forked from JoshRBogart/unreal_tools
-
Notifications
You must be signed in to change notification settings - Fork 6
/
vertex_animation.py
253 lines (215 loc) · 8.99 KB
/
vertex_animation.py
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
# ##### 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 compliant>
bl_info = {
"name": "Vertex Animation",
"author": "Joshua Bogart",
"version": (1, 0),
"blender": (2, 83, 0),
"location": "View3D > Sidebar > Not Unreal Tools Tab",
"description": "A tool for storing per frame vertex data for use in a vertex shader.",
"warning": "",
"doc_url": "",
"category": "Not Unreal Tools",
}
import bpy
import bmesh
import os
def get_per_frame_mesh_data(context, data, objects):
"""Return a list of combined mesh data per frame"""
meshes = []
for i in frame_range(context.scene):
context.scene.frame_set(i)
depsgraph = context.evaluated_depsgraph_get()
bm = bmesh.new()
for ob in objects:
eval_object = ob.evaluated_get(depsgraph)
me = data.meshes.new_from_object(eval_object)
me.transform(ob.matrix_world)
bm.from_mesh(me)
data.meshes.remove(me)
me = data.meshes.new("mesh")
bm.to_mesh(me)
bm.free()
me.calc_normals()
meshes.append(me)
return meshes
def create_export_mesh_object(context, data, me):
"""Return a mesh object with correct UVs"""
while len(me.uv_layers) < 2:
me.uv_layers.new()
uv_layer = me.uv_layers[1]
uv_layer.name = "vertex_anim"
for loop in me.loops:
uv_layer.data[loop.index].uv = ((loop.vertex_index + 0.5)/len(me.vertices), 0.0)
ob = data.objects.new("export_mesh", me)
context.scene.collection.objects.link(ob)
return ob
def get_vertex_data(data, meshes):
"""Return lists of vertex offsets and normals from a list of mesh data"""
original = meshes[0].vertices
offsets = []
normals = []
for me in meshes: #for me in reversed(meshes):
for v in me.vertices:
offset = v.co - original[v.index].co
x, y, z = offset
offsets.extend((x, -y, z, 1))
x, y, z = v.normal
normals.extend(((x + 1) * 0.5, (-y + 1) * 0.5, (z + 1) * 0.5, 1))
#if not me.users:
#data.meshes.remove(me)
for me in meshes:
if not me.users:
data.meshes.remove(me)
return offsets, normals
def frame_range(scene):
"""Return a range object with with scene's frame start, end, and step"""
return range(scene.frame_start, scene.frame_end, scene.frame_step)
def bake_vertex_data(context, data, offsets, normals, size):
"""Stores vertex offsets and normals in seperate image textures"""
width, height = size
blend_path = bpy.data.filepath
blend_path = os.path.dirname(bpy.path.abspath(blend_path))
subfolder_path = os.path.join(blend_path, "vaexport")
if not os.path.exists(subfolder_path):
os.makedirs(subfolder_path)
openexr_filepath = os.path.join(subfolder_path, "offsets.exr")
png_filepath = os.path.join(subfolder_path, "normals.png")
openexr_export_scene = bpy.data.scenes.new('openexr export scene')
openexr_export_scene.sequencer_colorspace_settings.name = 'Non-Color'
openexr_export_scene.render.image_settings.color_depth = '16'
openexr_export_scene.render.image_settings.color_mode = 'RGBA'
openexr_export_scene.render.image_settings.file_format = 'OPEN_EXR'
openexr_export_scene.render.image_settings.exr_codec = 'NONE'
if 'offsets' in bpy.data.images:
offset_tex = bpy.data.images['offsets']
bpy.data.images.remove(offset_tex)
offset_texture = data.images.new(
name="offsets",
width=width,
height=height,
alpha=True,
float_buffer=True
)
offset_texture.file_format = 'OPEN_EXR'
offset_texture.colorspace_settings.name = 'Non-Color'
offset_texture.pixels = offsets
offset_texture.save_render(openexr_filepath, scene=openexr_export_scene)
bpy.data.scenes.remove(openexr_export_scene)
png_export_scene = bpy.data.scenes.new('png export scene')
png_export_scene.render.image_settings.color_depth = '8'
png_export_scene.render.image_settings.color_mode = 'RGBA'
png_export_scene.render.image_settings.file_format = 'PNG'
png_export_scene.render.image_settings.compression = 15
if 'normals' in bpy.data.images:
normals_tex = bpy.data.images['normals']
bpy.data.images.remove(normals_tex)
normal_texture = data.images.new(
name="normals",
width=width,
height=height,
alpha=True
)
normal_texture.file_format = 'PNG'
normal_texture.pixels = normals
normal_texture.save_render(png_filepath, scene=png_export_scene)
bpy.data.scenes.remove(png_export_scene)
class OBJECT_OT_ProcessAnimMeshes(bpy.types.Operator):
"""Store combined per frame vertex offsets and normals for all
selected mesh objects into seperate image textures"""
bl_idname = "object.process_anim_meshes"
bl_label = "Process Anim Meshes"
@property
def allowed_modifiers(self):
return [
'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK',
'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM',
'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH',
'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH',
'SURFACE_DEFORM', 'WARP', 'WAVE',
]
@classmethod
def poll(cls, context):
ob = context.active_object
return ob and ob.type == 'MESH' and ob.mode == 'OBJECT'
def execute(self, context):
units = context.scene.unit_settings
data = bpy.data
objects = [ob for ob in context.selected_objects if ob.type == 'MESH']
vertex_count = sum([len(ob.data.vertices) for ob in objects])
frame_count = len(frame_range(context.scene))
for ob in objects:
for mod in ob.modifiers:
if mod.type not in self.allowed_modifiers:
self.report(
{'ERROR'},
f"Objects with {mod.type.title()} modifiers are not allowed!"
)
return {'CANCELLED'}
#if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
# self.report(
# {'ERROR'},
# "Scene Unit must be Metric with a Unit Scale of 0.01!"
# )
# return {'CANCELLED'}
if vertex_count > 8192:
self.report(
{'ERROR'},
f"Vertex count of {vertex_count :,}, execedes limit of 8,192!"
)
return {'CANCELLED'}
if frame_count > 8192:
self.report(
{'ERROR'},
f"Frame count of {frame_count :,}, execedes limit of 8,192!"
)
return {'CANCELLED'}
meshes = get_per_frame_mesh_data(context, data, objects)
export_mesh_data = meshes[0].copy()
create_export_mesh_object(context, data, export_mesh_data)
offsets, normals = get_vertex_data(data, meshes)
texture_size = vertex_count, frame_count
bake_vertex_data(context, data, offsets, normals, texture_size)
return {'FINISHED'}
class VIEW3D_PT_VertexAnimation(bpy.types.Panel):
"""Creates a Panel in 3D Viewport"""
bl_label = "Vertex Animation"
bl_idname = "VIEW3D_PT_vertex_animation"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Not Unreal Tools"
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
col = layout.column(align=True)
col.prop(scene, "frame_start", text="Frame Start")
col.prop(scene, "frame_end", text="End")
col.prop(scene, "frame_step", text="Step")
row = layout.row()
row.operator("object.process_anim_meshes")
def register():
bpy.utils.register_class(OBJECT_OT_ProcessAnimMeshes)
bpy.utils.register_class(VIEW3D_PT_VertexAnimation)
def unregister():
bpy.utils.unregister_class(OBJECT_OT_ProcessAnimMeshes)
bpy.utils.unregister_class(VIEW3D_PT_VertexAnimation)
if __name__ == "__main__":
register()