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Python Blender Scripts for Splined Mesh Youtube Video
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# | |
# Replace vertex group with all vertices in a range | |
# | |
import bpy | |
import bmesh | |
def MakeBoneName(index): | |
if index < 10: | |
return "Bone.00" + str(index) | |
elif index < 100: | |
return "Bone.0" + str(index) | |
else: | |
return "Bone." + str(index) | |
activeObject = bpy.context.active_object | |
# Get the mesh data | |
mesh = activeObject.data | |
# For each bone | |
for i in range(100): | |
# The vertex group for the bone is the same as its name | |
# We named them all "Bone.###" so that's the group name. | |
boneVertexGroupName = MakeBoneName(i) | |
# Find the vertex group | |
oldVertexGroup = activeObject.vertex_groups.get(boneVertexGroupName) | |
# Delete the existing group | |
if oldVertexGroup: | |
activeObject.vertex_groups.remove(oldVertexGroup) | |
# Add a fresh one with the same name | |
newGroup = activeObject.vertex_groups.new(name=boneVertexGroupName) | |
# Select the vertices for this bone | |
for vert in mesh.vertices: | |
minX = i * 0.5 - 0.1 | |
maxX = i * 0.5 + 0.1 | |
# Check if the vertex is inside the bounding box | |
if (minX <= vert.co.x <= maxX): | |
# Add it to the group | |
newGroup.add([vert.index], 1.0, 'ADD') |
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# | |
# Extrude selected faces N times | |
# | |
import bpy | |
import bmesh | |
for i in range(99): | |
bpy.ops.mesh.extrude_region_move(TRANSFORM_OT_translate={"value":(.5, 0, 0)}) |
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# | |
# Create list of bones all parented to a single parent bone at algorithmic start/end location: | |
# | |
import bpy | |
import bmesh | |
def MakeBoneName(index): | |
if index < 10: | |
return "Bone.00" + str(index) | |
elif index < 100: | |
return "Bone.0" + str(index) | |
else: | |
return "Bone." + str(index) | |
# Create a new armature object | |
armature = bpy.data.armatures.new("Armature") | |
armature_obj = bpy.data.objects.new("Armature", armature) | |
# Add to scene and select it | |
bpy.context.collection.objects.link(armature_obj) | |
bpy.context.view_layer.objects.active = armature_obj | |
# We need to be in edit mode to edit the bones of the armature | |
bpy.ops.object.mode_set(mode='EDIT') | |
# make a single parent bone | |
parentBone = armature_obj.data.edit_bones.new("ParentBone") | |
parentBone.head = (0, 0, 0) | |
parentBone.tail = (0.5, 0, 0) | |
# Create bones | |
for i in range(100): | |
bone = armature_obj.data.edit_bones.new(MakeBoneName(i)) | |
bone.head = (i * 0.5, 0, 0) | |
bone.tail = ((i + 1)*0.5, 0, 0) | |
bone.parent = parentBone | |
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