Blender 3D:Python 融合/孤儿脚本
外观
嗨,请将未维护的脚本发布到这里。
注意恶意代码,尤其是 OS 模块,经常检查历史记录以查看编辑以确保没有人做坏事。
目前有两个脚本需要优秀的父母或母亲。
这个脚本是一个简单的 L 系统,允许您使用预定义的网格。它确实在 2.43 中工作,并且可能是一个建筑物生成器(有一些工作要做)。
#
# =====================
# README
# =====================
#
# this is a simple L-system that uses pre-made mesh elemental blocks
#
# source blocks are in a different layer - press tilde (`) in 3d view
# to see them all
#
# a new mesh is created every time; edge creases are carried over from
# source meshes to allow subsurf work
#
# this system uses the turtle concept with pushable/poppable state,
# just like most other L-systems
# however, the "drawing" operation here is to place a pre-made mesh
# instead the usual plant-oriented stuff
# as a result, this should be pretty well suitable for Discombobulator
# style work such as generating lots of small detail
#
# turtle instructions and any other tokens are XML-like tags
# instead of single characters; they can also contain an arbitrary
# argument string
# rewriting rules are actually defined as functions to allow
# procedural flexibility
#
# things left to do really depend on what the actual use is
# some ideas include using lists instead of strings for arbitrary
# argument data (may help with speed); supplying environment
# info to the rule function (for queries, like in some advanced
# L-systems out there) as well as the current model info
# for true Discombobulator-style detail generation there has
# to be a mode to populate the axiom (initial state) with
# existing model faces
#
# of course, more code cleanup is in order
#
import sys
import re
import Blender
from Blender import Mathutils
from Blender import NMesh
substrate = '<LimbArray>'#'<twist:90><turn:90><LimbArray>'
# custom characters and their translations
custom = [ \
('<Stem>', '<add:Stem><offset:0.5,0,0>'), \
('<Joint2>', '<add:Joint2Start><offset:0.2,0,0><pitch:-30_0><add:Joint2Middle><turn:-20_20><add:Joint2End><offset:0.2,0,0>') \
]
print "growing..."
# force recompile of ruleset
if 'ruleset' in sys.modules: del sys.modules['ruleset']
import ruleset
rules = [ (re.compile('<' + name + '(?::([^>]+))?>'), getattr(ruleset, name)) for name in dir(ruleset) ]
# do the matching
for stage in range(20):
curPos = 0
while True:
newPos, newEnd = None, None
newStr = None
for regex, func in rules:
match = regex.search(substrate, curPos)
if match != None:
if newPos == None or newPos > match.start():
newPos = match.start()
newEnd = match.end()
newStr = func(match.group(1))
if newPos == None: break
substrate = substrate[:newPos] + newStr + substrate[newEnd:]
curPos += len(newStr)
# translate custom chars
for char, repl in custom:
substrate = re.sub(char, repl, substrate)
print "interpreting..."
# interpret the result
class StackFrame:
# prev is the parent frame
def __init__(self, prev=None):
self.prev = prev
if prev != None:
self.matrix = prev.matrix
else:
self.matrix = Mathutils.Matrix()
self.matrix.identity()
self.matrix.resize4x4()
# modifications
def rotate(self, axis, angle):
rot = Mathutils.RotationMatrix(angle, 4, axis)
self.matrix = rot * self.matrix
def offset(self, xyz):
tra = Mathutils.TranslationMatrix(Mathutils.Vector(xyz))
self.matrix = tra * self.matrix
def scale(self, ratio):
sca = Mathutils.Matrix( \
[ ratio, 0, 0, 0 ], \
[ 0, ratio, 0, 0 ], \
[ 0, 0, ratio, 0 ], \
[ 0, 0, 0, 1 ])
self.matrix = sca * self.matrix
# raises exception if no parent
def getPrev(self):
if self.prev == None:
raise Exception, "no parent frames"
return self.prev
# appends current mesh to given one
# does NOT change position
def addMesh(self, meshObj, dest):
mesh = meshObj.getData()
vertBase = len(dest.verts)
for v in mesh.verts:
vec = Mathutils.Vector(v.co[0], v.co[1], v.co[2], 1)
vec = vec*self.matrix
cv = NMesh.Vert(vec.x, vec.y, vec.z)
dest.verts.append(cv)
for f in mesh.faces:
cf = NMesh.Face([ dest.verts[v.index + vertBase] for v in f.v ])
dest.addFace(cf)
if mesh.edges != None:
for e in mesh.edges:
v1, v2 = e.v1, e.v2
nv1, nv2 = dest.verts[v1.index + vertBase], dest.verts[v2.index + vertBase]
ne = dest.addEdge(nv1, nv2)
ne.crease = e.crease
#dest.update()
# create result mesh
mesh = NMesh.New()
#mesh.addEdgesData() # for things like creases
# do the dew
frame = StackFrame()
# parses and interprets a string of type
# X:Y_Z (randomly choose either X or something between Y and Z)
def number(str):
import random
choices = str.split(':')
choice = random.choice(choices)
limits = choice.split('_', 2)
if len(limits) == 2:
return random.uniform(float(limits[0]), float(limits[1]))
return float(limits[0])
instrMatch = re.compile(r"""
<
(?P<instr1>
\w+
)
(?:
:
(?P<arg>
[^>]+
)
)?
>
|
(?P<instr2>
[\[\]]
)
""", re.VERBOSE)
curPos = 0
while True:
match = instrMatch.search(substrate, curPos)
if match == None: break
curPos = match.end()
# collect instruction
instr = match.group('instr1')
if instr == None: instr = match.group('instr2')
arg = match.group('arg')
# do the dew
if instr == "[":
frame = StackFrame(frame)
elif instr == "]":
frame = frame.getPrev()
elif instr == "offset":
frame.offset([ number(a) for a in arg.split(',', 3) ])
elif instr == "turn":
frame.rotate("z", number(arg))
elif instr == "pitch":
frame.rotate("y", number(arg))
elif instr == "twist":
frame.rotate("x", number(arg))
elif instr == "scale":
frame.scale(number(arg))
elif instr == "add":
frame.addMesh(Blender.Object.Get(arg), mesh)
NMesh.PutRaw(mesh, "Result", 1, 1)
这个脚本显然不能在 blender 2.43 中工作,欢迎更新。
# Jamesk's Walk-o-matic version 0.49.9 (MODIFIED)
# for Blender 2.25 and a fully installed Python 2.0 [required]
# CHANGES FOR BLENDER 2.36 GENERALLY MARKED '#MDR:' ...
# Badly coded changes for Blender 2.43 by TwinStripe :) ! Appears to perform more passes but produces the same results!?!
# SET/CHECK THE PARAMETERS BELOW BEFORE EXECUTING THE SCRIPT.
# Make sure to select your proxy object, then run the script with ALT+P.
# Please consult the documentation for a full description of the parameters.
# ...Aaaaand check the console window for any messages.
# GENERAL SETTINGS:
FF = FIRST_FRAME = 1 # begin evaluating at this frame
LF = LAST_FRAME = 850 # stop evaluating after this frame
HS = HEEL_SEPARATION = 3.0 # desired distance between heel targets (in Blender Units)
MT = MOVE_TIME = 8.0 # number of frames/cycle a foot is moving
MSD = MOVE_STOP_DELAY = 0 # any value above zero will prolong the time a foot stays in the air.
HEEL_TO_FLAT_DISTANCE = 1 # desired distance between a heel target and its associated foot look-at-target
FLAT_TO_TLAT_DISTANCE = 0.5 # desired distance between a foot look-at-target and its associated toe look-at-target
AL = ALWAYS_LIFT = 0 # set to zero to prevent feet moving up/down when proxy has speed 0
CTD = C_TARG_DISTANCE = 2.0 # how far above proxy to place center target
LA = LIFT_AXIS = 'local' # lift feet along global Z or local proxy Z?
CTDLA = CTD_LIFT_AXIS = 'global' # raise center target along global Z or local proxy Z?
# NAMES FOR THE EMPTIES:
HEEL_LEFT, HEEL_RIGHT = 'heel.ikt.left', 'heel.ikt.right'
FLAT_LEFT, FLAT_RIGHT = 'foot.lat.left', 'foot.lat.right'
TLAT_LEFT, TLAT_RIGHT = 'toe.lat.left', 'toe.lat.right'
TARGET_CENTRE = 'target.centre'
# LIFT ENVELOPE SETTINGS:
LP = LIFT_PEAK = 0.5 # how far to lift above proxy initially
FLATLP = FLAT_LIFT_PEAK = 0.2 # how far to lift foot look-at-target above proxy initially
TLATLP = TLAT_LIFT_PEAK = 0.2 # how far to lift toe look-at-target above proxy initially
LPT = LIFT_PEAK_TIME = 0.2 # time to reach lift-peak. (relative to movetime)
MP = MID_PEAK = 0.4 # how far from proxy after lift-peak
FLATMP = FLAT_MID_PEAK = 0.4 # how far to lift foot look-at-target
TLATMP = TLAT_MID_PEAK = 0.4 # how far to lift toe look-at-target
MPT = MID_PEAK_TIME = 0.5 # time to reach mid-peak (relative to movetime)
FP = FINAL_PEAK = 0.5 # how far from proxy before setting down again
FLATFP = FLAT_FINAL_PEAK = 0.7 # how far to lift foot look-at-target
TLATFP = TLAT_FINAL_PEAK = 0.9 # how far to lift toe look-at-target
FPT = FINAL_PEAK_TIME = 0.8 # time to reach final_peak (relative to - you guessed it - movetime)
#
# Concept and coding by James Kaufeldt a.k.a. Jamesk
# Made in Sweden, november 2002
# Contact: [email protected]
#
# Special thanx to
# - [d0pamine] and [theeth] for some hints regarding vector math.
# - Martin [Strubi] Strubel from whom I borrowed the "normalize" function,
# len3(x), dist3(x,y) and sub3(x,y) funcs found in his "vect.py" utility module.
# - [eeshlo] for pointing out how simple it was to give names to the empties.
#
# ---------------------------------------------------------------------------------------
# EDITABLE SECTION ENDS HERE!
#
# NO USER DEFINABLE VALUES BEYOND THIS POINT!
# ---------------------------------------------------------------------------------------
#
#
#
#
LT = MT
CT = MT + LT
from Blender import Object, Scene, Window, Ipo
from Blender.Scene import Render
from Blender.Window import Types
import sys, math
proxy = Object.GetSelected()
status = 'UNDEFINED ERROR'
Layer = 0
print
print '----------------------------------'
print 'W A L K - O - M A T I C V 0.49.9'
print '----------------------------------'
print
# make sure that there's an actual walker proxy to use:
if proxy == []:
print 'No proxy indicated, terminating...'
status = 'NO PROXY OBJECT SELECTED'
if proxy != []:
proxy = proxy[0]
print 'Proxy in use: \t',proxy
Layer = proxy.Layer
print ' in Layer',Layer
status = 'OK'
sys.stdout.flush()
scene = Scene.GetCurrent()
# make sure there's a scene to use (should always be one, but wth...)
if scene == []:
print 'No scene available, terminating...'
status = 'NO CURRENT SCENE AVAILABLE'
if scene != []:
print 'Target scene: \t',scene
sys.stdout.flush()
# some generally useful functions below:
def normalize(v):
r = math.sqrt(v[0]*v[0] + v[1]*v[1] + v[2]*v[2])
return (v[0]/r, v[1]/r, v[2]/r)
def len3(x):
return math.sqrt(x[0]*x[0] + x[1]*x[1] + x[2]*x[2])
def sub3(x, y):
return ((x[0] - y[0]), (x[1] - y[1]), (x[2] - y[2]))
def dist3(x, y):
return len3(sub3(x, y))
def moveAlong(origpos, distance, vector):
newpos = [0,0,0]
newpos[0] = origpos[0]+distance*vector[0]
newpos[1] = origpos[1]+distance*vector[1]
newpos[2] = origpos[2]+distance*vector[2]
return newpos
def invertVector(v):
return (-v[0], -v[1], -v[2])
#MDR:
def selectFrame(f):
f = int(f)
if scene.getRenderingContext().currentFrame() != f:
scene.getRenderingContext().currentFrame(f)
Window.Redraw(Window.Types.VIEW3D)
# MDR:
# Conversion routine: try to get an object, return None if it's not there.
# Just like Blender used to do. The easiest way to accomplish this is to
# allow the exception to occur, and catch it.
def TryGetObject(v):
try:
return Object.Get(v)
except:
return None
def getOffset(origin, frame, xdir, xdist, forward):
# origin: the point to offset frame: framenumber
# xdir: 1 = positive offset along X, -1 = negative offset
# xdist: how much to offset
selectFrame(frame)
loc = origin.getMatrix()[3]
loc = moveAlong(loc, forward, normalize(origin.getMatrix()[1]))
direction = normalize(origin.getMatrix()[0])
if xdir == -1:
direction = invertVector(direction)
return moveAlong(loc, xdist, direction)
def getLiftAxisOffset(origin, frame, liftaxis, liftdist):
# origin: the point to offset frame: framenumber
# liftaxis: 'global' or 'local' lifting liftdist: the amount of lift
selectFrame(frame)
loc = origin.getMatrix()[3]
direction = normalize(origin.getMatrix()[2])
if liftaxis=='global':
direction = [0,0,1.0]
return moveAlong(loc, liftdist, direction)
def getElevation(origin, frame, axis, zdist, xdir, xdist, forward):
# origin: the point to offset frame: framenumber
# axis: 'local' or 'global' zdist: how much to elevate
# xdir: the X offset xdist: the distance to offset along X
loc = getOffset(origin, frame, xdir, xdist, forward)
if axis=='local':
direction = normalize(origin.getMatrix()[2])
return moveAlong(loc, zdist, direction)
if axis=='global':
direction = [0, 0, 1.0]
return moveAlong(loc, zdist, direction)
def writeCurvePoint(ipo, frame, point):
# ipo: the IPOblock to use frame: at what frame
# point: the 3D coordinate to write
xc = ipo.getCurve('LocX')
yc = ipo.getCurve('LocY')
zc = ipo.getCurve('LocZ')
for idx, c in enumerate([xc,yc,zc]):
c.addBezier((frame, point[idx]))
c.update()
def makeIPO(name, ipol, expol):
# name: desired name for this IPOblock ipol: type of interpolation
# expol: type of extrapolation
ipo = Ipo.New('Object', name)
xc = ipo.addCurve('LocX')
yc = ipo.addCurve('LocY')
zc = ipo.addCurve('LocZ')
for curve in [xc, yc, zc]:
curve.setInterpolation(ipol)
curve.setExtrapolation(expol)
return ipo
def move(ipo, origin, destination, startframe, framespan, proxob, xdir, xdist, forward):
# ipo - what ipo to write points to origin - the location (3Dpoint) to start at
# destination - the location to end up at startframe - frame to set the first curvepoint at
# framespan - total number of frames for the move proxob - the proxy/reference object
# xdir - pos or neg offset along proxy X-axis xdist - how much to offset along proxy X-axis
writeCurvePoint(ipo, startframe, origin)
if AL==1 or origin!=destination:
# Write curvepoints for LiftPeak and LiftPeakTime:
# Pretty hackish formulae for proxyTime here... But they do work, so wtf...
lpProxyTime = startframe + (LPT*framespan*2)-framespan*0.25
lpRealTime = startframe+(framespan+MSD)*LPT
lpLocation = getElevation(proxob, lpProxyTime, LA, LP, xdir, xdist, forward)
writeCurvePoint(ipo, lpRealTime, lpLocation)
# Write curvepoints for MidPeak and MidPeakTime:
mpProxyTime = startframe + (MPT*framespan*2)-framespan*0.25
mpRealTime = startframe+(framespan+MSD)*MPT
mpLocation = getElevation(proxob, mpProxyTime, LA, MP, xdir, xdist, forward)
writeCurvePoint(ipo, mpRealTime, mpLocation)
# Write curvepoints for FinalPeak and FinalPeakTime:
fpProxyTime = startframe + (FPT*framespan*2)-framespan*0.25
fpRealTime = startframe+(framespan+MSD)*FPT
fpLocation = getElevation(proxob, fpProxyTime, LA, FP, xdir, xdist, forward)
writeCurvePoint(ipo, fpRealTime, fpLocation)
writeCurvePoint(ipo, startframe+framespan+MSD, destination)
return (startframe+framespan, destination)
def hold(ipo, location, startframe, framespan):
# ipo - what ipo to write points to # location - the position (3Dpoint) to hold at
# startframe - the first frame in the hold sequence # framespan - total number of frames to hold
writeCurvePoint(ipo, startframe+MSD, location)
writeCurvePoint(ipo, startframe+framespan, location)
return (startframe+framespan, location)
def recalculator(assignedTargets, targ1, targ2, basetarg):
# rewrites some globals based on the current arrangement of the empties:
loc1 = targ1.getLocation()
loc2 = targ2.getLocation()
loc3 = basetarg.getLocation()
# HEEL_SEPARATION:
if assignedTargets=='heels':
print 'Default heel empties found. Recalculating:'
global HS
HS = dist3(loc1, loc2)
print 'HEEL_SEPARATION set to',HS
if assignedTargets=='flats':
print 'Default foot look-at targets found. Reusing.'
global HEEL_TO_FLAT_DISTANCE
HEEL_TO_FLAT_DISTANCE = dist3(loc2, loc3)
print 'HEEL_TO_FLAT_DISTANCE set to', HEEL_TO_FLAT_DISTANCE
if assignedTargets=='tlats':
print 'Default toe look-at targets found. Reusing.'
global FLAT_TO_TLAT_DISTANCE
FLAT_TO_TLAT_DISTANCE = dist3(loc2, loc3)
print 'FLAT_TO_TLAT_DISTANCE set to',FLAT_TO_TLAT_DISTANCE
def doIt(forwardOffset, addCenter, whatsUp, firstName, secondName):
print
print 'Currently processing:',whatsUp
# Start building the IPO for the right foot:
ffootipo = makeIPO('rfoot', 'Linear', 'Constant')
cpf = currentProxyFrame = FF
# make first step (only half as far as the others):
ffootloc = getOffset(proxy, cpf, 1, HS/2, forwardOffset)
ffootframe = cpf
targetloc = getOffset(proxy, cpf+MT, 1, HS/2, forwardOffset)
ffootframe, ffootloc = move(ffootipo, ffootloc, targetloc, ffootframe, MT/2,proxy, 1, HS/2, forwardOffset)
ffootframe, ffootloc = hold(ffootipo, ffootloc, ffootframe, LT)
# now make the rest of the steps (full length):
while True:
cpf += CT
targetloc = getOffset(proxy, cpf+MT, 1, HS/2, forwardOffset)
ffootframe, ffootloc = move(ffootipo, ffootloc, targetloc, ffootframe, MT,proxy, 1, HS/2, forwardOffset)
ffootframe, ffootloc = hold(ffootipo, ffootloc, ffootframe, LT)
if cpf>LF:
break
# Then we'll build the IPO for the left foot:
sfootipo = makeIPO('lfoot', 'Linear', 'Constant')
cpf = currentProxyFrame = FF
# this one starts in hold-mode (waits for right foot to finish)
sfootloc = getOffset(proxy, cpf, -1, HS/2, forwardOffset)
sfootframe = cpf
sfootframe, sfootloc = hold(sfootipo, sfootloc, cpf, MT/2)
while True:
cpf += CT
targetloc = getOffset(proxy, cpf, -1, HS/2, forwardOffset)
sfootframe, sfootloc = move(sfootipo, sfootloc, targetloc, sfootframe, MT,proxy, -1, HS/2, forwardOffset)
sfootframe, sfootloc = hold(sfootipo, sfootloc, sfootframe, LT)
if cpf>LF:
break
if addCenter:
# And to finish it off, let's put something in the middle of this:
# This will simply add a third target floating above the proxy.
# It will respect the specified lift axis, hence useful as parent for an armature
ctargetipo = makeIPO('center', 'Linear', 'Constant')
for cframe in range(FF, LF):
targetloc = getLiftAxisOffset(proxy, cframe, CTDLA, CTD)
writeCurvePoint(ctargetipo, cframe, targetloc)
# Finished. Add or reuse empties and link them to their respective IPOblocks.
leftikt = TryGetObject(firstName)
leftnew = False
if leftikt==None:
leftikt = Object.New('Empty')
leftnew = True
rightikt = TryGetObject(secondName)
rightnew = False
if rightikt==None:
rightikt = Object.New('Empty')
rightnew = True
leftikt.name = firstName
rightikt.name = secondName
print 'Targets',leftikt,rightikt
if addCenter:
centertarget = TryGetObject(TARGET_CENTRE)
centernew = False
if centertarget==None:
centertarget = Object.New('Empty')
centernew = True
centertarget.name = TARGET_CENTRE
print 'Centertarget',centertarget
centertarget.Layer = Layer
if centernew:
scene.link(centertarget)
#MDR: 'SetIPO' was 'link'...
centertarget.setIpo(ctargetipo)
leftikt.Layer = Layer
rightikt.Layer = Layer
if leftnew:
scene.link(leftikt)
if rightnew:
scene.link(rightikt)
#MDR: Ditto... 'setIpo' was 'link'...
leftikt.setIpo(sfootipo)
rightikt.setIpo(ffootipo)
print whatsUp,'IPO:s',sfootipo,ffootipo
print '---------------------------------------------------------'
sys.stdout.flush()
#########################################
# if everything's OK, let's get to work #
#########################################
if status=='OK':
currentUserFrame = scene.getRenderingContext().currentFrame()
# grab any walkomat empties left in the scene:
oldleftheel =TryGetObject(HEEL_LEFT)
oldrightheel =TryGetObject(HEEL_RIGHT)
oldleftflat =TryGetObject(FLAT_LEFT)
oldrightflat =TryGetObject(FLAT_RIGHT)
oldlefttlat =TryGetObject(TLAT_LEFT)
oldrighttlat=TryGetObject(TLAT_RIGHT)
emptyipo = makeIPO('emptydummy', 'Linear', 'Constant')
# recalculate if there were any such empties:
if oldleftheel!=None and oldrightheel!=None:
# assign an empty IPO first to clear any anim:
# why isn't there some 'unlink' function somewhere???
#
# MDR: These 'setIpo' calls were 'link' ....
#
oldleftheel.setIpo(emptyipo)
oldrightheel.setIpo(emptyipo)
recalculator('heels', oldleftheel, oldrightheel, oldrightheel)
if oldleftflat!=None and oldrightflat!=None:
oldleftflat.setIpo(emptyipo)
oldrightflat.setIpo(emptyipo)
recalculator('flats', oldleftflat, oldrightflat, oldrightheel)
if oldlefttlat!=None and oldrighttlat!=None:
oldlefttlat.setIpo(emptyipo)
oldrighttlat.setIpo(emptyipo)
recalculator('tlats', oldlefttlat, oldrighttlat, oldrightflat)
# first pass, heel targets:
doIt(0, 1, 'Heel targets', HEEL_LEFT, HEEL_RIGHT)
#second pass, foot look-at targets:
LP = FLATLP
MP = FLATMP
FP = FLATFP
doIt(HEEL_TO_FLAT_DISTANCE, 0, 'Foot look-at targets', FLAT_LEFT, FLAT_RIGHT)
#third pass, toe look-at targets:
LP = TLATLP
MP = TLATMP
FP = TLATFP
doIt(HEEL_TO_FLAT_DISTANCE+FLAT_TO_TLAT_DISTANCE, 0, 'Toe look-at targets', TLAT_LEFT, TLAT_RIGHT)
# At last, as a friendly gesture, restore the frame to whatever the user
# was looking at before running the script, and refresh the screens:
scene.getRenderingContext().currentFrame(currentUserFrame)
Window.RedrawAll()
print 'Processing completed.'
print 'Thank you for using Walk-O-Matic :D'
sys.stdout.flush()
###################################################
# if things are not right, print some dying words:#
###################################################
if status!='OK':
print ''
print 'Walk-o-matic is sadly forced to report that'
print 'it could not go to work properly.'
print 'Cause of termination: ',status
print 'Please consult the documentation regarding proper use.'
sys.stdout.flush()