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.
modeling animation shape-keys
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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.
modeling animation shape-keys
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
add a comment |Â
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.
modeling animation shape-keys
- 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
modeling animation shape-keys
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
add a comment |Â
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
add a comment |Â
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.
A 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.
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)
Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
– Robin Betts
2 hours ago
add a comment |Â
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.
A 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.
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)
Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
– Robin Betts
2 hours ago
add a comment |Â
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.
A 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.
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)
Yay! .. looks like a perfect start .. can't wait to try it. .I'll let you know.
– Robin Betts
2 hours ago
add a comment |Â
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.
A 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.
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)
Bmesh script
Select the profile mesh, run script. Creates a copy for each frame from scene frame start to scene frame end.
A 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.
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)
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
add a comment |Â
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
add a comment |Â
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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