Added support for importing skeletons from skel_*.anim files.
parent
ada937ce82
commit
4f8e162b91
@ -0,0 +1,107 @@
|
|||||||
|
import bpy.path
|
||||||
|
import bpy
|
||||||
|
from mathutils import Vector, Quaternion
|
||||||
|
try:
|
||||||
|
from .anim import *
|
||||||
|
from .bones import *
|
||||||
|
except:
|
||||||
|
from anim import *
|
||||||
|
from bones import *
|
||||||
|
|
||||||
|
def import_fix_coord(v):
|
||||||
|
return Vector((-v[0], -v[2], v[1]))
|
||||||
|
def import_fix_normal(v):
|
||||||
|
return Vector(( v[0], v[2], -v[1]))
|
||||||
|
def import_fix_quaternion(quat):
|
||||||
|
return Quaternion((quat[3], -quat[0], -quat[2], quat[1]))
|
||||||
|
|
||||||
|
TAIL_LENGTH = 0.05 #0.204377
|
||||||
|
TAIL_VECTOR = Vector((0, 1, 0))
|
||||||
|
|
||||||
|
def getTposeOffset(anim, bone_id):
|
||||||
|
offset = Vector((0, 0, 0))
|
||||||
|
for bt in anim.bone_tracks:
|
||||||
|
if bt.bone_id == bone_id:
|
||||||
|
return import_fix_coord(bt.positions[0])
|
||||||
|
return offset
|
||||||
|
|
||||||
|
def convertBone(anim, arm_obj, arm_data, bone_id, parent, parent_position, tail_nub):
|
||||||
|
bone_link = anim.skeleton_hierarchy.bones[bone_id]
|
||||||
|
#if bone_link.boneid != bone_id:
|
||||||
|
# raise Exception("")
|
||||||
|
bone_name = BONES_LIST[bone_id]
|
||||||
|
|
||||||
|
# Create the (edit)bone.
|
||||||
|
new_bone = arm_data.edit_bones.new(name=bone_name)
|
||||||
|
new_bone.select = True
|
||||||
|
new_bone.name = bone_name
|
||||||
|
|
||||||
|
bone_offset = getTposeOffset(anim, bone_id)
|
||||||
|
bone_position = parent_position + bone_offset
|
||||||
|
if parent is None:
|
||||||
|
if tail_nub:
|
||||||
|
#new_bone.head = bone_offset + TAIL_VECTOR * TAIL_LENGTH
|
||||||
|
#new_bone.tail = bone_offset
|
||||||
|
new_bone.head = bone_position
|
||||||
|
new_bone.tail = bone_position + TAIL_VECTOR * TAIL_LENGTH
|
||||||
|
else:
|
||||||
|
raise
|
||||||
|
pass
|
||||||
|
else:
|
||||||
|
new_bone.parent = parent
|
||||||
|
if tail_nub:
|
||||||
|
#new_bone.head = bone_offset - TAIL_VECTOR * TAIL_LENGTH
|
||||||
|
#new_bone.tail = bone_offset
|
||||||
|
new_bone.head = bone_position
|
||||||
|
new_bone.tail = bone_position + TAIL_VECTOR * TAIL_LENGTH
|
||||||
|
else:
|
||||||
|
raise
|
||||||
|
|
||||||
|
#visit children
|
||||||
|
if bone_link.next != -1:
|
||||||
|
convertBone(anim, arm_obj, arm_data, bone_link.next, parent, parent_position, tail_nub)
|
||||||
|
if bone_link.child != -1:
|
||||||
|
convertBone(anim, arm_obj, arm_data, bone_link.child, new_bone, bone_position, tail_nub)
|
||||||
|
|
||||||
|
|
||||||
|
def convertSkeleton(context, anim):
|
||||||
|
full_name = anim.header_name.decode("utf-8")
|
||||||
|
skeleton_name = full_name.split("/")[0]
|
||||||
|
|
||||||
|
#create armature
|
||||||
|
arm_data = bpy.data.armatures.new(name=skeleton_name)
|
||||||
|
arm_obj = bpy.data.objects.new(name=skeleton_name, object_data=arm_data)
|
||||||
|
|
||||||
|
# instance in scene
|
||||||
|
context.view_layer.active_layer_collection.collection.objects.link(arm_obj)
|
||||||
|
arm_obj.select_set(True)
|
||||||
|
|
||||||
|
# Switch to Edit mode.
|
||||||
|
context.view_layer.objects.active = arm_obj
|
||||||
|
is_hidden = arm_obj.hide_viewport
|
||||||
|
arm_obj.hide_viewport = False # Can't switch to Edit mode hidden objects...
|
||||||
|
bpy.ops.object.mode_set(mode='EDIT')
|
||||||
|
|
||||||
|
#Traverse tree, creating bones, and position heads and tails.
|
||||||
|
convertBone(anim, arm_obj, arm_data, anim.skeleton_hierarchy.root, None, Vector(), True)
|
||||||
|
|
||||||
|
#Switch to Object mode.
|
||||||
|
bpy.ops.object.mode_set(mode='OBJECT')
|
||||||
|
arm_obj.hide_viewport = is_hidden
|
||||||
|
|
||||||
|
|
||||||
|
def load(operator, context, scale = 1.0, filepath = "", global_matrix = None, use_mesh_modifiers = True, ignore_lod = True):
|
||||||
|
#Load .anim file
|
||||||
|
fh_in = open(filepath, "rb")
|
||||||
|
anim = Anim()
|
||||||
|
anim.loadFromFile(fh_in)
|
||||||
|
fh_in.close()
|
||||||
|
|
||||||
|
|
||||||
|
#Check for a skeleton hierarchy
|
||||||
|
if not anim.checkSkeletonHierarchy():
|
||||||
|
raise Exception("Animation does not have a skeleton. (Or it has errors.)")
|
||||||
|
#todo: check for a T-pose
|
||||||
|
convertSkeleton(context, anim)
|
||||||
|
|
||||||
|
return {'FINISHED'}
|
Loading…
Reference in New Issue