This is the result.
Now, the seed object isn't necessary. This code make the object automatically.
I have to study more for the variation of the method of face selection.
<CODE>
# First import bpy to get access to well... everything in blender
import bpy
import math, mathutils, random
# Extrude One Step ---------------------------------------->
def transStep(dA, sA, rA, axis_x, axis_y, axis_z):
bpy.ops.transform.shrink_fatten(value=dA, mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False)
bpy.ops.transform.resize(value=(sA, sA, sA), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.0762767, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)
# Get the mesh
me = ob.data
# Loop through the faces to find the center
for f in me.faces:
if f.select == True:
center = f.center
if center[0] > 0.0:
rotDir = 1.0
else:
rotDir = -1.0
bpy.ops.transform.rotate(value=(rA*rotDir,), axis=(axis_x, axis_y, axis_z), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.0762767, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False)
# TransformFaces(Multi Step) ------------------------------------------------------->
def transformFaces(vGroup, mainLevel, stepNum, stepDist, stepRot, startAngle, stepAngle, modLevel, modRate, axis):
# Make sure nothing is selected
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
# Select the vertex group
selPart(vGroup)
# Go into object mode so that we are sure we have the current list of faces
bpy.ops.object.mode_set(mode='OBJECT')
# Make a nice list to keep the vertex groups in
groupList = []
# Now loop through all the faces
for i, f in enumerate(ob.data.faces):
# If this face is selected~
if ob.data.faces[i].select == True:
# Create a new vertex group!
newGroup = ob.vertex_groups.new('mygroup')
groupList.append(newGroup)
# Get all the vertices in the current face and add them to the new group
for v in f.vertices:
newGroup.add([v], 1.0, 'REPLACE')
# Now we loop through the groups and do what we want.
for g in groupList:
# Make sure nothing is selected
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
# Make the group in our list the active one
ob.vertex_groups.active_index = g.index
# Select all the verts in the active group
bpy.ops.object.vertex_group_select()
bpy.ops.object.vertex_group_remove(all=False)
# AND NOW WE CAN DO OUR STUFF... little test example follows
t = startAngle
oldRatio = 1.0
# Shape
for i in range(stepNum):
bpy.ops.mesh.extrude(type='REGION')
# An added trick... remove the extruded face from all vertex groups after the first extrusion (i == 0)
# This way it can't get extruded again
# Because the edge of the first face can be part of multiple groups
if not i:
bpy.ops.object.vertex_group_remove_from(all=True)
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.mode_set(mode='EDIT')
newRatio = mainLevel*(math.sin(math.radians(t)+modLevel*math.sin(math.radians(t+modRate)))+2.0)/oldRatio
dA = stepDist
sA = newRatio
rA = math.sin(math.radians(t*2))*stepRot
axis_x = axis[0]
axis_y = axis[1]
axis_z = axis[2]
transStep(dA, sA, rA, axis_x, axis_y, axis_z)
t = t + stepAngle
oldRatio = oldRatio*newRatio
#bpy.ops.mesh.select_all(action='DESELECT')
#bpy.ops.object.vertex_group_set_active(group='legTop')
#bpy.ops.object.vertex_group_assign(new=False)
# transformFaces!(END) --------------------------------------------------<
# bodyShape ------------------------------------------------------>
def bodyShape(vGroup, mainLevel, stepNum, stepDist, stepRot, startAngle, stepAngle, modLevel, modRate, axis):
newGroup = ob.vertex_groups.new(vGroup)
bpy.ops.object.mode_set(mode='OBJECT')
# Lets loop through all the faces in the mesh
for f in ob.data.faces:
# See if the current face's centre is above 0.0 on the Z axis
if f.center[1] > -0.1:
# Set select to true
f.select = True
else:
f.select = False
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.vertex_group_set_active(group=vGroup)
bpy.ops.object.vertex_group_assign(new=False)
transformFaces(vGroup, mainLevel, stepNum, stepDist, stepRot, startAngle, stepAngle, modLevel, modRate, axis)
bpy.ops.mesh.select_all(action='DESELECT')
#bpy.ops.object.vertex_group_remove(all=False)
# bodyShape(END) ---------------------------------------------------<
# select faces from Groups --------------------------------------------->
def selPart(vGroup):
bpy.ops.object.vertex_group_set_active(group=vGroup)
bpy.ops.object.vertex_group_select()
bpy.ops.object.vertex_group_remove(all=False)
# select faces from Groups (END)----------------------------------------<
# cell subdivide --------------------------------------------->
def cellSubdiv():
bpy.ops.object.modifier_add(type='SUBSURF')
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.modifier_apply(apply_as='DATA', modifier="Subsurf")
# cell subdivide (END)----------------------------------------<
# assignFaces ----------------------------------------------->
def assignFaces(vGroup, xMin, xMax, yMin, yMax, zMin, zMax):
newGroup = ob.vertex_groups.new(vGroup)
bpy.ops.object.mode_set(mode='OBJECT')
for f in ob.data.faces:
if f.center[0] > xMin and f.center[0] < xMax and f.center[1] > yMin and f.center[1] < yMax and f.center[2] > zMin and f.center[2] < zMax:
f.select = True
else:
f.select = False
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.object.vertex_group_set_active(group=vGroup)
bpy.ops.object.vertex_group_assign(new=False)
bpy.ops.mesh.select_all(action='DESELECT')
# assignFaces (END)------------------------------------------<
# -- Set Up(START) ------------------------------------------>
bpy.ops.mesh.primitive_plane_add(view_align=False, enter_editmode=False, location=(0, 0, 0), rotation=(0, 0, 0), layers=(True, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False, False))
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.transform.rotate(value=(-1.5708,), axis=(-1, -2.22045e-16, -4.93038e-32), constraint_axis=(False, False, False), constraint_orientation='LOCAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=1, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), release_confirm=False)
bpy.ops.transform.resize(value=(0.1, 1, 0.1), constraint_axis=(False, False, False), constraint_orientation='GLOBAL', mirror=False, proportional='DISABLED', proportional_edit_falloff='SMOOTH', proportional_size=0.0762767, snap=False, snap_target='CLOSEST', snap_point=(0, 0, 0), snap_align=False, snap_normal=(0, 0, 0), texture_space=False, release_confirm=False)
bpy.ops.object.mode_set(mode='OBJECT')
# Now we want to get the active object
# To do this we go through bpy.context... because that is basicly "what you are working on right now"
# bpy.data could work too, but then you'd need to do more work to find your current active object
ob = bpy.context.active_object
# A new trick... lets go into edit mode and deselect everything ('SELECT' works too)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='DESELECT')
# Get the screen areas we are working in right now
areas = bpy.context.screen.areas
# Loop through all the areas
for area in areas:
# See if the current area is a 3D view
if area.type == 'VIEW_3D':
# Set the pivot point to individual origins
area.active_space.pivot_point = 'INDIVIDUAL_ORIGINS'
# -- Set Up(END) ------------------------------------------<
# Generate Object ----------------------------------------->
# bodyShape(vGroup, mainLevel, stepNum, stepDist, stepRot, startAngle, stepAngle, modLevel, modRate, axisArray)
bodyShape('body', 2.0, 12, -0.5, 1.0, -120, 30, 5.0, 2.0, [-1, -2.22045e-16, -0])
cellSubdiv()
# spine
assignFaces('spine', -5.0, 5.0, 2.5, 20.0, 0.0, 10.0)
transformFaces('spine', 0.3, 10, -0.2, -0.5, -120, 10, 5, 20, [-2.22045e-16, -1, -0])
</CODE>
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