| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431432433434435436437438439440441442443444445446447448449450451452453454455456457458459460461462463464465466467468469470471472473474475476477478479480481482483484485486487488489490491492493494495496497498499500501502503504505506507508509510511512513514515516517518519520521522523524525526527528529530531532533534535536537538539540541542543544545546547548549550551552553554555556557558559560561562563564565566567568569570571572573574575576577578579580581582583584585586587588589590591592593594595596597598599600601602603604605606607608609610611612613614615616617618619620621 | from .node_container_common import *from .xForm_containers import xFormGeometryObjectfrom .misc_containers import InputExistingGeometryObjectfrom bpy.types import Nodefrom .base_definitions import MantisNodefrom .utilities import (prRed, prGreen, prPurple, prWhite, prOrange,                        wrapRed, wrapGreen, wrapPurple, wrapWhite,                        wrapOrange,)def TellClasses():                 return [              DeformerArmature,             DeformerHook,             DeformerMorphTarget,             DeformerMorphTargetDeform,           ]def trace_xForm_back(nc, socket):    from .xForm_containers import xFormGeometryObject    from .misc_containers import InputExistingGeometryObject    from bpy.types import Object    if (trace := trace_single_line(nc, socket)[0] ) :        for i in range(len(trace)): # have to look in reverse, actually            if ( isinstance(trace[ i ], xFormGeometryObject ) ) or ( isinstance(trace[ i ], InputExistingGeometryObject ) ):                return trace[ i ].bGetObject()        raise GraphError(wrapRed(f"No other object found for {nc}."))def default_evaluate_input(nc, input_name):    # duped from link_containers... should be common?    # should catch 'Target', 'Pole Target' and ArmatureConstraint targets, too    if ('Target' in input_name) and input_name != "Target Space":        socket = nc.inputs.get(input_name)        if socket.is_linked:            return socket.links[0].from_node        return None            else:        return evaluate_input(nc, input_name)# semi-duplicated from link_containersdef GetxForm(nc):    trace = trace_single_line_up(nc, "Deformer")    for node in trace[0]:        if (node.__class__ in [xFormGeometryObject, InputExistingGeometryObject]):            return node    raise GraphError("%s is not connected to a downstream xForm" % nc)class DeformerArmature:    '''A node representing an armature deformer'''    def __init__(self, signature, base_tree):        self.base_tree=base_tree        self.signature = signature        self.inputs = {          "Input Relationship"     : NodeSocket(is_input = True, name = "Input Relationship", node = self,),          "Armature Object"        : NodeSocket(is_input = True, name = "Armature Object", node = self,),          "Blend Vertex Group"     : NodeSocket(is_input = True, name = "Blend Vertex Group", node = self),          "Invert Vertex Group"    : NodeSocket(is_input = True, name = "Invert Vertex Group", node = self),          "Preserve Volume"        : NodeSocket(is_input = True, name = "Preserve Volume", node = self),          "Use Multi Modifier"     : NodeSocket(is_input = True, name = "Use Multi Modifier", node = self),          "Use Envelopes"          : NodeSocket(is_input = True, name = "Use Envelopes", node = self),          "Use Vertex Groups"      : NodeSocket(is_input = True, name = "Use Vertex Groups", node = self),          "Skinning Method"        : NodeSocket(is_input = True, name = "Skinning Method", node = self),          "Deformer"               : NodeSocket(is_input = True, name = "Deformer", node = self),          "Copy Skin Weights From" : NodeSocket(is_input = True, name = "Copy Skin Weights From", node = self),        }        self.outputs = {          "Deformer" : NodeSocket(is_input = False, name = "Deformer", node=self), }        self.parameters = {          "Name"                   : None,          "Armature Object"        : None,          "Blend Vertex Group"     : None,          "Invert Vertex Group"    : None,          "Preserve Volume"        : None,          "Use Multi Modifier"     : None,          "Use Envelopes"          : None,          "Use Vertex Groups"      : None,          "Skinning Method"        : None,          "Deformer"               : None,          "Copy Skin Weights From" : None,        }        # now set up the traverse target...        self.inputs["Deformer"].set_traverse_target(self.outputs["Deformer"])        self.outputs["Deformer"].set_traverse_target(self.inputs["Deformer"])        self.node_type = "LINK"        self.hierarchy_connections, self.connections = [], []        self.hierarchy_dependencies, self.dependencies = [], []        self.prepared = True        self.executed = False    def evaluate_input(self, input_name):        return default_evaluate_input(self, input_name)    def GetxForm(self, socket="Deformer"):        if socket == "Deformer":            return GetxForm(self)        else:            trace_xForm_back(self, socket)        # DUPLICATED FROM xForm_containers::xFormBone     # DEDUP HACK HACK HACK HACK HACK    def bGetParentArmature(self):        from .xForm_containers import xFormArmature        from .misc_containers import InputExistingGeometryObject        from bpy.types import Object        if (trace := trace_single_line(self, "Armature Object")[0] ) :            for i in range(len(trace)):                # have to look in reverse, actually                if ( isinstance(trace[ i ], xFormArmature ) ):                    return trace[ i ].bGetObject()                elif ( isinstance(trace[i], InputExistingGeometryObject)):                    if (ob := trace[i].bGetObject()).type == "ARMATURE":                        return ob        raise RuntimeError(f"Cannot find armature for node {self}")        return None        #should do the trick...    def bExecute(self, bContext = None,):        self.executed = True        def initialize_vgroups(self,):        ob = self.GetxForm().bGetObject()        armOb = self.bGetParentArmature()        for b in armOb.data.bones:            if b.use_deform == False:                continue            vg = ob.vertex_groups.get(b.name)            if not vg:                vg = ob.vertex_groups.new(name=b.name)                num_verts = len(ob.data.vertices)                vg.add(range(num_verts), 0, 'REPLACE')        def copy_weights(self):        # we'll use modifiers for this, maybe use GN for it in the future tho        import bpy        ob = self.GetxForm().bGetObject()        try:            copy_from = self.GetxForm(socket="Copy Skin Weights From")        except GraphError:            copy_from = None            prRed(f"No object found for copying weights in {self}, continuing anyway.")        m = ob.modifiers.new(type="DATA_TRANSFER", name="Mantis_temp_data_transfer")        m.object = None; m.use_vert_data = True        m.data_types_verts = {'VGROUP_WEIGHTS'}        m.vert_mapping = 'POLYINTERP_NEAREST'        m.layers_vgroup_select_src = 'ALL'        m.layers_vgroup_select_dst = 'NAME'        m.object = copy_from        # m.use_object_transform = False # testing reveals that this is undesirable - since the objects may not have their transforms applied.        ob.modifiers.move(len(ob.modifiers)-1, 0)        # ob.data = ob.data.copy()        if False: #MAYBE the mouse needs to be in the 3D viewport, no idea how to set this in an override            # TODO: figure out how to apply this, context is incorrect because armature is still in pose mode            original_active = bpy.context.active_object            original_mode = original_active.mode            bpy.ops.object.mode_set(mode='OBJECT')            with bpy.context.temp_override(**{'active_object':ob, 'selected_objects':[ob, copy_from]}):                # bpy.ops.object.datalayout_transfer(modifier=m.name) # note: this operator is used by the modifier or stand-alone in the UI                # the poll for this operator is defined in blender/source/blender/editors/object/object_data_transfer.cc                # and blender/source/blender/editors/object/object_modifier.cc                # bpy.ops.object.modifier_apply(modifier=m.name, single_user=True)                bpy.ops.object.datalayout_transfer(data_type='VGROUP_WEIGHTS')                bpy.ops.object.data_transfer(data_type='VGROUP_WEIGHTS')            bpy.ops.object.mode_set(mode=original_mode)             def bFinalize(self, bContext=None):        prGreen("Executing Armature Deform Node")        mod_name = self.evaluate_input("Name")        d = self.GetxForm().bGetObject().modifiers.new(mod_name, type='ARMATURE')        if d is None:            raise RuntimeError(f"Modifier was not created in node {self} -- the object is invalid.")        self.bObject = d        d.object = self.bGetParentArmature()        props_sockets = {        'vertex_group'               : ("Blend Vertex Group", ""),        'invert_vertex_group'        : ("Invert Vertex Group", ""),        'use_deform_preserve_volume' : ("Preserve Volume", False),        'use_multi_modifier'         : ("Use Multi Modifier", False),        'use_bone_envelopes'         : ("Use Envelopes", False),        'use_vertex_groups'          : ("Use Vertex Groups", False),        }        evaluate_sockets(self, d, props_sockets)        #        if (skin_method := self.evaluate_input("Skinning Method")) == "AUTOMATIC_HEAT":            # This is bad and leads to somewhat unpredictable            #  behaviour, e.g. what object will be selected? What mode?            # also bpy.ops is ugly and prone to error when used in            #  scripts. I don't intend to use bpy.ops when I can avoid it.            import bpy            self.initialize_vgroups()            bContext.view_layer.depsgraph.update()            ob = self.GetxForm().bGetObject()            armOb = self.bGetParentArmature()            deform_bones = []            for pb in armOb.pose.bones:                if pb.bone.use_deform == True:                    deform_bones.append(pb)                        context_override = {                                  'active_object':ob,                                  'selected_objects':[ob, armOb],                                  'active_pose_bone':deform_bones[0],                                  'selected_pose_bones':deform_bones,}            #            with bContext.temp_override(**{'active_object':armOb}):                bpy.ops.object.mode_set(mode='POSE')                bpy.ops.pose.select_all(action='SELECT')            with bContext.temp_override(**context_override):                bpy.ops.paint.weight_paint_toggle()                bpy.ops.paint.weight_from_bones(type='AUTOMATIC')                bpy.ops.paint.weight_paint_toggle()                #            with bContext.temp_override(**{'active_object':armOb}):                bpy.ops.object.mode_set(mode='POSE')                bpy.ops.pose.select_all(action='DESELECT')                 bpy.ops.object.mode_set(mode='OBJECT')            # TODO: modify Blender to make this available as a Python API function.        elif skin_method == "EXISTING_GROUPS":            pass        elif skin_method == "COPY_FROM_OBJECT":            self.initialize_vgroups()            self.copy_weights()class DeformerHook:    '''A node representing a hook deformer'''    def __init__(self, signature, base_tree):        self.base_tree=base_tree        self.signature = signature        self.inputs = {          "Hook Target"    : NodeSocket(is_input = True, name = "Hook Target", node = self,),          "Index"          : NodeSocket(is_input = True, name = "Index", node = self),          "Deformer"       : NodeSocket(is_input = True, name = "Deformer", node = self),        }        self.outputs = {          "Deformer" : NodeSocket(is_input = False, name = "Deformer", node=self), }        self.parameters = {          "Hook Target"     : None,          "Index"           : None,          "Deformer"        : None,          "Name"            : None,        }        # now set up the traverse target...        self.inputs["Deformer"].set_traverse_target(self.outputs["Deformer"])        self.outputs["Deformer"].set_traverse_target(self.inputs["Deformer"])        self.node_type = "LINK"        self.hierarchy_connections, self.connections = [], []        self.hierarchy_dependencies, self.dependencies = [], []        self.prepared = True        self.executed = False    def evaluate_input(self, input_name):        return default_evaluate_input(self, input_name)    def GetxForm(self, socket="Deformer"):        if socket == "Deformer":            return GetxForm(self)        else:            trace_xForm_back(self, socket)                def bExecute(self, bContext = None,):        self.executed = True    def bFinalize(self, bContext=None):        from bpy.types import Bone, PoseBone, Object        prGreen(f"Executing Hook Deform Node: {self}")        mod_name = self.evaluate_input("Name")        target_node = self.evaluate_input('Hook Target')        target = target_node.bGetObject(); subtarget = ""        if isinstance(target, Bone) or isinstance(target, PoseBone):            subtarget = target.name; target = target.id_data        ob=self.GetxForm().bGetObject()        reuse = False        for m in ob.modifiers:            if  m.type == 'HOOK' and m.object == target and m.subtarget == subtarget:                d = m; reuse = True; break        else:            d = ob.modifiers.new(mod_name, type='HOOK')            if d is None:                raise RuntimeError(f"Modifier was not created in node {self} -- the object is invalid.")        get_target_and_subtarget(self, d, input_name="Hook Target")        vertices_used=[]        if reuse: # Get the verts in the list... filter out all the unneeded 0's            vertices_used = list(d.vertex_indices)            include_0 = 0 in vertices_used            vertices_used = list(filter(lambda a : a != 0, vertices_used))            if include_0: vertices_used.append(0)        # now we add the selected vertex to the list, too        vertices_used.append(self.evaluate_input("Index"))        d.vertex_indices_set(vertices_used)        # todo: this should be able to take many indices in the future.class DeformerMorphTarget:    '''A node representing an armature deformer'''    def __init__(self, signature, base_tree):        self.base_tree=base_tree        self.signature = signature        self.inputs = {          "Relative to"  : NodeSocket(is_input = True, name = "Relative To", node = self,),          "Object"       : NodeSocket(is_input = True, name = "Object", node = self,),          "Deformer"     : NodeSocket(is_input = True, name = "Deformer", node = self),          "Vertex Group" : NodeSocket(is_input = True, name = "Vertex Group", node = self),        }        self.outputs = {          "Deformer" : NodeSocket(is_input = False, name = "Deformer", node=self),          "Morph Target" : NodeSocket(is_input = False, name = "Morph Target", node=self), }        self.parameters = {          "Name"               : None,          "Relative to"        : None,          "Object"             : None,          "Morph Target"       : None,          "Deformer"           : None,          "Vertex Group"       : None,        }        # now set up the traverse target...        self.inputs["Deformer"].set_traverse_target(self.outputs["Deformer"])        self.outputs["Deformer"].set_traverse_target(self.inputs["Deformer"])        self.node_type = "LINK"        self.hierarchy_connections, self.connections = [], []        self.hierarchy_dependencies, self.dependencies = [], []        self.prepared = True        self.executed = False        def GetxForm(self, trace_input="Object"):        trace = trace_single_line(self, trace_input)        for node in trace[0]:            if (node.__class__ in [xFormGeometryObject, InputExistingGeometryObject]):                return node        raise GraphError("%s is not connected to an upstream xForm" % self)    def bExecute(self, bContext = None,):        prGreen("Executing Morph Target Node")        ob = None; relative = None        # do NOT check if the object exists here. Just let the next node deal with that.        try:            ob = self.GetxForm().bGetObject().name         except Exception as e: # this will and should throw an error if it fails            ob = self.GetxForm().evaluate_input("Name")        if self.inputs["Relative to"].is_linked:            try:                relative = self.GetxForm("Relative to").bGetObject().name            except Exception as e: # same here                prRed(f"Execution failed at {self}: no relative object found for morph target, despite link existing.")                raise e        vg = self.evaluate_input("Vertex Group") if self.evaluate_input("Vertex Group") else "" # just make sure it is a string                mt={"object":ob, "vertex_group":vg, "relative_shape":relative}        self.parameters["Morph Target"] = mt        self.parameters["Name"] = ob # this is redundant but it's OK since accessing the mt is tedious        self.executed = Trueclass DeformerMorphTargetDeform:    '''A node representing an armature deformer'''    def __init__(self, signature, base_tree):        self.base_tree=base_tree        self.signature = signature        self.inputs = {          "Deformer"            : NodeSocket(is_input = True, name = "Deformer", node = self),          "Use Shape Key"       : NodeSocket(is_input = True, name = "Use Shape Key", node = self),        }        self.outputs = {          "Deformer" : NodeSocket(is_input = False, name = "Deformer", node=self), }        self.parameters = {          "Name"                : None,          "Deformer"            : None,          "Deformer"            : None,          "Use Shape Key"       : None,}        # now set up the traverse target...        self.inputs["Deformer"].set_traverse_target(self.outputs["Deformer"])        self.outputs["Deformer"].set_traverse_target(self.inputs["Deformer"])        self.node_type = "LINK"        self.hierarchy_connections, self.connections = [], []        self.hierarchy_dependencies, self.dependencies = [], []        self.prepared = True        self.executed = True        self.bObject = None        setup_custom_props(self)    def GetxForm(self):        return GetxForm(self)        # bpy.data.node_groups["Morph Deform.045"].nodes["Named Attribute.020"].data_type = 'FLOAT_VECTOR'    # bpy.context.object.add_rest_position_attribute = True    def gen_morph_target_modifier(self, context):        # first let's see if this is a no-op        targets = []        for k,v in self.inputs.items():            if "Target" in k:                targets.append(v)        if not targets:            return # nothing to do here.                mod_name = self.evaluate_input("Name")        self_ob = self.GetxForm().bGetObject()        m = self_ob.modifiers.new(mod_name, type='NODES')        self.bObject = m        # at this point we make the node tree        self_ob.add_rest_position_attribute = True        from bpy import data        ng = data.node_groups.new(mod_name, "GeometryNodeTree")        m.node_group = ng        ng.interface.new_socket("Geometry", in_out="INPUT", socket_type="NodeSocketGeometry")        ng.interface.new_socket("Geometry", in_out="OUTPUT", socket_type="NodeSocketGeometry")        inp = ng.nodes.new("NodeGroupInput")        out = ng.nodes.new("NodeGroupOutput")        # TODO CLEANUP here        if (position := ng.nodes.get("Position")) is None: position = ng.nodes.new("GeometryNodeInputPosition")        if (index := ng.nodes.get("Index")) is None: index = ng.nodes.new("GeometryNodeInputIndex")        rest_position = ng.nodes.new("GeometryNodeInputNamedAttribute")        rest_position.inputs["Name"].default_value="rest_position"        rest_position.data_type = 'FLOAT_VECTOR'        # rest_position = position        add_these = []        props_sockets={}        object_map = {}        for i, t in enumerate(targets):            mt_node = t.links[0].from_node            mt_ob = mt_node.GetxForm().bGetObject()            if mt_ob is None: # create it                mt_ob = data.objects.new(mt_node.evaluate_input("Name"), data.meshes.new_from_object(self_ob))                context.collection.objects.link(mt_ob)                prOrange(f"WARN: no object found for f{mt_node}; creating duplicate of current object ")            mt_name = mt_ob.name            vg = mt_node.parameters["Morph Target"]["vertex_group"]            if vg: mt_name = mt_name+"."+vg            try:                ob_relative = t.links[0].from_node.inputs["Relative to"].links[0].from_node.bGetObject()            except IndexError:                ob_relative = None                        ng.interface.new_socket(mt_name, in_out = "INPUT", socket_type="NodeSocketObject")            ng.interface.new_socket(mt_name+" Value", in_out = "INPUT", socket_type="NodeSocketFloat")            ob_node = ng.nodes.new("GeometryNodeObjectInfo")            sample_index = ng.nodes.new("GeometryNodeSampleIndex"); sample_index.data_type = 'FLOAT_VECTOR'            subtract = ng.nodes.new("ShaderNodeVectorMath"); subtract.operation="SUBTRACT"            scale1 = ng.nodes.new("ShaderNodeVectorMath"); scale1.operation="SCALE"                        ng.links.new(input=inp.outputs[mt_name], output=ob_node.inputs["Object"])            ng.links.new(input=index.outputs["Index"], output=sample_index.inputs["Index"])            ng.links.new(input=position.outputs["Position"], output=sample_index.inputs["Value"])            ng.links.new(input=sample_index.outputs["Value"], output=subtract.inputs[0])            ng.links.new(input=ob_node.outputs["Geometry"], output=sample_index.inputs["Geometry"])            if ob_relative: # TODO: this should also be exposed as an input                ob_node1 = ng.nodes.new("GeometryNodeObjectInfo"); ob_node1.inputs["Object"].default_value = ob_relative                sample_index1 = ng.nodes.new("GeometryNodeSampleIndex"); sample_index1.data_type = 'FLOAT_VECTOR'                ng.links.new(input=index.outputs["Index"], output=sample_index1.inputs["Index"])                ng.links.new(input=position.outputs["Position"], output=sample_index1.inputs["Value"])                ng.links.new(input=ob_node1.outputs["Geometry"], output=sample_index1.inputs["Geometry"])                ng.links.new(input=sample_index1.outputs["Value"], output=subtract.inputs[1])            else:                # ng.links.new(input=rest_position.outputs["Attribute"], output=subtract.inputs[1])                                ng.links.new(input=rest_position.outputs[0], output=subtract.inputs[1])            ng.links.new(input=subtract.outputs["Vector"], output=scale1.inputs[0])            # TODO: this should be exposed as a node tree input            if vg:= mt_node.evaluate_input("Vertex Group"): # works                vg_att = ng.nodes.new("GeometryNodeInputNamedAttribute"); vg_att.inputs["Name"].default_value=vg                multiply = ng.nodes.new("ShaderNodeMath"); multiply.operation = "MULTIPLY"                ng.links.new(input=vg_att.outputs["Attribute"], output=multiply.inputs[1])                ng.links.new(input=inp.outputs[mt_name+" Value"], output=multiply.inputs[0])                ng.links.new(input=multiply.outputs[0], output=scale1.inputs["Scale"])            else:                ng.links.new(input=inp.outputs[mt_name+" Value"], output=scale1.inputs["Scale"])            add_these.append(scale1)            object_map["Socket_"+str((i+1)*2)]=mt_node.GetxForm().bGetObject()            props_sockets["Socket_"+str((i+1)*2+1)]= ("Value."+str(i).zfill(3), 1.0)                set_position = ng.nodes.new("GeometryNodeSetPosition")        bake = ng.nodes.new("GeometryNodeBake")        ng.links.new(inp.outputs["Geometry"], output=set_position.inputs["Geometry"])        ng.links.new(set_position.outputs["Geometry"], output=bake.inputs[0])        ng.links.new(bake.outputs[0], output=out.inputs[0])                # prev_node = ng.nodes.new("ShaderNodeVectorMath"); prev_node.operation="SUBTRACT"        # ng.links.new(position.outputs[0], output=prev_node.inputs[0])        # ng.links.new(rest_position.outputs[0], output=prev_node.inputs[1])        prev_node = ng.nodes.new("FunctionNodeInputVector")        for i, node in enumerate(add_these):            add = ng.nodes.new("ShaderNodeVectorMath"); add.operation="ADD"            ng.links.new(prev_node.outputs[0], output=add.inputs[0])            ng.links.new(node.outputs[0], output=add.inputs[1])            prev_node = add        ng.links.new(add.outputs[0], output=set_position.inputs["Offset"])                from .utilities import SugiyamaGraph        SugiyamaGraph(ng, 12)        evaluate_sockets(self, m, props_sockets)        for socket, ob in object_map.items():            m[socket]=ob        finish_drivers(self)    def gen_shape_key(self, context): # TODO: make this a feature of the node definition that appears only when there are no prior deformers - and shows a warning!        # TODO: the below works well, but it is quite slow. It does not seem to have better performence. Its only advantage is export to FBX.        # there are a number of things I need to fix here        #   - reuse shape keys if possible        #   - figure out how to make this a lot faster        #   - edit the xForm stuff to delete drivers from shape key ID's, since they belong to the Key, not the Object.        # first check if we need to do anythign        targets = []        for k,v in self.inputs.items():            if "Target" in k:                targets.append(v)        if not targets:            return # nothing to do here        from time import time        start_time = time()        from bpy import data        xf = self.GetxForm()        ob = xf.bGetObject()        dg = context.view_layer.depsgraph        dg.update()        if xf.has_shape_keys == False:            m = data.meshes.new_from_object(ob, preserve_all_data_layers=True, depsgraph=dg)            ob.data = m            ob.add_rest_position_attribute = True            ob.shape_key_clear()            ob.shape_key_add(name='Basis', from_mix=False)        else:            m = ob.data        xf.has_shape_keys = True                # using the built-in shapekey feature is actually a lot harder in terms of programming because I need...            # min/max, as it is just not a feature of the GN version            # to carry info from the morph target node regarding relative shapes and vertex groups and all that            # the drivers may be more difficult to apply, too.            # hafta make new geometry for the object and add shape keys and all that            # the benefit to all this being exporting to game engines via .fbx        # first make a basis shape key        keys={}        props_sockets={}        for i, t in enumerate(targets):            mt_node = t.links[0].from_node; sk_ob = mt_node.GetxForm().bGetObject()            if sk_ob is None:                sk_ob = data.objects.new(mt_node.evaluate_input("Name"), data.meshes.new_from_object(ob))                context.collection.objects.link(sk_ob)                prOrange(f"WARN: no object found for f{mt_node}; creating duplicate of current object ")            sk_ob = dg.id_eval_get(sk_ob)            mt_name = sk_ob.name            vg = mt_node.parameters["Morph Target"]["vertex_group"]            if vg: mt_name = mt_name+"."+vg                        sk = ob.shape_key_add(name=mt_name, from_mix=False)            # the shapekey data is absolute point data for each vertex, in order, very simple            # SERIOUSLY IMPORTANT:               # use the current position of the vertex AFTER SHAPE KEYS AND DEFORMERS               # easiest way to do it is to eval the depsgraph               # TODO: try and get it without depsgraph update, since that may be (very) slow            sk_m = sk_ob.data#data.meshes.new_from_object(sk_ob, preserve_all_data_layers=True, depsgraph=dg)            for j in range(len(m.vertices)):                sk.data[j].co = sk_m.vertices[j].co # assume they match            # data.meshes.remove(sk_m)            sk.vertex_group = vg            sk.slider_min = -10            sk.slider_max = 10            keys[mt_name]=sk            props_sockets[mt_name]= ("Value."+str(i).zfill(3), 1.0)        for i, t in enumerate(targets):            mt_node = t.links[0].from_node; sk_ob = mt_node.GetxForm().bGetObject()            if sk_ob is None: continue            if rel := mt_node.parameters["Morph Target"]["relative_shape"]:                sk = keys.get(mt_name)                sk.relative_key = keys.get(rel)                self.bObject = sk.id_data        evaluate_sockets(self, sk.id_data, props_sockets)        finish_drivers(self)        prWhite(f"Initializing morph target took {time() -start_time} seconds")            def bFinalize(self, bContext=None):        prGreen(f"Executing Morph Deform node {self}")        # if there is a not a prior deformer then there should be an option to use plain 'ol shape keys        # GN is always desirable as an option though because it can be baked & many other reasons        use_shape_keys = self.evaluate_input("Use Shape Key")        if use_shape_keys: # check and see if we can.            if (links := self.inputs["Deformer"].links):                if not links[0].from_node.inputs.get("Use Shape Key"):                    use_shape_keys = False                elif links[0].from_node.parameters.get("Use Shape Key") == False:                    use_shape_keys = False        self.parameters["Use Shape Key"] = use_shape_keys        if use_shape_keys:            self.gen_shape_key(bContext)        else:            self.gen_morph_target_modifier(bContext)                                    for c in TellClasses():    setup_container(c)
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