Added blender scripts

This commit is contained in:
2025-01-28 11:30:59 +03:00
parent d34369512b
commit 9107ccbaa3
27 changed files with 5759 additions and 0 deletions

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import bpy, sys, linecache, ast
def get_error_message():
exc_type, exc_obj, tb = sys.exc_info()
f = tb.tb_frame
lineno = tb.tb_lineno
filename = f.f_code.co_filename
linecache.checkcache(filename)
line = linecache.getline(filename, lineno, f.f_globals)
error_message = 'Error in ({}\nLine {} "{}"): {}'.format(filename, lineno, line.strip(), exc_obj)
return error_message
def get_addon_preferences():
return bpy.context.preferences.addons[__package__].preferences

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import bpy
from .maths_geo import *
from .bones_pose import *
from .version import *
def bake_anim(frame_start=0, frame_end=10, only_selected=False, bake_bones=True, bake_object=False, ik_data=None):
scn = bpy.context.scene
obj_data = []
bones_data = []
armature = bpy.data.objects.get(bpy.context.active_object.name)
def get_bones_matrix():
matrix = {}
for pbone in armature.pose.bones:
if only_selected and not pbone.bone.select:
continue
bmat = pbone.matrix
# IK poles
if pbone.name.startswith("Ctrl_ArmPole") or pbone.name.startswith("Ctrl_LegPole"):
b1 = b2 = None
src_arm = ik_data["src_arm"]
type = ""
if "Leg" in pbone.name:
type = "Leg"
elif "Arm" in pbone.name:
type = "Arm"
name_split = pbone.name.split('_')
side = name_split[len(name_split)-1]
b1_name = ik_data[type+side][0]
b2_name = ik_data[type+side][1]
b1 = src_arm.pose.bones.get(b1_name)
b2 = src_arm.pose.bones.get(b2_name)
_axis = None
if type == "Leg":
_axis = (b1.z_axis*0.5) + (b2.z_axis*0.5)#b1.z_axis#
elif type == "Arm":
if side == "Left":
_axis = b2.x_axis
elif side == "Right":
_axis = -b2.x_axis
pole_pos = get_ik_pole_pos(b1, b2, method=2, axis=_axis)
#pole_pos = b2.head + (b2.z_axis.normalized() * (b2.tail-b2.head).magnitude)
bmat = Matrix.Translation(pole_pos)
# Child Of constraints are preserved after baking
# need to compensate the matrix with the Child Of transformation
child_of_cns = pbone.constraints.get("Child Of")
if child_of_cns:
if child_of_cns.influence == 1.0 and child_of_cns.mute == False:
bmat = get_pose_bone(child_of_cns.subtarget).matrix_channel.inverted() @ bmat
matrix[pbone.name] = armature.convert_space(pose_bone=pbone, matrix=bmat, from_space="POSE", to_space="LOCAL")
return matrix
def get_obj_matrix():
parent = armature.parent
matrix = armature.matrix_world
if parent:
return parent.matrix_world.inverted_safe() @ matrix
else:
return matrix.copy()
# store matrices
current_frame = scn.frame_current
for f in range(int(frame_start), int(frame_end+1)):
scn.frame_set(f)
bpy.context.view_layer.update()
if bake_bones:
bones_data.append((f, get_bones_matrix()))
if bake_object:
obj_data.append((f, get_obj_matrix()))
# set new action
action = bpy.data.actions.new("Action")
anim_data = armature.animation_data_create()
anim_data.action = action
def store_keyframe(bn, prop_type, fc_array_index, fra, val):
fc_data_path = 'pose.bones["' + bn + '"].' + prop_type
fc_key = (fc_data_path, fc_array_index)
if not keyframes.get(fc_key):
keyframes[fc_key] = []
keyframes[fc_key].extend((fra, val))
# set transforms and store keyframes
if bake_bones:
for pb in armature.pose.bones:
if only_selected and not pb.bone.select:
continue
euler_prev = None
quat_prev = None
keyframes = {}
for (f, matrix) in bones_data:
pb.matrix_basis = matrix[pb.name].copy()
for arr_idx, value in enumerate(pb.location):
store_keyframe(pb.name, "location", arr_idx, f, value)
rotation_mode = pb.rotation_mode
if rotation_mode == 'QUATERNION':
if quat_prev is not None:
quat = pb.rotation_quaternion.copy()
quat.make_compatible(quat_prev)
pb.rotation_quaternion = quat
quat_prev = quat
del quat
else:
quat_prev = pb.rotation_quaternion.copy()
for arr_idx, value in enumerate(pb.rotation_quaternion):
store_keyframe(pb.name, "rotation_quaternion", arr_idx, f, value)
elif rotation_mode == 'AXIS_ANGLE':
for arr_idx, value in enumerate(pb.rotation_axis_angle):
store_keyframe(pb.name, "rotation_axis_angle", arr_idx, f, value)
else: # euler, XYZ, ZXY etc
if euler_prev is not None:
euler = pb.rotation_euler.copy()
euler.make_compatible(euler_prev)
pb.rotation_euler = euler
euler_prev = euler
del euler
else:
euler_prev = pb.rotation_euler.copy()
for arr_idx, value in enumerate(pb.rotation_euler):
store_keyframe(pb.name, "rotation_euler", arr_idx, f, value)
for arr_idx, value in enumerate(pb.scale):
store_keyframe(pb.name, "scale", arr_idx, f, value)
# Add keyframes
for fc_key, key_values in keyframes.items():
data_path, index = fc_key
fcurve = action.fcurves.find(data_path=data_path, index=index)
if fcurve == None:
fcurve = action.fcurves.new(data_path, index=index, action_group=pb.name)
num_keys = len(key_values) // 2
fcurve.keyframe_points.add(num_keys)
fcurve.keyframe_points.foreach_set('co', key_values)
if blender_version._float >= 290:# internal error when doing so with Blender 2.83, only for Blender 2.90 and higher
linear_enum_value = bpy.types.Keyframe.bl_rna.properties['interpolation'].enum_items['LINEAR'].value
fcurve.keyframe_points.foreach_set('interpolation', (linear_enum_value,) * num_keys)
else:
for kf in fcurve.keyframe_points:
kf.interpolation = 'LINEAR'
if bake_object:
euler_prev = None
quat_prev = None
for (f, matrix) in obj_data:
name = "Action Bake"
armature.matrix_basis = matrix
armature.keyframe_insert("location", index=-1, frame=f, group=name)
rotation_mode = armature.rotation_mode
if rotation_mode == 'QUATERNION':
if quat_prev is not None:
quat = armature.rotation_quaternion.copy()
quat.make_compatible(quat_prev)
armature.rotation_quaternion = quat
quat_prev = quat
del quat
else:
quat_prev = armature.rotation_quaternion.copy()
armature.keyframe_insert("rotation_quaternion", index=-1, frame=f, group=name)
elif rotation_mode == 'AXIS_ANGLE':
armature.keyframe_insert("rotation_axis_angle", index=-1, frame=f, group=name)
else: # euler, XYZ, ZXY etc
if euler_prev is not None:
euler = armature.rotation_euler.copy()
euler.make_compatible(euler_prev)
armature.rotation_euler = euler
euler_prev = euler
del euler
else:
euler_prev = armature.rotation_euler.copy()
armature.keyframe_insert("rotation_euler", index=-1, frame=f, group=name)
armature.keyframe_insert("scale", index=-1, frame=f, group=name)
# restore current frame
scn.frame_set(current_frame)

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import bpy
def restore_armature_layers(layers_select):
# restore the armature layers visibility
# ~ for i in range(0, 32):
# ~ bpy.context.active_object.data.layers[i] = layers_select[i]
for c in bpy.context.active_object.data.collections:
if c.name in layers_select:
c.is_visible = layers_select[c.name]
else:
c.is_visible = False
def enable_all_armature_layers():
# enable all layers
# and return the list of each layer visibility
# ~ _layers = bpy.context.active_object.data.layers
# ~ layers_select = []
# ~ for i in range(0, 32):
# ~ layers_select.append(_layers[i])
# ~ for i in range(0, 32):
# ~ bpy.context.active_object.data.layers[i] = True
layers_select = {}
for c in bpy.context.active_object.data.collections:
layers_select[c.name] = c.is_visible
c.is_visible = True
return layers_select

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import bpy
def get_data_bone(name):
return bpy.context.active_object.data.bones.get(name)
def set_bone_collection(armt, databone, coll_name, multi=False):
if databone is None:
return
armt = armt.data
coll = None
for c in armt.collections:
if c.name == coll_name:
coll = c
break
if coll is None:
coll = armt.collections.new(coll_name)
colls_to_remove_from = None
if not multi:
colls_to_remove_from = [c for c in databone.collections]
r = coll.assign(databone)
if colls_to_remove_from is not None:
for c in colls_to_remove_from:
c.unassign(databone)
# ~ databone.layers[layer_idx] = True
# ~ for i, lay in enumerate(databone.layers):
# ~ if i != layer_idx:
# ~ databone.layers[i] = False

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import bpy
def get_edit_bone(name):
return bpy.context.object.data.edit_bones.get(name)
def copy_bone_transforms(bone1, bone2):
# copy editbone bone1 transforms to bone 2
bone2.head = bone1.head.copy()
bone2.tail = bone1.tail.copy()
bone2.roll = bone1.roll
def create_edit_bone(bone_name, deform=False):
b = get_edit_bone(bone_name)
if b == None:
b = bpy.context.active_object.data.edit_bones.new(bone_name)
b.use_deform = deform
return b

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import bpy
from .objects import *
from .version import *
def get_custom_shape_scale(pbone, uniform=True):
if blender_version._float >= 300:
if uniform:
# uniform scale
val = 0
for i in range(0,3):
val += pbone.custom_shape_scale_xyz[i]
return val/3
# array scale
else:
return pbone.custom_shape_scale_xyz
# pre-Blender 3.0
else:
return pbone.custom_shape_scale
def get_selected_pbone_name():
try:
return bpy.context.selected_pose_bones[0].name#.active_pose_bone.name
except:
return
def get_pose_bone(name):
return bpy.context.active_object.pose.bones.get(name)
def lock_pbone_transform(pbone, type, list):
for i in list:
if type == "location":
pbone.lock_location[i] = True
elif type == "rotation":
pbone.lock_rotation[i] = True
elif type == "scale":
pbone.lock_scale[i] = True
def set_bone_custom_shape(pbone, cs_name):
cs = get_object(cs_name)
if cs == None:
append_cs(cs_name)
cs = get_object(cs_name)
pbone.custom_shape = cs
def set_bone_color_group(obj, pb, grp_name):
# mixamo required color
orange = (0.969, 0.565, 0.208)
orange_light = (0.957, 0.659, 0.416)
blue_dark = (0.447, 0.682, 1.0)
blue_light = (0.365, 0.851, 1.0)
# base color
green = (0.0, 1.0, 0.0)
red = (1.0, 0.0, 0.0)
blue = (0.0, 0.9, 1.0)
grp_color_master = orange_light
grp_color_neck = orange_light
grp_color_root_master = orange
grp_color_head = orange
grp_color_body_mid = green
grp_color_body_left = blue_dark
grp_color_body_right = blue_light
# ~ grp = obj.data.collections.get(grp_name)
# ~ grp = obj.pose.bone_groups.get(grp_name)
# ~ if grp == None:
# ~ grp = obj.data.collections.new(grp_name)
# ~ grp = obj.pose.bone_groups.new(name=grp_name)
# ~ grp.color_set = 'CUSTOM'
grp_color = None
if grp_name == "body_mid":
grp_color = grp_color_body_mid
elif grp_name == "body_left":
grp_color = grp_color_body_left
elif grp_name == "body_right":
grp_color = grp_color_body_right
elif grp_name == "master":
grp_color = grp_color_master
elif grp_name == "neck":
grp_color = grp_color_head
elif grp_name == "head":
grp_color = grp_color_neck
elif grp_name == "root_master":
grp_color = grp_color_root_master
# set normal color
# ~ grp.colors.normal = grp_color
# set select color/active color
# ~ for col_idx in range(0,3):
# ~ grp.colors.select[col_idx] = grp_color[col_idx] + 0.2
# ~ grp.colors.active[col_idx] = grp_color[col_idx] + 0.4
# ~ r = grp.assign(pb)
# ~ pb.bone_group = grp
pb.color.palette = 'CUSTOM'
pb.color.custom.normal = grp_color
for col_idx in range(0,3):
pb.color.custom.select[col_idx] = grp_color[col_idx] + 0.2
pb.color.custom.active[col_idx] = grp_color[col_idx] + 0.4
def update_transform():
bpy.ops.transform.rotate(value=0, orient_axis='Z', orient_type='VIEW', orient_matrix=((0.0, 0.0, 0), (0, 0.0, 0.0), (0.0, 0.0, 0.0)), orient_matrix_type='VIEW', mirror=False)

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import bpy
def add_copy_transf(p_bone, tgt, subtgt):
cns_transf = p_bone.constraints.get("Copy Transforms")
if cns_transf == None:
cns_transf = p_bone.constraints.new("COPY_TRANSFORMS")
cns_transf.name = "Copy Transforms"
cns_transf.target = tgt
cns_transf.subtarget = subtgt
def set_constraint_inverse_matrix(cns):
# set the inverse matrix of Child Of constraint
tar_obj = cns.target
subtarget_pbone = tar_obj.pose.bones.get(cns.subtarget)
if subtarget_pbone:
#cns.inverse_matrix = tar_obj.matrix_world.inverted() @ subtarget_pbone.matrix_basis.inverted()
print("reset child of cns", cns.name, cns.subtarget)
cns.inverse_matrix = subtarget_pbone.bone.matrix_local.to_4x4().inverted()

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import bpy
def get_current_mode():
return bpy.context.mode
def restore_current_mode(current_mode):
if current_mode == 'EDIT_ARMATURE':
current_mode = 'EDIT'
bpy.ops.object.mode_set(mode=current_mode)

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import bpy
from .version import blender_version
def get_prop_setting(node, prop_name, setting):
if blender_version._float >= 300:
return node.id_properties_ui(prop_name).as_dict()[setting]
else:
return node['_RNA_UI'][prop_name][setting]
def set_prop_setting(node, prop_name, setting, value):
if blender_version._float >= 300:
ui_data = node.id_properties_ui(prop_name)
if setting == 'default':
ui_data.update(default=value)
elif setting == 'min':
ui_data.update(min=value)
elif setting == 'max':
ui_data.update(max=value)
elif setting == 'soft_min':
ui_data.update(soft_min=value)
elif setting == 'soft_max':
ui_data.update(soft_max=value)
elif setting == 'description':
ui_data.update(description=value)
else:
if not "_RNA_UI" in node.keys():
node["_RNA_UI"] = {}
node['_RNA_UI'][prop_name][setting] = value
def create_custom_prop(node=None, prop_name="", prop_val=1.0, prop_min=0.0, prop_max=1.0, prop_description="", soft_min=None, soft_max=None, default=None):
if soft_min == None:
soft_min = prop_min
if soft_max == None:
soft_max = prop_max
if blender_version._float < 300:
if not "_RNA_UI" in node.keys():
node["_RNA_UI"] = {}
node[prop_name] = prop_val
if default == None:
default = prop_val
if blender_version._float < 300:
node["_RNA_UI"][prop_name] = {'use_soft_limits':True, 'min': prop_min, 'max': prop_max, 'description': prop_description, 'soft_min':soft_min, 'soft_max':soft_max, 'default':default}
else:
set_prop_setting(node, prop_name, 'min', prop_min)
set_prop_setting(node, prop_name, 'max', prop_max)
set_prop_setting(node, prop_name, 'description', prop_description)
set_prop_setting(node, prop_name, 'soft_min', soft_min)
set_prop_setting(node, prop_name, 'soft_max', soft_max)
set_prop_setting(node, prop_name, 'default', default)
# set as overridable
node.property_overridable_library_set('["'+prop_name+'"]', True)

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import bpy
def add_driver_to_prop(obj, dr_dp, tar_dp, array_idx=-1, exp="var"):
if obj.animation_data == None:
obj.animation_data_create()
drivers_list = obj.animation_data.drivers
dr = drivers_list.find(dr_dp, index=array_idx)
if dr == None:
dr = obj.driver_add(dr_dp, array_idx)
dr.driver.expression = exp
var = dr.driver.variables.get('var')
if var == None:
var = dr.driver.variables.new()
var.type = 'SINGLE_PROP'
var.name = 'var'
var.targets[0].id = obj
var.targets[0].data_path = tar_dp

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from math import *
from mathutils import *
def mat3_to_vec_roll(mat):
vec = mat.col[1]
vecmat = vec_roll_to_mat3(mat.col[1], 0)
vecmatinv = vecmat.inverted()
rollmat = vecmatinv @ mat
roll = atan2(rollmat[0][2], rollmat[2][2])
return roll
def vec_roll_to_mat3(vec, roll):
target = Vector((0, 0.1, 0))
nor = vec.normalized()
axis = target.cross(nor)
if axis.dot(axis) > 0.0000000001: # this seems to be the problem for some bones, no idea how to fix
axis.normalize()
theta = target.angle(nor)
bMatrix = Matrix.Rotation(theta, 3, axis)
else:
updown = 1 if target.dot(nor) > 0 else -1
bMatrix = Matrix.Scale(updown, 3)
bMatrix[2][2] = 1.0
rMatrix = Matrix.Rotation(roll, 3, nor)
mat = rMatrix @ bMatrix
return mat
def align_bone_x_axis(edit_bone, new_x_axis):
new_x_axis = new_x_axis.cross(edit_bone.y_axis)
new_x_axis.normalize()
dot = max(-1.0, min(1.0, edit_bone.z_axis.dot(new_x_axis)))
angle = acos(dot)
edit_bone.roll += angle
dot1 = edit_bone.z_axis.dot(new_x_axis)
edit_bone.roll -= angle * 2.0
dot2 = edit_bone.z_axis.dot(new_x_axis)
if dot1 > dot2:
edit_bone.roll += angle * 2.0
def align_bone_z_axis(edit_bone, new_z_axis):
new_z_axis = -(new_z_axis.cross(edit_bone.y_axis))
new_z_axis.normalize()
dot = max(-1.0, min(1.0, edit_bone.x_axis.dot(new_z_axis)))
angle = acos(dot)
edit_bone.roll += angle
dot1 = edit_bone.x_axis.dot(new_z_axis)
edit_bone.roll -= angle * 2.0
dot2 = edit_bone.x_axis.dot(new_z_axis)
if dot1 > dot2:
edit_bone.roll += angle * 2.0
def signed_angle(u, v, normal):
nor = normal.normalized()
a = u.angle(v)
c = u.cross(v)
if c.magnitude == 0.0:
c = u.normalized().cross(v)
if c.magnitude == 0.0:
return 0.0
if c.angle(nor) < 1:
a = -a
return a
def project_point_onto_plane(q, p, n):
n = n.normalized()
return q - ((q - p).dot(n)) * n
def get_pole_angle(base_bone, ik_bone, pole_location):
pole_normal = (ik_bone.tail - base_bone.head).cross(pole_location - base_bone.head)
projected_pole_axis = pole_normal.cross(base_bone.tail - base_bone.head)
return signed_angle(base_bone.x_axis, projected_pole_axis, base_bone.tail - base_bone.head)
def get_pose_matrix_in_other_space(mat, pose_bone):
rest = pose_bone.bone.matrix_local.copy()
rest_inv = rest.inverted()
if pose_bone.parent and pose_bone.bone.use_inherit_rotation:
par_mat = pose_bone.parent.matrix.copy()
par_inv = par_mat.inverted()
par_rest = pose_bone.parent.bone.matrix_local.copy()
else:
par_mat = Matrix()
par_inv = Matrix()
par_rest = Matrix()
smat = rest_inv @ (par_rest @ (par_inv @ mat))
return smat
def get_ik_pole_pos(b1, b2, method=1, axis=None):
if method == 1:
# IK pole position based on real IK bones vector
plane_normal = (b1.head - b2.tail)
midpoint = (b1.head + b2.tail) * 0.5
prepole_dir = b2.head - midpoint#prepole_fk.tail - prepole_fk.head
pole_pos = b2.head + prepole_dir.normalized()# * 4
pole_pos = project_point_onto_plane(pole_pos, b2.head, plane_normal)
pole_pos = b2.head + ((pole_pos - b2.head).normalized() * (b2.head - b1.head).magnitude * 1.7)
elif method == 2:
# IK pole position based on bone2 Z axis vector
pole_pos = b2.head + (axis.normalized() * (b2.tail-b2.head).magnitude)
return pole_pos
def rotate_point(point, angle, origin, axis):
rot_mat = Matrix.Rotation(angle, 4, axis.normalized())
# rotate in world origin space
offset_vec = -origin
offset_knee = point + offset_vec
# rotate
rotated_point = rot_mat @ offset_knee
# bring back to original space
rotated_point = rotated_point -offset_vec
return rotated_point
def dot_product(x, y):
return sum([x[i] * y[i] for i in range(len(x))])
def norm(x):
return sqrt(dot_product(x, x))
def normalize(x):
return [x[i] / norm(x) for i in range(len(x))]
def project_vector_onto_plane(x, n):
d = dot_product(x, n) / norm(n)
p = [d * normalize(n)[i] for i in range(len(n))]
vec_list = [x[i] - p[i] for i in range(len(x))]
return Vector((vec_list[0], vec_list[1], vec_list[2]))

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import bpy
from .bones_pose import *
from .bones_data import *
from ..definitions import naming
def get_mixamo_prefix():
p = ""
rig = bpy.context.active_object
if 'mixamo_prefix' in rig.data.keys():
p = rig.data["mixamo_prefix"]
else:
for dbone in rig.data.bones:
if dbone.name.startswith("mixamorig") and ':' in dbone.name:
p = dbone.name.split(':')[0]+':'
break
try:
rig.data["mixamo_prefix"] = p
except:# context error
pass
return p
def get_mix_name(name, use_prefix):
if not use_prefix:
return name
else:
p = get_mixamo_prefix()
return p+name
def get_bone_side(bone_name):
if bone_name.endswith("_Left"):
return "Left"
elif bone_name.endswith("_Right"):
return "Right"

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import bpy, os
def delete_object(obj):
bpy.data.objects.remove(obj, do_unlink=True)
def duplicate_object():
try:
bpy.ops.object.duplicate(linked=False, mode='TRANSLATION')
except:
bpy.ops.object.duplicate('TRANSLATION', False)
def get_object(name):
return bpy.data.objects.get(name)
def set_active_object(object_name):
bpy.context.view_layer.objects.active = bpy.data.objects[object_name]
bpy.data.objects[object_name].select_set(state=True)
def hide_object(obj_to_set):
obj_to_set.hide_set(True)
obj_to_set.hide_viewport = True
def is_object_hidden(obj_to_get):
if obj_to_get.hide_get() == False and obj_to_get.hide_viewport == False:
return False
else:
return True
def append_cs(names=[]):
context = bpy.context
scene = context.scene
addon_directory = os.path.dirname(os.path.abspath(__file__))
filepath = addon_directory + "\cs.blend"
# load the objects data in file
with bpy.data.libraries.load(filepath, link=False) as (data_from, data_to):
data_to.objects = [name for name in data_from.objects if name in names]
# Add the objects in the scene
for obj in data_to.objects:
if obj:
# link in collec
scene.collection.objects.link(obj)
cs_grp = bpy.data.objects.get("cs_grp")
if cs_grp == None:
cs_grp = bpy.data.objects.new(name="cs_grp", object_data=None)
bpy.context.collection.objects.link(cs_grp)
cs_grp.location = [0,0,0]
cs_grp.rotation_euler = [0,0,0]
cs_grp.scale = [1,1,1]
# parent the custom shape
obj.parent = cs_grp
# assign to new collection
assigned_collections = []
for collec in cs_grp.users_collection:
try:
collec.objects.link(obj)
assigned_collections.append(collec)
except:# already in collection
pass
if len(assigned_collections):
# remove previous collections
for i in obj.users_collection:
if not i in assigned_collections:
i.objects.unlink(obj)
# and the scene collection
try:
scene.collection.objects.unlink(obj)
except:
pass

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import bpy
class ARP_blender_version:
_string = bpy.app.version_string
blender_v = bpy.app.version
_float = blender_v[0]*100+blender_v[1]+blender_v[2]*0.01
#_char = bpy.app.version_string
blender_version = ARP_blender_version()
def convert_drivers_cs_to_xyz(armature):
# Blender 3.0 requires Vector3 custom_shape_scale values
# convert single uniform driver to vector3 array drivers
drivers_armature = [i for i in armature.animation_data.drivers]
for dr in drivers_armature:
if 'custom_shape_scale' in dr.data_path:
if not 'custom_shape_scale_xyz' in dr.data_path:
for i in range(0, 3):
new_dr = armature.animation_data.drivers.from_existing(src_driver=dr)
new_dr.data_path = new_dr.data_path.replace('custom_shape_scale', 'custom_shape_scale_xyz')
new_dr.array_index = i
new_dr.driver.expression += ''# update hack
armature.driver_remove(dr.data_path, dr.array_index)
print("Converted custom shape scale drivers to xyz")
def get_custom_shape_scale_prop_name():
if blender_version._float >= 300:
return 'custom_shape_scale_xyz'
else:
return 'custom_shape_scale'