constraint[cSetting.TARGET]=armature_object
constraint[cSetting.USETIP]=False
constraint[cSetting.BONE]=effector_name
- #ik_solver.influence=ik.weight
# not used. place folder when export.
constraint[cSetting.ROTWEIGHT]=ik.weight
constraint[cSetting.ITERATIONS]=ik.iterations * 10
return o.getData(mesh=True).key.blocks
def meshVertexGroup(meshObject, name):
+ indices=[]
for index in meshObject.getData(mesh=True).getVertsFromGroup(name):
- yield index
+ indices.append(index)
+ return indices
def materialGet(scene, material_name):
return Blender.Material.Get(material_name)
+def modifierIsArmature(m):
+ return m.name=="Armature"
+
+def boneHeadLocal(b):
+ return b.head['ARMATURESPACE'][0:3]
+
+def boneTailLocal(b):
+ return b.tail['ARMATURESPACE'][0:3]
+
+def boneIsConnected(b):
+ return Blender.Armature.CONNECTED in b.options
+
+def constraintIsIKSolver(c):
+ return c.type==Blender.Constraint.Type.IKSOLVER
+
+def ikChainLen(c):
+ return c[Blender.Constraint.Settings.CHAINLEN]
+
+def ikTarget(c):
+ return c[Blender.Constraint.Settings.BONE]
+
+def ikItration(c):
+ return c[Blender.Constraint.Settings.ITERATIONS]
+
+def ikRotationWeight(c):
+ return c[Blender.Constraint.Settings.ROTWEIGHT]
+
+def shapeKeyGet(b, index):
+ return b.data[index]
+
+def shapeKeys(b):
+ return b.data
+