Is more easy to create your player character based on the armature.
The next step is to add more animation and export to your game engine ...
Let's see the source code:
import bpy
import mathutils
from mathutils import Vector
from math import *
class ArmatureMenu(bpy.types.Menu):
bl_label = "Mesh 2 Armature Menu"
bl_idname = "OBJECT_MT_Mesh_From_Armature"
def draw(self, context):
layout = self.layout
layout.operator("wm.mesh_from_armature", text="Pyramid").mesh_type = 'Pyramid' # from here
layout.operator("wm.mesh_from_armature", text="Tapered").mesh_type = 'Tapered' # from here
layout.operator("wm.mesh_from_armature", text="Box").mesh_type = 'Box' # from here
def CreateMesh(self, meshType):
obj = bpy.context.active_object
if obj == None:
self.report({"ERROR"}, "No selection" )
elif obj.type != 'ARMATURE':
self.report({"ERROR"}, "Armature expected" )
else:
processArmature( bpy.context, obj, meshType = meshType )
#Create the base object from the armature
def meshFromArmature( arm ):
name = arm.name + "_mesh"
meshData = bpy.data.meshes.new( name + "Data" )
meshObj = bpy.data.objects.new( name, meshData )
meshObj.matrix_world = arm.matrix_world.copy()
return meshObj
#Create the bone geometry (vertices and faces)
def boneGeometry( l1, l2, x, z, baseSize, l1Size, l2Size, base, meshType ):
if meshType == 'Tapered':
print(meshType)
x1 = x * baseSize * l1Size
z1 = z * baseSize * l1Size
x2 = x * baseSize * l2Size
z2 = z * baseSize * l2Size
elif meshType == 'Box':
print(meshType)
lSize = (l1Size + l2Size) / 2
x1 = x * baseSize * lSize
z1 = z * baseSize * lSize
x2 = x * baseSize * lSize
z2 = z * baseSize * lSize
else: # default to Pyramid
print(meshType)
x1 = x * baseSize * l1Size
z1 = z * baseSize * l1Size
x2 = Vector( (0, 0, 0) )
z2 = Vector( (0, 0, 0) )
verts = [
l1 - x1 + z1,
l1 + x1 + z1,
l1 - x1 - z1,
l1 + x1 - z1,
l2 - x2 + z2,
l2 + x2 + z2,
l2 - x2 - z2,
l2 + x2 - z2
]
faces = [
(base+3, base+1, base+0, base+2),
(base+6, base+4, base+5, base+7),
(base+4, base+0, base+1, base+5),
(base+7, base+3, base+2, base+6),
(base+5, base+1, base+3, base+7),
(base+6, base+2, base+0, base+4)
]
return verts, faces
#Process the armature, goes through its bones and creates the mesh
def processArmature(context, arm, genVertexGroups = True, meshType = 'Pyramid'):
print("processing armature {0} {1}".format(arm.name, meshType) )
#Creates the mesh object
meshObj = meshFromArmature( arm )
context.collection.objects.link( meshObj )
verts = []
edges = []
faces = []
vertexGroups = {}
bpy.ops.object.mode_set(mode='EDIT')
try:
#Goes through each bone
for editBone in [b for b in arm.data.edit_bones if b.use_deform]:
boneName = editBone.name
# print( boneName )
poseBone = arm.pose.bones[boneName]
#Gets edit bone informations
editBoneHead = editBone.head
editBoneTail = editBone.tail
editBoneVector = editBoneTail - editBoneHead
editBoneSize = editBoneVector.dot( editBoneVector )
editBoneRoll = editBone.roll
editBoneX = editBone.x_axis
editBoneZ = editBone.z_axis
editBoneHeadRadius = editBone.head_radius
editBoneTailRadius = editBone.tail_radius
#Creates the mesh data for the bone
baseIndex = len(verts)
baseSize = sqrt( editBoneSize )
newVerts, newFaces = boneGeometry( editBoneHead, editBoneTail, editBoneX, editBoneZ, baseSize, editBoneHeadRadius, editBoneTailRadius, baseIndex, meshType )
verts.extend( newVerts )
faces.extend( newFaces )
#Creates the weights for the vertex groups
vertexGroups[boneName] = [(x, 1.0) for x in range(baseIndex, len(verts))]
#Assigns the geometry to the mesh
meshObj.data.from_pydata(verts, edges, faces)
except:
bpy.ops.object.mode_set(mode='OBJECT')
else:
bpy.ops.object.mode_set(mode='OBJECT')
#Assigns the vertex groups
if genVertexGroups:
for name, vertexGroup in vertexGroups.items():
groupObject = meshObj.vertex_groups.new(name=name)
for (index, weight) in vertexGroup:
groupObject.add([index], weight, 'REPLACE')
#Creates the armature modifier
modifier = meshObj.modifiers.new('ArmatureMod', 'ARMATURE')
modifier.object = arm
modifier.use_bone_envelopes = False
modifier.use_vertex_groups = True
meshObj.data.update()
return meshObj
class MeshFromArmatureOperator(bpy.types.Operator):
bl_idname = "wm.mesh_from_armature"
bl_label = "MeshFromArmatureOperator"
mesh_type : bpy.props.StringProperty(name="mesh_type")
def execute(self, context):
print('The mesh type is', self.mesh_type)
CreateMesh(self, self.mesh_type)
return {'FINISHED'}
def register():
bpy.utils.register_class( ArmatureMenu )
bpy.utils.register_class( MeshFromArmatureOperator )
def unregister():
bpy.utils.unregister_class( ArmatureMenu )
bpy.utils.unregister_class( MeshFromArmatureOperator )
if __name__ == "__main__":
register()
# The menu can also be called from scripts
bpy.ops.wm.call_menu(name='OBJECT_MT_Mesh_From_Armature')
The result of this running script using a mixamo animation is this: