scene.avatar_toolkit.merge_all_bones,
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join_meshes=join_meshes,
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operator=self
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)
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wm.progress_update(90)
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wm.progress_update(100)
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wm.progress_end()
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self.report({'INFO'}, t('MergeArmature.success'))
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return {'FINISHED'}
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except Exception as e:
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logger.error(f"Error merging armatures: {str(e)}")
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self.report({'ERROR'}, str(e))
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return {'CANCELLED'}
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def calculate_bone_orientation(mesh, vertices):
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"""Calculate optimal bone orientation based on mesh geometry."""
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if not vertices:
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return Vector((0, 0, 0.1)), 0.0
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coords = [mesh.data.vertices[v.index].co for v in vertices]
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min_co = Vector(map(min, zip(*coords)))
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max_co = Vector(map(max, zip(*coords)))
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dimensions = max_co - min_co
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roll_angle = 0.0
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return dimensions, roll_angle
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def delete_rigidbodies_and_joints(armature: Object):
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"""Delete rigid bodies and joints associated with the armature."""
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to_delete = []
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parent = armature
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while parent.parent:
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parent = parent.parent
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for child in parent.children:
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if 'rigidbodies' in child.name.lower() or 'joints' in child.name.lower():
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to_delete.append(child)
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for grandchild in child.children:
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if 'rigidbodies' in grandchild.name.lower() or 'joints' in grandchild.name.lower():
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to_delete.append(grandchild)
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for obj in to_delete:
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bpy.data.objects.remove(obj, do_unlink=True)
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def validate_parents_and_transforms(merge_armature: Object, base_armature: Object, context: Context) -> bool:
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"""Validate parents and transformations of armatures before merging."""
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merge_parent = merge_armature.parent
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base_parent = base_armature.parent
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if merge_parent or base_parent:
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if context.scene.merge_all_bones:
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for armature, parent in [(merge_armature, merge_parent), (base_armature, base_parent)]:
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if parent:
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if not is_transform_clean(parent):
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logger.error("Parent transforms are not clean")
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return False
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bpy.data.objects.remove(parent, do_unlink=True)
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else:
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logger.error("Parent relationships need fixing")
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return False
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return True
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def is_transform_clean(obj: Object) -> bool:
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"""Check if an object's transforms are at default values."""
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for i in range(3):
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if obj.scale[i] != 1 or obj.location[i] != 0 or obj.rotation_euler[i] != 0:
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return False
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return True
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def prepare_mesh_vertex_groups(mesh: Object):
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"""Prepare mesh by assigning all vertices to a new vertex group."""
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if mesh.vertex_groups:
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for vg in mesh.vertex_groups:
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mesh.vertex_groups.remove(vg)
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_all(action='SELECT')
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vg = mesh.vertex_groups.new(name=mesh.name)
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bpy.ops.object.vertex_group_assign()
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bpy.ops.object.mode_set(mode='OBJECT')
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def merge_armatures(
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base_armature_name: str,
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merge_armature_name: str,
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mesh_only: bool,
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merge_all_bones: bool = False,
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join_meshes: bool = False,
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operator=None
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):
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"""Main function to merge two armatures."""
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logger.info(f"Merging armatures: {merge_armature_name} into {base_armature_name}")
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tolerance = 0.00008726647 # around 0.005 degrees
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base_armature = bpy.data.objects.get(base_armature_name)
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merge_armature = bpy.data.objects.get(merge_armature_name)
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if not base_armature or not merge_armature:
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logger.error(f"Armature not found: {merge_armature_name}")
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if operator:
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operator.report({'ERROR'}, t('MergeArmature.error.notFound', name=merge_armature_name))
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return
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# Check transforms early
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if not validate_merge_armature_transforms(base_armature, merge_armature, None, tolerance):
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if not bpy.context.scene.avatar_toolkit.apply_transforms:
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logger.error("Transforms not aligned - user notification sent")
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if operator:
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operator.report({'ERROR'}, t('MergeArmature.error.transforms_not_aligned'))
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return
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# Apply transforms if enabled
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if bpy.context.scene.avatar_toolkit.apply_transforms:
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for obj in [base_armature, merge_armature]:
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obj.select_set(True)
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bpy.context.view_layer.objects.active = obj
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bpy.ops.object.transform_apply(location=True, rotation=True, scale=True)
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obj.select_set(False)
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# Validate and fix armatures
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fix_zero_length_bones(base_armature)
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fix_zero_length_bones(merge_armature)
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# Store original parent relationships
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original_parents = {}
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for bone in merge_armature.data.bones:
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original_parents[bone.name] = bone.parent.name if bone.parent else None
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# Get base bone names
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base_bone_names = set(bone.name for bone in base_armature.data.bones)
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# Switch to edit mode on merge armature and rename bones
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bpy.context.view_layer.objects.active = merge_armature
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bpy.ops.object.mode_set(mode='EDIT')
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# Handle bone renaming based on merge_all_bones setting
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for bone in merge_armature.data.edit_bones:
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if not merge_all_bones:
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# Only rename bones that don't exist in base armature
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if bone.name not in base_bone_names:
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bone.name += '.merge'
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else:
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# Rename all bones from merge armature
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bone.name += '.merge'
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# Return to object mode
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bpy.ops.object.mode_set(mode='OBJECT')
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# Select and join armatures
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bpy.ops.object.select_all(action='DESELECT')
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base_armature.select_set(True)
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merge_armature.select_set(True)
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bpy.context.view_layer.objects.active = base_armature
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bpy.ops.object.join()
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# Restore parent relationships
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bpy.ops.object.mode_set(mode='EDIT')
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for bone in base_armature.data.edit_bones:
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base_name = bone.name.replace('.merge', '')
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if base_name in original_parents:
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parent_name = original_parents[base_name]
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if parent_name:
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parent_bone = base_armature.data.edit_bones.get(parent_name)
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if parent_bone:
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bone.parent = parent_bone
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bpy.ops.object.mode_set(mode='OBJECT')
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# Update mesh parenting
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for obj in bpy.data.objects:
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if obj.type == 'MESH' and obj.parent == merge_armature:
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obj.parent = base_armature
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# Process vertex groups if not mesh_only
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if not mesh_only:
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meshes = [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == base_armature]
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process_vertex_groups(meshes)
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# Remove zero weight vertex groups if enabled
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if bpy.context.scene.avatar_toolkit.remove_zero_weights:
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bpy.context.view_layer.objects.active = base_armature
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for mesh in meshes:
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bpy.context.view_layer.objects.active = mesh
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bpy.ops.avatar_toolkit.clean_weights()
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# Join meshes if requested
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if join_meshes:
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meshes_to_join = [obj for obj in bpy.data.objects if obj.type == 'MESH' and obj.parent == base_armature]
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if meshes_to_join:
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joined_mesh = join_mesh_objects(bpy.context, meshes_to_join)
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if joined_mesh:
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logger.info(f"Joined meshes into {joined_mesh.name}")
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# Clean up shape keys if enabled
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if bpy.context.scene.avatar_toolkit.cleanup_shape_keys:
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for obj in bpy.data.objects:
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if obj.type == 'MESH' and obj.parent == base_armature:
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remove_unused_shapekeys(obj)
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# Remove any remaining .merge bones
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bpy.context.view_layer.objects.active = base_armature
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bpy.ops.object.mode_set(mode='EDIT')
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edit_bones = base_armature.data.edit_bones
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bones_to_remove = [bone for bone in edit_bones if bone.name.endswith('.merge')]
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for bone in bones_to_remove:
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edit_bones.remove(bone)
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bpy.ops.object.mode_set(mode='OBJECT')
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# Final cleanup
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clear_unused_data_blocks()
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def validate_merge_armature_transforms(
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base_armature: Object,
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merge_armature: Object,
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mesh_merge: Optional[Object],
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tolerance: float
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) -> bool:
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"""Validate transforms of both armatures and mesh."""
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for i in [0, 1, 2]:
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if abs(base_armature.scale[i] - merge_armature.scale[i]) > tolerance:
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return False
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if abs(merge_armature.rotation_euler[i]) > tolerance or \
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(mesh_merge and abs(mesh_merge.rotation_euler[i]) > tolerance):
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return False
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return True
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def adjust_merge_armature_transforms(
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merge_armature: Object,
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mesh_merge: Object
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):
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"""Adjust transforms of the merge armature."""
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old_loc = list(merge_armature.location)
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old_scale = list(merge_armature.scale)
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for i in [0, 1, 2]:
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merge_armature.location[i] = (mesh_merge.location[i] * old_scale[i]) + old_loc[i]
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merge_armature.rotation_euler[i] = mesh_merge.rotation_euler[i]
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merge_armature.scale[i] = mesh_merge.scale[i] * old_scale[i]
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for i in [0, 1, 2]:
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mesh_merge.location[i] = 0
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mesh_merge.rotation_euler[i] = 0
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mesh_merge.scale[i] = 1
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def detect_bones_to_merge(
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base_edit_bones: bpy.types.ArmatureEditBones,
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merge_edit_bones: bpy.types.ArmatureEditBones,
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tolerance: float,
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merge_all_bones: bool
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) -> List[str]:
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"""Detect corresponding bones between base and merge armatures using smart detection and position tolerance."""
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bones_to_merge = []
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# Cache base bone positions
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base_bones_positions = {
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bone.name: np.array(bone.head) for bone in base_edit_bones
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}
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# Smart bone detection
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for merge_bone in merge_edit_bones:
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merge_bone_position = np.array(merge_bone.head)
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found_match = False
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if merge_all_bones and merge_bone.name in base_bones_positions:
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# If merging same bones by name
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bones_to_merge.append(merge_bone.name)
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found_match = True
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else:
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# Find bones with close positions
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for base_bone_name, base_bone_position in base_bones_positions.items():
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if np.linalg.norm(merge_bone_position - base_bone_position) <= tolerance:
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bones_to_merge.append(base_bone_name)
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found_match = True
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break
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if not found_match:
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# Handle unmatched bones if needed
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pass
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return bones_to_merge
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def process_vertex_groups(meshes: List[Object]):
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"""Process vertex groups in meshes."""
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for mesh in meshes:
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vg_names = {vg.name for vg in mesh.vertex_groups}
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merge_vg_names = [vg_name for vg_name in vg_names if vg_name.endswith('.merge')]
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for vg_merge_name in merge_vg_names:
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base_name = vg_merge_name[:-6]
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vg_merge = mesh.vertex_groups.get(vg_merge_name)
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vg_base = mesh.vertex_groups.get(base_name)
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if vg_merge is None:
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continue
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if vg_base:
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mix_vertex_groups(mesh, vg_merge_name, base_name)
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else:
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vg_merge.name = base_name
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def mix_vertex_groups(mesh: Object, vg_from_name: str, vg_to_name: str):
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"""Mix vertex group weights."""
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vg_from = mesh.vertex_groups.get(vg_from_name)
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vg_to = mesh.vertex_groups.get(vg_to_name)
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if not vg_from or not vg_to:
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return
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num_vertices = len(mesh.data.vertices)
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weights_from = np.zeros(num_vertices)
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weights_to = np.zeros(num_vertices)
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idx_from = vg_from.index
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idx_to = vg_to.index
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for v in mesh.data.vertices:
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for g in v.groups:
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if g.group == idx_from:
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weights_from[v.index] = g.weight
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elif g.group == idx_to:
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weights_to[v.index] = g.weight
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weights_combined = np.clip(weights_from + weights_to, 0.0, 1.0)
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vg_to.add(range(num_vertices), weights_combined.tolist(), 'REPLACE')
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mesh.vertex_groups.remove(vg_from)
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def add_armature_modifier(mesh: Object, armature: Object):
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"""Add armature modifier to mesh."""
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for mod in mesh.modifiers:
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if mod.type == 'ARMATURE':
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mesh.modifiers.remove(mod)
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modifier = mesh.modifiers.new('Armature', 'ARMATURE')
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modifier.object = armature
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def remove_unused_vertex_groups(mesh: Object):
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"""Remove vertex groups with no weights."""
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for vg in mesh.vertex_groups:
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has_weights = False
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for vert in mesh.data.vertices:
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for group in vert.groups:
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if group.group == vg.index and group.weight > 0.001:
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has_weights = True
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break
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if has_weights:
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break
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if not has_weights:
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mesh.vertex_groups.remove(vg)
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def apply_armature_to_mesh(armature: Object, mesh: Object):
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"""Apply armature deformation to mesh."""
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armature_mod = mesh.modifiers.new('PoseToRest', 'ARMATURE')
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armature_mod.object = armature
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if bpy.app.version >= (3, 5):
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mesh.modifiers.move(mesh.modifiers.find(armature_mod.name), 0)
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else:
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for _ in range(len(mesh.modifiers) - 1):
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bpy.ops.object.modifier_move_up(modifier=armature_mod.name)
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with bpy.context.temp_override(object=mesh):
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bpy.ops.object.modifier_apply(modifier=armature_mod.name)
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def apply_armature_to_mesh_with_shapekeys(armature: Object, mesh: Object, context: Context):
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"""Apply armature deformation to mesh with shape keys."""
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old_active_index = mesh.active_shape_key_index
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old_show_only = mesh.show_only_shape_key
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mesh.show_only_shape_key = True
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shape_keys = mesh.data.shape_keys.key_blocks
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vertex_groups = []
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mutes = []
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for sk in shape_keys:
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vertex_groups.append(sk.vertex_group)
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sk.vertex_group = ''
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mutes.append(sk.mute)
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sk.mute = False
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disabled_mods = []
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for mod in mesh.modifiers:
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if mod.show_viewport:
|
||||
mod.show_viewport = False
|
||||
disabled_mods.append(mod)
|
||||
|
||||
arm_mod = mesh.modifiers.new('PoseToRest', 'ARMATURE')
|
||||
arm_mod.object = armature
|
||||
|
||||
co_length = len(mesh.data.vertices) * 3
|
||||
eval_cos = np.empty(co_length, dtype=np.single)
|
||||
|
||||
for i, shape_key in enumerate(shape_keys):
|
||||
mesh.active_shape_key_index = i
|
||||
|
||||
depsgraph = context.evaluated_depsgraph_get()
|
||||
eval_mesh = mesh.evaluated_get(depsgraph)
|
||||
eval_mesh.data.vertices.foreach_get('co', eval_cos)
|
||||
|
||||
shape_key.data.foreach_set('co', eval_cos)
|
||||
if i == 0:
|
||||
mesh.data.vertices.foreach_set('co', eval_cos)
|
||||
|
||||
for mod in disabled_mods:
|
||||
mod.show_viewport = True
|
||||
|
||||
mesh.modifiers.remove(arm_mod)
|
||||
|
||||
for sk, vg, mute in zip(shape_keys, vertex_groups, mutes):
|
||||
sk.vertex_group = vg
|
||||
sk.mute = mute
|
||||
|
||||
mesh.active_shape_key_index = old_active_index
|
||||
mesh.show_only_shape_key = old_show_only
|
||||
Reference in New Issue
Block a user