This commit is contained in:
Seth Trowbridge 2026-02-28 06:58:47 -05:00
commit ed5457ecc2
3 changed files with 261 additions and 0 deletions

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__pycache__/*
.blender_ext/*
*.pyc
*.zip

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__init__.py Normal file
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"""
Armature Mesher - Blender Addon
Converts a selected armature into an envelope-style mesh using each bone's
head/tail radius values (exactly like Envelope display mode).
"""
import bpy
import bmesh
import math
from mathutils import Vector, Matrix, Quaternion
# ---------------------------------------------------------------------------
# Geometry helpers
# ---------------------------------------------------------------------------
def make_sphere_bmesh(bm, center: Vector, radius: float, segments: int = 12) -> list:
"""Add a UV-sphere to an existing BMesh, return the new verts."""
verts = []
rings = segments // 2
for ring in range(rings + 1):
phi = math.pi * ring / rings # 0 … π
for seg in range(segments):
theta = 2 * math.pi * seg / segments
x = radius * math.sin(phi) * math.cos(theta)
y = radius * math.sin(phi) * math.sin(theta)
z = radius * math.cos(phi)
verts.append(bm.verts.new(center + Vector((x, y, z))))
# Connect rings
for ring in range(rings):
for seg in range(segments):
nxt = (seg + 1) % segments
v0 = verts[ring * segments + seg]
v1 = verts[ring * segments + nxt]
v2 = verts[(ring + 1) * segments + nxt]
v3 = verts[(ring + 1) * segments + seg]
try:
bm.faces.new((v0, v1, v2, v3))
except ValueError:
pass
return verts
# ---------------------------------------------------------------------------
# Core build function
# ---------------------------------------------------------------------------
SEGMENTS = 16 # quality — increase for smoother result
def build_envelope_mesh(armature_obj: bpy.types.Object) -> bpy.types.Object:
arm = armature_obj.data
world_mat = armature_obj.matrix_world
bm = bmesh.new()
for bone in arm.bones:
# Bone head/tail in armature local space
head_local = bone.head_local # Vector
tail_local = bone.tail_local
# Convert to world space
head_w = world_mat @ head_local
tail_w = world_mat @ tail_local
head_r = bone.head_radius
tail_r = bone.tail_radius
# Clamp radii to something visible
head_r = max(head_r, 0.001)
tail_r = max(tail_r, 0.001)
# Head sphere
make_sphere_bmesh(bm, head_w, head_r, SEGMENTS)
# Tail sphere
make_sphere_bmesh(bm, tail_w, tail_r, SEGMENTS)
# Connecting frustum
axis = tail_w - head_w
length = axis.length
if length < 1e-6:
continue
ax = axis.normalized()
def ring_offset(sphere_r, ring_r):
rr = min(ring_r, sphere_r)
return math.sqrt(max(sphere_r ** 2 - rr ** 2, 0.0))
head_off = ring_offset(head_r, head_r)
tail_off = ring_offset(tail_r, tail_r)
ring_head_pt = head_w + ax * head_off
ring_tail_pt = tail_w - ax * tail_off
# Only draw frustum if ring planes don't overlap
if (ring_tail_pt - ring_head_pt).dot(ax) < 1e-6:
continue
# Build local rotation matrix aligning Z to bone axis
z = Vector((0, 0, 1))
cross = z.cross(ax)
if cross.length < 1e-6:
rot = Matrix.Identity(4) if ax.z > 0 else Matrix.Rotation(math.pi, 4, 'X')
else:
angle = math.acos(max(-1.0, min(1.0, z.dot(ax))))
rot = Matrix.Rotation(angle, 4, cross.normalized())
head_ring = []
tail_ring = []
for i in range(SEGMENTS):
theta = 2 * math.pi * i / SEGMENTS
lv = Vector((math.cos(theta), math.sin(theta), 0.0))
rv = rot @ lv
head_ring.append(bm.verts.new(ring_head_pt + rv * head_r))
tail_ring.append(bm.verts.new(ring_tail_pt + rv * tail_r))
for i in range(SEGMENTS):
nxt = (i + 1) % SEGMENTS
try:
bm.faces.new((head_ring[i], head_ring[nxt],
tail_ring[nxt], tail_ring[i]))
except ValueError:
pass
# Merge overlapping verts (where spheres from adjacent bones touch)
bmesh.ops.remove_doubles(bm, verts=bm.verts, dist=0.0001)
# Create mesh data-block
mesh = bpy.data.meshes.new(armature_obj.name + "_envelope_mesh")
bm.to_mesh(mesh)
bm.free()
mesh.update()
# Create object
obj = bpy.data.objects.new(armature_obj.name + "_envelope", mesh)
bpy.context.collection.objects.link(obj)
return obj
# ---------------------------------------------------------------------------
# Operator
# ---------------------------------------------------------------------------
class ARMATURE_OT_build_envelope_mesh(bpy.types.Operator):
bl_idname = "armature.build_envelope_mesh"
bl_label = "Build Envelope Mesh"
bl_description = (
"Convert the selected armature into a mesh that mirrors its "
"Envelope display (spheres at joints, tapered cylinders along bones)"
)
bl_options = {'REGISTER', 'UNDO'}
segments: bpy.props.IntProperty(
name="Segments",
description="Cylinder / sphere resolution",
default=16,
min=4,
max=64,
)
@classmethod
def poll(cls, context):
obj = context.active_object
return obj is not None and obj.type == 'ARMATURE'
def execute(self, context):
global SEGMENTS
SEGMENTS = self.segments
arm_obj = context.active_object
# Ensure we have edit-mode bone data (rest-pose local coords)
if arm_obj.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
result_obj = build_envelope_mesh(arm_obj)
# Select the new mesh
bpy.ops.object.select_all(action='DESELECT')
result_obj.select_set(True)
context.view_layer.objects.active = result_obj
self.report({'INFO'}, f"Created: {result_obj.name}")
return {'FINISHED'}
# ---------------------------------------------------------------------------
# Panel
# ---------------------------------------------------------------------------
class VIEW3D_PT_armature_mesher(bpy.types.Panel):
bl_label = "Armature Mesher"
bl_idname = "VIEW3D_PT_armature_mesher"
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = "Armature"
@classmethod
def poll(cls, context):
return (context.active_object is not None and
context.active_object.type == 'ARMATURE')
def draw(self, context):
layout = self.layout
layout.label(text="Selected: " + context.active_object.name)
layout.separator()
op = layout.operator(
ARMATURE_OT_build_envelope_mesh.bl_idname,
text="Build Envelope Mesh",
icon='OUTLINER_OB_MESH',
)
op.segments = 16
# ---------------------------------------------------------------------------
# Registration
# ---------------------------------------------------------------------------
classes = (
ARMATURE_OT_build_envelope_mesh,
VIEW3D_PT_armature_mesher,
)
def register():
for cls in classes:
bpy.utils.register_class(cls)
def unregister():
for cls in reversed(classes):
bpy.utils.unregister_class(cls)
if __name__ == "__main__":
register()

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blender_manifest.toml Normal file
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schema_version = "1.0.0"
id = "armature_mesher"
version = "1.0.0"
name = "Armature Mesher"
tagline = "Convert armature to envelope-style mesh"
maintainer = "You"
type = "add-on"
blender_version_min = "5.1.0"
license = ["SPDX:GPL-2.0-or-later"]
category = "Rigging"