Can I make a copy of a Shape-Keyed mesh for each frame of its animation?

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  • I have made a simple profile mesh (an edge loop) which I've animated along a path
    using 'Follow Path'.

  • It has a number of Shape Keys, and as it moves along the path,
    it changes shape.

  • I would like to capture a copy of the full state of the mesh, in place, at each
    frame of its animation.

This would be, if you like, a sort of 'physical onion skinning'. Dupliframes capture the transformations of the mesh at each frame, including tilts and scales derived from the path, varying those along the path, so come very close. But they don't capture the Shape Keys. If I alter the shape, it changes in all the duplicates,irrespective of keyed frames.



I'm attempting this in the hope of modeling with the resulting copies: creating a mechanism for lofting between varying profiles along a curve with a reasonable degree of accuracy, and ease of workflow.. so if there's an alternative route to that, please comment.










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  • Think I have something similar re this question A follow path constraint gives an easy way to put shape at either end, and fill in the "ribs". Be simple enough to convert from offsets to frames .Could you provide a small sample file?
    – batFINGER
    3 hours ago
















up vote
2
down vote

favorite












  • I have made a simple profile mesh (an edge loop) which I've animated along a path
    using 'Follow Path'.

  • It has a number of Shape Keys, and as it moves along the path,
    it changes shape.

  • I would like to capture a copy of the full state of the mesh, in place, at each
    frame of its animation.

This would be, if you like, a sort of 'physical onion skinning'. Dupliframes capture the transformations of the mesh at each frame, including tilts and scales derived from the path, varying those along the path, so come very close. But they don't capture the Shape Keys. If I alter the shape, it changes in all the duplicates,irrespective of keyed frames.



I'm attempting this in the hope of modeling with the resulting copies: creating a mechanism for lofting between varying profiles along a curve with a reasonable degree of accuracy, and ease of workflow.. so if there's an alternative route to that, please comment.










share|improve this question





















  • Think I have something similar re this question A follow path constraint gives an easy way to put shape at either end, and fill in the "ribs". Be simple enough to convert from offsets to frames .Could you provide a small sample file?
    – batFINGER
    3 hours ago












up vote
2
down vote

favorite









up vote
2
down vote

favorite











  • I have made a simple profile mesh (an edge loop) which I've animated along a path
    using 'Follow Path'.

  • It has a number of Shape Keys, and as it moves along the path,
    it changes shape.

  • I would like to capture a copy of the full state of the mesh, in place, at each
    frame of its animation.

This would be, if you like, a sort of 'physical onion skinning'. Dupliframes capture the transformations of the mesh at each frame, including tilts and scales derived from the path, varying those along the path, so come very close. But they don't capture the Shape Keys. If I alter the shape, it changes in all the duplicates,irrespective of keyed frames.



I'm attempting this in the hope of modeling with the resulting copies: creating a mechanism for lofting between varying profiles along a curve with a reasonable degree of accuracy, and ease of workflow.. so if there's an alternative route to that, please comment.










share|improve this question













  • I have made a simple profile mesh (an edge loop) which I've animated along a path
    using 'Follow Path'.

  • It has a number of Shape Keys, and as it moves along the path,
    it changes shape.

  • I would like to capture a copy of the full state of the mesh, in place, at each
    frame of its animation.

This would be, if you like, a sort of 'physical onion skinning'. Dupliframes capture the transformations of the mesh at each frame, including tilts and scales derived from the path, varying those along the path, so come very close. But they don't capture the Shape Keys. If I alter the shape, it changes in all the duplicates,irrespective of keyed frames.



I'm attempting this in the hope of modeling with the resulting copies: creating a mechanism for lofting between varying profiles along a curve with a reasonable degree of accuracy, and ease of workflow.. so if there's an alternative route to that, please comment.







modeling animation shape-keys






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asked 4 hours ago









Robin Betts

4,6631626




4,6631626











  • Think I have something similar re this question A follow path constraint gives an easy way to put shape at either end, and fill in the "ribs". Be simple enough to convert from offsets to frames .Could you provide a small sample file?
    – batFINGER
    3 hours ago
















  • Think I have something similar re this question A follow path constraint gives an easy way to put shape at either end, and fill in the "ribs". Be simple enough to convert from offsets to frames .Could you provide a small sample file?
    – batFINGER
    3 hours ago















Think I have something similar re this question A follow path constraint gives an easy way to put shape at either end, and fill in the "ribs". Be simple enough to convert from offsets to frames .Could you provide a small sample file?
– batFINGER
3 hours ago




Think I have something similar re this question A follow path constraint gives an easy way to put shape at either end, and fill in the "ribs". Be simple enough to convert from offsets to frames .Could you provide a small sample file?
– batFINGER
3 hours ago










1 Answer
1






active

oldest

votes

















up vote
3
down vote













Bmesh script



Select the profile mesh, run script. Creates a copy for each frame from scene frame start to scene frame end.



enter image description hereA simple edge loop animated with follow path constraint, scale, and a mix of two shape keys. BMesh.from_object gives a mesh snapshot at that frame (Apologies for low quality gif)



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
me = ob.data
bm = bmesh.new()
f = scene.frame_start
step = 1
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)

copy = bpy.data.objects.new("Rib", rme)
copy.matrix_world = ob.matrix_world
scene.objects.link(copy)
bm.clear() # interesting without.
f += step


Skinning the thing.



Rather than having an object per rib, could also make one object. Taking advantage of the order each rib ring is added, can bridge these edgeloops with bmesh.ops.bridge_loops Could be done on a lower level by creating faces.



enter image description here



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
mw = ob.matrix_world.copy()
me = ob.data
nverts = len(me.vertices)
nedges = len(me.edges)
bm = bmesh.new()
f = scene.frame_start
step = 1
rings =
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
bmesh.ops.transform(bm, verts=bm.verts[-nverts:], matrix=ob.matrix_world)

rings.append(bm.edges[-nedges:])
f += step

# build from rings
next = rings.pop()
while rings:
ring = rings.pop()
bmesh.ops.bridge_loops(bm, edges=ring + next)
next = ring

rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)
copy = bpy.data.objects.new("Rib", rme)
#copy.matrix_world = mw
scene.objects.link(copy)





share|improve this answer






















  • Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
    – Robin Betts
    2 hours ago










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1 Answer
1






active

oldest

votes








1 Answer
1






active

oldest

votes









active

oldest

votes






active

oldest

votes








up vote
3
down vote













Bmesh script



Select the profile mesh, run script. Creates a copy for each frame from scene frame start to scene frame end.



enter image description hereA simple edge loop animated with follow path constraint, scale, and a mix of two shape keys. BMesh.from_object gives a mesh snapshot at that frame (Apologies for low quality gif)



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
me = ob.data
bm = bmesh.new()
f = scene.frame_start
step = 1
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)

copy = bpy.data.objects.new("Rib", rme)
copy.matrix_world = ob.matrix_world
scene.objects.link(copy)
bm.clear() # interesting without.
f += step


Skinning the thing.



Rather than having an object per rib, could also make one object. Taking advantage of the order each rib ring is added, can bridge these edgeloops with bmesh.ops.bridge_loops Could be done on a lower level by creating faces.



enter image description here



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
mw = ob.matrix_world.copy()
me = ob.data
nverts = len(me.vertices)
nedges = len(me.edges)
bm = bmesh.new()
f = scene.frame_start
step = 1
rings =
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
bmesh.ops.transform(bm, verts=bm.verts[-nverts:], matrix=ob.matrix_world)

rings.append(bm.edges[-nedges:])
f += step

# build from rings
next = rings.pop()
while rings:
ring = rings.pop()
bmesh.ops.bridge_loops(bm, edges=ring + next)
next = ring

rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)
copy = bpy.data.objects.new("Rib", rme)
#copy.matrix_world = mw
scene.objects.link(copy)





share|improve this answer






















  • Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
    – Robin Betts
    2 hours ago














up vote
3
down vote













Bmesh script



Select the profile mesh, run script. Creates a copy for each frame from scene frame start to scene frame end.



enter image description hereA simple edge loop animated with follow path constraint, scale, and a mix of two shape keys. BMesh.from_object gives a mesh snapshot at that frame (Apologies for low quality gif)



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
me = ob.data
bm = bmesh.new()
f = scene.frame_start
step = 1
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)

copy = bpy.data.objects.new("Rib", rme)
copy.matrix_world = ob.matrix_world
scene.objects.link(copy)
bm.clear() # interesting without.
f += step


Skinning the thing.



Rather than having an object per rib, could also make one object. Taking advantage of the order each rib ring is added, can bridge these edgeloops with bmesh.ops.bridge_loops Could be done on a lower level by creating faces.



enter image description here



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
mw = ob.matrix_world.copy()
me = ob.data
nverts = len(me.vertices)
nedges = len(me.edges)
bm = bmesh.new()
f = scene.frame_start
step = 1
rings =
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
bmesh.ops.transform(bm, verts=bm.verts[-nverts:], matrix=ob.matrix_world)

rings.append(bm.edges[-nedges:])
f += step

# build from rings
next = rings.pop()
while rings:
ring = rings.pop()
bmesh.ops.bridge_loops(bm, edges=ring + next)
next = ring

rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)
copy = bpy.data.objects.new("Rib", rme)
#copy.matrix_world = mw
scene.objects.link(copy)





share|improve this answer






















  • Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
    – Robin Betts
    2 hours ago












up vote
3
down vote










up vote
3
down vote









Bmesh script



Select the profile mesh, run script. Creates a copy for each frame from scene frame start to scene frame end.



enter image description hereA simple edge loop animated with follow path constraint, scale, and a mix of two shape keys. BMesh.from_object gives a mesh snapshot at that frame (Apologies for low quality gif)



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
me = ob.data
bm = bmesh.new()
f = scene.frame_start
step = 1
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)

copy = bpy.data.objects.new("Rib", rme)
copy.matrix_world = ob.matrix_world
scene.objects.link(copy)
bm.clear() # interesting without.
f += step


Skinning the thing.



Rather than having an object per rib, could also make one object. Taking advantage of the order each rib ring is added, can bridge these edgeloops with bmesh.ops.bridge_loops Could be done on a lower level by creating faces.



enter image description here



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
mw = ob.matrix_world.copy()
me = ob.data
nverts = len(me.vertices)
nedges = len(me.edges)
bm = bmesh.new()
f = scene.frame_start
step = 1
rings =
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
bmesh.ops.transform(bm, verts=bm.verts[-nverts:], matrix=ob.matrix_world)

rings.append(bm.edges[-nedges:])
f += step

# build from rings
next = rings.pop()
while rings:
ring = rings.pop()
bmesh.ops.bridge_loops(bm, edges=ring + next)
next = ring

rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)
copy = bpy.data.objects.new("Rib", rme)
#copy.matrix_world = mw
scene.objects.link(copy)





share|improve this answer














Bmesh script



Select the profile mesh, run script. Creates a copy for each frame from scene frame start to scene frame end.



enter image description hereA simple edge loop animated with follow path constraint, scale, and a mix of two shape keys. BMesh.from_object gives a mesh snapshot at that frame (Apologies for low quality gif)



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
me = ob.data
bm = bmesh.new()
f = scene.frame_start
step = 1
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)

copy = bpy.data.objects.new("Rib", rme)
copy.matrix_world = ob.matrix_world
scene.objects.link(copy)
bm.clear() # interesting without.
f += step


Skinning the thing.



Rather than having an object per rib, could also make one object. Taking advantage of the order each rib ring is added, can bridge these edgeloops with bmesh.ops.bridge_loops Could be done on a lower level by creating faces.



enter image description here



import bpy
import bmesh
from mathutils import Vector, Matrix
from math import radians, degrees
context = bpy.context
scene = context.scene
ob = context.object
mw = ob.matrix_world.copy()
me = ob.data
nverts = len(me.vertices)
nedges = len(me.edges)
bm = bmesh.new()
f = scene.frame_start
step = 1
rings =
while f <= scene.frame_end:
scene.frame_set(f)
bm.from_object(ob, scene)
bmesh.ops.transform(bm, verts=bm.verts[-nverts:], matrix=ob.matrix_world)

rings.append(bm.edges[-nedges:])
f += step

# build from rings
next = rings.pop()
while rings:
ring = rings.pop()
bmesh.ops.bridge_loops(bm, edges=ring + next)
next = ring

rme = bpy.data.meshes.new("Rib")
bm.to_mesh(rme)
copy = bpy.data.objects.new("Rib", rme)
#copy.matrix_world = mw
scene.objects.link(copy)






share|improve this answer














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share|improve this answer








edited 1 hour ago

























answered 2 hours ago









batFINGER

21k42362




21k42362











  • Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
    – Robin Betts
    2 hours ago
















  • Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
    – Robin Betts
    2 hours ago















Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
– Robin Betts
2 hours ago




Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
– Robin Betts
2 hours ago

















 

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