Version - Visibility by Scale
Works for 3.4
Here's a modified version for 2.8 that keys visibility as scale and does all particle systems on the emitter object.
One of the advantage to control visibility by Scale (and not by Viewport/Render visibility) is ability to be handled by more exporters.
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 = False # Viewport and render visibility.
KEYFRAME_VISIBILITY_SCALE = True
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
particles_coll = bpy.data.collections.new(name="particles")
bpy.context.scene.collection.children.link(particles_coll)
for i, _ in enumerate(ps.particles):
dupli = bpy.data.objects.new(
name="particle.{:03d}".format(i),
object_data=mesh)
particles_coll.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):
print("frame {} processed".format(frame))
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
if KEYFRAME_VISIBILITY_SCALE:
if vis:
obj.scale = (size, size, size)
if not vis:
obj.scale = (0.001, 0.001, 0.001)
obj.hide_viewport = not(vis) # <<<-- this was called "hide" in <= 2.79
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_viewport") # <<<-- this was called "hide" in <= 2.79
obj.keyframe_insert("hide_render")
def main():
#in 2.8 you need to evaluate the Dependency graph in order to get data from animation, modifiers, etc
depsgraph = bpy.context.evaluated_depsgraph_get()
# Assume only 2 objects are selected.
# The active object should be the one with the particle system.
ps_obj = bpy.context.object
ps_obj_evaluated = depsgraph.objects[ ps_obj.name ]
obj = [obj for obj in bpy.context.selected_objects if obj != ps_obj][0]
for psy in ps_obj_evaluated.particle_systems:
ps = psy # 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()