[Bf-blender-cvs] SVN commit: /data/svn/bf-blender [54024] trunk/blender/release/scripts/ startup: rigidbody: Add "Copy Rigid Body Settings" and "Bake To Keyframes" operators

Sergej Reich sergej.reich at googlemail.com
Wed Jan 23 06:56:49 CET 2013


Revision: 54024
          http://projects.blender.org/scm/viewvc.php?view=rev&root=bf-blender&revision=54024
Author:   sergof
Date:     2013-01-23 05:56:49 +0000 (Wed, 23 Jan 2013)
Log Message:
-----------
rigidbody: Add "Copy Rigid Body Settings" and "Bake To Keyframes" operators

Based on a script by liero, thanks!

Modified Paths:
--------------
    trunk/blender/release/scripts/startup/bl_ui/space_view3d_toolbar.py

Added Paths:
-----------
    trunk/blender/release/scripts/startup/bl_operators/rigidbody.py

Added: trunk/blender/release/scripts/startup/bl_operators/rigidbody.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_operators/rigidbody.py	                        (rev 0)
+++ trunk/blender/release/scripts/startup/bl_operators/rigidbody.py	2013-01-23 05:56:49 UTC (rev 54024)
@@ -0,0 +1,190 @@
+# ##### BEGIN GPL LICENSE BLOCK #####
+#
+#  This program is free software; you can redistribute it and/or
+#  modify it under the terms of the GNU General Public License
+#  as published by the Free Software Foundation; either version 2
+#  of the License, or (at your option) any later version.
+#
+#  This program is distributed in the hope that it will be useful,
+#  but WITHOUT ANY WARRANTY; without even the implied warranty of
+#  MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
+#  GNU General Public License for more details.
+#
+#  You should have received a copy of the GNU General Public License
+#  along with this program; if not, write to the Free Software Foundation,
+#  Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#
+# ##### END GPL LICENSE BLOCK #####
+
+# <pep8-80 compliant>
+
+import bpy
+from bpy.types import Operator
+from bpy.props import IntProperty
+from bpy.props import EnumProperty
+
+
+class CopyRigidbodySettings(Operator):
+    '''Copy Rigid Body settings from active object to selected'''
+    bl_idname = "rigidbody.object_settings_copy"
+    bl_label = "Copy Rigidbody Settings"
+    bl_options = {'REGISTER', 'UNDO'}
+
+    @classmethod
+    def poll(cls, context):
+        obj = bpy.context.object
+        return (obj and obj.rigid_body)
+
+    def execute(self, context):
+        obj = context.object
+        scn = context.scene
+
+        # deselect all but mesh objects
+        for o in context.selected_objects:
+            if o.type != 'MESH':
+                o.select = False
+
+        sel = context.selected_objects
+        if sel:
+            # add selected objects to active one groups and recalculate
+            bpy.ops.group.objects_add_active()
+            scn.frame_set(scn.frame_current)
+
+            # copy settings
+            for o in sel:
+                if o.rigid_body is None:
+                    continue
+                
+                o.rigid_body.type = obj.rigid_body.type
+                o.rigid_body.kinematic = obj.rigid_body.kinematic
+                o.rigid_body.mass = obj.rigid_body.mass
+                o.rigid_body.collision_shape = obj.rigid_body.collision_shape
+                o.rigid_body.use_margin = obj.rigid_body.use_margin
+                o.rigid_body.collision_margin = obj.rigid_body.collision_margin
+                o.rigid_body.friction = obj.rigid_body.friction
+                o.rigid_body.restitution = obj.rigid_body.restitution
+                o.rigid_body.use_deactivation = obj.rigid_body.use_deactivation
+                o.rigid_body.start_deactivated = obj.rigid_body.start_deactivated
+                o.rigid_body.deactivate_linear_velocity = obj.rigid_body.deactivate_linear_velocity
+                o.rigid_body.deactivate_angular_velocity = obj.rigid_body.deactivate_angular_velocity
+                o.rigid_body.linear_damping = obj.rigid_body.linear_damping
+                o.rigid_body.angular_damping = obj.rigid_body.angular_damping
+                o.rigid_body.collision_groups = obj.rigid_body.collision_groups
+
+        return {'FINISHED'}
+
+
+class BakeToKeyframes(Operator):
+    '''Bake rigid body transformations of selected objects to keyframes'''
+    bl_idname = "rigidbody.bake_to_keyframes"
+    bl_label = "Bake To Keyframes"
+    bl_options = {'REGISTER', 'UNDO'}
+
+    frame_start = IntProperty(
+            name="Start Frame",
+            description="Start frame for baking",
+            min=0, max=300000,
+            default=1,
+            )
+    frame_end = IntProperty(
+            name="End Frame",
+            description="End frame for baking",
+            min=1, max=300000,
+            default=250,
+            )
+    step = IntProperty(
+            name="Frame Step",
+            description="Frame Step",
+            min=1, max=120,
+            default=1,
+            )
+
+    @classmethod
+    def poll(cls, context):
+        obj = bpy.context.object
+        return (obj and obj.rigid_body)
+
+    def execute(self, context):
+        bake = []
+        objs = []
+        scene = bpy.context.scene
+        frame_orig = scene.frame_current
+        frames = list(range(self.frame_start, self.frame_end + 1, self.step))
+
+        # filter objects selection
+        for ob in bpy.context.selected_objects:
+            if not ob.rigid_body or ob.rigid_body.type != 'ACTIVE':
+                ob.select = False
+
+        objs = bpy.context.selected_objects
+
+        if objs:
+            # store transformation data
+            for f in list(range(self.frame_start, self.frame_end + 1)):
+                scene.frame_set(f)
+                if f in frames:
+                    mat = {}
+                    for i, ob in enumerate(objs):
+                        mat[i] = ob.matrix_world.copy()
+                    bake.append(mat)
+
+            # apply transformations as keyframes
+            for i, f in enumerate(frames):
+                scene.frame_set(f)
+                ob_prev = objs[0]
+                for j, ob in enumerate(objs):
+                    mat = bake[i][j]
+
+                    ob.location = mat.to_translation()
+
+                    rot_mode = ob.rotation_mode
+                    if rot_mode == 'QUATERNION':
+                        ob.rotation_quaternion = mat.to_quaternion()
+                    elif rot_mode == 'AXIS_ANGLE':
+                        # this is a little roundabout but there's no better way right now
+                        aa = mat.to_quaternion().to_axis_angle()
+                        ob.rotation_axis_angle = (aa[1], ) + aa[0][:]
+                    else: # euler
+                        # make sure euler rotation is compatible to previous frame
+                        ob.rotation_euler = mat.to_euler(rot_mode, ob_prev.rotation_euler)
+
+                    ob_prev = ob
+
+                bpy.ops.anim.keyframe_insert(type='BUILTIN_KSI_LocRot', confirm_success=False)
+
+            # remove baked objects from simulation
+            bpy.ops.rigidbody.objects_remove()
+
+            # clean up keyframes
+            for ob in objs:
+                action = ob.animation_data.action
+                for fcu in action.fcurves:
+                    keyframe_points = fcu.keyframe_points
+                    i = 1
+                    # remove unneeded keyframes
+                    while i < len(keyframe_points) - 1:
+                        val_prev = keyframe_points[i - 1].co[1]
+                        val_next = keyframe_points[i + 1].co[1]
+                        val = keyframe_points[i].co[1]
+
+                        if abs(val - val_prev) + abs(val - val_next) < 0.0001:
+                            keyframe_points.remove(keyframe_points[i])
+                        else:
+                            i += 1
+                    # use linear interpolation for better visual results
+                    for keyframe in keyframe_points:
+                        keyframe.interpolation = 'LINEAR'
+
+            # return to the frame we started on
+            scene.frame_set(frame_orig)
+
+        return {'FINISHED'}
+
+    def invoke(self, context, event):
+        scene = context.scene
+        self.frame_start = scene.frame_start
+        self.frame_end = scene.frame_end
+
+        wm = context.window_manager
+        return wm.invoke_props_dialog(self)
+

Modified: trunk/blender/release/scripts/startup/bl_ui/space_view3d_toolbar.py
===================================================================
--- trunk/blender/release/scripts/startup/bl_ui/space_view3d_toolbar.py	2013-01-23 05:56:44 UTC (rev 54023)
+++ trunk/blender/release/scripts/startup/bl_ui/space_view3d_toolbar.py	2013-01-23 05:56:49 UTC (rev 54024)
@@ -131,6 +131,8 @@
         col.label(text="Object Tools:")
         col.operator("rigidbody.shape_change", text="Change Shape")
         col.operator("rigidbody.mass_calculate", text="Calculate Mass")
+        col.operator("rigidbody.object_settings_copy", text="Copy from Active")
+        col.operator("rigidbody.bake_to_keyframes", text="Bake To Keyframes")
 
 # ********** default tools for editmode_mesh ****************
 




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