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# Lattice Magic
Lattice Magic is an add-on that adds two lattice-based deformation tools to Blender; The first one lets you smear meshes in an area of influence, and the other lets you deform them using a camera-space grid.
You can find the documentation [here](https://studio.blender.org/tools/addons/lattice_magic).
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# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
bl_info = {
"name": "Lattice Magic",
"author": "Demeter Dzadik",
"version": (0, 1, 3),
"blender": (2, 90, 0),
"location": "View3D > Sidebar > Lattice Magic",
"description": "Various Lattice-based tools to smear or adjust geometry.",
"category": "Rigging",
"doc_url": "https://gitlab.com/blender/lattice_magic/-/wikis/home",
"tracker_url": "https://gitlab.com/blender/lattice_magic/-/issues/new",
}
import importlib
import bpy
from . import (
camera_lattice,
tweak_lattice,
operators,
utils,
prefs,
)
modules = [camera_lattice, tweak_lattice, operators, utils, prefs]
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 m in modules:
if register:
importlib.reload(m)
if hasattr(m, 'registry'):
for c in m.registry:
try:
register_func(c)
except Exception as e:
un = 'un' if not register else ''
print(f"Warning: Failed to {un}register class: {c.__name__}")
print(e)
if hasattr(m, 'modules'):
register_unregister_modules(m.modules, register)
if register and hasattr(m, 'register'):
m.register()
elif hasattr(m, 'unregister'):
m.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 = "latticemagic"
version = "1.0.0"
name = "Lattice Magic"
tagline = "Lattice-based deforming tools"
maintainer = "Demeter Dzadik <demeter@blender.org>"
type = "add-on"
website = "https://studio.blender.org/tools/addons/lattice_magic"
tags = ["Rigging", "Animation"]
blender_version_min = "4.2.0"
license = [
"SPDX:GPL-3.0-or-later",
]
copyright = [
"2019-2024 Demeter Dzadik & Blender Studio",
]
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# SPDX-FileCopyrightText: 2015 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
# Inspired by https://animplay.wordpress.com/2015/11/18/smear-frame-script-maya/.
# This addon allows the user to specify a camera and a collection,
# and create a 2D lattice that fills the camera's view,
# to deform the mesh objects in that collection.
import bpy
import math
from bpy.app.handlers import persistent
from mathutils import Vector
from bpy.props import (
BoolProperty,
PointerProperty,
CollectionProperty,
IntProperty,
EnumProperty,
FloatProperty,
)
from mathutils.geometry import intersect_point_line
from .utils import bounding_box_center_of_objects
from .prefs import get_addon_prefs
class CAMLAT_UL_lattice_slots(bpy.types.UIList):
def draw_item(self, context, layout, data, item, icon, active_data, active_propname):
lattice_slots = context.scene.lattice_slots
active_slot = lattice_slots[context.scene.active_lattice_index]
current_slot = item
if self.layout_type in {'DEFAULT', 'COMPACT'}:
if current_slot.collection:
row = layout.row()
icon = 'OUTLINER_COLLECTION' if current_slot.enabled else 'COLLECTION_COLOR_07'
row.prop(current_slot.collection, 'name', text="", emboss=False, icon=icon)
row.enabled = current_slot.enabled
layout.prop(current_slot, 'strength', text="", slider=True, emboss=False)
icon = 'CHECKBOX_HLT' if current_slot.enabled else 'CHECKBOX_DEHLT'
layout.prop(current_slot, 'enabled', text="", icon=icon, emboss=False)
else:
layout.label(text="", translate=False, icon='COLLECTION_NEW')
elif self.layout_type in {'GRID'}:
layout.alignment = 'CENTER'
layout.label(text="", icon_value=icon)
class LatticeSlot(bpy.types.PropertyGroup):
enabled: BoolProperty(
name="Enabled", description="Whether the Lattice has an effect or not", default=True
)
strength: FloatProperty(
name="Strength", description="Strength of the lattice effect", min=0, max=1, default=1
)
lattice: PointerProperty(
name="Lattice",
type=bpy.types.Object,
description="Lattice object generated by this LatticeSlot. This cannot be specified manually, use the Generate or Delete operator below",
)
def is_camera(self, obj):
return obj.type == 'CAMERA'
camera: PointerProperty(
name="Camera",
type=bpy.types.Object,
description="Camera used by this LatticeSlot",
poll=is_camera,
)
collection: PointerProperty(
name="Collection",
type=bpy.types.Collection,
description="Collection affected by this LatticeSlot",
)
resolution: IntProperty(
name="Resolution",
description="Resolution of the lattice grid",
min=5,
max=64,
default=10,
options=set(),
)
class OBJECT_OT_camlattice_add(bpy.types.Operator):
"""Add a Camera Lattice Slot"""
bl_idname = "lattice.add_slot"
bl_label = "Add Lattice Slot"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
def execute(self, context):
scene = context.scene
lattice_slots = scene.lattice_slots
active_index = scene.active_lattice_index
to_index = active_index + 1
if len(lattice_slots) == 0:
to_index = 0
scene.lattice_slots.add()
scene.lattice_slots.move(len(scene.lattice_slots) - 1, to_index)
scene.active_lattice_index = to_index
return {'FINISHED'}
class OBJECT_OT_camlattice_remove(bpy.types.Operator):
"""Remove Lattice Slot along with its Lattice object, animation and modifiers"""
bl_idname = "lattice.remove_slot"
bl_label = "Remove Lattice Slot"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
index: IntProperty()
@classmethod
def poll(cls, context):
scene = context.scene
if len(scene.lattice_slots) > 0:
return True
cls.poll_message_set("No slots to remove.")
return False
def execute(self, context):
scene = context.scene
lattice_slots = scene.lattice_slots
active_index = scene.active_lattice_index
# This behaviour is inconsistent with other UILists in Blender, but I am right and they are wrong!
active_slot = lattice_slots[active_index]
if active_slot.lattice:
bpy.ops.lattice.delete_lattice_from_slot()
to_index = active_index
if to_index > len(lattice_slots) - 2:
to_index = len(lattice_slots) - 2
scene.lattice_slots.remove(self.index)
scene.active_lattice_index = to_index
return {'FINISHED'}
class OBJECT_OT_camlattice_move(bpy.types.Operator):
"""Move Lattice Slot"""
bl_idname = "lattice.move_slot"
bl_label = "Move Lattice Slot"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
direction: EnumProperty(
name="Direction",
items=[
('UP', 'UP', 'UP'),
('DOWN', 'DOWN', 'DOWN'),
],
default='UP',
)
@classmethod
def poll(cls, context):
scene = context.scene
if len(scene.lattice_slots) > 1:
return True
cls.poll_message_set("No slots to re-order.")
return False
def execute(self, context):
scene = context.scene
lattice_slots = scene.lattice_slots
active_index = scene.active_lattice_index
to_index = active_index + (1 if self.direction == 'DOWN' else -1)
if to_index > len(lattice_slots) - 1:
to_index = 0
if to_index < 0:
to_index = len(lattice_slots) - 1
scene.lattice_slots.move(active_index, to_index)
scene.active_lattice_index = to_index
return {'FINISHED'}
class OBJECT_OT_camlattice_generate(bpy.types.Operator):
"""Generate a lattice to smear the selected collection from the selected camera"""
bl_idname = "lattice.generate_lattice_for_slot"
bl_label = "Generate Lattice"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context):
scene = context.scene
active_slot = scene.lattice_slots[scene.active_lattice_index]
if not active_slot.collection:
cls.poll_message_set("A collection must be selected above.")
return False
if not active_slot.camera:
cls.poll_message_set("A camera must be selected above.")
return False
if active_slot.lattice:
cls.poll_message_set("This slot already has a lattice generated for it. You can delete it above if you wish to re-generate it.")
return False
return True
def execute(self, context):
scene = context.scene
active_slot = scene.lattice_slots[scene.active_lattice_index]
collection = active_slot.collection
camera = active_slot.camera
resolution = active_slot.resolution
if context.active_object and context.active_object.mode != 'OBJECT':
bpy.ops.object.mode_set(mode='OBJECT')
# Create a lattice object.
lattice_name = "Lattice_" + collection.name
lattice = bpy.data.lattices.new(lattice_name)
lattice_ob = bpy.data.objects.new(lattice_name, lattice)
scene.collection.objects.link(lattice_ob)
active_slot.lattice = lattice_ob
bpy.ops.object.select_all(action='DESELECT')
context.view_layer.objects.active = lattice_ob
lattice_ob.select_set(True)
# Align to camera (not really needed).
lattice_ob.rotation_euler = camera.matrix_world.to_euler()
# Parent to camera.
lattice_ob.parent = camera
lattice_ob.matrix_parent_inverse = camera.matrix_world.inverted()
# Constrain to camera.
constraint = lattice_ob.constraints.new('DAMPED_TRACK')
constraint.target = camera
constraint.track_axis = 'TRACK_Z'
### Placing the Lattice in the center of the camera's view, at the bounding box center of the collection's objects.
# Find the bounding box center of the collection of objects
all_meshes = [o for o in collection.all_objects if o.type == 'MESH']
center = bounding_box_center_of_objects(all_meshes)
# Define a line from the camera towards the camera's view direction
cam_vec = Vector((0, 0, -1)) # Default aim vector of a camera (they point straight down)
# Rotate the default vector by the camera's rotation
cam_vec.rotate(camera.matrix_world.to_euler())
cam_world_pos = camera.matrix_world.to_translation()
cam_target_pos = cam_world_pos + cam_vec
# Find the nearest point on this line to the bounding box center
intersect = intersect_point_line(center, cam_world_pos, cam_target_pos)[0]
# This is where the Lattice is placed!
lattice_ob.location = intersect
# Scale the lattice so that it fills up the camera's view
# based on the distance of this point from the camera and the scene's aspect ratio.
# https://fullpipeumbrella.com/en/blender-python-script-how-to-position/
distance = (intersect - cam_world_pos).length
fov = camera.data.angle
scale_x = distance * math.sin(fov / 2) / math.cos(fov / 2) * 2
aspect_ratio = (scene.render.resolution_x * scene.render.pixel_aspect_x) / (
scene.render.resolution_y * scene.render.pixel_aspect_y
)
scale_y = scale_x / aspect_ratio
lattice_ob.scale = [scale_x, scale_y, 1]
# Set lattice resolution
lattice.points_u = resolution
lattice.points_v = round(resolution / aspect_ratio)
lattice.points_w = 1
# Create two shape keys.
bpy.ops.lattice.smear_add_shape()
bpy.ops.lattice.smear_add_shape()
# Add Lattice modifiers
for ob in all_meshes:
# Skip those meshes which are already being deformed by another mesh in the same collection.
skip = False
for m in ob.modifiers:
if m.type == 'MESH_DEFORM' and m.object in all_meshes:
skip = True
break
if m.type == 'SURFACE_DEFORM' and m.target in all_meshes:
skip = True
break
if not ob.visible_get():
skip = True
if skip:
continue
mod = ob.modifiers.new(name=lattice_ob.name, type='LATTICE')
mod.object = lattice_ob
# Add drivers for easy disabling
index = len(scene.lattice_slots) - 1
driver = ob.driver_add(f'modifiers["{lattice_ob.name}"].strength').driver
driver.type = 'SUM'
var = driver.variables.new()
var.targets[0].id_type = 'SCENE'
var.targets[0].id = scene
var.targets[0].data_path = f'lattice_slots[{index}].strength'
driver = ob.driver_add(f'modifiers["{lattice_ob.name}"].show_viewport').driver
driver.type = 'SUM'
var = driver.variables.new()
var.targets[0].id_type = 'SCENE'
var.targets[0].id = scene
var.targets[0].data_path = f'lattice_slots[{index}].enabled'
driver = ob.driver_add(f'modifiers["{lattice_ob.name}"].show_render').driver
driver.type = 'SUM'
var = driver.variables.new()
var.targets[0].id_type = 'SCENE'
var.targets[0].id = scene
var.targets[0].data_path = f'lattice_slots[{index}].enabled'
return {'FINISHED'}
class OBJECT_OT_camlattice_delete(bpy.types.Operator):
"""Delete Lattice object, its animation and modifiers that target it in the selected collection's objects"""
bl_idname = "lattice.delete_lattice_from_slot"
bl_label = "Delete Lattice"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context):
scene = context.scene
active_slot = scene.lattice_slots[scene.active_lattice_index]
if not active_slot.lattice:
cls.poll_message_set("This slot has no lattice to delete.")
return False
return True
def execute(self, context):
scene = context.scene
active_slot = scene.lattice_slots[scene.active_lattice_index]
lattice_ob = active_slot.lattice
lattice = lattice_ob.data
# Delete modifiers and their drivers
collection = active_slot.collection
for ob in collection.all_objects:
if not ob.type == 'MESH':
continue
for m in ob.modifiers[:]:
if not (m.type == 'LATTICE' and m.object == lattice_ob):
continue
ob.driver_remove(f'modifiers["{m.name}"].strength')
ob.driver_remove(f'modifiers["{m.name}"].show_viewport')
ob.driver_remove(f'modifiers["{m.name}"].show_render')
ob.modifiers.remove(m)
# Delete animation datablocks
datablocks = [lattice, lattice_ob, lattice.shape_keys]
for datablock in datablocks:
if not datablock:
continue
if not datablock.animation_data:
continue
if not datablock.animation_data.action:
continue
bpy.data.actions.remove(datablock.animation_data.action)
# Delte Lattice datablock
bpy.data.objects.remove(lattice_ob)
# Delete Object datablock
bpy.data.lattices.remove(lattice)
return {'FINISHED'}
class OBJECT_OT_camlattice_shapekey_add(bpy.types.Operator):
"""Add a shape key to the active Lattice Slot's lattice, named after the current frame number"""
bl_idname = "lattice.smear_add_shape"
bl_label = "Add Smear Shape"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
def execute(self, context):
scene = context.scene
active_slot = scene.lattice_slots[scene.active_lattice_index]
lattice_ob = active_slot.lattice
lattice = lattice_ob.data
name = "Basis"
if lattice.shape_keys:
name = "Frame " + str(scene.frame_current)
lattice_ob.shape_key_add(name=name, from_mix=False)
lattice_ob.active_shape_key_index = len(lattice.shape_keys.key_blocks) - 1
block = lattice.shape_keys.key_blocks[-1]
block.value = 1
return {'FINISHED'}
def shape_key_poll(context):
ob = context.object
if not ob or ob.type != 'LATTICE':
return False
if not ob.data.shape_keys or len(ob.data.shape_keys.key_blocks) < 2:
return False
return True
class OBJECT_OT_camlattice_zero_all(bpy.types.Operator):
"""Set all shape key values to 0"""
bl_idname = "lattice.shape_keys_zero_all"
bl_label = "Zero All Shape Keys"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context):
return shape_key_poll(context)
def execute(self, context):
scene = context.scene
active_slot = scene.lattice_slots[scene.active_lattice_index]
lattice_ob = active_slot.lattice
lattice = lattice_ob.data
for sk in lattice.shape_keys.key_blocks:
sk.value = 0
return {'FINISHED'}
class OBJECT_OT_camlattice_keyframe_all(bpy.types.Operator):
"""Insert a keyframe on the current frame for all shape key values"""
bl_idname = "lattice.shape_keys_keyframe_all"
bl_label = "Keyframe All Shape Keys"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context):
return shape_key_poll(context)
def execute(self, context):
scene = context.scene
active_slot = scene.lattice_slots[scene.active_lattice_index]
lattice_ob = active_slot.lattice
lattice = lattice_ob.data
for sk in lattice.shape_keys.key_blocks:
sk.keyframe_insert('value')
return {'FINISHED'}
class VIEW3D_PT_camlattice_panel(bpy.types.Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'Lattice Magic'
bl_label = "Camera Lattice"
@classmethod
def poll(cls, context):
return True
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
scene = context.scene
active_index = scene.active_lattice_index
row = layout.row()
row.template_list(
'CAMLAT_UL_lattice_slots',
'',
scene,
'lattice_slots',
scene,
'active_lattice_index',
)
col = row.column()
col.operator(OBJECT_OT_camlattice_add.bl_idname, text="", icon='ADD')
remove_op = col.operator(OBJECT_OT_camlattice_remove.bl_idname, text="", icon='REMOVE')
remove_op.index = active_index
col.separator()
move_up_op = col.operator(OBJECT_OT_camlattice_move.bl_idname, text="", icon='TRIA_UP')
move_up_op.direction = 'UP'
move_down_op = col.operator(OBJECT_OT_camlattice_move.bl_idname, text="", icon='TRIA_DOWN')
move_down_op.direction = 'DOWN'
if len(scene.lattice_slots) == 0:
return
active_slot = scene.lattice_slots[scene.active_lattice_index]
col = layout.column()
if active_slot.lattice:
col.enabled = False
row = col.row()
if not active_slot.collection:
row.alert = True
row.prop(active_slot, 'collection')
row = col.row()
if not active_slot.camera:
row.alert = True
row.prop(active_slot, 'camera', icon='OUTLINER_OB_CAMERA')
col.prop(active_slot, 'resolution')
layout.separator()
if not active_slot.lattice:
layout.operator(OBJECT_OT_camlattice_generate.bl_idname, icon='OUTLINER_OB_LATTICE')
else:
layout.operator(OBJECT_OT_camlattice_delete.bl_idname, icon='TRASH')
row = layout.row()
row.enabled = False
row.prop(active_slot, 'lattice')
if not active_slot.lattice:
return
lattice_ob = active_slot.lattice
lattice = lattice_ob.data
col = layout.column()
row = layout.row(align=True)
row.operator(OBJECT_OT_camlattice_zero_all.bl_idname, text="", icon='RADIOBUT_OFF')
row.operator(OBJECT_OT_camlattice_keyframe_all.bl_idname, text="", icon='HANDLETYPE_FREE_VEC')
row.separator()
prefs = get_addon_prefs(context)
row.prop(prefs, 'update_active_shape_key', toggle=True, text="", icon='TIME')
row = layout.row()
# Display the lattice's Shape Keys in a less cluttered way than in the Properties editor.
row.template_list(
'MESH_UL_shape_keys',
'',
lattice.shape_keys,
'key_blocks',
lattice_ob,
'active_shape_key_index',
)
col = row.column()
col.operator(OBJECT_OT_camlattice_shapekey_add.bl_idname, text="", icon='ADD')
remove_op = col.operator('object.shape_key_remove', text="", icon='REMOVE')
col.separator()
col.menu("MESH_MT_shape_key_context_menu", icon='DOWNARROW_HLT', text="")
col.separator()
move_up_op = col.operator('object.shape_key_move', text="", icon='TRIA_UP')
move_up_op.type = 'UP'
move_down_op = col.operator('object.shape_key_move', text="", icon='TRIA_DOWN')
move_down_op.type = 'DOWN'
@persistent
def camera_lattice_frame_change(scene):
"""On frame change, set the active shape key of the active lattice object to the most recent frame
(Assuming the shape keys are named after the frame on which they are used)
"""
# I wonder why this function doesn't recieve a context... should it not be relied on from here? o.0
context = bpy.context
prefs = get_addon_prefs(context)
if not prefs.update_active_shape_key:
return
ob = context.object
if not shape_key_poll(context):
return
key_blocks = ob.data.shape_keys.key_blocks
current_frame = scene.frame_current
most_recent_number = 0
most_recent_index = 1
for i, kb in enumerate(key_blocks):
if not kb.name.startswith('Frame '):
continue
number_str = kb.name[5:].split(".")[0]
if number_str == "":
continue
number = int(number_str)
if number <= current_frame and number >= most_recent_number:
most_recent_number = number
most_recent_index = i
if most_recent_number == current_frame:
break
if ob.active_shape_key_index != most_recent_index:
ob.active_shape_key_index = most_recent_index
registry = [
LatticeSlot,
CAMLAT_UL_lattice_slots,
OBJECT_OT_camlattice_add,
OBJECT_OT_camlattice_remove,
OBJECT_OT_camlattice_move,
OBJECT_OT_camlattice_generate,
OBJECT_OT_camlattice_delete,
OBJECT_OT_camlattice_shapekey_add,
OBJECT_OT_camlattice_zero_all,
OBJECT_OT_camlattice_keyframe_all,
VIEW3D_PT_camlattice_panel,
]
def register():
bpy.types.Scene.lattice_slots = CollectionProperty(type=LatticeSlot)
bpy.types.Scene.active_lattice_index = IntProperty()
bpy.app.handlers.frame_change_post.append(camera_lattice_frame_change)
def unregister():
del bpy.types.Scene.lattice_slots
del bpy.types.Scene.active_lattice_index
bpy.app.handlers.frame_change_post.remove(camera_lattice_frame_change)
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# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import bpy
from bpy.props import FloatProperty
from .utils import get_lattice_point_original_position
class LATTICE_OT_reset(bpy.types.Operator):
"""Reset selected lattice points to their default position"""
bl_idname = "lattice.reset_points"
bl_label = "Reset Lattice Points"
bl_options = {'REGISTER', 'UNDO'}
factor: FloatProperty(name="Factor", min=0, max=1, default=1)
@classmethod
def poll(cls, context):
return len(context.selected_objects) > 0
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.prop(self, 'factor', slider=True)
def execute(self, context):
org_mode = context.active_object.mode
check_selection = False
if org_mode != 'OBJECT':
if org_mode == 'EDIT':
check_selection = True
bpy.ops.object.mode_set(mode='OBJECT')
for ob in context.selected_objects:
if ob.type != 'LATTICE':
continue
# Resetting shape key or Basis shape
if ob.data.shape_keys:
active_index = ob.active_shape_key_index
key_blocks = ob.data.shape_keys.key_blocks
active_block = key_blocks[active_index]
basis_block = key_blocks[0]
if active_index > 0:
for i, skp in enumerate(active_block.data):
if check_selection and not ob.data.points[i].select:
continue
skp.co = skp.co.lerp(basis_block.data[i].co, self.factor)
continue
else:
for i, skp in enumerate(active_block.data):
if check_selection and not ob.data.points[i].select:
continue
base = get_lattice_point_original_position(ob.data, i)
# Resetting the Basis shape
mix = basis_block.data[i].co.lerp(base, self.factor)
basis_block.data[i].co = mix
continue
# Otherwise, reset the actual points.
for i in range(len(ob.data.points)):
point = ob.data.points[i]
if not point.select:
continue
base = get_lattice_point_original_position(ob.data, i)
mix = point.co_deform.lerp(base, self.factor)
point.co_deform = mix
if org_mode != 'OBJECT':
bpy.ops.object.mode_set(mode=org_mode)
return {'FINISHED'}
def draw_shape_key_reset(self, context):
layout = self.layout
ob = context.object
if ob.type == 'MESH' and ob.data and ob.data.shape_keys:
op = layout.operator('mesh.blend_from_shape', text='Reset Shape Key', icon='FILE_REFRESH')
# op.shape = ob.data.shape_keys.key_blocks[0].name
op.blend = 1
op.add = False
else:
layout.operator(LATTICE_OT_reset.bl_idname, text="Reset Shape Key", icon='FILE_REFRESH')
def draw_lattice_reset(self, context):
self.layout.operator(
LATTICE_OT_reset.bl_idname, text="Reset Point Positions", icon='FILE_REFRESH'
)
registry = [LATTICE_OT_reset]
def register():
bpy.types.MESH_MT_shape_key_context_menu.append(draw_shape_key_reset)
bpy.types.VIEW3D_MT_edit_lattice.append(draw_lattice_reset)
def unregister():
bpy.types.MESH_MT_shape_key_context_menu.remove(draw_shape_key_reset)
bpy.types.VIEW3D_MT_edit_lattice.remove(draw_lattice_reset)
+23
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@@ -0,0 +1,23 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
from bpy.types import AddonPreferences
from bpy.props import BoolProperty
from . import __package__ as base_package
class LatticeMagicPreferences(AddonPreferences):
bl_idname = base_package
update_active_shape_key: BoolProperty(
name='Update Active Shape Key',
description="Update the active shape key on frame change based on the current frame and the shape key's name",
default=False,
)
def get_addon_prefs(context=None):
return context.preferences.addons[base_package].preferences
registry = [LatticeMagicPreferences]
@@ -0,0 +1,867 @@
# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
# Inspired by https://twitter.com/soyposmoderno/status/1307222594047758337
# This lets you create an empty hooked up to a Lattice to deform all selected
# objects. A root empty is also created that can be (manually) parented to a
# rig in order to use this for animation.
import bpy
from bpy.props import (
FloatProperty,
IntVectorProperty,
PointerProperty,
StringProperty,
EnumProperty,
)
from bpy.types import (
Operator,
Object,
Lattice,
VertexGroup,
Scene,
Collection,
Modifier,
Panel,
PropertyGroup,
)
from typing import List, Tuple
from mathutils import Matrix, Vector, kdtree
from math import *
from rna_prop_ui import rna_idprop_ui_create
from .utils import clamp, get_lattice_vertex_index, simple_driver, bounding_box_center_of_objects
TWEAKLAT_COLL_NAME = 'Tweak Lattices'
FALLOFF_TYPES = {
# Since these expressions manipulate the shape of the lattice,
# which then manipulates the shape of the mesh,
# it's hard to come up with these functions in any meaningful way.
# So, it was done more so with artistic trial and error.
'LINEAR': lambda x: x + x * 0.1,
'CONSTANT': lambda x: 1,
'SHARP': lambda x: pow(x, 2) * 1.25,
'ROOT': lambda x: pow(x, 0.5) * 1.05,
'SMOOTH': lambda x: (1 - cos(x * pi)) / 2,
'SPHERE': lambda x: sin(pow(x, 0.5)) * 1.25,
'DONUT': lambda x: (sin(pow(x, 0.5)) - pow(x, 2)) * 2.5,
}
class OBJECT_OT_tweaklattice_create(Operator):
"""Create a lattice setup to deform selected objects"""
bl_idname = "lattice.create_tweak_lattice"
bl_label = "Create Tweak Lattice"
bl_options = {'REGISTER', 'UNDO'}
name: StringProperty(
name="Name",
description="A unique name to identify this tweak lattice. Used in helper objects and modifiers",
default="Tweak",
)
resolution: IntVectorProperty(name="Resolution", default=(25, 25, 25), min=6, max=64)
location: EnumProperty(
name="Location",
items=[
('CURSOR', "3D Cursor", "Create at the location and orientation of the 3D cursor."),
('CENTER', "Center", "Create at the bounding box center of all selected objects."),
('PARENT', "Parent", "Create at the location of the parent object or bone."),
],
)
radius: FloatProperty(
name="Radius",
description="Radius of influence of this lattice. Can be changed later",
default=0.1,
min=0.0001,
max=1000,
soft_max=2,
)
parent_method: EnumProperty(
name="Parent Method",
description="How to parent the tweak lattice",
items=[
(
'AUTO',
'Automatic',
"Parent using an Armature constraint which mimics the deformation of the nearest vertex to the cursor",
),
(
'MANUAL',
'Manual',
"Manually select a single object or bone as the tweak lattice parent",
),
],
default='AUTO',
)
parent_bone: StringProperty(name="Bone", description="Bone to use as parent")
@classmethod
def poll(cls, context):
for ob in context.selected_objects:
if ob.type == 'MESH':
return True
cls.poll_message_set("No selected mesh objects.")
return False
def invoke(self, context, _event):
parent_obj = context.object
for m in parent_obj.modifiers:
if m.type == 'ARMATURE' and m.object:
parent_obj = m.object
if self.parent_bone not in parent_obj.data.bones:
self.parent_bone = ""
break
context.scene.tweak_lattice_parent_ob = parent_obj
wm = context.window_manager
return wm.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, 'name')
layout.separator()
layout.prop(self, 'location', expand=True)
layout.prop(self, 'radius', slider=True)
layout.separator()
layout.prop(self, 'parent_method', expand=True)
if self.parent_method == 'MANUAL':
col = layout.column(align=True)
col.prop(context.scene, 'tweak_lattice_parent_ob')
scene = context.scene
if scene.tweak_lattice_parent_ob and scene.tweak_lattice_parent_ob.type == 'ARMATURE':
col.prop_search(self, 'parent_bone', scene.tweak_lattice_parent_ob.data, 'bones')
def execute(self, context):
scene = context.scene
# Ensure a collection to organize all our objects in.
coll = ensure_tweak_lattice_collection(context.scene)
# Create a lattice object at the 3D cursor.
lattice_name = f"LTC-{self.name}"
lattice = bpy.data.lattices.new(lattice_name)
lattice_ob = bpy.data.objects.new(lattice_name, lattice)
coll.objects.link(lattice_ob)
# Set resolution
set_lattice_resolution(lattice_ob, *self.resolution)
lattice_ob.hide_viewport = True
# Create a falloff vertex group.
vg = ensure_falloff_vgroup(lattice_ob, vg_name="Hook", func=FALLOFF_TYPES['SMOOTH'])
# Create the Hook Empty.
hook_name = "Hook_" + lattice_ob.name
hook = bpy.data.objects.new(hook_name, None)
hook.empty_display_type = 'SPHERE'
hook.empty_display_size = 0.5
coll.objects.link(hook)
# Create some custom properties.
hook['Lattice'] = lattice_ob
lattice_ob['Hook'] = hook
hook['Strength'] = 1.0
rna_idprop_ui_create(
hook,
"Influence",
default=1.0,
min=0,
max=1,
description="Influence of this lattice on all of its target objects",
)
rna_idprop_ui_create(
hook,
"Radius",
default=self.radius,
min=0,
soft_max=0.2,
max=100,
description="Size of the influenced area",
)
# Create a Root Empty to parent both the hook and the lattice to.
# This will allow pressing Alt+G/R/S on the hook to reset its transforms.
root_name = "Root_" + hook.name
root = bpy.data.objects.new(root_name, None)
root['Hook'] = hook
root.empty_display_type = 'CUBE'
root.empty_display_size = 0.5
coll.objects.link(root)
hook['Root'] = root
self.set_parent_and_transform(context, root)
# Disable the root from view.
# NOTE: This must be done AFTER any reliance on view_layer.update() calls!
# They don't work when the object is disabled!
root.hide_viewport = True
# Parent lattice and hook to root.
lattice_ob.parent = root
hook.parent = root
# Add Hook modifier to the lattice.
hook_mod = lattice_ob.modifiers.new(name="Hook", type='HOOK')
hook_mod.object = hook
hook_mod.vertex_group = vg.name
# Add Lattice modifier to the selected objects
add_objects_to_lattice(hook, context.selected_objects)
# Set up Radius control.
add_radius_constraint(hook, hook, root)
add_radius_constraint(lattice_ob, hook, root)
root_drv = simple_driver(root, 'empty_display_size', hook, '["Radius"]')
root_drv.expression = 'var/2'
# Deselect everything, select the hook and make it active
bpy.ops.object.select_all(action='DESELECT')
hook.select_set(True)
context.view_layer.objects.active = hook
# Clear the parent selector helper property.
scene.tweak_lattice_parent_ob = None
return {'FINISHED'}
def set_parent_and_transform(self, context, root):
scene = context.scene
depsgraph = context.evaluated_depsgraph_get()
matrix_of_parent = self.get_lattice_parent_matrix(context)
root.matrix_world = matrix_of_parent.copy()
context.view_layer.update()
mat_pre_arm_con = root.matrix_world.copy()
if self.parent_method == 'AUTO':
# Parent to the nearest deforming vertex.
nearest_vertex = get_nearest_evaluated_vertex(
dg=depsgraph,
coord=matrix_of_parent.copy().to_translation(),
objs=context.selected_objects,
)
obj, eval_obj, vert_idx, _vert_co = nearest_vertex
root.parent = obj.find_armature() or obj
weights = get_deforming_weights(obj, eval_obj, vert_idx)
else:
root.parent = scene.tweak_lattice_parent_ob
weights = {}
if self.parent_bone:
weights = {self.parent_bone: 1.0}
if weights:
arm_con = root.constraints.new(type='ARMATURE')
for bone_name, weight in weights.items():
tgt = arm_con.targets.new()
tgt.target = root.parent
tgt.subtarget = bone_name
tgt.weight = weight
context.view_layer.update()
mat_post_arm_con = root.matrix_world.copy()
delta = mat_pre_arm_con.inverted() @ mat_post_arm_con
root.matrix_world = matrix_of_parent @ delta.inverted()
if self.parent_method != 'AUTO' or self.location != 'CURSOR':
root.rotation_euler = 0, 0, 0
def get_lattice_parent_matrix(self, context):
location = self.location
parent_bone = self.parent_bone
scene = context.scene
if location == 'CENTER':
meshes = [o for o in context.selected_objects if o.type == 'MESH']
mat = Matrix.Identity((4))
mat.translation = bounding_box_center_of_objects(meshes)
return mat
elif location == 'CURSOR':
return context.scene.cursor.matrix.copy()
elif location == 'PARENT':
ob_mat = scene.tweak_lattice_parent_ob.matrix_world
if parent_bone:
bone_mat = scene.tweak_lattice_parent_ob.pose.bones[parent_bone].matrix
return ob_mat @ bone_mat
else:
return ob_mat
class OBJECT_OT_tweaklattice_duplicate(Operator):
"""Duplicate this Tweak Lattice set-up"""
bl_idname = "lattice.duplicate_tweak_setup"
bl_label = "Duplicate Tweak Lattice"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
def execute(self, context):
hook, lattice, root = get_tweak_setup(context.object)
bpy.ops.object.select_all(action='DESELECT')
affected_objects = get_objects_of_lattice(hook)
visibilities = {}
for ob in [hook, lattice, root]:
ob.hide_set(False)
visibilities[ob] = ob.hide_viewport
ob.hide_viewport = False
if not ob.visible_get():
self.report({'ERROR'}, f'Object "{ob.name}" could not be made visible, cancelling.')
return {'CANCELLED'}
ob.select_set(True)
context.view_layer.objects.active = hook
bpy.ops.object.duplicate()
new_hook, new_lattice, new_root = get_tweak_setup(context.object)
for key, value in list(new_hook.items()):
if key.startswith("object_"):
del new_hook[key]
add_objects_to_lattice(new_hook, affected_objects)
# Restore visibilities
for ob, new_ob in zip((hook, lattice, root), (new_hook, new_lattice, new_root)):
ob.hide_viewport = new_ob.hide_viewport = visibilities[ob]
return {'FINISHED'}
class TweakLatticeProperties(PropertyGroup):
def update_falloff(self, context):
falloff_func = FALLOFF_TYPES[self.falloff_type]
hook, lattice, _root = get_tweak_setup(context.active_object)
ensure_falloff_vgroup(lattice, 'Hook', multiplier=self.strength, func=falloff_func)
hook['Strength'] = self.strength
strength: FloatProperty(
name="Strength",
description="A multiplier on the weight values",
default=1,
update=update_falloff,
min=0,
soft_max=2,
)
falloff_type: EnumProperty(
name="Falloff Shape",
description="Choose shape of influence for this lattice",
items=[
('LINEAR', 'Linear', 'Linear'),
('CONSTANT', 'Constant', 'Constant'),
('SHARP', 'Sharp', 'Sharp'),
('ROOT', 'Root', 'Root'),
('SMOOTH', 'Smooth', 'Smooth'),
('SPHERE', 'Sphere', 'Sphere'),
('DONUT', 'Donut', 'Donut'),
],
default='SMOOTH',
update=update_falloff,
)
class OBJECT_OT_tweaklattice_delete(Operator):
"""Delete a tweak lattice setup with all its helper objects, drivers, etc"""
bl_idname = "lattice.delete_tweak_lattice"
bl_label = "Delete Tweak Lattice"
bl_options = {'REGISTER', 'UNDO'}
@classmethod
def poll(cls, context):
hook, lattice, root = get_tweak_setup(context.object)
if hook and lattice and root:
return True
cls.poll_message_set("Tweak Lattice set-up is incomplete. Some objects were manually deleted.")
return False
def execute(self, context):
hook, lattice, root = get_tweak_setup(context.object)
# Remove Lattice modifiers and their drivers.
remove_all_objects_from_lattice(hook)
# Remove hook Action if exists.
if hook.animation_data and hook.animation_data.action:
bpy.data.actions.remove(hook.animation_data.action)
# Remove objects and Lattice datablock.
bpy.data.objects.remove(hook)
lattice_data = lattice.data
bpy.data.objects.remove(lattice)
bpy.data.lattices.remove(lattice_data)
bpy.data.objects.remove(root)
# Remove the collection if it's empty.
coll = bpy.data.collections.get(TWEAKLAT_COLL_NAME)
if coll and len(coll.all_objects) == 0:
bpy.data.collections.remove(coll)
return {'FINISHED'}
class OBJECT_OT_tweaklattice_objects_add(Operator):
"""Add selected objects to this tweak lattice"""
bl_idname = "lattice.add_selected_objects"
bl_label = "Add Selected Objects"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context):
hook, _lattice, _root = get_tweak_setup(context.object)
if not hook:
cls.poll_message_set("Cannot find hook object of this Tweak Lattice set-up. Perhaps it was deleted?")
return False
values = hook.values()
for sel_o in context.selected_objects:
if sel_o == hook or sel_o.type != 'MESH':
continue
if sel_o not in values:
return True
cls.poll_message_set("No selected objects to add to this Tweak Lattice.")
return False
def execute(self, context):
hook, _lattice, _root = get_tweak_setup(context.object)
# Add Lattice modifier to the selected objects
add_objects_to_lattice(hook, context.selected_objects)
return {'FINISHED'}
class OBJECT_OT_tweaklattice_objects_remove(Operator):
"""Remove selected objects from this tweak lattice"""
bl_idname = "lattice.remove_selected_objects"
bl_label = "Remove Selected Objects"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
@classmethod
def poll(cls, context):
hook, _lattice, _root = get_tweak_setup(context.object)
if not hook:
cls.poll_message_set("Cannot find hook object of this Tweak Lattice set-up. Perhaps it was deleted?")
return False
values = hook.values()
for sel_o in context.selected_objects:
if sel_o == hook or sel_o.type != 'MESH':
continue
if sel_o in values:
return True
cls.poll_message_set("No selected objects to remove from this Tweak Lattice.")
return False
def execute(self, context):
hook, _lattice, _root = get_tweak_setup(context.object)
# Add Lattice modifier to the selected objects
remove_objects_from_lattice(hook, context.selected_objects)
return {'FINISHED'}
class OBJECT_OT_tweaklattice_object_remove_single(Operator):
"""Remove this object from the tweak lattice"""
bl_idname = "lattice.remove_object"
bl_label = "Remove Object"
bl_options = {'REGISTER', 'UNDO', 'INTERNAL'}
ob_pointer_prop_name: StringProperty(
description="Name of the custom property that references the object that should be removed"
)
def execute(self, context):
hook, _lattice, _root = get_tweak_setup(context.object)
target = hook[self.ob_pointer_prop_name]
# Add Lattice modifier to the selected objects
remove_objects_from_lattice(hook, [target])
return {'FINISHED'}
class VIEW3D_PT_tweak_lattice(Panel):
bl_space_type = 'VIEW_3D'
bl_region_type = 'UI'
bl_category = 'Lattice Magic'
bl_label = "Tweak Lattice"
@classmethod
def poll(cls, context):
hook, _lattice, _root = get_tweak_setup(context.object)
return context.object and context.object.type == 'MESH' or hook
def draw(self, context):
layout = self.layout
layout.use_property_split = True
layout.use_property_decorate = False
hook, lattice, root = get_tweak_setup(context.object)
layout = layout.column()
if not hook:
layout.operator(OBJECT_OT_tweaklattice_create.bl_idname, icon='OUTLINER_OB_LATTICE')
return
layout.prop(hook, '["Influence"]', slider=True, text="Influence")
layout.prop(hook["Lattice"].data.lattice_magic, 'strength')
layout.separator()
layout.prop(hook["Lattice"].data.lattice_magic, 'falloff_type')
layout.prop(hook, '["Radius"]', slider=True)
layout.separator()
layout.operator(
OBJECT_OT_tweaklattice_delete.bl_idname, text='Delete Tweak Lattice', icon='TRASH'
)
layout.operator(
OBJECT_OT_tweaklattice_duplicate.bl_idname,
text='Duplicate Tweak Lattice',
icon='DUPLICATE',
)
layout.separator()
layout.label(text="Helper Objects")
lattice_row = layout.row()
lattice_row.prop(hook, '["Lattice"]', text="Lattice")
lattice_row.prop(lattice, 'hide_viewport', text="", emboss=False)
root_row = layout.row()
root_row.prop(hook, '["Root"]', text="Root")
root_row.prop(root, 'hide_viewport', text="", emboss=False)
layout.separator()
layout.label(text="Parenting")
col = layout.column()
col.enabled = False
col.prop(root, 'parent')
if root.parent and root.parent.type == 'ARMATURE':
col.prop(root, 'parent_bone', icon='BONE_DATA')
layout.separator()
layout.label(text="Affected Objects")
num_to_add = 0
for o in context.selected_objects:
if o == hook or o.type != 'MESH':
continue
if o in hook.values():
continue
num_to_add += 1
if num_to_add == 1:
text = f"Add {o.name}"
if num_to_add:
if num_to_add > 1:
text = f"Add {num_to_add} Objects"
layout.operator(OBJECT_OT_tweaklattice_objects_add.bl_idname, icon='ADD', text=text)
layout.separator()
num_to_remove = False
for o in context.selected_objects:
if o == hook or o.type != 'MESH':
continue
if o not in hook.values():
continue
num_to_remove += 1
if num_to_remove == 1:
text = f"Remove {o.name}"
if num_to_remove:
if num_to_remove > 1:
text = f"Remove {num_to_remove} Objects"
layout.operator(
OBJECT_OT_tweaklattice_objects_remove.bl_idname, icon='REMOVE', text=text
)
objects_and_keys = [(hook[key], key) for key in hook.keys() if "object_" in key]
objects_and_keys.sort(key=lambda o_and_k: o_and_k[1])
for ob, key in objects_and_keys:
row = layout.row(align=True)
row.prop(hook, f'["{key}"]', text="")
mod = get_lattice_modifier_of_object(ob, lattice)
if not mod:
continue
row.prop_search(mod, 'vertex_group', ob, 'vertex_groups', text="", icon='GROUP_VERTEX')
op = row.operator(
OBJECT_OT_tweaklattice_object_remove_single.bl_idname, text="", icon='X'
)
op.ob_pointer_prop_name = key
def set_lattice_resolution(lat_ob: Object, res_u, res_v=None, res_w=None):
assert lat_ob.type == 'LATTICE', f"This isn't a lattice object: {lat_ob.name}"
if not res_v:
res_v = res_u
if not res_w:
res_w = res_u
lat_ob.data.points_u = res_u
lat_ob.data.points_v = res_v
lat_ob.data.points_w = res_w
def build_kdtree(obj):
# Get the vertices of the mesh in world coordinates
vertices = [obj.matrix_world @ v.co for v in obj.data.vertices]
# Build KD-Tree from the vertices
size = len(vertices)
kd = kdtree.KDTree(size)
for i, vertex in enumerate(vertices):
kd.insert(vertex, i)
kd.balance()
return kd
def get_nearest_evaluated_vertex(
dg, coord: Vector, objs: list[Object]
) -> tuple[Object, int, Vector]:
"""Get nearest EVALUATED vertex to a coordinate out of a list of passed mesh objects.
Return the original object, and the evaluated object, vertex index, and coordinate.
"""
nearest_vertex = None
nearest_distance = float('inf')
for obj in objs:
if obj.type != 'MESH':
continue
eval_ob = obj.evaluated_get(dg)
kd = build_kdtree(eval_ob)
# Find the nearest vertex to the 3D cursor
eval_co, eval_idx, dist = kd.find(coord)
# If this vertex is closer than any previously found, store it
if dist < nearest_distance:
nearest_distance = dist
nearest_vertex = (obj, eval_ob, eval_idx, eval_co)
return nearest_vertex
def get_deforming_weights(obj: Object, eval_obj, vert_idx: int) -> dict[str, float] | None:
armature = obj.find_armature()
if not armature:
return
vertex = eval_obj.data.vertices[vert_idx]
weights = {}
# Loop through the vertex groups the vertex belongs to
for group in vertex.groups:
group_index = group.group
group_weight = group.weight
group_name = obj.vertex_groups[group_index].name
pbone = armature.pose.bones.get(group_name)
if pbone and pbone.bone.use_deform:
weights[group_name] = group_weight
return weights
def get_tweak_setup(obj: Object) -> Tuple[Object, Object, Object]:
"""Based on either the hook, lattice or root, return all three."""
if not obj:
return [None, None, None]
if obj.type == 'EMPTY':
if 'Root' and 'Lattice' in obj:
return obj, obj['Lattice'], obj['Root']
elif 'Hook' in obj:
return obj['Hook'], obj['Hook']['Lattice'], obj
elif obj.type == 'LATTICE' and 'Hook' in obj:
return obj['Hook'], obj, obj['Hook']['Root']
return [None, None, None]
def ensure_tweak_lattice_collection(scene: Scene) -> Collection:
coll = bpy.data.collections.get(TWEAKLAT_COLL_NAME)
if not coll:
coll = bpy.data.collections.new(TWEAKLAT_COLL_NAME)
scene.collection.children.link(coll)
return coll
def ensure_falloff_vgroup(
lattice_ob: Object, vg_name="Group", multiplier=1, func=lambda x: x
) -> VertexGroup:
lattice = lattice_ob.data
res_x, res_y, res_z = lattice.points_u, lattice.points_v, lattice.points_w
vg = lattice_ob.vertex_groups.get(vg_name)
center = Vector((res_x - 1, res_y - 1, res_z - 1)) / 2
max_res = max(res_x, res_y, res_z)
if not vg:
vg = lattice_ob.vertex_groups.new(name=vg_name)
for x in range(res_x - 4):
for y in range(res_y - 4):
for z in range(res_z - 4):
index = get_lattice_vertex_index(lattice, (x + 2, y + 2, z + 2))
coord = Vector((x + 2, y + 2, z + 2))
distance_from_center = (coord - center).length
distance_factor = clamp(1 - (distance_from_center / max_res * 2), 0, 1)
influence = func(distance_factor)
vg.add([index], influence * multiplier, 'REPLACE')
return vg
def add_radius_constraint(obj, hook, target):
trans_con = obj.constraints.new(type='TRANSFORM')
trans_con.name += " (Radius Scaling)"
trans_con.target = target
trans_con.map_to = 'SCALE'
trans_con.mix_mode_scale = 'MULTIPLY'
for prop in ['to_min_x_scale', 'to_min_y_scale', 'to_min_z_scale']:
simple_driver(trans_con, prop, hook, '["Radius"]')
return trans_con
def get_objects_of_lattice(hook: Object) -> List[Object]:
objs = []
for key, value in hook.items():
if key.startswith("object_") and value:
objs.append(value)
return objs
def get_lattice_modifier_of_object(obj, lattice) -> Modifier:
"""Find the lattice modifier on the object that uses this lattice"""
if not obj:
return
for m in obj.modifiers:
if m.type == 'LATTICE' and m.object == lattice:
return m
def add_objects_to_lattice(hook: Object, objects: List[Object]):
lattice_ob = hook['Lattice']
for i, obj in enumerate(objects):
obj.select_set(False)
if obj.type != 'MESH' or obj in hook.values():
continue
# Make sure overridden object is editable.
if obj.override_library:
obj.override_library.is_system_override = False
mod = obj.modifiers.new(name=lattice_ob.name, type='LATTICE')
mod.object = lattice_ob
# Make sure the property name is available.
offset = 0
while "object_" + str(offset) in hook:
offset += 1
hook["object_" + str(i + offset)] = obj
# Add driver to the modifier influence.
simple_driver(mod, 'strength', hook, '["Influence"]')
def remove_object_from_lattice(hook: Object, obj: Object):
"""Cleanly remove an object from a Tweak Lattice set-up's influence."""
hook, lattice, root = get_tweak_setup(hook)
# Remove the custom property pointing from the Hook to the Object.
for key, value in list(hook.items()):
if value == obj:
del hook[key]
break
# Remove the Lattice modifier (and its driver) deforming the Object.
for m in obj.modifiers:
if m.type != 'LATTICE':
continue
if m.object == lattice:
m.driver_remove('strength')
obj.modifiers.remove(m)
break
def remove_objects_from_lattice(hook: Object, objects_to_remove: List[Object]) -> List[Object]:
"""Cleanly remove several objects from a Tweak Lattice set-up's influence."""
objs_removed = []
for key, value in list(hook.items()):
if value in objects_to_remove:
remove_object_from_lattice(hook, value)
objs_removed.append(value)
return objs_removed
def remove_all_objects_from_lattice(hook: Object) -> List[Object]:
"""Cleanly remove all objects from a Tweak Lattice set-up's influence."""
objs_to_remove = []
for key, value in list(hook.items()):
if key.startswith("object_"):
objs_to_remove.append(value)
return remove_objects_from_lattice(hook, objs_to_remove)
registry = [
OBJECT_OT_tweaklattice_create,
OBJECT_OT_tweaklattice_duplicate,
OBJECT_OT_tweaklattice_delete,
OBJECT_OT_tweaklattice_objects_add,
OBJECT_OT_tweaklattice_objects_remove,
OBJECT_OT_tweaklattice_object_remove_single,
VIEW3D_PT_tweak_lattice,
TweakLatticeProperties,
]
def register():
Scene.tweak_lattice_parent_ob = PointerProperty(type=Object, name="Parent")
Lattice.lattice_magic = PointerProperty(type=TweakLatticeProperties)
def unregister():
del Scene.tweak_lattice_parent_ob
del Lattice.lattice_magic
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# SPDX-FileCopyrightText: 2025 Blender Studio Tools Authors
#
# SPDX-License-Identifier: GPL-3.0-or-later
import bpy
from mathutils import Vector
from typing import List, Tuple
def clamp(val, _min=0, _max=1) -> float or int:
if val < _min:
return _min
if val > _max:
return _max
return val
def get_lattice_vertex_index(lattice: bpy.types.Lattice, xyz: List[int], do_clamp=True) -> int:
"""Get the index of a lattice vertex based on its position on the XYZ axes."""
# The lattice vertex indicies start in the -Y, -X, -Z corner,
# increase on X+, then moves to the next row on Y+, then moves up on Z+.
res_x, res_y, res_z = lattice.points_u, lattice.points_v, lattice.points_w
x, y, z = xyz[:]
if do_clamp:
x = clamp(x, 0, res_x)
y = clamp(y, 0, res_y)
z = clamp(z, 0, res_z)
assert x < res_x and y < res_y and z < res_z, "Error: Lattice vertex xyz index out of bounds"
index = (z * res_y * res_x) + (y * res_x) + x
return index
def get_lattice_vertex_xyz_position(lattice: bpy.types.Lattice, index: int) -> (int, int, int):
res_x, res_y, res_z = lattice.points_u, lattice.points_v, lattice.points_w
x = 0
remaining = index
z = int(remaining / (res_x * res_y))
remaining -= z * (res_x * res_y)
y = int(remaining / res_x)
remaining -= y * res_x
x = remaining # Maybe need to add or subtract 1 here?
return (x, y, z)
def get_lattice_point_original_position(lattice: bpy.types.Lattice, index: int) -> Vector:
"""Reset a lattice vertex to its original position."""
start_vec = Vector((-0.5, -0.5, -0.5))
if lattice.points_u == 1:
start_vec[0] = 0
if lattice.points_v == 1:
start_vec[1] = 0
if lattice.points_w == 1:
start_vec[2] = 0
unit_u = 1 / (lattice.points_u - 0.99)
unit_v = 1 / (lattice.points_v - 0.99)
unit_w = 1 / (lattice.points_w - 0.99)
unit_vec = Vector((unit_u, unit_v, unit_w))
xyz_vec = Vector(get_lattice_vertex_xyz_position(lattice, index))
return start_vec + xyz_vec * unit_vec
def simple_driver(
owner: bpy.types.ID,
driver_path: str,
target_ob: bpy.types.Object,
data_path: str,
array_index=-1,
) -> bpy.types.Driver:
if array_index > -1:
owner.driver_remove(driver_path, array_index)
driver = owner.driver_add(driver_path, array_index).driver
else:
owner.driver_remove(driver_path)
driver = owner.driver_add(driver_path).driver
driver.expression = 'var'
var = driver.variables.new()
var.targets[0].id = target_ob
var.targets[0].data_path = data_path
return driver
def bounding_box(points) -> Tuple[Vector, Vector]:
"""Return two vectors representing the lowest and highest coordinates of
a the bounding box of the passed points.
"""
lowest = points[0].copy()
highest = points[0].copy()
for p in points:
for i in range(len(p)):
if p[i] < lowest[i]:
lowest[i] = p[i]
if p[i] > highest[i]:
highest[i] = p[i]
return lowest, highest
def bounding_box_center(points) -> Vector:
"""Find the bounding box center of some points."""
bbox_low, bbox_high = bounding_box(points)
return bbox_low + (bbox_high - bbox_low) / 2
def bounding_box_center_of_objects(objects) -> Vector:
"""Find the bounding box center of some objects."""
all_points = []
for o in objects:
for p in o.bound_box:
all_points.append(o.matrix_world @ Vector(p))
return bounding_box_center(all_points)