├── .gitignore
├── LICENSE
├── README.md
├── mesh_morpher.py
└── vertex_animation.py
/.gitignore:
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1 | /venv
2 | /.vscode
3 |
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/LICENSE:
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583 |
584 | Later license versions may give you additional or different
585 | permissions. However, no additional obligations are imposed on any
586 | author or copyright holder as a result of your choosing to follow a
587 | later version.
588 |
589 | 15. Disclaimer of Warranty.
590 |
591 | THERE IS NO WARRANTY FOR THE PROGRAM, TO THE EXTENT PERMITTED BY
592 | APPLICABLE LAW. EXCEPT WHEN OTHERWISE STATED IN WRITING THE COPYRIGHT
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611 |
612 | 17. Interpretation of Sections 15 and 16.
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616 | reviewing courts shall apply local law that most closely approximates
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618 | Program, unless a warranty or assumption of liability accompanies a
619 | copy of the Program in return for a fee.
620 |
621 | END OF TERMS AND CONDITIONS
622 |
623 | How to Apply These Terms to Your New Programs
624 |
625 | If you develop a new program, and you want it to be of the greatest
626 | possible use to the public, the best way to achieve this is to make it
627 | free software which everyone can redistribute and change under these terms.
628 |
629 | To do so, attach the following notices to the program. It is safest
630 | to attach them to the start of each source file to most effectively
631 | state the exclusion of warranty; and each file should have at least
632 | the "copyright" line and a pointer to where the full notice is found.
633 |
634 | {one line to give the program's name and a brief idea of what it does.}
635 | Copyright (C) {year} {name of author}
636 |
637 | This program is free software: you can redistribute it and/or modify
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642 | This program is distributed in the hope that it will be useful,
643 | but WITHOUT ANY WARRANTY; without even the implied warranty of
644 | MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
645 | GNU General Public License for more details.
646 |
647 | You should have received a copy of the GNU General Public License
648 | along with this program. If not, see .
649 |
650 | Also add information on how to contact you by electronic and paper mail.
651 |
652 | If the program does terminal interaction, make it output a short
653 | notice like this when it starts in an interactive mode:
654 |
655 | {project} Copyright (C) {year} {fullname}
656 | This program comes with ABSOLUTELY NO WARRANTY; for details type `show w'.
657 | This is free software, and you are welcome to redistribute it
658 | under certain conditions; type `show c' for details.
659 |
660 | The hypothetical commands `show w' and `show c' should show the appropriate
661 | parts of the General Public License. Of course, your program's commands
662 | might be different; for a GUI interface, you would use an "about box".
663 |
664 | You should also get your employer (if you work as a programmer) or school,
665 | if any, to sign a "copyright disclaimer" for the program, if necessary.
666 | For more information on this, and how to apply and follow the GNU GPL, see
667 | .
668 |
669 | The GNU General Public License does not permit incorporating your program
670 | into proprietary programs. If your program is a subroutine library, you
671 | may consider it more useful to permit linking proprietary applications with
672 | the library. If this is what you want to do, use the GNU Lesser General
673 | Public License instead of this License. But first, please read
674 | .
675 |
--------------------------------------------------------------------------------
/README.md:
--------------------------------------------------------------------------------
1 | # Not Unreal Tools
2 |
3 | Modified by **yanorax**
4 |
5 | Vertex Animation add-on tested with **Blender 2.83.16 LTS** and **2.93.1 LTS**
6 |
7 | export_mesh.glb tested with **Godot Engine 3.3**
8 |
9 | ## Changes From Original
10 |
11 | ### Vertex Animation
12 | * Removed UE unit scale and metric system check
13 | * Export mesh UV coords are placed at V = 0.0 instead of V = 0.5
14 | * Frame mesh data is processed in default list order
15 | * New **offsets.exr** and **normals.png** image files are saved into a **vaexport** subfolder in the .blend file path.
16 |
17 | ## Description
18 | A series of tools used to store vertex data in various ways. The data can then used in a game engine to animate meshes via a vertex shader.
19 |
20 | ### Mesh Morpher
21 | Used to store vertex offsets between a meshes shape keys in it's UV layers. Optionally vertex normals from it's second shape key can be stored in it's vertex colors.
22 |
23 | ### Vertex Animation
24 | Used to store vertex offsets and normals of selected mesh objects per frame into image textures.
25 |
26 | ## Getting Started
27 | These tools can be installed as add-ons or ran as scripts. Each tool has a panel located in the 3D View's sidebar under the Unreal Tools tab.
28 |
29 | ### Installing as an Add-on
30 | First download and unzip files into desired directory.
31 |
32 | While in Blender open the user preferences window.
33 |
34 | **Edit > Preferences**
35 |
36 | Navigate the the **add-ons** tab.
37 |
38 | Click the option to **install**.
39 |
40 | A file browser will open.
41 |
42 | Navigate to directory containing the tools.
43 |
44 | Select the tool you want install.
45 |
46 | Then click **install add-on**.
47 |
48 | ### Running as a Script
49 | First download and unzip files into desired directory.
50 |
51 | While in Blender use the text editor to open the tool you want to use.
52 |
53 | Then either click the run script operator (the **arrow** icon in header) or use **alt+p** shortcut.
54 |
55 | ## Authors
56 |
57 | * **Joshua Bogart**
58 |
59 | ## Acknowledgments
60 | * Adapted for Blender from 3ds Max scripts created by **Jonathan Lindquist** at **Epic Games**.
61 |
--------------------------------------------------------------------------------
/mesh_morpher.py:
--------------------------------------------------------------------------------
1 | # ##### BEGIN GPL LICENSE BLOCK #####
2 | #
3 | # This program is free software; you can redistribute it and/or
4 | # modify it under the terms of the GNU General Public License
5 | # as published by the Free Software Foundation; either version 2
6 | # of the License, or (at your option) any later version.
7 | #
8 | # This program is distributed in the hope that it will be useful,
9 | # but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | # GNU General Public License for more details.
12 | #
13 | # You should have received a copy of the GNU General Public License
14 | # along with this program; if not, write to the Free Software Foundation,
15 | # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 | #
17 | # ##### END GPL LICENSE BLOCK #####
18 |
19 | #
20 |
21 |
22 | bl_info = {
23 | "name": "Mesh Morpher",
24 | "author": "Joshua Bogart",
25 | "version": (1, 0),
26 | "blender": (2, 83, 0),
27 | "location": "View3D > Sidebar > Unreal Tools Tab",
28 | "description": "A tool for storing shape key data for use in a vertex shader.",
29 | "warning": "",
30 | "doc_url": "",
31 | "category": "Unreal Tools",
32 | }
33 |
34 |
35 | import bpy
36 |
37 |
38 | def pack_normals(me):
39 | """Stores normals in a given mesh's vertex colors"""
40 | if not me.vertex_colors:
41 | me.vertex_colors.new()
42 | col = me.vertex_colors[0]
43 | col.name = "normals"
44 | key = me.shape_keys.key_blocks[1]
45 | normals = list(zip(*[iter(key.normals_vertex_get())]*3))
46 | for loop in me.loops:
47 | r, g, b = normals[loop.vertex_index]
48 | col.data[loop.index].color = ((r + 1) * 0.5, (-g + 1) * 0.5, (b + 1) * 0.5, 1)
49 |
50 |
51 | def get_shape_key_offsets(shape_keys, two_shape_keys=False):
52 | """Return a list of vertex offsets between shape keys"""
53 | keys = shape_keys.key_blocks
54 | offsets = []
55 | original = keys[0].data
56 | target = keys[1].data
57 | offset = [v1.co - v2.co for v1, v2 in zip(target, original)]
58 | offsets.append(offset)
59 | if two_shape_keys:
60 | target = keys[2].data
61 | offset = [v1.co - v2.co for v1, v2 in zip(target, original)]
62 | offsets.append(offset)
63 | return offsets
64 |
65 |
66 | def pack_offsets(ob, offsets):
67 | """Stores shape key vertex offsets in mesh's UVs"""
68 | me = ob.data
69 | while len(me.uv_layers) < 4:
70 | me.uv_layers.new()
71 | for loop in me.loops:
72 | x1, y1, z1 = offsets[0][loop.vertex_index]
73 | if len(offsets) > 1:
74 | offset = offsets[1][loop.vertex_index]
75 | else:
76 | offset = ob.location
77 | x2, y2, z2 = offset
78 | me.uv_layers[1].data[loop.index].uv = (x2, 1 - (-y2))
79 | me.uv_layers[2].data[loop.index].uv = (z2, 1 - x1)
80 | me.uv_layers[3].data[loop.index].uv = (-y1, 1 - z1)
81 |
82 |
83 | class MeshMorpherSettings(bpy.types.PropertyGroup):
84 | store_shape_key1_normals: bpy.props.BoolProperty(
85 | name="First Shape Key Normals",
86 | description="Store first shape key's vertex normals in vertex colors",
87 | default=True
88 | )
89 | two_shape_keys: bpy.props.BoolProperty(
90 | name="Two Shape Keys",
91 | description="Store vertex offsets for first and second shape keys",
92 | default=False
93 | )
94 |
95 |
96 | class OBJECT_OT_ProcessShapeKeys(bpy.types.Operator):
97 | """Store object's shape key offsets in it's UV layers"""
98 | bl_idname = "object.process_shape_keys"
99 | bl_label = "Process Shape Keys"
100 |
101 | store_shape_key1_normals: bpy.props.BoolProperty(
102 | name="First Shape Key Normals",
103 | default=True
104 | )
105 | two_shape_keys: bpy.props.BoolProperty(
106 | name="Two Shape Keys",
107 | default=False
108 | )
109 |
110 | @classmethod
111 | def poll(cls, context):
112 | ob = context.active_object
113 | return ob and ob.type == 'MESH' and ob.mode == 'OBJECT'
114 |
115 |
116 | def execute(self, context):
117 | units = context.scene.unit_settings
118 | ob = context.object
119 | shape_keys = ob.data.shape_keys
120 | if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
121 | self.report(
122 | {'ERROR'},
123 | "Scene Units must be Metric with a Unit Scale of 0.01!"
124 | )
125 | return {'CANCELLED'}
126 | if not shape_keys:
127 | self.report({'ERROR'}, "Object has no shape keys!")
128 | return {'CANCELLED'}
129 | if len(shape_keys.key_blocks) < 2 + self.two_shape_keys:
130 | self.report({'ERROR'}, "Object needs additional shape keys!")
131 | return {'CANCELLED'}
132 | if self.store_shape_key1_normals:
133 | pack_normals(ob.data)
134 | offsets = get_shape_key_offsets(shape_keys, self.two_shape_keys)
135 | pack_offsets(ob, offsets)
136 | return {'FINISHED'}
137 |
138 |
139 | class VIEW3D_PT_MeshMorpher(bpy.types.Panel):
140 | """Creates a Panel in 3D Viewport"""
141 | bl_label = "Mesh Morpher"
142 | bl_idname = "VIEW3D_PT_mesh_morpher"
143 | bl_space_type = 'VIEW_3D'
144 | bl_region_type = 'UI'
145 | bl_category = "Unreal Tools"
146 |
147 | def draw(self, context):
148 | layout = self.layout
149 | col = layout.column()
150 | props = context.scene.mesh_morpher_settings
151 | col.prop(props, "store_shape_key1_normals")
152 | col.prop(props, "two_shape_keys")
153 | op = col.operator("object.process_shape_keys")
154 | op.store_shape_key1_normals = props.store_shape_key1_normals
155 | op.two_shape_keys = props.two_shape_keys
156 |
157 |
158 | def register():
159 | bpy.utils.register_class(MeshMorpherSettings)
160 | bpy.utils.register_class(OBJECT_OT_ProcessShapeKeys)
161 | bpy.utils.register_class(VIEW3D_PT_MeshMorpher)
162 | bpy.types.Scene.mesh_morpher_settings = bpy.props.PointerProperty(
163 | type=MeshMorpherSettings
164 | )
165 |
166 |
167 | def unregister():
168 | bpy.utils.unregister_class(MeshMorpherSettings)
169 | bpy.utils.unregister_class(OBJECT_OT_ProcessShapeKeys)
170 | bpy.utils.unregister_class(VIEW3D_PT_MeshMorpher)
171 | del bpy.types.Scene.mesh_morpher_settings
172 |
173 |
174 | if __name__ == "__main__":
175 | register()
176 |
--------------------------------------------------------------------------------
/vertex_animation.py:
--------------------------------------------------------------------------------
1 | # ##### BEGIN GPL LICENSE BLOCK #####
2 | #
3 | # This program is free software; you can redistribute it and/or
4 | # modify it under the terms of the GNU General Public License
5 | # as published by the Free Software Foundation; either version 2
6 | # of the License, or (at your option) any later version.
7 | #
8 | # This program is distributed in the hope that it will be useful,
9 | # but WITHOUT ANY WARRANTY; without even the implied warranty of
10 | # MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
11 | # GNU General Public License for more details.
12 | #
13 | # You should have received a copy of the GNU General Public License
14 | # along with this program; if not, write to the Free Software Foundation,
15 | # Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
16 | #
17 | # ##### END GPL LICENSE BLOCK #####
18 |
19 | #
20 |
21 |
22 | bl_info = {
23 | "name": "Vertex Animation",
24 | "author": "Joshua Bogart",
25 | "version": (1, 0),
26 | "blender": (2, 83, 0),
27 | "location": "View3D > Sidebar > Not Unreal Tools Tab",
28 | "description": "A tool for storing per frame vertex data for use in a vertex shader.",
29 | "warning": "",
30 | "doc_url": "",
31 | "category": "Not Unreal Tools",
32 | }
33 |
34 |
35 | import bpy
36 | import bmesh
37 | import os
38 |
39 |
40 | def get_per_frame_mesh_data(context, data, objects):
41 | """Return a list of combined mesh data per frame"""
42 | meshes = []
43 | for i in frame_range(context.scene):
44 | context.scene.frame_set(i)
45 | depsgraph = context.evaluated_depsgraph_get()
46 | bm = bmesh.new()
47 | for ob in objects:
48 | eval_object = ob.evaluated_get(depsgraph)
49 | me = data.meshes.new_from_object(eval_object)
50 | me.transform(ob.matrix_world)
51 | bm.from_mesh(me)
52 | data.meshes.remove(me)
53 | me = data.meshes.new("mesh")
54 | bm.to_mesh(me)
55 | bm.free()
56 | me.calc_normals()
57 | meshes.append(me)
58 | return meshes
59 |
60 |
61 | def create_export_mesh_object(context, data, me):
62 | """Return a mesh object with correct UVs"""
63 | while len(me.uv_layers) < 2:
64 | me.uv_layers.new()
65 | uv_layer = me.uv_layers[1]
66 | uv_layer.name = "vertex_anim"
67 | for loop in me.loops:
68 | uv_layer.data[loop.index].uv = ((loop.vertex_index + 0.5)/len(me.vertices), 0.0)
69 | ob = data.objects.new("export_mesh", me)
70 | context.scene.collection.objects.link(ob)
71 | return ob
72 |
73 |
74 | def get_vertex_data(data, meshes):
75 | """Return lists of vertex offsets and normals from a list of mesh data"""
76 | original = meshes[0].vertices
77 | offsets = []
78 | normals = []
79 | for me in meshes: #for me in reversed(meshes):
80 | for v in me.vertices:
81 | offset = v.co - original[v.index].co
82 | x, y, z = offset
83 | offsets.extend((x, -y, z, 1))
84 | x, y, z = v.normal
85 | normals.extend(((x + 1) * 0.5, (-y + 1) * 0.5, (z + 1) * 0.5, 1))
86 | #if not me.users:
87 | #data.meshes.remove(me)
88 | for me in meshes:
89 | if not me.users:
90 | data.meshes.remove(me)
91 | return offsets, normals
92 |
93 |
94 | def frame_range(scene):
95 | """Return a range object with with scene's frame start, end, and step"""
96 | return range(scene.frame_start, scene.frame_end, scene.frame_step)
97 |
98 |
99 | def bake_vertex_data(context, data, offsets, normals, size):
100 | """Stores vertex offsets and normals in seperate image textures"""
101 | width, height = size
102 |
103 | blend_path = bpy.data.filepath
104 | blend_path = os.path.dirname(bpy.path.abspath(blend_path))
105 | subfolder_path = os.path.join(blend_path, "vaexport")
106 | if not os.path.exists(subfolder_path):
107 | os.makedirs(subfolder_path)
108 | openexr_filepath = os.path.join(subfolder_path, "offsets.exr")
109 | png_filepath = os.path.join(subfolder_path, "normals.png")
110 |
111 | openexr_export_scene = bpy.data.scenes.new('openexr export scene')
112 | openexr_export_scene.sequencer_colorspace_settings.name = 'Non-Color'
113 | openexr_export_scene.render.image_settings.color_depth = '16'
114 | openexr_export_scene.render.image_settings.color_mode = 'RGBA'
115 | openexr_export_scene.render.image_settings.file_format = 'OPEN_EXR'
116 | openexr_export_scene.render.image_settings.exr_codec = 'NONE'
117 |
118 | if 'offsets' in bpy.data.images:
119 | offset_tex = bpy.data.images['offsets']
120 | bpy.data.images.remove(offset_tex)
121 |
122 | offset_texture = data.images.new(
123 | name="offsets",
124 | width=width,
125 | height=height,
126 | alpha=True,
127 | float_buffer=True
128 | )
129 |
130 | offset_texture.file_format = 'OPEN_EXR'
131 | offset_texture.colorspace_settings.name = 'Non-Color'
132 | offset_texture.pixels = offsets
133 | offset_texture.save_render(openexr_filepath, scene=openexr_export_scene)
134 | bpy.data.scenes.remove(openexr_export_scene)
135 |
136 | png_export_scene = bpy.data.scenes.new('png export scene')
137 | png_export_scene.render.image_settings.color_depth = '8'
138 | png_export_scene.render.image_settings.color_mode = 'RGBA'
139 | png_export_scene.render.image_settings.file_format = 'PNG'
140 | png_export_scene.render.image_settings.compression = 15
141 |
142 | if 'normals' in bpy.data.images:
143 | normals_tex = bpy.data.images['normals']
144 | bpy.data.images.remove(normals_tex)
145 |
146 | normal_texture = data.images.new(
147 | name="normals",
148 | width=width,
149 | height=height,
150 | alpha=True
151 | )
152 |
153 | normal_texture.file_format = 'PNG'
154 | normal_texture.pixels = normals
155 | normal_texture.save_render(png_filepath, scene=png_export_scene)
156 | bpy.data.scenes.remove(png_export_scene)
157 |
158 |
159 | class OBJECT_OT_ProcessAnimMeshes(bpy.types.Operator):
160 | """Store combined per frame vertex offsets and normals for all
161 | selected mesh objects into seperate image textures"""
162 | bl_idname = "object.process_anim_meshes"
163 | bl_label = "Process Anim Meshes"
164 |
165 | @property
166 | def allowed_modifiers(self):
167 | return [
168 | 'ARMATURE', 'CAST', 'CURVE', 'DISPLACE', 'HOOK',
169 | 'LAPLACIANDEFORM', 'LATTICE', 'MESH_DEFORM',
170 | 'SHRINKWRAP', 'SIMPLE_DEFORM', 'SMOOTH',
171 | 'CORRECTIVE_SMOOTH', 'LAPLACIANSMOOTH',
172 | 'SURFACE_DEFORM', 'WARP', 'WAVE',
173 | ]
174 |
175 | @classmethod
176 | def poll(cls, context):
177 | ob = context.active_object
178 | return ob and ob.type == 'MESH' and ob.mode == 'OBJECT'
179 |
180 | def execute(self, context):
181 | units = context.scene.unit_settings
182 | data = bpy.data
183 | objects = [ob for ob in context.selected_objects if ob.type == 'MESH']
184 | vertex_count = sum([len(ob.data.vertices) for ob in objects])
185 | frame_count = len(frame_range(context.scene))
186 | for ob in objects:
187 | for mod in ob.modifiers:
188 | if mod.type not in self.allowed_modifiers:
189 | self.report(
190 | {'ERROR'},
191 | f"Objects with {mod.type.title()} modifiers are not allowed!"
192 | )
193 | return {'CANCELLED'}
194 | #if units.system != 'METRIC' or round(units.scale_length, 2) != 0.01:
195 | # self.report(
196 | # {'ERROR'},
197 | # "Scene Unit must be Metric with a Unit Scale of 0.01!"
198 | # )
199 | # return {'CANCELLED'}
200 | if vertex_count > 8192:
201 | self.report(
202 | {'ERROR'},
203 | f"Vertex count of {vertex_count :,}, execedes limit of 8,192!"
204 | )
205 | return {'CANCELLED'}
206 | if frame_count > 8192:
207 | self.report(
208 | {'ERROR'},
209 | f"Frame count of {frame_count :,}, execedes limit of 8,192!"
210 | )
211 | return {'CANCELLED'}
212 | meshes = get_per_frame_mesh_data(context, data, objects)
213 | export_mesh_data = meshes[0].copy()
214 | create_export_mesh_object(context, data, export_mesh_data)
215 | offsets, normals = get_vertex_data(data, meshes)
216 | texture_size = vertex_count, frame_count
217 | bake_vertex_data(context, data, offsets, normals, texture_size)
218 | return {'FINISHED'}
219 |
220 |
221 | class VIEW3D_PT_VertexAnimation(bpy.types.Panel):
222 | """Creates a Panel in 3D Viewport"""
223 | bl_label = "Vertex Animation"
224 | bl_idname = "VIEW3D_PT_vertex_animation"
225 | bl_space_type = 'VIEW_3D'
226 | bl_region_type = 'UI'
227 | bl_category = "Not Unreal Tools"
228 |
229 | def draw(self, context):
230 | layout = self.layout
231 | layout.use_property_split = True
232 | layout.use_property_decorate = False
233 | scene = context.scene
234 | col = layout.column(align=True)
235 | col.prop(scene, "frame_start", text="Frame Start")
236 | col.prop(scene, "frame_end", text="End")
237 | col.prop(scene, "frame_step", text="Step")
238 | row = layout.row()
239 | row.operator("object.process_anim_meshes")
240 |
241 |
242 | def register():
243 | bpy.utils.register_class(OBJECT_OT_ProcessAnimMeshes)
244 | bpy.utils.register_class(VIEW3D_PT_VertexAnimation)
245 |
246 |
247 | def unregister():
248 | bpy.utils.unregister_class(OBJECT_OT_ProcessAnimMeshes)
249 | bpy.utils.unregister_class(VIEW3D_PT_VertexAnimation)
250 |
251 |
252 | if __name__ == "__main__":
253 | register()
254 |
--------------------------------------------------------------------------------