I want to export an OBJ sequence of a hair system that has objects duplis.
There is a script for regular particles by Jasper:
import bpy
# Set these to False if you don't want to key that property.
KEYFRAME_LOCATION = True
KEYFRAME_ROTATION = True
KEYFRAME_SCALE = True
KEYFRAME_VISIBILITY = True # Viewport and render visibility.
def create_objects_for_particles(ps, obj):
# Duplicate the given object for every particle and return the duplicates.
# Use instances instead of full copies.
obj_list = []
mesh = obj.data
for i, _ in enumerate(ps.particles):
dupli = bpy.data.objects.new(
name="particle.{:03d}".format(i),
object_data=mesh)
bpy.context.scene.objects.link(dupli)
obj_list.append(dupli)
return obj_list
def match_and_keyframe_objects(ps, obj_list, start_frame, end_frame):
# Match and keyframe the objects to the particles for every frame in the
# given range.
for frame in range(start_frame, end_frame + 1):
bpy.context.scene.frame_set(frame)
for p, obj in zip(ps.particles, obj_list):
match_object_to_particle(p, obj)
keyframe_obj(obj)
def match_object_to_particle(p, obj):
# Match the location, rotation, scale and visibility of the object to
# the particle.
loc = p.location
rot = p.rotation
size = p.size
if p.alive_state == 'ALIVE':
vis = True
else:
vis = False
obj.location = loc
# Set rotation mode to quaternion to match particle rotation.
obj.rotation_mode = 'QUATERNION'
obj.rotation_quaternion = rot
obj.scale = (size, size, size)
obj.hide = not(vis)
obj.hide_render = not(vis)
def keyframe_obj(obj):
# Keyframe location, rotation, scale and visibility if specified.
if KEYFRAME_LOCATION:
obj.keyframe_insert("location")
if KEYFRAME_ROTATION:
obj.keyframe_insert("rotation_quaternion")
if KEYFRAME_SCALE:
obj.keyframe_insert("scale")
if KEYFRAME_VISIBILITY:
obj.keyframe_insert("hide")
obj.keyframe_insert("hide_render")
def main():
# Assume only 2 objects are selected.
# The active object should be the one with the particle system.
ps_obj = bpy.context.object
obj = [obj for obj in bpy.context.selected_objects if obj != ps_obj][0]
ps = ps_obj.particle_systems[0] # Assume only 1 particle system is present.
start_frame = bpy.context.scene.frame_start
end_frame = bpy.context.scene.frame_end
obj_list = create_objects_for_particles(ps, obj)
match_and_keyframe_objects(ps, obj_list, start_frame, end_frame)
if __name__ == '__main__': main()
(Jasper’s script is from here: https://blender.stackexchange.com/questions/4956/convert-particle-system-to-animated-meshes)
But it doesn’t work on hair systems.
Is there another way to do that, or how to modify this script? I am not a developer so I have little idea how to solve this issue.