Added animation importing.
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import bpy.path
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import bpy
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from mathutils import Vector, Quaternion
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try:
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from .anim import *
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from .bones import *
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except:
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from anim import *
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from bones import *
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def import_fix_coord(v):
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return Vector((-v[0], -v[2], v[1]))
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def import_fix_normal(v):
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return Vector(( v[0], v[2], -v[1]))
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def import_fix_quaternion(quat):
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return Quaternion((quat[3], -quat[0], -quat[2], quat[1]))
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def getBoneLength(arm_data, bone_name):
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bl = arm_data.bones[bone_name]
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if bl.parent is None:
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return bl.head
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def getBoneRotation(bone, bone_trk_lookup, trk_rot_list, index):
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if bone is None:
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#rot_p = Quaternion()
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return Quaternion()
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else:
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rot_p = getBoneRotation(bone.parent, bone_trk_lookup, trk_rot_list, index)
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if bone.name in bone_trk_lookup:
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trk_index = bone_trk_lookup[bone.name]
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rot_list = trk_rot_list[trk_index]
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if index >= len(rot_list):
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rot_s = rot_list[-1].copy()
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else:
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rot_s = rot_list[index].copy()
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else:
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rot_s = Quaternion()
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rot_p.rotate(rot_s)
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return rot_p
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#rot_s.rotate(rot_p)
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#return rot_s
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def convertAnimation(context, arm_obj, arm_data, anim, rescale = True):
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full_name = anim.header_name.decode("utf-8")
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anim_name = full_name.split("/")[1].lstrip("skel_")
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#todo: get all bones used in animation, and maximum length
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max_frames = 0
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bone_ids = []
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bone_names = []
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bone_trk_lengths = []
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bone_arm_lengths = []
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bone_scales = []
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bone_trk_lookup = {}
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for i, bt in enumerate(anim.bone_tracks):
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#get maximum frame count
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max_frames = max(max_frames, len(bt.positions), len(bt.rotations))
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#get IDs and names
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bone_id = bt.bone_id
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bone_name = BONES_LIST[bone_id]
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bone_trk_lookup[bone_name] = i
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bone_ids.append(bone_id)
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bone_names.append(bone_name)
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#get animation's T-pose length
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bone_trk_len = Vector(bt.positions[0]).length
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bone_trk_lengths.append(bone_trk_len)
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#get armature's T-pose length
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bone_arm_len = getBoneLength(arm_data, bone_name)
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bone_arm_lengths.append(bone_arm_len)
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#determine scale
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bone_scale = rescale and (bone_arm_len / bone_trk_len) or (1.0)
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bone_scales.append(bone_scale)
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#todo: create animation
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if arm_obj.animation_data is None:
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arm_obj.animation_data_create()
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if anim_name in arm_obj.animation_data.nla_tracks:
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#todo: resolve this
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nla_track = arm_obj.animation_data.nla_tracks[anim_name]
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pass
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else:
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nla_track = arm_obj.animation_data.nla_tracks.new()
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nla_track.name = anim_name
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trk_pos_list = []
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trk_rot_list = []
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for i, bt in enumerate(anim.bone_tracks):
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#pos_start = (len(bt.positions) > 1) and 1 or 0
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pos_start = 0
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pos_stop = len(bt.positions)
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#rot_start = (len(bt.rotations) > 1) and 1 or 0
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rot_start = 0
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rot_stop = len(bt.rotations)
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pos_list = []
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rot_list = []
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for j in range(pos_start, pos_stop):
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v = import_fix_coord(bt.positions[j])
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pos_list.append(v)
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pass
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for j in range(rot_start, rot_stop):
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v = import_fix_quaternion(bt.rotations[j])
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rot_list.append(v)
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pass
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trk_pos_list.append(pos_list)
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trk_rot_list.append(rot_list)
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action = bpy.data.actions.new(anim_name)
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action.use_fake_user = True
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nla_strip = nla_track.strips.new(anim_name, 0, action)
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nla_strip.action_frame_start = 0
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nla_strip.action_frame_end = max_frames
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for i, bt in enumerate(anim.bone_tracks):
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bone_name = bone_names[i]
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bone = arm_data.bones[bone_name]
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pose_bone = arm_obj.pose.bones[bone_name]
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#pos_start = (len(bt.positions) > 1) and 1 or 0
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pos_start = 0
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pos_stop = len(bt.positions)
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#rot_start = (len(bt.rotations) > 1) and 1 or 0
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rot_start = 0
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rot_stop = len(bt.rotations)
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pos_list = trk_pos_list[i]
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rot_list = trk_rot_list[i]
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props = [(pose_bone.path_from_id("location"), 3, bone_name), #"Location"),
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(pose_bone.path_from_id("rotation_quaternion"), 4, bone_name), #"Quaternion Rotation"),
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#(pose_bone.path_from_id("rotation_axis_angle"), 4, "Axis Angle Rotation"),
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#(pose_bone,path_from_id("rotatin_euler"), 3, "Euler Rotation"),
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#(pose_bone.path_from_id("scale"), 3, "Scale"),
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]
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curves = [action.fcurves.new(prop, index = cidx, action_group = agrp)
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for prop, channel_count, agrp in props
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for cidx in range(channel_count)]
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pos_curves = curves[0:3]
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rot_curves = curves[3:7]
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for j, pos in enumerate(pos_list):
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#Remove the bone component from the position.
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if bone.parent is None:
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#Only compute it for root bones.
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rot = getBoneRotation(bone.parent, bone_trk_lookup, trk_rot_list, j)
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#rot.invert()
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pos0 = pos_list[0].copy()
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pos0.rotate(rot)
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l = (pos - pos0).length
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if l >= 0.001:# and (bone.name in ["Hips", "Waist","Chest"]):
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print("%s, %s: %s: pos: %s : %s ::: %s : %s" % (bone.name, j, l, pos, pos0, pos_list[0], rot))
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pos = pos - pos0
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if l < 0.001:
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#Distance is close to zero, force position adjustment to zero.
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pos = Vector()
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else:
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#assume 0,0,0 correction in other nodes.
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pos = Vector()
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for k, crv in enumerate(pos_curves):
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crv.keyframe_points.insert(j, pos[k], options={'NEEDED', 'FAST'}).interpolation = 'LINEAR'
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for j, rot in enumerate(rot_list):
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for k, crv in enumerate(rot_curves):
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crv.keyframe_points.insert(j, rot[k], options={'NEEDED', 'FAST'}).interpolation = 'LINEAR'
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for crv in curves:
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crv.update()
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#todo: create animation
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#todo: iterate over bones and generate frames data
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#todo: delete mid points for simple motions?
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pass
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def load(operator, context, scale = 1.0, filepath = "", global_matrix = None, use_mesh_modifiers = True, ignore_lod = True):
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#Load .anim file
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fh_in = open(filepath, "rb")
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anim = Anim()
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anim.loadFromFile(fh_in)
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fh_in.close()
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#todo: prefer armature name that matches import?
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#Choose the first selected armature as the armature to attach to.
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armature = None
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for ob in context.selected_objects:
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if ob.type == "ARMATURE":
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armature_obj = ob
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armature = ob.data
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break
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else:
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#If none found try again with all objects.
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for ob in bpy.data.objects:
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if ob.type == "ARMATURE":
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armature_obj = ob
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armature = ob.data
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break
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convertAnimation(context, armature_obj, armature, anim, False)
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return {'FINISHED'}
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