TexTools is a UV and Texture tool set for 3dsMax created several years ago. This open repository will port in time several of the UV tools to Blender in python. http://renderhjs.net/textools/blender
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import bpy
import bmesh
import operator
import time
import math
from mathutils import Vector
# Find a mesh that contains UV mesh shape keys
def find_uv_mesh(objects, insideModifiers=True):
for obj in objects:
# Requires mesh & UV channel
if obj and obj.type == 'MESH':
# Contains shape keys?
if obj.data.shape_keys and len(obj.data.shape_keys.key_blocks) == 2:
if "uv" in obj.data.shape_keys.key_blocks and "model" in obj.data.shape_keys.key_blocks:
return obj
if insideModifiers:
# Find via mesh deform modifier
if len(obj.modifiers) > 0:
for modifier in obj.modifiers:
if modifier.type == 'SURFACE_DEFORM':
if modifier.target:
if modifier.target.data.shape_keys and len(modifier.target.data.shape_keys.key_blocks) == 2:
return modifier.target
return None
# # Find meshes that can be wrapped aka texture meshes
def find_texture_meshes(objects):
obj_textures = []
for obj in objects:
if obj and obj.type == 'MESH':
if find_uv_mesh([obj], insideModifiers=False) == None:
if obj not in obj_textures:
obj_textures.append(obj)
return obj_textures
def uv_mesh_clear(obj_uv):
# Remove Previous Modifiers
if "Solidify" in obj_uv.modifiers:
obj_uv.modifiers.remove( obj_uv.modifiers["Solidify"] )
# Remove Solidify and push modifiers
def uv_mesh_fit(obj_uv, obj_textures):
# Clear first shape transition
bpy.context.scene.texToolsSettings.meshtexture_wrap = 0
# Clear modifiers first
uv_mesh_clear(obj_uv)
# Add solidify modifier
modifier_solid = obj_uv.modifiers.new(name="Solidify", type='SOLIDIFY')
modifier_solid.offset = 1
modifier_solid.thickness = 0 #scale*0.1 #10% height
modifier_solid.use_even_offset = True
modifier_solid.thickness_clamp = 0
modifier_solid.use_quality_normals = True
min_z = obj_uv.location.z
max_z = obj_uv.location.z
for i in range(len(obj_textures)):
obj = obj_textures[i]
# Min Max Z
if i == 0:
min_z = get_bbox(obj)['min'].z
max_z = get_bbox(obj)['max'].z
else:
min_z = min(min_z, get_bbox(obj)['min'].z)
max_z = max(max_z, get_bbox(obj)['max'].z)
# Set thickness
size = max(0.1, (max_z - min_z))
min_z-= size*0.25 #Padding
max_z+= size*0.25
size = (max_z - min_z)
modifier_solid.thickness = size
# Set offset
if size > 0:
p_z = (obj_uv.location.z - min_z) / (max_z - min_z)
modifier_solid.offset = -(p_z-0.5)/0.5
else:
modifier_solid.offset = 0
def get_bbox(obj):
corners = [obj.matrix_world @ Vector(corner) for corner in obj.bound_box]
# Get world space Min / Max
box_min = Vector((corners[0].x, corners[0].y, corners[0].z))
box_max = Vector((corners[0].x, corners[0].y, corners[0].z))
for corner in corners:
# box_min.x = -8
box_min.x = min(box_min.x, corner.x)
box_min.y = min(box_min.y, corner.y)
box_min.z = min(box_min.z, corner.z)
box_max.x = max(box_max.x, corner.x)
box_max.y = max(box_max.y, corner.y)
box_max.z = max(box_max.z, corner.z)
return {
'min':box_min,
'max':box_max,
'size':(box_max-box_min),
'center':box_min+(box_max-box_min)/2
}