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GNU GENERAL PUBLIC LICENSE
Version 3, 29 June 2007
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How to Apply These Terms to Your New Programs
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The hypothetical commands `show w' and `show c' should show the appropriate
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# Easy Weight
Easy Weight is an addon focused on quality of life improvements for weight painting in Blender.
You can find the documentation [here](https://studio.blender.org/tools/addons/easy_weight).
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# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from . import (
force_apply_mirror,
mode_switch_hook,
operators,
weight_cleaner,
weight_pie,
vertex_group_menu,
rogue_weights,
prefs_to_disk,
prefs,
utils,
)
import bpy
import importlib
bl_info = {
"name": "Easy Weight",
"author": "Demeter Dzadik",
"version": (1, 0, 5),
"blender": (4, 2, 0),
"location": "3D View -> Sidebar -> Easy Weight",
"description": "Operators to make weight painting easier.",
"category": "Rigging",
"doc_url": "https://studio.blender.org/tools/addons/easy_weight",
"tracker_url": "https://projects.blender.org/studio/blender-studio-tools",
}
modules = [
force_apply_mirror,
mode_switch_hook,
operators,
weight_cleaner,
weight_pie,
vertex_group_menu,
rogue_weights,
prefs_to_disk,
prefs,
utils,
]
def register_unregister_modules(modules, register: bool):
"""Recursively register or unregister modules by looking for either
un/register() functions or lists named `registry` which should be a list of
registerable classes.
"""
register_func = bpy.utils.register_class if register else bpy.utils.unregister_class
for mod in modules:
if register:
importlib.reload(mod)
if hasattr(mod, 'registry'):
for class_to_register in mod.registry:
try:
register_func(class_to_register)
except Exception as e:
un = 'un' if not register else ''
print(f"Warning: Failed to {un}register class: {class_to_register.__name__}")
print(e)
if hasattr(mod, 'modules'):
register_unregister_modules(mod.modules, register)
if register and hasattr(mod, 'register'):
mod.register()
elif hasattr(mod, 'unregister'):
mod.unregister()
def register():
register_unregister_modules(modules, True)
def unregister():
register_unregister_modules(modules, False)
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schema_version = "1.0.0"
id = "easyweight"
version = "1.0.7"
name = "EasyWeight"
tagline = "Weight Painting Workflow Boosters"
maintainer = "Demeter Dzadik <demeter@blender.org>"
type = "add-on"
website = "https://studio.blender.org/tools/addons/easy_weight"
tags = ["Rigging"]
blender_version_min = "4.2.0"
license = [
"SPDX:GPL-3.0-or-later",
]
copyright = [
"2019-2024 Demeter Dzadik & Blender Studio",
]
@@ -0,0 +1,280 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import bpy
from bpy.props import BoolProperty
from bpy.utils import flip_name
# TODO:
# Should find a way to select the X axis verts before doing Remove Doubles, or don't Remove Doubles at all. Also need to select the Basis shape before doing Remove Doubles.
# Implement our own Remove Doubles algo with kdtree, which would average the vertex weights of the merged verts rather than just picking the weights of one of them at random.
def flip_driver_targets(obj):
# We just need to flip the bone targets on every driver.
shape_keys = obj.data.shape_keys
if not shape_keys:
return
if not hasattr(shape_keys.animation_data, "drivers"):
return
drivers = shape_keys.animation_data.drivers
for sk in shape_keys.key_blocks:
# Capital D signifies that this is a driver container (known as a driver) rather than a driver(also known as driver) - Yes, the naming convention for drivers in python API is BAD. D=driver, d=driver.driver.
for D in drivers:
if sk.name in D.data_path:
sk.vertex_group = flip_name(sk.vertex_group)
for var in D.driver.variables:
for t in var.targets:
if not t.bone_target:
continue
t.bone_target = flip_name(t.bone_target)
class EASYWEIGHT_OT_force_apply_mirror(bpy.types.Operator):
"""Force apply mirror modifier by duplicating the object, flipping it on the X axis, merging into the original, and welding it at the middle"""
bl_idname = "object.force_apply_mirror_modifier"
bl_label = "Force Apply Mirror Modifier"
bl_options = {'REGISTER', 'UNDO'}
remove_doubles: BoolProperty(name="Remove Doubles", default=False)
weighted_normals: BoolProperty(name="Weighted Normals", default=True)
split_shape_keys: BoolProperty(
name="Split Shape Keys",
default=True,
description="If shape keys end in either .L or .R, duplicate them and flip their mask vertex group name",
)
@classmethod
def poll(cls, context):
obj = context.active_object
if not (obj and obj.type == 'MESH' and obj.data and obj.data.shape_keys):
cls.poll_message_set("There must be an active mesh object with shape keys.")
return False
for mod in obj.modifiers:
if mod.type == 'MIRROR':
if mod.use_axis[:] != (True, False, False):
cls.poll_message_set("Only X axis mirror modifier is supported.")
return False
return True
else:
cls.poll_message_set("This mesh has no Mirror modifier.")
return False
def execute(self, context):
# Remove Mirror Modifier
# Copy mesh
# Scale it -1 on X
# Flip vgroup names
# Join into original mesh
# Remove doubles
# Recalc Normals
# Weight Normals
obj = context.active_object
# Find Mirror modifier.
mirror = None
for mod in obj.modifiers:
if mod.type == 'MIRROR':
mirror = mod
break
if not mirror:
return {'CANCELLED'}
if mirror.use_axis[:] != (True, False, False):
self.report({'ERROR'}, "Only X axis mirroring is supported for now.")
return {'CANCELLED'}
# Remove mirror modifier.
obj.modifiers.remove(mirror)
# Set mode and selection.
bpy.ops.object.mode_set(mode='OBJECT')
bpy.ops.object.select_all(action='DESELECT')
obj.select_set(True)
context.view_layer.objects.active = obj
# Remove Doubles - This should print out removed 0, otherwise we're gonna remove some important verts.
if self.remove_doubles:
print(
"Checking for doubles pre-mirror. If it doesn't say Removed 0 vertices, you should undo."
)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.remove_doubles(use_unselected=True)
bpy.ops.object.mode_set(mode='OBJECT')
# Reset scale.
org_scale = obj.scale[:]
obj.scale = (1, 1, 1)
# Duplicate and scale object.
bpy.ops.object.duplicate()
flipped_o = context.active_object
flipped_o.scale = (-1, 1, 1)
# Flip vertex group names.
done = [] # Don't flip names twice...
for vgroup in flipped_o.vertex_groups:
if vgroup in done:
continue
old_name = vgroup.name
flipped_name = flip_name(vgroup.name)
if old_name == flipped_name:
continue
opp_vgroup = flipped_o.vertex_groups.get(flipped_name)
if opp_vgroup:
vgroup.name = "temp"
opp_vgroup.name = old_name
vgroup.name = flipped_name
done.append(opp_vgroup)
vgroup.name = flipped_name
done.append(vgroup)
# Split/Flip shape keys.
if self.split_shape_keys:
done = [] # Don't flip names twice...
shape_keys = flipped_o.data.shape_keys
if shape_keys:
key_blocks = shape_keys.key_blocks
for key_block in key_blocks:
if key_block in done:
continue
old_name = key_block.name
flipped_name = flip_name(key_block.name)
if old_name == flipped_name:
continue
opp_sk = key_blocks.get(flipped_name)
if opp_sk:
key_block.name = "temp"
opp_sk.name = old_name
done.append(opp_sk)
key_block.name = flipped_name
done.append(key_block)
flip_driver_targets(flipped_o)
# Joining objects does not seem to preserve drivers on any except the active object, at least for shape keys.
# To work around this, we duplicate the flipped mesh again, so we can copy the drivers over from that copy to the merged version...
bpy.ops.object.duplicate()
copy_of_flipped = context.active_object
copy_of_flipped.select_set(False)
flipped_o.select_set(True)
obj.select_set(True)
# We want to be sure the original is the active so the object name doesn't get a .001
context.view_layer.objects.active = obj
bpy.ops.object.join()
combined_object = context.active_object
# Copy drivers from the duplicate.
if hasattr(copy_of_flipped.data.shape_keys, "animation_data") and hasattr(
copy_of_flipped.data.shape_keys.animation_data, "drivers"
):
for old_D in copy_of_flipped.data.shape_keys.animation_data.drivers:
for key_block in combined_object.data.shape_keys.key_blocks:
if key_block.name in old_D.data_path:
# Create the driver...
new_D = combined_object.data.shape_keys.driver_add(
'key_blocks["' + key_block.name + '"].value'
)
new_d = new_D.driver
old_d = old_D.driver
expression = old_d.expression
# The beginning of shape key names will indicate which axes should be flipped... What an awful solution! :)
flip_x = False
flip_y = False
flip_z = False
flip_flags = key_block.name.split("_")[0]
# This code is just getting better :)
if flip_flags in ['XYZ', 'XZ', 'XY', 'YZ', 'Z']:
if ('X') in flip_flags:
flip_x = True
if ('Y') in flip_flags:
flip_y = True
if ('Z') in flip_flags:
flip_z = True
for v in old_d.variables:
new_v = new_d.variables.new()
new_v.name = v.name
new_v.type = v.type
for i in range(len(v.targets)):
if new_v.type == 'SINGLE_PROP':
new_v.targets[i].id_type = v.targets[i].id_type
new_v.targets[i].id = v.targets[i].id
new_v.targets[i].bone_target = v.targets[i].bone_target
new_v.targets[i].data_path = v.targets[i].data_path
new_v.targets[i].transform_type = v.targets[i].transform_type
new_v.targets[i].transform_space = v.targets[i].transform_space
if (
new_v.targets[0].bone_target
and "SCALE" not in v.targets[0].transform_type
and (v.targets[0].transform_type.endswith("_X") and flip_x)
or (v.targets[0].transform_type.endswith("_Y") and flip_y)
or (v.targets[0].transform_type.endswith("_Z") and flip_z)
):
# Flipping sign - this is awful, I know.
if "-" + new_v.name in expression:
expression = expression.replace(
"-" + new_v.name, "+" + new_v.name
)
elif "+ " + new_v.name in expression:
expression = expression.replace(
"+ " + new_v.name, "- " + new_v.name
)
else:
expression = expression.replace(new_v.name, "-" + new_v.name)
new_d.expression = expression
# Delete the copy
copy_of_flipped.select_set(True)
combined_object.select_set(False)
bpy.ops.object.delete(use_global=False)
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.mesh.select_all(action='SELECT')
bpy.ops.mesh.normals_make_consistent(inside=False)
# Mesh cleanup
if self.remove_doubles:
bpy.ops.mesh.remove_doubles()
bpy.ops.object.mode_set(mode='OBJECT')
if self.weighted_normals and "calculate_weighted_normals" in dir(bpy.ops.object):
bpy.ops.object.calculate_weighted_normals()
# Restore scale
context.active_object.scale = org_scale
self.report({'INFO'}, "Applied X-Mirror modifier with shape keys.")
return {'FINISHED'}
def draw_force_apply_mirror(self, context):
self.layout.separator()
self.layout.operator(EASYWEIGHT_OT_force_apply_mirror.bl_idname, icon='MOD_MIRROR')
registry = [EASYWEIGHT_OT_force_apply_mirror]
def register():
bpy.types.MESH_MT_shape_key_context_menu.append(draw_force_apply_mirror)
def unregister():
bpy.types.MESH_MT_shape_key_context_menu.remove(draw_force_apply_mirror)
@@ -0,0 +1,141 @@
import bpy
from bpy.types import Object
from .utils import get_addon_prefs
mode_history = []
suspend_hook = False
def on_weight_paint_enter():
context = bpy.context
obj = context.active_object
wm = context.window_manager
viewports = []
for window in wm.windows:
for area in window.workspace.screens[0].areas:
if area.spaces.active and area.spaces.active.type == 'VIEW_3D':
viewports.append(area.spaces.active)
prefs = get_addon_prefs(context)
tool_settings = context.scene.tool_settings
if prefs.always_show_zero_weights:
tool_settings.vertex_group_user = 'ACTIVE'
if prefs.always_auto_normalize:
tool_settings.use_auto_normalize = True
if prefs.always_multipaint:
tool_settings.use_multipaint = True
# Store old visibility settings in a Custom Property in the WindowManager.
if 'weight_paint_toggle' not in wm:
wm['weight_paint_toggle'] = {}
wp_toggle = wm['weight_paint_toggle']
# ENSURING ARMATURE VISIBILITY
armature = get_armature_of_meshob(obj)
if not armature:
return
print("Entering WP mode: ", context.active_object.name, armature.name)
# Save all object visibility related info so it can be restored later.
wp_toggle['arm_disabled'] = armature.hide_viewport
wp_toggle['arm_hide'] = armature.hide_get()
wp_toggle['arm_coll_assigned'] = False
armature.hide_viewport = False
armature.hide_set(False)
for viewport in viewports:
if viewport.local_view:
wp_toggle['arm_local_view'] = armature.local_view_get(viewport)
armature.local_view_set(viewport, True)
if prefs.always_xray:
wp_toggle['bone_xray'] = viewport.overlay.show_xray_bone
viewport.overlay.show_xray_bone = True
# If the armature is still not visible, add it to the scene root collection.
if not armature.visible_get() and not armature.name in context.scene.collection.objects:
context.scene.collection.objects.link(armature)
wp_toggle['arm_coll_assigned'] = True
if armature.visible_get():
bpy.ops.object.mode_set(mode='OBJECT')
context.view_layer.objects.active = armature
armature.select_set(True)
context.view_layer.objects.active = obj
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
return armature.visible_get()
def on_weight_paint_leave():
context = bpy.context
obj = context.active_object
wm = context.window_manager
viewports = []
for window in wm.windows:
for area in window.workspace.screens[0].areas:
if area.spaces.active and area.spaces.active.type == 'VIEW_3D':
viewports.append(area.spaces.active)
if 'weight_paint_toggle' not in wm:
# There is no saved data to restore from, nothing else to do.
return
wp_toggle = wm['weight_paint_toggle']
wp_toggle_as_dict = wp_toggle.to_dict()
# Reset the stored data
wm['weight_paint_toggle'] = {}
armature = get_armature_of_meshob(obj)
if not armature:
return
if armature.visible_get():
context.view_layer.objects.active = armature
bpy.ops.object.mode_set(mode='OBJECT')
context.view_layer.objects.active = obj
# If an armature was un-hidden, hide it again.
armature.hide_viewport = wp_toggle_as_dict['arm_disabled']
armature.hide_set(wp_toggle_as_dict['arm_hide'])
# Restore whether the armature is in local view or not.
for viewport in viewports:
if 'arm_local_view' in wp_toggle_as_dict and viewport.local_view:
armature.local_view_set(viewport, wp_toggle_as_dict['arm_local_view'])
if 'bone_xray' in wp_toggle_as_dict:
viewport.overlay.show_xray_bone = wp_toggle_as_dict['bone_xray']
# Remove armature from scene root collection if it was moved there.
if wp_toggle_as_dict['arm_coll_assigned']:
context.scene.collection.objects.unlink(armature)
def get_armature_of_meshob(obj: Object):
"""Find and return the armature that deforms this mesh object."""
for mod in obj.modifiers:
if mod.type == 'ARMATURE':
return mod.object
@bpy.app.handlers.persistent
def detect_mode_switch(scene=None, depsgraph=None):
global suspend_hook
if suspend_hook:
return
context = bpy.context
mode_history.append(context.mode)
if mode_history[-1] == 'PAINT_WEIGHT' and (len(mode_history)==1 or mode_history[-2] != 'PAINT_WEIGHT'):
suspend_hook = True
on_weight_paint_enter()
suspend_hook = False
elif len(mode_history) > 1 and mode_history[-2] == 'PAINT_WEIGHT' and mode_history[-1] != 'PAINT_WEIGHT':
suspend_hook = True
on_weight_paint_leave()
suspend_hook = False
def register():
bpy.app.handlers.depsgraph_update_post.append(detect_mode_switch)
def unregister():
bpy.app.handlers.depsgraph_update_post.remove(detect_mode_switch)
@@ -0,0 +1,19 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from . import (
delete_empty_deform_groups,
delete_unselected_deform_groups,
delete_unused_groups,
focus_deforming_bones,
symmetrize_weights,
)
modules = [
delete_empty_deform_groups,
delete_unselected_deform_groups,
delete_unused_groups,
focus_deforming_bones,
symmetrize_weights,
]
@@ -0,0 +1,79 @@
# SPDX-FileCopyrightText: 2021 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from bpy.types import Operator, Object, VertexGroup
from bpy.utils import flip_name
from ..utils import delete_vgroups, poll_deformed_mesh_with_vgroups, get_deforming_vgroups
class EASYWEIGHT_OT_delete_empty_deform_groups(Operator):
"""Delete vertex groups which are associated to deforming bones but don't have any weights"""
bl_idname = "object.delete_empty_deform_vgroups"
bl_label = "Delete Empty Deform Groups"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return poll_deformed_mesh_with_vgroups(cls, context)
def execute(self, context):
empty_groups = get_empty_deforming_vgroups(context.active_object)
num_groups = len(empty_groups)
print(f"Deleting empty deform groups:")
print(" " + "\n ".join([vg.name for vg in empty_groups]))
delete_vgroups(context.active_object, empty_groups)
self.report({'INFO'}, f"Deleted {num_groups} empty deform groups.")
return {'FINISHED'}
def get_non_deforming_vgroups(mesh_ob: Object) -> set:
"""Get the vertex groups of a mesh object that don't correspond to a deform bone in the given armature."""
deforming_vgroups = get_deforming_vgroups(mesh_ob)
return set(mesh_ob.vertex_groups) - set(deforming_vgroups)
def get_empty_deforming_vgroups(mesh_ob: Object) -> list[VertexGroup]:
deforming_vgroups = get_deforming_vgroups(mesh_ob)
empty_deforming_groups = [vg for vg in deforming_vgroups if not vgroup_has_weight(mesh_ob, vg)]
# If there's no Mirror modifier, we're done.
if not 'MIRROR' in (m.type for m in mesh_ob.modifiers):
return empty_deforming_groups
# Mirror Modifier: A group is not considered empty if it is the opposite
# of a non-empty group.
for vgroup in empty_deforming_groups[:]:
opp_vgroup = mesh_ob.vertex_groups.get(flip_name(vgroup.name))
if not opp_vgroup:
continue
if opp_vgroup not in empty_deforming_groups:
empty_deforming_groups.remove(vgroup)
return empty_deforming_groups
def get_vgroup_weight_on_vert(vgroup, vert_idx) -> float:
# Despite how terrible this is, as of 04/Jun/2021 it seems to be the
# only only way to ask Blender if a vertex is assigned to a vertex group.
try:
weight = vgroup.weight(vert_idx)
return weight
except RuntimeError:
return -1
def vgroup_has_weight(mesh_ob, vgroup) -> bool:
for i in range(0, len(mesh_ob.data.vertices)):
if get_vgroup_weight_on_vert(vgroup, i) > 0:
return True
return False
registry = [EASYWEIGHT_OT_delete_empty_deform_groups]
@@ -0,0 +1,38 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from bpy.types import Operator
from ..utils import delete_vgroups, poll_weight_paint_mode, get_deforming_vgroups
class EASYWEIGHT_OT_delete_unselected_deform_groups(Operator):
"""Delete deforming vertex groups that do not correspond to any selected pose bone"""
bl_idname = "object.delete_unselected_deform_vgroups"
bl_label = "Delete Unselected Deform Groups"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return poll_weight_paint_mode(cls, context, with_rig=True, with_groups=True)
def execute(self, context):
deforming_groups = get_deforming_vgroups(context.active_object)
selected_bone_names = [b.name for b in context.selected_pose_bones]
unselected_def_groups = [
vg for vg in deforming_groups if vg.name not in selected_bone_names
]
print(f"Deleting unselected deform groups:")
deleted_names = [vg.name for vg in unselected_def_groups]
print(" " + "\n ".join(deleted_names))
delete_vgroups(context.active_object, unselected_def_groups)
self.report({'INFO'}, f"Deleted {len(deleted_names)} unselected deform groups.")
return {'FINISHED'}
registry = [EASYWEIGHT_OT_delete_unselected_deform_groups]
@@ -0,0 +1,160 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import bpy
from bpy.types import Operator, Object, VertexGroup, Modifier
from ..utils import delete_vgroups, poll_deformed_mesh_with_vgroups, get_deforming_vgroups
class EASYWEIGHT_OT_delete_unused_vertex_groups(Operator):
"""Delete vertex groups which are not used by any modifiers, deforming bones, shape keys, or constraints"""
bl_idname = "object.delete_unused_vgroups"
bl_label = "Delete Unused Vertex Groups"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return poll_deformed_mesh_with_vgroups(cls, context, must_deform=False)
def execute(self, context):
deleted_names = delete_unused_vgroups(context.active_object)
self.report({'INFO'}, f"Deleted {len(deleted_names)} unused non-deform groups.")
return {'FINISHED'}
def delete_unused_vgroups(mesh_ob: Object) -> list[str]:
"""Returns a list of vertex group names that got deleted."""
groups_to_delete = get_unused_vgroups(mesh_ob)
names = [vgroup.name for vgroup in groups_to_delete]
print(f"Deleting unused non-deform groups:")
print(" " + "\n ".join(names))
delete_vgroups(mesh_ob, groups_to_delete)
return names
def get_unused_vgroups(mesh_ob: Object) -> set[VertexGroup]:
return set(mesh_ob.vertex_groups) - set(get_used_vgroups(mesh_ob))
def get_used_vgroups(mesh_ob: Object) -> list[VertexGroup]:
"""Get a list of vertex groups used by the object.
Currently accounts for Modifiers, Armatures, GeoNodes, Physics,
Shape Keys, and Constraints of dependent objects.
"""
used_vgroups = []
# Inputs of Modifiers, including GeoNodes.
for modifier in mesh_ob.modifiers:
if modifier.type == 'NODES':
print(modifier.name)
used_vgroups.extend(get_vgroups_used_by_geonodes(mesh_ob, modifier))
else:
used_vgroups.extend(get_referenced_vgroups(mesh_ob, modifier))
if modifier.type == 'ARMATURE':
used_vgroups.extend(get_deforming_vgroups(mesh_ob, modifier.object))
# Masks of Physics settings.
if hasattr(modifier, 'settings'):
used_vgroups.extend(get_referenced_vgroups(mesh_ob, modifier.settings))
# Masks of Shape Keys.
used_vgroups.extend(get_vgroups_used_by_shape_keys(mesh_ob))
# Constraints of dependent objects.
used_vgroups.extend(get_vgroups_used_by_constraints_of_dependent_objects(mesh_ob))
return used_vgroups
def get_referenced_vgroups(mesh_ob: Object, py_ob: object) -> list[VertexGroup]:
"""Return a list of vertex groups directly referenced by any of the PyObject's members.
Note that this is NOT a recursive function, and it can't really become one.
Useful for determining if a vertex group is used by anything or not, but
you still have to be thorough, and call this function on any sub-member
of some object that might reference vertex groups."""
referenced_vgroups = []
for member in dir(py_ob):
value = getattr(py_ob, member)
if type(value) != str:
continue
vg = mesh_ob.vertex_groups.get(value)
if vg:
referenced_vgroups.append(vg)
return referenced_vgroups
def get_vgroups_used_by_shape_keys(mesh_ob) -> list[VertexGroup]:
mask_vgroups = []
if not mesh_ob.data.shape_keys:
return mask_vgroups
for key_block in mesh_ob.data.shape_keys.key_blocks:
vgroup = mesh_ob.vertex_groups.get(key_block.vertex_group)
if vgroup and vgroup.name not in mask_vgroups:
mask_vgroups.append(vgroup)
return mask_vgroups
def get_vgroups_used_by_constraints_of_dependent_objects(
mesh_ob: Object,
) -> list[VertexGroup]:
used_vgroups = []
dependent_objs = [id for id in bpy.data.user_map()[mesh_ob] if type(id) == Object]
for dependent_obj in dependent_objs:
constraint_lists = [dependent_obj.constraints]
if dependent_obj.type == 'ARMATURE':
constraint_lists += [pb.constraints for pb in dependent_obj.pose.bones]
for constraint_list in constraint_lists:
for constraint in constraint_list:
if (
hasattr(constraint, 'target')
and hasattr(constraint, 'subtarget')
and constraint.target == mesh_ob
and constraint.subtarget
):
vgroup = mesh_ob.vertex_groups.get(constraint.subtarget)
if vgroup:
used_vgroups.append(vgroup)
if constraint.space_object == mesh_ob and constraint.space_subtarget:
vgroup = mesh_ob.vertex_groups.get(constraint.space_subtarget)
if vgroup:
used_vgroups.append(vgroup)
return used_vgroups
def get_vgroups_used_by_geonodes(mesh_ob: Object, modifier: Modifier) -> list[VertexGroup]:
used_vgroups = []
for identifier in geomod_get_input_identifiers(modifier):
use_attrib = identifier + "_use_attribute"
if use_attrib in modifier and modifier[use_attrib]:
attrib_name = modifier[identifier + "_attribute_name"]
if attrib_name in mesh_ob.vertex_groups:
# NOTE: Could be a false positive if this is a non-vertexgroup attribute with a matching name.
used_vgroups.append(mesh_ob.vertex_groups[attrib_name])
return used_vgroups
def geomod_get_input_identifiers(modifier: Modifier) -> set[str]:
if hasattr(modifier.node_group, 'interface'):
# 4.0
return {
socket.identifier
for socket in modifier.node_group.interface.items_tree
if socket.item_type == 'SOCKET'
and socket.in_out == 'INPUT'
and socket.socket_type != 'NodeSocketGeometry'
}
else:
# 3.6
return {input.identifier for input in modifier.node_group.inputs[1:]}
registry = [EASYWEIGHT_OT_delete_unused_vertex_groups]
@@ -0,0 +1,39 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from bpy.types import Operator
from ..utils import poll_weight_paint_mode, reveal_bone, get_deforming_vgroups
class EASYWEIGHT_OT_focus_deform_bones(Operator):
"""While in Weight Paint Mode, reveal the layers of, unhide, and select the bones of all deforming vertex groups"""
bl_idname = "object.focus_deform_vgroups"
bl_label = "Focus Deforming Bones"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
return poll_weight_paint_mode(cls, context, with_rig=True, with_groups=True)
def execute(self, context):
# Deselect all bones
for pb in context.selected_pose_bones[:]:
pb.bone.select = False
# Reveal and select all deforming pose bones.
deform_groups = get_deforming_vgroups(context.active_object)
rig = context.pose_object
for vg in deform_groups:
pb = rig.pose.bones.get(vg.name)
if not pb:
continue
reveal_bone(pb.bone, select=True)
self.report({'INFO'}, "Un-hid and selected all deforming bones.")
return {'FINISHED'}
registry = [EASYWEIGHT_OT_focus_deform_bones]
@@ -0,0 +1,217 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from bpy.types import Operator, Object
from bpy.props import EnumProperty
from bpy.utils import flip_name
from mathutils.kdtree import KDTree
from ..utils import poll_deformed_mesh_with_vgroups
class EASYWEIGHT_OT_symmetrize_groups(Operator):
"""Symmetrize weights of vertex groups on a near-symmetrical mesh.\May have poor results on assymetrical meshes"""
bl_idname = "object.symmetrize_vertex_weights"
bl_label = "Symmetrize Vertex Weights"
bl_options = {'REGISTER', 'UNDO'}
groups: EnumProperty(
name="Groups",
description="Subset of vertex groups that should be symmetrized",
items=[
('ACTIVE', 'Active', 'Active'),
('SELECTED', 'Selected Bones', 'Selected Bones'),
('ALL', 'All', 'All'),
],
)
direction: EnumProperty(
name="Direction",
description="Whether to symmetrize from left to right or from right to left",
items=[
('AUTOMATIC', "Automatic", "Determine symmetrizing direction by the names of source vertex groups"),
('LEFT_TO_RIGHT', "Left to Right", "Left to Right"),
('RIGHT_TO_LEFT', "Right to Left", "Right to Left"),
],
options={'SKIP_SAVE'},
)
@classmethod
def poll(cls, context):
return poll_deformed_mesh_with_vgroups(cls, context, must_deform=False)
def invoke(self, context, _event):
return context.window_manager.invoke_props_dialog(self, width=400)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
layout.prop(self, 'groups')
layout.prop(self, 'direction')
def execute(self, context):
obj = context.active_object
vgroups = [obj.vertex_groups.active]
if self.groups == 'SELECTED':
vgroups = []
# Get vertex groups of selected bones.
for pbone in context.selected_pose_bones:
vgroup = obj.vertex_groups.get(pbone.name)
if not vgroup:
continue
flipped_vg = flip_name(pbone.name)
if flipped_vg in vgroups:
self.report(
{'ERROR'},
f'Both sides selected: "{vgroup.name}" & "{flipped_vg.name}". Only one side should be selected.',
)
return {'CANCELLED'}
vgroups.append(vgroup)
elif self.groups == 'ALL':
vgroups = obj.vertex_groups[:]
symmetry_mapping = get_symmetry_mapping(obj=obj)
if self.direction == 'AUTOMATIC':
self.direction = 'LEFT_TO_RIGHT'
righties = 0
lefties = 0
for vgroup in vgroups:
name = vgroup.name.lower()
if (
".r" in name
or "_r" in name
or "r_" in name
or "right" in name
):
righties += 1
if (
".l" in name
or "_l" in name
or "l_" in name
or "left" in name
):
lefties += 1
if righties > lefties:
self.direction = 'RIGHT_TO_LEFT'
for vgroup in vgroups:
symmetrize_vertex_group(
obj=obj,
vg_name=vgroup.name,
symmetry_mapping=symmetry_mapping,
right_to_left=self.direction == 'RIGHT_TO_LEFT',
)
msg_direction = self.direction.replace("_", " ").lower()
self.report({'INFO'}, f"Symmetrized {len(vgroups)} groups {msg_direction}.")
return {'FINISHED'}
def get_symmetry_mapping(*, obj: Object, axis='X', symmetrize_pos_to_neg=False) -> dict[int, int]:
"""
Create a mapping of vertex indicies, such that the index on one side maps
to the index on the opposite side of the mesh on a given axis.
"""
assert axis in 'XYZ', "Axis must be X, Y or Z!"
vertices = obj.data.vertices
size = len(vertices)
kd = KDTree(size)
for i, v in enumerate(vertices):
kd.insert(v.co, i)
kd.balance()
coord_i = 'XYZ'.find(axis)
# Figure out the function that will be used to determine whether a vertex
# should be skipped or not.
def zero_or_more(x):
return x >= 0
def zero_or_less(x):
return x <= 0
skip_func = zero_or_more if symmetrize_pos_to_neg else zero_or_less
# For any vertex with an X coordinate > 0, try to find a vertex at
# the coordinate with X flipped.
vert_map = {}
bad_counter = 0
for vert_idx, vert in enumerate(vertices):
if abs(vert.co[coord_i]) < 0.0001:
vert_map[vert_idx] = vert_idx
continue
# if skip_func(vert.co[coord_i]):
# continue
flipped_co = vert.co.copy()
flipped_co[coord_i] *= -1
_opposite_co, opposite_idx, dist = kd.find(flipped_co)
if dist > 0.1: # pretty big threshold, for testing.
bad_counter += 1
continue
if opposite_idx in vert_map.values():
# This vertex was already mapped, and another vertex just matched with it.
# No way to tell which is correct. Input mesh should just be more symmetrical.
bad_counter += 1
continue
vert_map[vert_idx] = opposite_idx
return vert_map
def symmetrize_vertex_group(
*, obj: Object, vg_name: str, symmetry_mapping: dict[int, int], right_to_left=False
):
"""
Symmetrize weights of a single group. The symmetry_mapping should first be
calculated with get_symmetry_mapping().
"""
vgroup = obj.vertex_groups.get(vg_name)
if not vgroup:
return
opp_name = flip_name(vg_name)
opp_vgroup = obj.vertex_groups.get(opp_name)
if not opp_vgroup:
opp_vgroup = obj.vertex_groups.new(name=opp_name)
skip_func = None
if vgroup != opp_vgroup:
# Clear weights of the opposite group from all vertices.
opp_vgroup.remove(range(len(obj.data.vertices)))
else:
# If the name isn't flippable, only remove weights of vertices
# whose X coord >= 0.
# Figure out the function that will be used to determine whether a vertex
# should be skipped or not.
def zero_or_more(x):
return x >= 0
def zero_or_less(x):
return x <= 0
skip_func = zero_or_more if right_to_left else zero_or_less
# Write the new, mirrored weights
for src_idx, dst_idx in symmetry_mapping.items():
vert = obj.data.vertices[src_idx]
if skip_func != None and skip_func(vert.co.x):
continue
try:
src_weight = vgroup.weight(src_idx)
if src_weight == 0:
continue
except RuntimeError:
continue
opp_vgroup.add([dst_idx], src_weight, 'REPLACE')
registry = [EASYWEIGHT_OT_symmetrize_groups]
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@@ -0,0 +1,284 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import bpy
from bpy.props import BoolProperty
from bpy.app.handlers import persistent
from .weight_cleaner import start_cleaner, stop_cleaner
from .utils import get_addon_prefs
from .prefs_to_disk import PrefsFileSaveLoadMixin, update_prefs_on_file
from pathlib import Path
def ensure_brush_assets():
# Since the Brush Assets in Blender 4.3, brushes are not local to the .blend file
# until they are first accessed, so let's do that when needed. We also can't check
# whether these brushes exist without looping over all of them.
for brush_name in 'Blur', 'Paint':
for brush in bpy.data.brushes:
if not brush.use_paint_weight:
continue
else:
# Link the brush from the `datafiles` folder.
blend_path = (Path(bpy.utils.resource_path('LOCAL')) / "datafiles/assets/brushes/essentials_brushes-mesh_weight.blend").as_posix()
with bpy.data.libraries.load(blend_path, link=True) as (data_from, data_to):
data_to.brushes = [brush_name]
if brush_name == 'Paint':
brush = bpy.data.brushes.get(('Paint', blend_path))
brush.blend = 'ADD'
def get_available_wp_brushes():
for brush in bpy.data.brushes:
if brush.use_paint_weight:
yield brush
class EASYWEIGHT_addon_preferences(PrefsFileSaveLoadMixin, bpy.types.AddonPreferences):
bl_idname = __package__
always_show_zero_weights: BoolProperty(
name="Always Show Zero Weights",
description="A lack of weights will always be indicated with black color to differentiate it from a weight of 0.0 being assigned",
default=True,
update=update_prefs_on_file,
)
always_auto_normalize: BoolProperty(
name="Always Auto Normalize",
description="Weight auto-normalization will always be turned on, so the sum of all deforming weights on a vertex always add up to 1",
default=True,
update=update_prefs_on_file,
)
always_multipaint: BoolProperty(
name="Always Multi-Paint",
description="Multi-paint will always be turned on, allowing you to select more than one deforming bone while weight painting",
default=True,
update=update_prefs_on_file,
)
always_xray: BoolProperty(
name="Always X-Ray",
description="Always enable bone x-ray when entering weight paint mode",
default=True,
update=update_prefs_on_file,
)
def update_auto_clean(self, context):
update_prefs_on_file()
if self.auto_clean_weights:
start_cleaner()
else:
stop_cleaner()
auto_clean_weights: BoolProperty(
name="Always Auto Clean",
description="While this is enabled, zero-weights will be removed automatically after every brush stroke",
default=True,
)
def update_front_faces(self, context):
update_prefs_on_file()
for brush in get_available_wp_brushes():
brush.use_frontface = self.global_front_faces_only
def update_accumulate(self, context):
update_prefs_on_file()
for brush in get_available_wp_brushes():
brush.use_accumulate = self.global_accumulate
def update_falloff_shape(self, context):
update_prefs_on_file()
for brush in get_available_wp_brushes():
brush.falloff_shape = 'SPHERE' if self.global_falloff_shape_sphere else 'PROJECTED'
for i, val in enumerate(brush.cursor_color_add):
if val > 0:
brush.cursor_color_add[i] = 0.5 if self.global_falloff_shape_sphere else 2.0
global_front_faces_only: BoolProperty(
name="Front Faces Only",
description="All weight brushes are able to paint on geometry that is facing away from the viewport",
update=update_front_faces,
)
global_accumulate: BoolProperty(
name="Accumulate",
description="All weight paint brushes will accumulate their effect within a single stroke as you move the mouse",
update=update_accumulate,
)
global_falloff_shape_sphere: BoolProperty(
name="Falloff Shape",
description="All weight paint brushes switch between a 3D spherical or a 2D projected circular falloff shape",
update=update_falloff_shape,
)
show_hotkeys: BoolProperty(
name="Show Hotkeys",
description="Reveal the hotkey list. You may customize or disable these hotkeys",
default=False,
)
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
col = layout.column()
col.prop(self, 'auto_clean_weights')
col.prop(self, 'always_show_zero_weights')
col.prop(self, 'always_auto_normalize')
col.prop(self, 'always_multipaint')
col.prop(self, 'always_xray')
main_col = layout.column(align=True)
hotkey_col = self.draw_fake_dropdown(main_col, self, 'show_hotkeys', "Hotkeys")
if self.show_hotkeys:
type(self).draw_hotkey_list(hotkey_col, context)
# NOTE: This function is copied from CloudRig's prefs.py. TODO: No longer needed since like 4.2 or so, could just use layout.panel(), but then bump the minimum blender version.
def draw_fake_dropdown(self, layout, prop_owner, prop_name, dropdown_text):
row = layout.row()
split = row.split(factor=0.20)
split.use_property_split = False
prop_value = prop_owner.path_resolve(prop_name)
icon = 'TRIA_DOWN' if prop_value else 'TRIA_RIGHT'
split.prop(prop_owner, prop_name, icon=icon, emboss=False, text=dropdown_text)
split.prop(prop_owner, prop_name, icon='BLANK1', emboss=False, text="")
split = layout.split(factor=0.012)
split.row()
dropdown_row = split.row()
dropdown_col = dropdown_row.column()
row = dropdown_col.row()
row.use_property_split = False
return dropdown_col
@classmethod
def draw_hotkey_list(cls, layout, context):
hotkey_class = cls
user_kc = context.window_manager.keyconfigs.user
global EASYWEIGHT_KEYMAPS
prev_kmi = None
for addon_km, addon_kmi in EASYWEIGHT_KEYMAPS:
user_km = user_kc.keymaps.get(addon_km.name)
if not user_km:
# This really shouldn't happen.
continue
for user_kmi in user_km.keymap_items:
if user_kmi.idname != addon_kmi.idname:
continue
if user_kmi.idname == 'wm.call_menu_pie' and user_kmi.properties.name != addon_kmi.properties.name:
continue
col = layout.column()
col.context_pointer_set("keymap", user_km)
if user_kmi and prev_kmi and prev_kmi.name != user_kmi.name:
col.separator()
user_row = col.row()
hotkey_class.draw_kmi(user_km, user_kmi, user_row)
break
# NOTE: This function is copied from CloudRig's cloudrig.py.
@staticmethod
def draw_kmi(km, kmi, layout):
"""A simplified version of draw_kmi from rna_keymap_ui.py."""
col = layout.column()
split = col.split(factor=0.7)
# header bar
row = split.row(align=True)
row.prop(kmi, "active", text="", emboss=False)
row.label(text=f'{kmi.name} ({km.name})')
row = split.row(align=True)
sub = row.row(align=True)
sub.enabled = kmi.active
sub.prop(kmi, "type", text="", full_event=True)
if kmi.is_user_modified:
row.operator("preferences.keyitem_restore", text="", icon='BACK').item_id = kmi.id
# NOTE: This function is copied from CloudRig's cloudrig.py.
@staticmethod
def find_kmi_in_km_by_hash(keymap, kmi_hash):
"""There's no solid way to match modified user keymap items to their
add-on equivalent, which is necessary to draw them in the UI reliably.
To remedy this, we store a hash in the KeyMapItem's properties.
This function lets us find a KeyMapItem with a stored hash in a KeyMap.
Eg., we can pass a User KeyMap and an Addon KeyMapItem's hash, to find the
corresponding user keymap, even if it was modified.
The hash value is unfortunately exposed to the users, so we just hope they don't touch that.
"""
for kmi in keymap.keymap_items:
if not kmi.properties:
continue
if 'hash' not in kmi.properties:
continue
if kmi.properties['hash'] == kmi_hash:
return kmi
EASYWEIGHT_KEYMAPS = []
@persistent
def set_brush_prefs_on_file_load(scene):
if bpy.app.version >= (4, 3, 0):
ensure_brush_assets()
prefs = get_addon_prefs()
prefs.global_front_faces_only = prefs.global_front_faces_only
prefs.global_accumulate = prefs.global_accumulate
prefs.global_falloff_shape_sphere = prefs.global_falloff_shape_sphere
def register_hotkey(
bl_idname, hotkey_kwargs, *, key_cat='Window', space_type='EMPTY', op_kwargs={}
):
"""This function inserts a 'hash' into the created KeyMapItems' properties,
so they can be compared to each other, and duplicates can be avoided."""
wm = bpy.context.window_manager
addon_keyconfig = wm.keyconfigs.addon
if not addon_keyconfig:
# This happens when running Blender in background mode.
return
addon_keymaps = addon_keyconfig.keymaps
addon_km = addon_keymaps.get(key_cat)
if not addon_km:
addon_km = addon_keymaps.new(name=key_cat, space_type=space_type)
addon_kmi = addon_km.keymap_items.new(bl_idname, **hotkey_kwargs)
for key in op_kwargs:
value = op_kwargs[key]
setattr(addon_kmi.properties, key, value)
global EASYWEIGHT_KEYMAPS
EASYWEIGHT_KEYMAPS.append((addon_km, addon_kmi))
registry = [EASYWEIGHT_addon_preferences]
def register():
register_hotkey(
'wm.call_menu_pie',
hotkey_kwargs={'type': "W", 'value': "PRESS"},
key_cat='Weight Paint',
op_kwargs={'name': 'EASYWEIGHT_MT_PIE_easy_weight'},
)
bpy.app.handlers.load_post.append(set_brush_prefs_on_file_load)
EASYWEIGHT_addon_preferences.register_autoload_from_file()
def unregister_hotkeys():
for km, kmi in EASYWEIGHT_KEYMAPS:
km.keymap_items.remove(kmi)
def unregister():
unregister_hotkeys()
bpy.app.handlers.load_post.remove(set_brush_prefs_on_file_load)
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# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import json
from pathlib import Path
import bpy
from . import __package__ as base_package
def get_addon_prefs(context=None):
if not context:
context = bpy.context
addons = context.preferences.addons
if base_package.startswith('bl_ext'):
# 4.2 and later
name = base_package
else:
# Pre-4.2
name = base_package.split(".")[0]
if name in addons:
prefs = addons[name].preferences
if prefs == None:
pass
# print("This happens when packaging the extension, due to the registration delay.")
return addons[name].preferences
def update_prefs_on_file(self=None, context=None) -> tuple[str, dict]:
prefs = get_addon_prefs(context)
if not type(prefs).loading:
prefs.save_prefs_to_file()
class PrefsFileSaveLoadMixin:
"""Mix-in class that can be used by any add-on to store their preferences in a file,
so that they don't get lost when the add-on is disabled.
To use it, copy this class and the function above it, and do this in your code:
```
import bpy, json
from pathlib import Path
class MyAddonPrefs(PrefsFileSaveLoadMixin, bpy.types.AddonPreferences):
some_prop: bpy.props.IntProperty(update=update_prefs_on_file)
def register():
bpy.utils.register_class(MyAddonPrefs)
MyAddonPrefs.register_autoload_from_file()
def unregister():
update_prefs_on_file()
```
"""
# List of property names to not write to disk.
omit_from_disk: list[str] = []
loading = False
@staticmethod
def register_autoload_from_file(delay=0.5):
def timer_func(_scene=None):
prefs = get_addon_prefs()
if not prefs:
return 1
prefs.load_prefs_from_file()
bpy.app.timers.register(timer_func, first_interval=delay)
def prefs_to_dict_recursive(self, propgroup: 'IDPropertyGroup') -> dict:
"""Recursively convert AddonPreferences to a dictionary.
Note that AddonPreferences don't support PointerProperties,
so this function doesn't either."""
from rna_prop_ui import IDPropertyGroup
ret = {}
rna_class = None
if isinstance(propgroup, bpy.types.AddonPreferences):
prop_dict = {key:getattr(propgroup, key) for key in propgroup.bl_rna.properties.keys() if key not in ('rna_type', 'bl_idname')}
else:
property_group_class_name = type(propgroup).__name__
rna_class = bpy.types.PropertyGroup.bl_rna_get_subclass_py(
property_group_class_name
)
if not hasattr(rna_class, 'properties'):
rna_class = None
prop_dict = {key:getattr(propgroup, key) for key in propgroup.bl_rna.properties.keys() if key not in ('rna_type')}
for key, value in prop_dict.items():
if key in type(self).omit_from_disk:
continue
if type(value) in (list, bpy.types.bpy_prop_collection_idprop):
ret[key] = [self.prefs_to_dict_recursive(elem) for elem in value]
elif type(value) == IDPropertyGroup:
ret[key] = self.prefs_to_dict_recursive(value)
else:
if (
rna_class
and key in rna_class.properties
and hasattr(rna_class.properties[key], 'enum_items')
):
# Save enum values as string, not int.
ret[key] = rna_class.properties[key].enum_items[value].identifier
else:
ret[key] = value
return ret
def apply_prefs_from_dict_recursive(self, propgroup, data):
for key, value in data.items():
if not hasattr(propgroup, key):
# Property got removed or renamed in the implementation.
continue
if type(value) == list:
for elem in value:
collprop = getattr(propgroup, key)
entry = collprop.get(elem['name'])
if not entry:
entry = collprop.add()
self.apply_prefs_from_dict_recursive(entry, elem)
elif type(value) == dict:
self.apply_prefs_from_dict_recursive(getattr(propgroup, key), value)
else:
setattr(propgroup, key, value)
@staticmethod
def get_prefs_filepath() -> Path:
addon_name = __package__.split(".")[-1]
return Path(bpy.utils.user_resource('CONFIG')) / Path(addon_name + ".json")
def save_prefs_to_file(self, _context=None):
data_dict = self.prefs_to_dict_recursive(propgroup=self)
filepath = self.get_prefs_filepath()
with open(filepath, "w") as f:
json.dump(data_dict, f, indent=4)
return filepath, json.dumps(data_dict, indent=4)
def load_prefs_from_file(self) -> bool:
filepath = self.get_prefs_filepath()
if not filepath.exists():
return False
success = True
with open(filepath, "r") as f:
addon_data = json.load(f)
type(self).loading = True
try:
self.apply_prefs_from_dict_recursive(self, addon_data)
except Exception as exc:
# If we get an error raised here, and it isn't handled,
# the add-on seems to break.
print(
f"{base_package}: Failed to load {__package__} preferences from file."
)
raise exc
type(self).loading = False
return success
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# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from collections import defaultdict
import bpy
import sys
import itertools
from bpy.props import IntProperty, CollectionProperty, StringProperty, BoolProperty
from bpy.types import PropertyGroup, Panel, UIList, Operator, Mesh, VertexGroup, MeshVertex, Object
from bpy.utils import flip_name
from .utils import get_deforming_vgroups, poll_deformed_mesh_with_vgroups
"""
This module implements the Sidebar -> EasyWeight -> Weight Islands panel, which provides
a workflow for hunting down and cleaning up rogue weights efficiently.
"""
class VertIndex(PropertyGroup):
index: IntProperty()
class WeightIsland(PropertyGroup):
vert_indicies: CollectionProperty(type=VertIndex)
class IslandGroup(PropertyGroup):
name: StringProperty(
name="Name", description="Name of the vertex group this set of islands is associated with"
)
islands: CollectionProperty(type=WeightIsland)
num_expected_islands: IntProperty(
name="Expected Islands",
default=1,
min=1,
description="Number of weight islands that have been marked as the expected amount by the user. If the real amount differs from this value, a warning appears",
)
index: IntProperty()
def update_vgroup_islands(
mesh, vgroup, vert_index_map, island_groups, island_group=None
) -> IslandGroup:
islands = get_islands_of_vgroup(mesh, vgroup, vert_index_map)
if not island_group:
island_group = island_groups.add()
island_group.index = len(island_groups) - 1
island_group.name = vgroup.name
else:
island_group.islands.clear()
for island in islands:
island_storage = island_group.islands.add()
for vert_idx in island:
vert_idx_storage = island_storage.vert_indicies.add()
vert_idx_storage.index = vert_idx
return island_group
def build_vert_connection_map_new(mesh) -> dict:
"""Build a dictionary of vertex indicies pointing to a list of other vertex indicies
that the vertex is connected to by an edge.
"""
vert_dict = defaultdict(list)
for edge in mesh.edges:
vert_dict[edge.vertices[0]] += [edge.vertices[1]]
vert_dict[edge.vertices[1]] += [edge.vertices[0]]
return vert_dict
def find_weight_island_vertices(
mesh: Mesh, vert_idx: int, group_index: int, vert_idx_map: dict, island=[]
) -> list[int]:
"""Recursively find all vertices that are connected to a vertex by edges,
and are also in the same vertex group.
Recursion depth may exceed system default on high poly meshes.
"""
island.append(vert_idx)
# For each edge connected to the vert.
for connected_vert_idx in vert_idx_map[vert_idx]:
if connected_vert_idx in island:
# Avoid infinite recursion!
continue
# For each group this other vertex belongs to.
for group_data in mesh.vertices[connected_vert_idx].groups:
if group_data.group == group_index and group_data.weight:
# If this vert is in the group, continue recursion.
find_weight_island_vertices(
mesh, connected_vert_idx, group_index, vert_idx_map, island
)
return island
def find_any_vertex_in_group(mesh: Mesh, vgroup: VertexGroup, excluded_indicies=[]) -> MeshVertex:
"""Return the index of the first vertex we find which is part of the
vertex group and optinally, has a specified selection state."""
# TODO: This is probably our performance bottleneck atm.
# We should build an acceleration structure for this similar to build_vert_connection_map_new,
# to map each vertex group to all of the verts within it, so we only need to iterate
# like this once.
for vert in mesh.vertices:
if vert.index in excluded_indicies:
continue
for group in vert.groups:
if vgroup.index == group.group:
return vert
return None
def get_islands_of_vgroup(mesh: Mesh, vgroup: VertexGroup, vert_index_map: dict) -> list[list[int]]:
"""Return a list of lists of vertex indicies: Weight islands within this vertex group."""
islands = []
while True:
verts_already_part_of_an_island = set(itertools.chain.from_iterable(islands))
any_vert_in_group = find_any_vertex_in_group(
mesh, vgroup, excluded_indicies=verts_already_part_of_an_island
)
if not any_vert_in_group:
break
# NOTE: We could avoid recursion here by doing the expansion in a `while True` block,
# and break if the current list of verts is the same as at the end of the last loop.
# But I'm fine with just changing the recursion limit.
sys.setrecursionlimit(len(mesh.vertices))
island = find_weight_island_vertices(
mesh, any_vert_in_group.index, vgroup.index, vert_index_map, island=[]
)
sys.setrecursionlimit(990)
islands.append(island)
return islands
def select_vertices(mesh: Mesh, vert_indicies: list[int]):
assert (
bpy.context.mode != 'EDIT_MESH'
), "Object must not be in edit mode, otherwise vertex selection doesn't work!"
for i, vert in enumerate(mesh.vertices):
vert.select = i in vert_indicies
vert.hide = False
def ensure_active_islands_is_visible(obj):
"""Make sure the active entry is visible, keep incrementing index until that is the case."""
new_active_index = obj.active_islands_index + 1
looped = False
while True:
if new_active_index >= len(obj.island_groups):
new_active_index = 0
if looped:
break
looped = True
island_group = obj.island_groups[new_active_index]
if (
len(island_group.islands) < 2
or len(island_group.islands) == island_group.num_expected_islands
):
new_active_index += 1
continue
break
obj.active_islands_index = new_active_index
class EASYWEIGHT_OT_mark_island_as_okay(Operator):
"""Mark this number of vertex islands to be the intended amount. Vertex group will be hidden from the list until this number changes"""
bl_idname = "object.set_expected_island_count"
bl_label = "Set Intended Island Count"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
vgroup: StringProperty(
name="Vertex Group",
default="",
description="Name of the vertex group whose intended island count will be set",
)
def execute(self, context):
obj = context.active_object
mesh = obj.data
org_mode = obj.mode
assert (
self.vgroup in obj.island_groups
), f"Island Group {self.vgroup} not found in object {obj.name}, aborting."
# Update existing island data first
island_group = obj.island_groups[self.vgroup]
vgroup = obj.vertex_groups[self.vgroup]
bpy.ops.object.mode_set(mode='EDIT')
vert_index_map = build_vert_connection_map_new(mesh)
bpy.ops.object.mode_set(mode=org_mode)
org_num_islands = len(island_group.islands)
island_group = update_vgroup_islands(
mesh, vgroup, vert_index_map, obj.island_groups, island_group
)
new_num_islands = len(island_group.islands)
if new_num_islands != org_num_islands:
if new_num_islands == 1:
self.report(
{'INFO'},
f"Vertex group is now a single island, changing expected island count no longer necessary.",
)
return {'FINISHED'}
self.report(
{'INFO'},
f"Vertex group island count changed from {org_num_islands} to {new_num_islands}. Click again to mark this as the expected number.",
)
return {'FINISHED'}
island_group.num_expected_islands = new_num_islands
ensure_active_islands_is_visible(obj)
return {'FINISHED'}
class EASYWEIGHT_OT_focus_smallest_island(Operator):
"""Enter Weight Paint mode and focus on the smallest island"""
bl_idname = "object.focus_smallest_weight_island"
bl_label = "Focus Smallest Island"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
enter_wp: BoolProperty(
name="Enter Weight Paint",
default=True,
description="Enter Weight Paint Mode using the Toggle Weight Paint operator",
)
vgroup: StringProperty(
name="Vertex Group",
default="",
description="Name of the vertex group whose smallest island should be focused",
)
focus_view: BoolProperty(
name="Focus View",
default=True,
description="Whether to focus the 3D Viewport on the selected vertices",
)
def execute(self, context):
rig = context.pose_object
obj = context.active_object
mesh = obj.data
org_mode = obj.mode
assert (
self.vgroup in obj.vertex_groups
), f"Vertex Group {self.vgroup} not found in object {obj.name}, aborting."
# Also update the opposite side vertex group.
vgroup_names = [self.vgroup]
flipped = flip_name(self.vgroup)
if flipped != self.vgroup:
vgroup_names.append(flipped)
vert_index_map = build_vert_connection_map_new(mesh)
bpy.ops.object.mode_set(mode=org_mode)
hid_islands = False
for vg_name in vgroup_names:
if vg_name in obj.island_groups:
# Update existing island data first.
island_group = obj.island_groups[vg_name]
vgroup = obj.vertex_groups[vg_name]
org_num_islands = len(island_group.islands)
island_group = update_vgroup_islands(
mesh, vgroup, vert_index_map, obj.island_groups, island_group
)
new_num_islands = len(island_group.islands)
if new_num_islands < 2 and org_num_islands > 1:
hid_islands = True
self.report(
{'INFO'},
f"Vertex group {vg_name} no longer has multiple islands, hidden from list.",
)
if hid_islands:
ensure_active_islands_is_visible(obj)
return {'FINISHED'}
# self.report({'INFO'}, f"Vertex group island count changed from {org_num_islands} to {new_num_islands}. Click again to focus smallest island.")
# return {'FINISHED'}
island_groups = obj.island_groups
island_group = island_groups[self.vgroup]
vgroup = obj.vertex_groups[self.vgroup]
obj.active_islands_index = island_group.index
smallest_island = min(island_group.islands, key=lambda island: len(island.vert_indicies))
select_vertices(mesh, [vi.index for vi in smallest_island.vert_indicies])
# NOTE: Unfortunately these mode switches introduce some lag.
# Especially because the weight paint switch triggers mode_switch_hook,
# which causes more mode switches to put the Armature into pose mode.
if self.focus_view:
bpy.ops.object.mode_set(mode='EDIT')
bpy.ops.view3d.view_selected()
if self.enter_wp:
bpy.ops.object.mode_set(mode='WEIGHT_PAINT')
else:
bpy.ops.object.mode_set(mode=org_mode)
# Select the bone
if context.mode == 'PAINT_WEIGHT':
rig = context.pose_object
if rig:
for pb in rig.pose.bones:
pb.bone.select = False
if self.vgroup in rig.pose.bones:
rig.pose.bones[self.vgroup].bone.select = True
mesh.use_paint_mask_vertex = True
self.report({'INFO'}, "Focused on the smallest island of weights.")
return {'FINISHED'}
class EASYWEIGHT_OT_calculate_weight_islands(Operator):
"""Calculate and store number of weight islands for each deforming vertex group. Groups with more than one island will be displayed below"""
bl_idname = "object.calculate_weight_islands"
bl_label = "Calculate Weight Islands"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@staticmethod
def store_all_weight_islands(context, obj: Object, vert_index_map: dict):
"""Store the weight island information of every deforming vertex group."""
wm = context.window_manager
mesh = obj.data
island_groups = obj.island_groups
island_groups.clear()
obj.active_islands_index = 0
vgroups = get_deforming_vgroups(obj)
wm.progress_begin(0, len(vgroups))
for i, vgroup in enumerate(vgroups):
if 'skip_groups' in obj and vgroup.name in obj['skip_groups']:
continue
obj.vertex_groups.active_index = vgroup.index
update_vgroup_islands(mesh, vgroup, vert_index_map, island_groups)
wm.progress_update(i)
wm.progress_end()
@classmethod
def poll(cls, context):
return poll_deformed_mesh_with_vgroups(cls, context)
def execute(self, context):
obj = context.active_object
org_mode = obj.mode
bpy.ops.object.mode_set(mode='EDIT')
vert_index_map = build_vert_connection_map_new(obj.data)
bpy.ops.object.mode_set(mode='OBJECT')
self.store_all_weight_islands(context, obj, vert_index_map)
bpy.ops.object.mode_set(mode=org_mode)
return {'FINISHED'}
class EASYWEIGHT_OT_remove_island_data(Operator):
"""Remove weight island data"""
bl_idname = "object.remove_island_data"
bl_label = "Remove Island Data"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context):
if not context.active_object:
cls.poll_message_set("No active object.")
return False
if bpy.app.version < (5, 0, 0):
if 'island_groups' not in context.active_object:
cls.poll_message_set("No island data to remove.")
return False
else:
return context.active_object.is_property_set('island_groups')
return True
def execute(self, context):
if bpy.app.version < (5, 0, 0):
del context.active_object['island_groups']
del context.active_object['active_islands_index']
else:
context.active_object.property_unset('island_groups')
context.active_object.property_unset('active_islands_index')
return {'FINISHED'}
class EASYWEIGHT_UL_weight_island_groups(UIList):
@staticmethod
def draw_header(layout):
row = layout.row()
split1 = row.split(factor=0.6)
row1 = split1.row()
row1.label(text="Vertex Group")
row1.alignment = 'RIGHT'
row1.label(text="|")
row2 = split1.row()
row2.label(text="Islands")
def filter_items(self, context, data, propname):
flt_flags = []
flt_neworder = []
island_groups = getattr(data, propname)
helper_funcs = bpy.types.UI_UL_list
if self.filter_name:
flt_flags = helper_funcs.filter_items_by_name(
self.filter_name,
self.bitflag_filter_item,
island_groups,
"name",
reverse=self.use_filter_sort_reverse,
)
if not flt_flags:
flt_flags = [self.bitflag_filter_item] * len(island_groups)
if self.use_filter_invert:
for idx, flag in enumerate(flt_flags):
flt_flags[idx] = 0 if flag else self.bitflag_filter_item
for idx, island_group in enumerate(island_groups):
if len(island_group.islands) < 1:
# Filter island groups with only 1 or 0 islands in them
flt_flags[idx] = 0
elif len(island_group.islands) == island_group.num_expected_islands:
# Filter island groups with the expected number of islands in them
flt_flags[idx] = 0
return flt_flags, flt_neworder
def draw_filter(self, context, layout):
# Nothing much to say here, it's usual UI code...
main_row = layout.row()
row = main_row.row(align=True)
row.prop(self, 'filter_name', text="")
row.prop(self, 'use_filter_invert', toggle=True, text="", icon='ARROW_LEFTRIGHT')
row = main_row.row(align=True)
row.use_property_split = True
row.use_property_decorate = False
row.prop(self, 'use_filter_sort_alpha', toggle=True, text="")
row.prop(self, 'use_filter_sort_reverse', toggle=True, text="", icon='SORT_ASC')
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
island_group = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
icon = 'ERROR'
num_islands = len(island_group.islands)
if num_islands == island_group.num_expected_islands:
icon = 'CHECKMARK'
row = layout.row()
split = row.split(factor=0.6)
row1 = split.row()
row1.label(text=island_group.name)
row1.alignment = 'RIGHT'
row1.label(text="|")
row2 = split.row(align=True)
row2.label(text=str(num_islands), icon=icon)
row2.operator(
EASYWEIGHT_OT_focus_smallest_island.bl_idname, text="", icon='VIEWZOOM'
).vgroup = island_group.name
row2.operator(
EASYWEIGHT_OT_mark_island_as_okay.bl_idname, text="", icon='CHECKMARK'
).vgroup = island_group.name
elif self.layout_type in {'GRID'}:
pass
class EASYWEIGHT_PT_WeightIslands(Panel):
"""Panel with utilities for detecting rogue weights."""
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'EasyWeight'
bl_label = "Weight Islands"
@classmethod
def poll(cls, context):
return context.active_object and context.active_object.type == 'MESH'
def draw(self, context):
layout = self.layout
row = layout.row(align=True)
row.operator(EASYWEIGHT_OT_calculate_weight_islands.bl_idname)
row.operator(EASYWEIGHT_OT_remove_island_data.bl_idname, text="", icon='X')
obj = context.active_object
island_groups = obj.island_groups
if len(island_groups) == 0:
return
EASYWEIGHT_UL_weight_island_groups.draw_header(layout)
row = layout.row()
row.template_list(
'EASYWEIGHT_UL_weight_island_groups',
'',
obj,
'island_groups',
obj,
'active_islands_index',
)
registry = [
VertIndex,
WeightIsland,
IslandGroup,
EASYWEIGHT_OT_calculate_weight_islands,
EASYWEIGHT_OT_remove_island_data,
EASYWEIGHT_OT_focus_smallest_island,
EASYWEIGHT_OT_mark_island_as_okay,
EASYWEIGHT_PT_WeightIslands,
EASYWEIGHT_UL_weight_island_groups,
]
def update_active_islands_index(obj, context):
if len(obj.island_groups) == 0:
return
obj.vertex_groups.active_index = obj.vertex_groups.find(
obj.island_groups[obj.active_islands_index].name
)
def register():
Object.island_groups = CollectionProperty(type=IslandGroup)
Object.active_islands_index = IntProperty(update=update_active_islands_index)
def unregister():
del Object.island_groups
del Object.active_islands_index
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# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import bpy
from bpy.types import PoseBone, Object, VertexGroup, Bone, EditBone
from . import __package__ as base_package
def get_addon_prefs(context=None):
if not context:
context = bpy.context
if base_package.startswith('bl_ext'):
# 4.2
return context.preferences.addons[base_package].preferences
else:
return context.preferences.addons[base_package.split(".")[0]].preferences
def poll_deformed_mesh_with_vgroups(operator, context, must_deform=True) -> bool:
obj = context.active_object
if not obj or obj.type != 'MESH':
operator.poll_message_set("No active mesh object.")
return False
if must_deform and ('ARMATURE' not in [m.type for m in obj.modifiers]):
operator.poll_message_set("This mesh is not deformed by an Armature modifier.")
return False
if not obj.vertex_groups:
operator.poll_message_set("This mesh has no vertex groups yet.")
return False
return True
def delete_vgroups(mesh_ob, vgroups: list[VertexGroup]):
for vgroup in vgroups:
mesh_ob.vertex_groups.remove(vgroup)
def get_deforming_vgroups(mesh_ob: Object, arm_ob: Object = None) -> list[VertexGroup]:
"""Get the vertex groups of a mesh object that correspond to a deform bone in the given armature."""
if not arm_ob:
arm_ob = get_deforming_armature(mesh_ob)
if not arm_ob:
return []
deforming_vgroups = []
for bone in arm_ob.data.bones:
if bone.name in mesh_ob.vertex_groups and bone.use_deform:
deforming_vgroups.append(mesh_ob.vertex_groups[bone.name])
return deforming_vgroups
def get_deforming_armature(mesh_ob: Object) -> Object | None:
"""Return first Armature modifier's target object."""
for mod in mesh_ob.modifiers:
if mod.type == 'ARMATURE':
return mod.object
def poll_weight_paint_mode(operator, context, with_rig=False, with_groups=False):
"""Function used for operator poll functions, ie. to determine whether
operators should be available or not."""
obj = context.active_object
if context.mode != 'PAINT_WEIGHT':
operator.poll_message_set("Must be in Weight Paint mode.")
return False
if with_rig:
if not 'ARMATURE' in (m.type for m in obj.modifiers):
operator.poll_message_set("This mesh is not deformed by an Armature modifier.")
return False
if not context.pose_object or context.pose_object != get_deforming_armature(obj):
operator.poll_message_set(
"Couldn't find deforming armature, or it is not in pose mode."
)
return False
if with_groups and not obj.vertex_groups:
operator.poll_message_set("This mesh object has no vertex groups yet.")
return False
return True
def reveal_bone(bone: Bone or EditBone or PoseBone, select=True):
"""Reveall and optionally select a bone, regardless of current
selection or visibility states.
"""
if type(bone) == PoseBone:
bone = bone.bone
armature = bone.id_data
if hasattr(armature, 'layers'):
# Blender 3.6 and below: Bone Layers.
enabled_layers = [i for i in range(32) if armature.layers[i]]
# If none of this bone's layers are enabled, enable the first one.
bone_layers = [i for i in range(32) if bone.layers[i]]
if not any([i in enabled_layers for i in bone_layers]):
armature.layers[bone_layers[0]] = True
else:
# Blender 4.0 and above: Bone Collections.
ensure_visible_bone_collection(bone)
bone.hide = False
if select:
bone.select = True
def ensure_visible_bone_collection(bone: Bone or EditBone or PoseBone):
"""If target bone not in any enabled collections, enable first one."""
# NOTE: This function was lifted from CloudRig.
if type(bone) == PoseBone:
bone = bone.bone
armature = bone.id_data
collections = armature.collections
if len(bone.collections) == 0:
return
if not any([coll.is_visible_effectively for coll in bone.collections]):
coll = bone.collections[0]
while coll:
if collections.is_solo_active:
coll.is_solo = True
else:
coll.is_visible = True
coll = coll.parent
@@ -0,0 +1,179 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import bpy
from bpy.types import Menu, MESH_MT_vertex_group_context_menu
VG_CONTEXT_MENU = MESH_MT_vertex_group_context_menu
class MESH_MT_vertex_group_batch_delete(Menu):
bl_label = "Batch Delete"
def draw(self, context):
layout = self.layout
layout.operator("object.vertex_group_remove", text="All Groups", icon='TRASH').all = True
layout.operator(
"object.vertex_group_remove", text="All Unlocked Groups", icon='UNLOCKED'
).all_unlocked = True
layout.separator()
layout.operator(
'object.delete_empty_deform_vgroups', text="Empty Deform Groups", icon='GROUP_BONE'
)
layout.operator(
'object.delete_unused_vgroups', text="Unused Non-Deform Groups", icon='BRUSH_DATA'
)
layout.operator(
'object.delete_unselected_deform_vgroups',
text="Unselected Deform Groups",
icon='RESTRICT_SELECT_ON',
)
class MESH_MT_vertex_group_symmetry(Menu):
bl_label = "Symmetry"
def draw(self, context):
layout = self.layout
layout.operator(
"object.vertex_group_mirror",
text="Mirror Active Group (Proximity)",
icon='AUTOMERGE_OFF',
).use_topology = False
layout.operator(
"object.vertex_group_mirror", text="Mirror Active Group (Topology)", icon='AUTOMERGE_ON'
).use_topology = True
layout.separator()
layout.operator("object.symmetrize_vertex_weights", text="Symmetrize Groups", icon='MOD_MIRROR')
class MESH_MT_vertex_group_sort(Menu):
bl_label = "Sort"
def draw(self, context):
layout = self.layout
layout.operator(
"object.vertex_group_sort",
icon='SORTALPHA',
text="By Name",
).sort_type = 'NAME'
layout.operator(
"object.vertex_group_sort",
icon='BONE_DATA',
text="By Bone Hierarchy",
).sort_type = 'BONE_HIERARCHY'
class MESH_MT_vertex_group_copy(Menu):
bl_label = "Copy"
def draw(self, context):
layout = self.layout
obj = context.active_object
if obj and obj.vertex_groups and obj.vertex_groups.active:
layout.operator(
"object.vertex_group_copy",
icon='DUPLICATE',
text=f'Duplicate "{obj.vertex_groups.active.name}"',
)
layout.separator()
layout.operator(
"object.vertex_group_copy_to_selected",
text="Synchronize Groups on Selected",
icon='RESTRICT_SELECT_OFF',
)
class MESH_MT_vertex_group_lock(Menu):
bl_label = "Batch Lock"
def draw(self, context):
layout = self.layout
props = layout.operator("object.vertex_group_lock", icon='LOCKED', text="Lock All")
props.action, props.mask = 'LOCK', 'ALL'
props = layout.operator("object.vertex_group_lock", icon='UNLOCKED', text="Unlock All")
props.action, props.mask = 'UNLOCK', 'ALL'
props = layout.operator(
"object.vertex_group_lock", icon='UV_SYNC_SELECT', text="Invert All Locks"
)
props.action, props.mask = 'INVERT', 'ALL'
class MESH_MT_vertex_group_weight(Menu):
bl_label = "Weights"
def draw(self, context):
layout = self.layout
layout.operator(
"object.vertex_group_remove_from",
icon='MESH_DATA',
text="Remove Selected Verts from All Groups",
).use_all_groups = True
layout.operator(
"object.vertex_group_clean", icon='BRUSH_DATA', text="Clean 0 Weights from All Groups"
).group_select_mode = 'ALL'
layout.separator()
layout.operator(
"object.vertex_group_remove_from",
icon='TRASH',
text="Remove All Verts from Selected Group",
).use_all_verts = True
layout.separator()
layout.operator(
'paint.weight_from_bones', text="Assign Automatic from Bones", icon='BONE_DATA'
).type = 'AUTOMATIC'
op = layout.operator(
'object.vertex_group_normalize_all', text="Normalize Deform", icon='IPO_SINE'
)
op.group_select_mode = 'BONE_DEFORM'
op.lock_active = False
def draw_misc(self, context):
layout = self.layout
layout.operator('object.focus_deform_vgroups', icon='ZOOM_IN')
def draw_vertex_group_menu(self, context):
layout = self.layout
layout.row().menu(menu='MESH_MT_vertex_group_batch_delete', icon='TRASH')
layout.row().menu(menu='MESH_MT_vertex_group_symmetry', icon='ARROW_LEFTRIGHT')
layout.row().menu(menu='MESH_MT_vertex_group_sort', icon='SORTALPHA')
layout.row().menu(menu='MESH_MT_vertex_group_copy', icon='DUPLICATE')
layout.row().menu(menu='MESH_MT_vertex_group_lock', icon='LOCKED')
layout.row().menu(menu='MESH_MT_vertex_group_weight', icon='MOD_VERTEX_WEIGHT')
registry = [
MESH_MT_vertex_group_batch_delete,
MESH_MT_vertex_group_symmetry,
MESH_MT_vertex_group_sort,
MESH_MT_vertex_group_copy,
MESH_MT_vertex_group_lock,
MESH_MT_vertex_group_weight,
]
def register():
VG_CONTEXT_MENU.old_draw = VG_CONTEXT_MENU.draw
VG_CONTEXT_MENU.remove(VG_CONTEXT_MENU.draw)
VG_CONTEXT_MENU.append(draw_vertex_group_menu)
VG_CONTEXT_MENU.append(draw_misc)
def unregister():
VG_CONTEXT_MENU.draw = VG_CONTEXT_MENU.old_draw
del VG_CONTEXT_MENU.old_draw
VG_CONTEXT_MENU.remove(draw_vertex_group_menu)
VG_CONTEXT_MENU.remove(draw_misc)
@@ -0,0 +1,89 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import bpy
from bpy.app.handlers import persistent
from .utils import get_addon_prefs
@persistent
def start_cleaner(scene=None, depsgraph=None):
if WeightCleaner.clean_weights not in bpy.app.handlers.depsgraph_update_pre:
bpy.app.handlers.depsgraph_update_pre.append(WeightCleaner.clean_weights)
if WeightCleaner.reset_flag not in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.append(WeightCleaner.reset_flag)
@persistent
def stop_cleaner(scene=None, depsgraph=None):
if WeightCleaner.clean_weights in bpy.app.handlers.depsgraph_update_pre:
bpy.app.handlers.depsgraph_update_pre.remove(WeightCleaner.clean_weights)
if WeightCleaner.reset_flag in bpy.app.handlers.depsgraph_update_post:
bpy.app.handlers.depsgraph_update_post.remove(WeightCleaner.reset_flag)
class WeightCleaner:
"""Run bpy.ops.object.vertex_group_clean on every depsgraph update while in weight paint mode (ie. every brush stroke)."""
# Flag set in post_depsgraph_update, to indicate to pre_depsgraph_update that the depsgraph update has indeed completed.
can_clean = True
# Flag set by pre_depsgraph_update to indicate to post_depsgraph_update that the cleanup operator is still running (in a different thread).
cleaning_in_progress = False
@classmethod
def clean_weights(cls, scene, depsgraph):
context = bpy.context
prefs = get_addon_prefs(context)
if context.mode != 'PAINT_WEIGHT':
return
if not context or not hasattr(context, 'active_object') or not context.active_object:
return
if not prefs.auto_clean_weights:
return
tool = context.workspace.tools.from_space_view3d_mode("PAINT_WEIGHT", create=False).idname
if tool == "builtin.gradient":
# Trying to clean while using gradient causes a crash:
# https://projects.blender.org/studio/blender-studio-tools/issues/332
return
if cls.can_clean:
cls.can_clean = False
cls.cleaning_in_progress = True
# This will trigger a depsgraph update, and therefore clean_weights, again.
try:
ensure_mirror_groups(context.active_object)
bpy.ops.object.vertex_group_clean(group_select_mode='ALL', limit=0.001)
except Exception:
# This happens for example if the object has no vertex groups.
pass
cls.cleaning_in_progress = False
@classmethod
def reset_flag(cls, scene, depsgraph):
context = bpy.context
if context.mode != 'PAINT_WEIGHT':
return
if not context or not hasattr(context, 'active_object') or not context.active_object:
return
if cls.cleaning_in_progress:
return
cls.can_clean = True
def ensure_mirror_groups(mesh_obj):
mod_types = [mod.type for mod in mesh_obj.modifiers]
rigs = [m.object for m in mesh_obj.modifiers if m.type == 'ARMATURE' and m.object]
if rigs and 'MIRROR' in mod_types:
for rig in rigs:
for pb in rig.pose.bones:
if pb.name in mesh_obj.vertex_groups:
flipped_name = bpy.utils.flip_name(pb.name)
if flipped_name != pb.name and flipped_name not in mesh_obj.vertex_groups:
mesh_obj.vertex_groups.new(name=flipped_name)
def register():
start_cleaner()
bpy.app.handlers.load_post.append(start_cleaner)
def unregister():
stop_cleaner()
bpy.app.handlers.load_post.remove(start_cleaner)
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@@ -0,0 +1,179 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from bpy.types import Menu
from .utils import get_addon_prefs
class EASYWEIGHT_MT_PIE_easy_weight(Menu):
bl_label = "Easy Weight"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
prefs = get_addon_prefs(context)
# 1) < Operators
op = pie.operator('wm.call_menu_pie', text="Operators", icon='SETTINGS')
op.name = 'EASYWEIGHT_MT_PIE_easy_weight_operators'
# 2) > Front Faces Only
pie.prop(
prefs,
'global_front_faces_only',
icon='OVERLAY',
text="Paint Through Mesh",
invert_checkbox=True,
)
# 3) V Overlay & Armature Display settings
op = pie.operator('wm.call_menu_pie', text="Overlays", icon='OVERLAY')
op.name = 'EASYWEIGHT_MT_PIE_easy_weight_overlays'
# 4) ^ Accumulate
pie.prop(prefs, 'global_accumulate', icon='GP_SELECT_STROKES')
# 5) <^ Empty
pie.separator()
# 6) ^> Toggle Falloff Shape
icon = 'SPHERE' if prefs.global_falloff_shape_sphere else 'MESH_CIRCLE'
text = "Spherical" if prefs.global_falloff_shape_sphere else "Projected Circle"
pie.prop(
prefs,
'global_falloff_shape_sphere',
text="Falloff Shape: " + text,
icon=icon,
invert_checkbox=prefs.global_falloff_shape_sphere,
)
# 7) <v Empty
pie.separator()
# 8) v>Empty
pie.separator()
class EASYWEIGHT_MT_PIE_easy_weight_operators(Menu):
bl_label = "Easy Weight Operators"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
# 1) < Focus Deforming Bones.
pie.operator('object.focus_deform_vgroups', icon='ZOOM_IN')
# 2) > Delete Empty Deform Groups.
pie.operator(
'object.delete_empty_deform_vgroups',
text="Delete Empty Deform Groups",
icon='GROUP_BONE',
)
# 3) V Symmetrize Weights.
pie.operator(
'object.symmetrize_vertex_weights',
text="Symmetrize Vertex Groups",
icon='MOD_MIRROR',
)
# 4) ^ Smooth Weights.
op = pie.operator(
'object.vertex_group_smooth',
icon='MOD_SMOOTH'
)
if context.pose_object:
op.group_select_mode='BONE_DEFORM'
op.factor=1
# 5) <^ Normalize Deforming Groups.
op = pie.operator(
'object.vertex_group_normalize_all', text="Normalize Deform Groups", icon='IPO_SINE'
)
if context.pose_object:
op.group_select_mode = 'BONE_DEFORM'
op.lock_active = False
# 6) ^> Transfer Weights
op = pie.operator(
'object.data_transfer',
text="Transfer All Groups to Selected Objects",
icon='UV_SYNC_SELECT'
)
op.use_reverse_transfer=False
op.data_type='VGROUP_WEIGHTS'
op.layers_select_src='ALL'
op.layers_select_dst='NAME'
# 7) <v Auto Weights.
pie.operator(
'paint.weight_from_bones', text="Assign Automatic from Bones", icon='BONE_DATA'
).type = 'AUTOMATIC'
# 8) v> Delete Unused Groups.
pie.operator('object.delete_unused_vgroups', text="Delete Unused Groups", icon='BRUSH_DATA')
class EASYWEIGHT_MT_PIE_easy_weight_overlays(Menu):
bl_label = "Weight Painting Overlay"
def draw(self, context):
layout = self.layout
pie = layout.menu_pie()
overlay = context.space_data.overlay
tool_settings = context.tool_settings
prefs = get_addon_prefs(context)
# 1) < X-Ray
if overlay.show_xray_bone:
pie.prop(overlay, 'show_xray_bone', text="X-Ray Overlay")
elif context.pose_object:
pie.prop(context.pose_object, "show_in_front", toggle=True, icon='XRAY', text="Armature X-Ray")
else:
pie.separator()
# 2) > Weight Contours
pie.prop(
overlay,
"show_wpaint_contours",
text="Weight Contours",
toggle=True,
icon='MOD_INSTANCE',
)
# 3) V Armature Display type
if context.pose_object:
box = pie.box()
box.label(text="Armature Display Type")
box.row(align=True).prop(context.pose_object.data, "display_type", expand=True)
else:
pie.separator()
# 4) ^ Bones.
icon = 'HIDE_OFF' if overlay.show_bones else 'HIDE_ON'
pie.prop(overlay, "show_bones", text="Bones", toggle=True, icon=icon)
# 5) <^ Show Zero Weights.
if not prefs.always_show_zero_weights:
pie.prop(tool_settings, "vertex_group_user", text="Zero Weights Display", expand=True)
else:
pie.separator()
# 6) ^> Wireframe.
if hasattr(context.space_data, "overlay"):
pie.prop(overlay, "show_wireframes", text="Wireframe", toggle=True, icon='SHADING_WIRE')
else:
pie.separator()
registry = [
EASYWEIGHT_MT_PIE_easy_weight,
EASYWEIGHT_MT_PIE_easy_weight_operators,
EASYWEIGHT_MT_PIE_easy_weight_overlays,
]