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Bone to mesh - convert

Blender Asked on August 16, 2020

I have seen this post Convert bones to meshes but i need just box (or cylinder), not a piramyd at every bone, can someone help me please?

One Answer

This is an update of lemon's code on the question Convert bones to meshes. Run the script and it will pop a menu asking if you want Pyramid, Tapered, or Box shapes. Pyramid is what the code did originally, tapered uses the bone envelope, and Box takes the average.

This image is "Box": enter image description here

# from https://blender.stackexchange.com/a/75049/33589

import bpy
import mathutils 
from mathutils import Vector 
from math import *

class ArmatureMenu(bpy.types.Menu):
    bl_label = "Mesh 2 Armature Menu"
    bl_idname = "OBJECT_MT_Mesh_From_Armature"

    def draw(self, context):
        layout = self.layout
        layout.operator("wm.mesh_from_armature", text="Pyramid").mesh_type = 'Pyramid' # from here
        layout.operator("wm.mesh_from_armature", text="Tapered").mesh_type = 'Tapered' # from here
        layout.operator("wm.mesh_from_armature", text="Box").mesh_type = 'Box' # from here

def CreateMesh(self, meshType):

    obj = bpy.context.active_object

    if obj == None:
        self.report({"ERROR"}, "No selection" )
    elif obj.type != 'ARMATURE':
        self.report({"ERROR"}, "Armature expected" )
    else:
        processArmature( bpy.context, obj, meshType = meshType )

#Create the base object from the armature
def meshFromArmature( arm ):
    name = arm.name + "_mesh"
    meshData = bpy.data.meshes.new( name + "Data" )
    meshObj = bpy.data.objects.new( name, meshData )
    meshObj.matrix_world = arm.matrix_world.copy()
    return meshObj

#Create the bone geometry (vertices and faces)
def boneGeometry( l1, l2, x, z, baseSize, l1Size, l2Size, base, meshType ):
    
    if meshType == 'Tapered':
        print(meshType)
        x1 = x * baseSize * l1Size 
        z1 = z * baseSize * l1Size

        x2 = x * baseSize * l2Size 
        z2 = z * baseSize * l2Size
    elif meshType == 'Box':
        print(meshType)
        lSize = (l1Size + l2Size) / 2
        x1 = x * baseSize * lSize 
        z1 = z * baseSize * lSize

        x2 = x * baseSize * lSize 
        z2 = z * baseSize * lSize

    else: # default to Pyramid
        print(meshType)
        x1 = x * baseSize * l1Size 
        z1 = z * baseSize * l1Size

        x2 = Vector( (0, 0, 0) )
        z2 = Vector( (0, 0, 0) )

    verts = [
        l1 - x1 + z1,
        l1 + x1 + z1,
        l1 - x1 - z1,
        l1 + x1 - z1,
        l2 - x2 + z2,
        l2 + x2 + z2,
        l2 - x2 - z2,
        l2 + x2 - z2
        ] 

    faces = [
        (base+3, base+1, base+0, base+2),
        (base+6, base+4, base+5, base+7),
        (base+4, base+0, base+1, base+5),
        (base+7, base+3, base+2, base+6),
        (base+5, base+1, base+3, base+7),
        (base+6, base+2, base+0, base+4)
        ]

    return verts, faces

#Process the armature, goes through its bones and creates the mesh
def processArmature(context, arm, genVertexGroups = True, meshType = 'Pyramid'):
    print("processing armature {0} {1}".format(arm.name, meshType) )

    #Creates the mesh object
    meshObj = meshFromArmature( arm )
    context.collection.objects.link( meshObj )

    verts = []
    edges = []
    faces = []
    vertexGroups = {}

    bpy.ops.object.mode_set(mode='EDIT')

    try:
        #Goes through each bone
        for editBone in [b for b in arm.data.edit_bones if b.use_deform]:
            boneName = editBone.name
            # print( boneName )
            poseBone = arm.pose.bones[boneName]

            #Gets edit bone informations
            editBoneHead = editBone.head
            editBoneTail = editBone.tail
            editBoneVector = editBoneTail - editBoneHead
            editBoneSize = editBoneVector.dot( editBoneVector )
            editBoneRoll = editBone.roll
            editBoneX = editBone.x_axis
            editBoneZ = editBone.z_axis
            editBoneHeadRadius = editBone.head_radius
            editBoneTailRadius = editBone.tail_radius

            #Creates the mesh data for the bone
            baseIndex = len(verts)
            baseSize = sqrt( editBoneSize )
            newVerts, newFaces = boneGeometry( editBoneHead, editBoneTail, editBoneX, editBoneZ, baseSize, editBoneHeadRadius, editBoneTailRadius, baseIndex, meshType )

            verts.extend( newVerts )
            faces.extend( newFaces )

            #Creates the weights for the vertex groups
            vertexGroups[boneName] = [(x, 1.0) for x in range(baseIndex, len(verts))]

        #Assigns the geometry to the mesh
        meshObj.data.from_pydata(verts, edges, faces)

    except:
        bpy.ops.object.mode_set(mode='OBJECT')
    else:
        bpy.ops.object.mode_set(mode='OBJECT')

    #Assigns the vertex groups
    if genVertexGroups:
        for name, vertexGroup in vertexGroups.items():
            groupObject = meshObj.vertex_groups.new(name=name)
            for (index, weight) in vertexGroup:
                groupObject.add([index], weight, 'REPLACE')

    #Creates the armature modifier
    modifier = meshObj.modifiers.new('ArmatureMod', 'ARMATURE')
    modifier.object = arm
    modifier.use_bone_envelopes = False
    modifier.use_vertex_groups = True

    meshObj.data.update()

    return meshObj

class MeshFromArmatureOperator(bpy.types.Operator):
    bl_idname = "wm.mesh_from_armature"
    bl_label  = "MeshFromArmatureOperator"

    mesh_type : bpy.props.StringProperty(name="mesh_type")

    def execute(self, context):
        print('The mesh type is', self.mesh_type)
        CreateMesh(self, self.mesh_type)
        return {'FINISHED'}

def register():
    bpy.utils.register_class( ArmatureMenu )
    bpy.utils.register_class( MeshFromArmatureOperator )


def unregister():
    bpy.utils.unregister_class( ArmatureMenu )
    bpy.utils.unregister_class( MeshFromArmatureOperator )


if __name__ == "__main__":
    register()

    # The menu can also be called from scripts
    bpy.ops.wm.call_menu(name='OBJECT_MT_Mesh_From_Armature')

Answered by Ron Jensen on August 16, 2020

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