Vertex Groups

정점 그룹

Named sets of mesh vertices with per-vertex weights. Armatures and modifiers use them to decide which vertices they affect and by how much.

Also known as: Vertex Groupvertex_groups정점 그룹
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bpy — this entry
# 두 정점 그룹에 실제 가중치를 저장하고, 메시의 어느 쪽을 각 그룹이 움직이는지 색으로 보여 준다.
import bmesh
reset('WORKBENCH')
camera((4.2, -7.5, 4.0), target=(0, 0, 0), lens=52)
floor()

bpy.ops.mesh.primitive_cube_add(size=2)
mesh = bpy.context.object
mesh.name = 'Shared mesh'
bm = bmesh.new()
bm.from_mesh(mesh.data)
bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=4, use_grid_fill=True)
bm.to_mesh(mesh.data)
bm.free()
mesh.data.update()
left = mesh.vertex_groups.new(name='LeftArm')
right = mesh.vertex_groups.new(name='RightArm')
for vertex in mesh.data.vertices:
    left_weight = max(0.0, min(1.0, (1.0 - vertex.co.x) * 0.5))
    right_weight = 1.0 - left_weight
    left.add([vertex.index], left_weight, 'REPLACE')
    right.add([vertex.index], right_weight, 'REPLACE')

colors = [material('Left group', SKY), material('Shared boundary', CLAY), material('Right group', LIME)]
paint(mesh, colors[0])
for mat in colors[1:]:
    mesh.data.materials.append(mat)
for polygon in mesh.data.polygons:
    weight = sum(max(0.0, min(1.0, (1.0 - mesh.data.vertices[i].co.x) * 0.5)) for i in polygon.vertices) / len(polygon.vertices)
    polygon.material_index = 0 if weight > 0.62 else 2 if weight < 0.38 else 1
edges(mesh, thickness=0.008)
frame(mesh, margin=1.4)
shoot('groups')
Full script — runs as-is in Blender 5.1.1
# vertex-groups — Blender 5.1.1 에서 그대로 돌아가는 스크립트
# 실행: blender -b --factory-startup --python vertex-groups.py -- <출력 폴더>
SLUG = 'vertex-groups'

# ── 무대: 모든 항목이 같이 쓰는 준비 코드 (renders/_stage.py) ──────────────────
# 빈 장면 → 렌더 엔진·크기 → 카메라·바닥·조명·재질 도우미 → shoot() 으로 WebP 저장.
import bpy, math, os, sys
from mathutils import Vector

# 출력 폴더: blender -b --factory-startup --python 이파일.py -- <출력 폴더>
OUT = sys.argv[sys.argv.index('--') + 1] if '--' in sys.argv[:-1] else os.getcwd()
os.makedirs(OUT, exist_ok=True)

# 색은 화면에서 고르는 sRGB 0~1 값으로 적는다. 블렌더 내부는 선형(linear)이라 srgb() 로 바꿔 넣는다.
BACKDROP = (0.24, 0.25, 0.27)
CLAY = (0.80, 0.77, 0.72)
LIME = (0.64, 0.90, 0.21)
SKY = (0.22, 0.65, 0.95)
CORAL = (0.96, 0.42, 0.45)
INK = (0.08, 0.09, 0.10)
ENGINES = {'WORKBENCH': 'BLENDER_WORKBENCH', 'EEVEE': 'BLENDER_EEVEE', 'CYCLES': 'CYCLES'}


def srgb(c, alpha=1.0):
    lin = lambda v: v / 12.92 if v <= 0.04045 else ((v + 0.055) / 1.055) ** 2.4
    return (lin(c[0]), lin(c[1]), lin(c[2]), alpha)


def reset(engine='WORKBENCH', samples=16, size=(960, 600)):
    """빈 장면에서 시작한다. engine: WORKBENCH(모양 확인) · EEVEE(실시간) · CYCLES(경로 추적)."""
    bpy.ops.wm.read_factory_settings(use_empty=True)
    sc = bpy.context.scene
    sc.render.engine = ENGINES[engine]
    sc.render.resolution_x, sc.render.resolution_y = size
    sc.render.resolution_percentage = 100
    sc.render.image_settings.file_format = 'WEBP'
    sc.render.image_settings.quality = 82
    sc.world = bpy.data.worlds.new('World')
    world_color(BACKDROP)
    if engine == 'WORKBENCH':
        sh = sc.display.shading
        sh.light, sh.color_type = 'STUDIO', 'MATERIAL'
        sh.show_shadows, sh.shadow_intensity = True, 0.35
        sh.show_cavity = True
        sc.display.render_aa = '16'
        sc.view_settings.view_transform = 'Standard'  # 재질 색을 그대로 보여 준다
    elif engine == 'EEVEE':
        sc.eevee.taa_render_samples = samples
    else:
        sc.cycles.samples = samples
        sc.cycles.use_denoising = True
    return sc


def world_color(color, strength=1.0):
    """배경색. Workbench 는 world.color, EEVEE·Cycles 는 Background 노드를 쓴다."""
    w = bpy.context.scene.world
    w.color = srgb(color)[:3]
    bg = w.node_tree.nodes.get('Background') if w.node_tree else None
    if bg:
        bg.inputs['Color'].default_value = srgb(color)
        bg.inputs['Strength'].default_value = strength
    return w


def hdri(name='studio', strength=1.0, show=False):
    """블렌더에 들어 있는 HDRI 로 장면을 비춘다(CC0 · Poly Haven). name: studio · city · courtyard · forest · interior · night · sunrise · sunset.
    show=False 면 빛과 반사에만 쓰고, 카메라에는 BACKDROP 색 배경이 보인다(Light Path 의 Is Camera Ray 로 가른다)."""
    nt = bpy.context.scene.world.node_tree
    nodes, links = nt.nodes, nt.links
    env = nodes.new('ShaderNodeTexEnvironment')
    env.image = bpy.data.images.load(os.path.join(bpy.utils.system_resource('DATAFILES'), 'studiolights', 'world', f'{name}.exr'))
    bg = nodes['Background']
    bg.inputs['Strength'].default_value = strength
    links.new(env.outputs['Color'], bg.inputs['Color'])
    if not show:
        flat = nodes.new('ShaderNodeBackground')
        flat.inputs['Color'].default_value = srgb(BACKDROP)
        ray, mix = nodes.new('ShaderNodeLightPath'), nodes.new('ShaderNodeMixShader')
        links.new(ray.outputs['Is Camera Ray'], mix.inputs['Fac'])
        links.new(bg.outputs['Background'], mix.inputs[1])
        links.new(flat.outputs['Background'], mix.inputs[2])
        links.new(mix.outputs['Shader'], nodes['World Output'].inputs['Surface'])
    return env


def look_at(obj, target):
    obj.rotation_euler = (Vector(target) - obj.location).to_track_quat('-Z', 'Y').to_euler()


def camera(location=(7, -7, 5), target=(0, 0, 0.5), lens=50):
    cam = bpy.data.objects.new('Camera', bpy.data.cameras.new('Camera'))
    bpy.context.scene.collection.objects.link(cam)
    cam.location = location
    look_at(cam, target)
    cam.data.lens = lens
    bpy.context.scene.camera = cam
    return cam


def frame(*objs, margin=1.15):
    """카메라 방향은 그대로 두고, objs 가 화면에 다 들어오게 카메라를 앞뒤로 옮긴다."""
    sc = bpy.context.scene
    dg = bpy.context.evaluated_depsgraph_get()
    pts = [o.matrix_world @ Vector(c) for o in objs for c in o.evaluated_get(dg).bound_box]
    mid = sum(pts, Vector()) / len(pts)
    coords = [c for p in pts for c in (mid + (p - mid) * margin)]
    loc, _scale = sc.camera.camera_fit_coords(dg, coords)
    sc.camera.location = loc
    return sc.camera


def light(kind='AREA', location=(4, -4, 6), target=(0, 0, 0), energy=600, size=3.0, color=(1, 1, 1)):
    """kind: POINT · SUN · SPOT · AREA. energy 는 와트(SUN 은 W/m²에 해당하는 세기)."""
    data = bpy.data.lights.new(kind.title(), kind)
    data.energy, data.color = energy, color
    if kind == 'AREA':
        data.size = size
    obj = bpy.data.objects.new(data.name, data)
    bpy.context.scene.collection.objects.link(obj)
    obj.location = location
    look_at(obj, target)
    return obj


def studio(key=700, fill=200, rim=450):
    """기본 3점 조명(키·필·림). EEVEE·Cycles 용 — Workbench 는 자체 스튜디오 조명을 쓴다."""
    return [light('AREA', (5, -4, 6), energy=key, size=4),
            light('AREA', (-6, -3, 3), energy=fill, size=5),
            light('AREA', (0, 6, 5), energy=rim, size=3)]


def material(name, color=CLAY, roughness=0.5, metallic=0.0, **inputs):
    """원리 BSDF 재질. inputs 는 소켓 이름(공백은 _ 로): Emission_Strength=3."""
    mat = bpy.data.materials.new(name)
    mat.diffuse_color = srgb(color)  # Workbench 가 보는 색
    bsdf = mat.node_tree.nodes['Principled BSDF']
    bsdf.inputs['Base Color'].default_value = srgb(color)
    bsdf.inputs['Roughness'].default_value = roughness
    bsdf.inputs['Metallic'].default_value = metallic
    for key, value in inputs.items():
        bsdf.inputs[key.replace('_', ' ')].default_value = value
    return mat


def paint(obj, mat):
    obj.data.materials.clear()
    obj.data.materials.append(mat)
    return obj


def floor(size=80.0, color=None, z=0.0, wall=30.0, curve=6.0):
    """바닥과 뒷벽(+Y 쪽)이 둥글게 이어진 스튜디오 배경 — 지평선이 보이지 않는다. 카메라는 -Y 쪽에서 +Y 를 보게 둔다."""
    import bmesh
    back = size / 2
    steps = 12
    profile = [(-back, 0.0)]  # (y, z) 단면: 앞 → 둥근 모서리 → 벽 위
    for i in range(steps + 1):
        a = (math.pi / 2) * i / steps
        profile.append((back - curve + curve * math.sin(a), curve - curve * math.cos(a)))
    profile.append((back, wall))
    bm = bmesh.new()
    left = [bm.verts.new((-back, y, z + h)) for y, h in profile]
    right = [bm.verts.new((back, y, z + h)) for y, h in profile]
    for i in range(len(profile) - 1):
        bm.faces.new((left[i], right[i], right[i + 1], left[i + 1]))
    me = bpy.data.meshes.new('Floor')
    bm.to_mesh(me)
    bm.free()
    obj = bpy.data.objects.new('Floor', me)
    bpy.context.scene.collection.objects.link(obj)
    for poly in me.polygons:
        poly.use_smooth = True
    return paint(obj, material('Floor', color or BACKDROP, roughness=0.9))


def edges(obj, thickness=0.012, color=INK):
    """메시의 선(엣지)을 렌더에 보이게 한다 — 모디파이어까지 적용된 모양에 와이어프레임을 씌운 복제본."""
    dg = bpy.context.evaluated_depsgraph_get()
    wire = bpy.data.objects.new(obj.name + '.edges', bpy.data.meshes.new_from_object(obj.evaluated_get(dg)))
    bpy.context.scene.collection.objects.link(wire)
    wire.matrix_world = obj.matrix_world.copy()
    mod = wire.modifiers.new('Wireframe', 'WIREFRAME')
    mod.thickness, mod.use_even_offset = thickness, True
    return paint(wire, material(obj.name + '.edges', color, roughness=0.8))


def shoot(name):
    """지금 장면을 <출력 폴더>/<항목>-<name>.webp 로 렌더한다."""
    sc = bpy.context.scene
    sc.render.filepath = os.path.join(OUT, f'{SLUG}-{name}.webp')
    bpy.ops.render.render(write_still=True)
    return sc.render.filepath


# ── 이 항목 ──
# 두 정점 그룹에 실제 가중치를 저장하고, 메시의 어느 쪽을 각 그룹이 움직이는지 색으로 보여 준다.
import bmesh
reset('WORKBENCH')
camera((4.2, -7.5, 4.0), target=(0, 0, 0), lens=52)
floor()

bpy.ops.mesh.primitive_cube_add(size=2)
mesh = bpy.context.object
mesh.name = 'Shared mesh'
bm = bmesh.new()
bm.from_mesh(mesh.data)
bmesh.ops.subdivide_edges(bm, edges=bm.edges[:], cuts=4, use_grid_fill=True)
bm.to_mesh(mesh.data)
bm.free()
mesh.data.update()
left = mesh.vertex_groups.new(name='LeftArm')
right = mesh.vertex_groups.new(name='RightArm')
for vertex in mesh.data.vertices:
    left_weight = max(0.0, min(1.0, (1.0 - vertex.co.x) * 0.5))
    right_weight = 1.0 - left_weight
    left.add([vertex.index], left_weight, 'REPLACE')
    right.add([vertex.index], right_weight, 'REPLACE')

colors = [material('Left group', SKY), material('Shared boundary', CLAY), material('Right group', LIME)]
paint(mesh, colors[0])
for mat in colors[1:]:
    mesh.data.materials.append(mat)
for polygon in mesh.data.polygons:
    weight = sum(max(0.0, min(1.0, (1.0 - mesh.data.vertices[i].co.x) * 0.5)) for i in polygon.vertices) / len(polygon.vertices)
    polygon.material_index = 0 if weight > 0.62 else 2 if weight < 0.38 else 1
edges(mesh, thickness=0.008)
frame(mesh, margin=1.4)
shoot('groups')

A vertex group is like a map annotated with a different value in each region. A vertex can belong to several groups at once, with a weight from 0 to 1 in each. Create groups in Object Data Properties ▸ Vertex Groups, then inspect or edit their weights in Weight Paint mode.

In Python, create one with obj.vertex_groups.new(name='UpperArm') and assign values with group.add(indices, weight, 'REPLACE'). An Armature modifier looks for groups with matching bone names and moves vertices in proportion to their weights. Using bpy.data avoids relying on the active object or selection, which makes automation predictable.

Weights do not have to sum to 1, but too many overlapping groups make deformation harder to debug. The demo assigns both LeftArm and RightArm to every vertex with complementary weights that sum to 1. It colors faces from the LeftArm weight: blue above 0.62, lime below 0.38, and clay in between.

When to use

Use them to bind a mesh to an armature or restrict a modifier to selected vertices. Matching group and bone names makes scripted bindings easier to inspect.

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