add explode model
- Add method that allows for exploding the model into pieces for kit bashing or painting in substance painter.
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@@ -1,7 +1,7 @@
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import bpy
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import numpy as np
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from bpy.types import Operator, Context
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from typing import Set
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from typing import Set, Literal
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from ...core.translations import t
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from ...core.logging_setup import logger
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from ...core.common import get_active_armature, get_all_meshes
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@@ -99,3 +99,96 @@ class AvatarToolkit_OT_SelectShortestSeamPath(Operator):
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return {'FINISHED'}
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class AvatarToolkit_OT_ExplodeMesh(Operator):
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"""Explodes the mesh for use with painting programs, or painting inside blender."""
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bl_idname = "avatar_toolkit.explode_mesh"
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bl_label = t("Tools.explode_mesh")
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bl_description = t("Tools.explode_mesh_desc")
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bl_options = {'REGISTER', 'UNDO'}
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distance: bpy.props.FloatProperty(default=2.0,name=t("Tools.explode_mesh.distance"),description=t("Tools.explode_mesh.distance_desc"))
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split_on_seams: bpy.props.BoolProperty(default=True,name=t("Tools.explode_mesh.split_on_seams"),description=t("Tools.explode_mesh.split_on_seams_desc"))
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def draw(self, context: Context) -> None:
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"""Draw the operator's UI"""
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layout = self.layout
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layout.prop(self, "distance")
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def invoke(self, context: Context, event: bpy.types.Event) -> set[str]:
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"""Initialize the operator"""
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return context.window_manager.invoke_props_dialog(self)
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@classmethod
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def poll(cls, context: Context) -> bool:
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return context.view_layer.objects.active.type == "MESH" and len(context.view_layer.objects.selected) == 1
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def execute(self, context: Context) -> Set[str]:
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mesh_obj: bpy.types.Object = context.view_layer.objects.active.type
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mesh: bpy.types.Mesh = context.view_layer.objects.active.data
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if(self.split_on_seams):
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#set to correct mode
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_mode(type='EDGE')
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#mark seams by islands
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bpy.ops.mesh.select_all(action="SELECT")
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bpy.ops.uv.select_all(action="SELECT")
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bpy.ops.uv.seams_from_islands(mark_seams=True,mark_sharp=False)
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#clear selection
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bpy.ops.mesh.select_all(action="DESELECT")
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bpy.ops.object.mode_set(mode='OBJECT')
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bm = bmesh.new() # create an empty BMesh
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bm.from_mesh(mesh) # fill it in from active mesh
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#select seam edges
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for idx,edge in enumerate(bm.edges):
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edge.select = edge.seam
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bm.to_mesh(mesh)
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bm.free()
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#split edges.
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.edge_split()
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#separate by loose.
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bpy.ops.object.mode_set(mode='EDIT')
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bpy.ops.mesh.select_mode(type='FACE')
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bpy.ops.mesh.select_all(action="SELECT")
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bpy.ops.mesh.separate(type='LOOSE')
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distance: float = self.distance
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#set origins to geometry
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bpy.ops.object.mode_set(mode='OBJECT')
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bpy.ops.object.origin_set(type="ORIGIN_GEOMETRY",center="BOUNDS")
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#store original settings
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origin_only_orig: bool = context.scene.tool_settings.use_transform_data_origin
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pos_only_orig: bool = context.scene.tool_settings.use_transform_pivot_point_align
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parents_only_orig: bool = context.scene.tool_settings.use_transform_skip_children
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original_pivot: Literal['BOUNDING_BOX_CENTER', 'CURSOR', 'INDIVIDUAL_ORIGINS', 'MEDIAN_POINT', 'ACTIVE_ELEMENT'] = context.scene.tool_settings.transform_pivot_point
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#set scene settings correctly.
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context.scene.tool_settings.use_transform_data_origin = False
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context.scene.tool_settings.use_transform_pivot_point_align = True
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context.scene.tool_settings.use_transform_skip_children = False
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context.scene.tool_settings.transform_pivot_point = 'MEDIAN_POINT'
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#spread out separated objects
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bpy.ops.transform.resize(value=(self.distance, self.distance, self.distance), orient_type='GLOBAL')
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#restore settings.
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context.scene.tool_settings.use_transform_data_origin = origin_only_orig
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context.scene.tool_settings.use_transform_pivot_point_align = pos_only_orig
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context.scene.tool_settings.use_transform_skip_children = parents_only_orig
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context.scene.tool_settings.transform_pivot_point = original_pivot
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return {'FINISHED'}
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