Blender/Obsolete scripts: Difference between revisions
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Revision as of 21:17, 1 May 2022
This page contains Blender scripts that have become obsolete - these will be stored here for legacy purposes. |
BlenderOni scripts
These scripts were used to significantly improve ergonomics and useability (or rather, allow any) of the Rigify rig. These scripts, although useable, are now obsolete with the introduction of the BlenderOni plugin, which is essentially these scripts wrapped in a GUI, albeit with some functionality refactored.
Script for baking quaternion keyframes
This script keyframes the rotation in Quaternions for every selected object, for every frame in the specified range. Used to fix issues caused by gimbal lock.
#BakeRotationKeyframes import bpy scene=bpy.context.scene start=0 end=123 objs=bpy.context.selected_objects for i in range(start,end): scene.frame_set(i) for obj in objs: obj.rotation_mode="QUATERNION" bpy.ops.anim.keyframe_insert_menu(type="Rotation") obj.rotation_mode="XYZ"
Script for changing rotation mode of selected objects
This script changes the rotation mode of all the selected objects to the specified mode.
#RotationModeChanger import bpy scene=bpy.context.scene Objects=bpy.context.selected_objects rot_mode="XYZ"#XYZ or QUATERNION for obj in Objects: obj.rotation_mode=rot_mode
Script for adjusting forward throw targets
This is a Blender script for rotating -/+180° and adding PositionOffset to a forward throw Target animation. This was made by a hero from the Blender Discord named Danta. The add_object_offset_about_cursor_Z() function was written by Delano762.
For each frame in the range you specify, this script rotates the selected object by 180 degrees (or however many you want), and translates it by the offset found in the <TargetAdjustment> <Position> tag of the attacker's throw animation XML. It also has a frame-checking functionality that's buggy; ultimately there is no real reason at the moment to use it, but it may come in handy in the future, so it should be left in this snippet.
Step-by-step guide on using this script:
- 1. Import a throw animation and its target animation into Blender.
- 2. Open Scripting tab.
- 3. Create a new text, and name it however you want with .py extension, e.g. TRAMAdjuster.py
- 4. Paste the script.
- 5. On the following lines…
scene.frame_set(start) for i in range(start, end):
…set start and end to the start frame of the animation (always 0 for vanilla anims, but if you're animating and starting from 1, you'll want it set to 1) and the end to the (end + 1) frame of your animation; e.g. if you have a 99 frame animation, set end to 100.
- 6. On the following line…
add_object_offset_about_cursor_Z(obj,x,-z,-y) #translate object
…paste the values from the <Position> tag according to the order of the function arguments. The minus sign means the value should be inverted in the function. As an example, assuming you have the following <Position> tag…
<Position>1 2 -3</Position>
…the function call should be as follows…
add_object_offset_about_cursor_Z(obj,1,3,-2) #translate object
- 7. Select the pelvis of the target animation.
- 8. Press Shift+C to ensure your 3D cursor is in the center of the animation.
- 9. Set the Transform Pivot Point to "3D Cursor".
- 10. On the Scripting tab, run the script.
- 11. The target should be now adjusted as expected.
- 12. If you want to revert the target back to an exportable position and rotation, simply invert the Z argument in the add_object_offset_about_cursor_Z function and run the script again.
#ThrowAdjuster import bpy from math import pi, radians from mathutils import Matrix, Quaternion, Vector obj = bpy.context.active_object scene = bpy.context.scene def add_object_offset_about_cursor_Z(object,x,y,z): #Translation function cursor_loc = bpy.context.scene.cursor.location #3D Cursor location mat = (Matrix.Translation(cursor_loc) @ Matrix.Translation((x,y,z))) #PositionOffset translation applied object.matrix_world = mat @ object.matrix_world #Change applied to object def rotate_object_about_cursor_Z(object, degrees): #Rotation function cursor_loc = bpy.context.scene.cursor.location #3D Cursor location mat = (Matrix.Translation(cursor_loc) @ Matrix.Rotation(radians(degrees), 4, 'Z') @ Matrix.Translation(-cursor_loc)) #Rotation applied object.matrix_world = mat @ object.matrix_world #Change applied to object #BUGGED KEYFRAME-CHECKING FUNCTION, NOT USED BUT MIGHT BE USEFUL IN THE FEATURE """def is_keyframe(ob, frame, data_path, array_index=-1): if ob is not None and ob.animation_data is not None and ob.animation_data.action is not None: for fcu in ob.animation_data.action.fcurves: if fcu.data_path == data_path: if array_index == -1 or fcu.array_index == array_index: return frame in (p.co.x for p in fcu.keyframe_points) return False bpy.types.Object.is_keyframe = is_keyframe """ #not really sure why those three lines are here, I think they can be left out #obj.keyframe_insert(data_path="location", frame = 0) #obj.matrix_world.translation += Vector((-100, 0, 0)) #obj.keyframe_insert(data_path="location", frame = 100) scene.frame_set(start) #set start frame for i in range(start, end): #loop for every frame #if obj.is_keyframe(i, obj.path_from_id("location")): Bugged keyframe-check scene.frame_set(i) rotate_object_about_cursor_Z(obj, 180) #rotate object add_object_offset_about_cursor_Z(obj,x,-z,y) #translate object obj.keyframe_insert(data_path="rotation_euler", frame=i) #keyframe rotation obj.keyframe_insert(data_path="location", frame=i) #keyframe location
Script for enabling/disabling constraints in selected objects
This script allows the user to enable or disable constraints in the currently selected objects. This is done by checking the value of the first constraint in the first selected object, flipping it and setting it for all constraints in all objects. Usage is simple, just select your objects and run the script.
#ObjectConstraintEnabler import bpy body_parts = bpy.context.selected_objects #All selected objects #Search all objects in body parts for the first object with constraint. for part in body_parts: if len(part.constraints)>0: if part.constraints[0].mute==0: #At this point, check if the first constraint in the bone is enabled or disabled... value=1 #...and set the value as invertion of that else: value=0 break #Break the loop as we just need the first mute value we will run into for body_part in body_parts: for con in body_part.constraints: con.mute = value
Script for enabling/disabling bone constraints in the selected armature
This script allows the user to enable or disable bone constraints in the currently selected armature. This is done by checking the value of the first bone constraint in the first bone of the selected armature, flipping it and setting it for all bone constraints in all bones. Usage is simple, just select your armature in the Object Mode and run the script.
#BoneConstraintEnabler import bpy body_part = bpy.context.selected_pose_bones_from_active_object #All bones in the rig #Search all bones in body parts for the first bone with constraint. for bone in body_part: if len(bone.constraints)>0: if bone.constraints[0].mute==0: #At this point, check if the first constraint in the bone is enabled or disabled... value=1 #...and set the value as invertion of that else: value=0 break #Break the loop as we just need the first mute value we will run into for bone in body_part: for con in bone.constraints: con.mute = value
Object constraint target setting script
This script sets the target suffixes of selected object constraints to the specified one.
#ObjectConstraintTargetSetter import bpy objects = bpy.context.selected_objects suffix=".001" for obj in objects: for con in obj.constraints: if "rig" in con.target.name: con.target.name="rig"+suffix
Rig bone constraint target setting script
This script sets the targets of Geyser's rig bone constraints, after removing one of the existing pose-matching characters and replacing it with another.
#RigBoneConstraintTargetSetter import bpy obj = bpy.data.objects #SET THIS TO EITHER 1 OR 2 DEPENDING ON WHICH POSE YOU ARE GOING TO USE prefix='1' armature = bpy.data.objects['rig'] #copying location armature.pose.bones["torso"].constraints['Copy Location.00'+prefix].target=obj['mid.00'+prefix] armature.pose.bones["torso_pivot"].constraints['Copy Location.00'+prefix].target=obj['pelvis.00'+prefix] #copying rotation #Torso armature.pose.bones["hips"].constraints['Copy Rotation.00'+prefix].target=obj['pelvis.00'+prefix] armature.pose.bones["tweak_spine.001"].constraints['Copy Rotation.00'+prefix].target=obj['mid.00'+prefix] armature.pose.bones["chest"].constraints['Copy Rotation.00'+prefix].target=obj['chest.00'+prefix] armature.pose.bones["shoulder.R"].constraints['Copy Rotation.00'+prefix].target=obj['right_shoulder.00'+prefix] armature.pose.bones["shoulder.L"].constraints['Copy Rotation.00'+prefix].target=obj['left_shoulder.00'+prefix] armature.pose.bones["neck"].constraints['Copy Rotation.00'+prefix].target=obj['neck.00'+prefix] armature.pose.bones["head"].constraints['Copy Rotation.00'+prefix].target=obj['head.00'+prefix] #Arms armature.pose.bones["upper_arm_fk.L"].constraints['Copy Rotation.00'+prefix].target=obj['left_biceps.00'+prefix] armature.pose.bones["upper_arm_fk.R"].constraints['Copy Rotation.00'+prefix].target=obj['right_biceps.00'+prefix] armature.pose.bones["forearm_fk.L"].constraints['Copy Rotation.00'+prefix].target=obj['left_wrist.00'+prefix] armature.pose.bones["forearm_fk.R"].constraints['Copy Rotation.00'+prefix].target=obj['right_wrist.00'+prefix] armature.pose.bones["hand_fk.L"].constraints['Copy Rotation.00'+prefix].target=obj['left_handfist.00'+prefix] armature.pose.bones["hand_fk.R"].constraints['Copy Rotation.00'+prefix].target=obj['right_handfist.00'+prefix] #Legs armature.pose.bones["thigh_fk.L"].constraints['Copy Rotation.00'+prefix].target=obj['left_thigh.00'+prefix] armature.pose.bones["thigh_fk.R"].constraints['Copy Rotation.00'+prefix].target=obj['right_thigh.00'+prefix] armature.pose.bones["shin_fk.L"].constraints['Copy Rotation.00'+prefix].target=obj['left_calf.00'+prefix] armature.pose.bones["shin_fk.R"].constraints['Copy Rotation.00'+prefix].target=obj['right_calf.00'+prefix] armature.pose.bones["foot_fk.L"].constraints['Copy Rotation.00'+prefix].target=obj['left_foot.00'+prefix] armature.pose.bones["foot_fk.R"].constraints['Copy Rotation.00'+prefix].target=obj['right_foot.00'+prefix]
Visual transformer script
This script "bakes" the animation done using Geyser's rig into Oni character model bones by applying visual transform and keyframing each frame within a specified frame range.
#VisualTransformer import bpy start = 0 end = 100 scene = bpy.context.scene scene.frame_set(start) #set start frame for i in range(start, end): #loop for every frame scene.frame_set(i) bpy.ops.object.visual_transform_apply() bpy.ops.anim.keyframe_insert_menu(type='BUILTIN_KSI_LocRot')
Bone Visual transformer script
This script "bakes" the animation contained within Oni models into the Rigify rig by applying visual transform and keyframing each frame within a specified frame range.
#VisualTransformerBone import bpy start = 0 end = 55 scene = bpy.context.scene scene.frame_set(start) #set start frame for i in range(start, end): #loop for every frame scene.frame_set(i) bpy.ops.pose.visual_transform_apply() bpy.ops.anim.keyframe_insert_menu(type='BUILTIN_KSI_LocRot')